Star Conflict OBT v.0.9.9 update2 discussion

About speed for interceptors if they buff all interceptors we’ll have interceptor conflict for T3 and lower. They should only change T4/T5 interceptors, but the speed gap between tiers shouldn’t be too high either.

 

Lets take the Arigato S (T4 CovOps) for example: The first time I bought that ship it had a lovable speed of about 600 m/s. Now its down to 465 m/s… thats quite a loss. My Grizzly-M (T4 Frigate) is at 402 m/s so we have a speedgap from about 60 m/s in these ships???

Correction - have a poll about it where option A is “Not sure / no opinion” to filter out the idiots that don’t read the poll and just click Vote for their GS.

 

Good Idea, actually I bet thats why the MM Poll ingame is biased. 

Or better ask the question if T3+ ceptors need more speed. 

I vote +1 for a no opinion area in polls. It gets annoying when people just pick what looks good without really knowing anything about the subject. That being said, 10 gs is tempting me every time.

So a question: If I fire off all my missiles and activate all my modules on Ship A, die and then respawn as Ship B, what happens?

 

  1. Does Ship B spawn with all their missiles and modules ready to use?

 

  1. Does Ship A keep reloading while I’m flying Ship B?
  1. Yes.

  2. Yes. It should keep ticking though.

I think it’s long past time the Federation stopped having “speed” as their thing, and started filling holes in the ship tree. What do I mean by that? All Empire ships should max out on Hull. All Jericho max out on Shield. Federation should max out on whatever the other one doesn’t.

 

That means Fed Guards, CovOps and Tacklers are hull-tanks. Fed Engineers, Gunships and Recons are shield-tanks. This would result in every class having two distinct styles of play. The Fed would, by extension have a somewhat bumpy progression, but it would still be workable.

I think it’s long past time the Federation stopped having “speed” as their thing, and started filling holes in the ship tree. What do I mean by that? All Empire ships should max out on Hull. All Jericho max out on Shield. Federation should max out on whatever the other one doesn’t.

 

That means Fed Guards, CovOps and Tacklers are hull-tanks. Fed Engineers, Gunships and Recons are shield-tanks. This would result in every class having two distinct styles of play. The Fed would, by extension have a somewhat bumpy progression, but it would still be workable.

We do not plan such massive overhaul at the moment.

I vote +1 for a no opinion area in polls. It gets annoying when people just pick what looks good without really knowing anything about the subject. That being said, 10 gs is tempting me every time.

 

Aye. +1 to no opinion for the same reasons.

I don’t believe he was suspecting that but, instead, simply giving a suggestion.  

 

 

“We do not plan such massive overhaul at the moment.”   - Antibus

I don’t believe he was suspecting that but, instead, simply giving a suggestion.  

 

 

“We do not plan such massive overhaul at the moment.”   - Antibus

Suggestions are to be posted in this section of the forums: [Suggestions](< base_url >/index.php?/forum/230-suggestions/)

                                           - Off Topic -

 

Alright, one last thing from me. Everyone that reads this that is involved with the interceptor guide, please make sure to return to it and keep writing.

We are nearing 1.0. Let’s double the pace. [http://forum.star-conflict.com/index.php?/topic/20845-interceptor-guide/](< base_url >/index.php?/topic/20845-interceptor-guide/)

Now, to those that haven’t taken part yet, please feel free to do so. 

I can’t have this one becoming a dud, now, can I?

Rechargin and reloading
Module and missile reloading now continues during the wait for the next launch into battle
Modules and missiles recharging at the moment of the ship’s death now keep recharging
Reloading now continues while you’re waiting for the next launch
If the reloading isn’t finished by the time you launch back into battle, it continues during the battle

I dont agree with this at all…

 

+BTW, Thanks for the free synergy.

Module and missile reloading now continues during the wait for the next launch into battle

Modules and missiles recharging at the moment of the ship’s death now keep recharging

Reloading now continues while you’re waiting for the next launch

If the reloading isn’t finished by the time you launch back into battle, it continues during the battle

 

So you really don’t like scouad and low Tiers players matched against High Tiers.

You just add a “GODMODE BUTTON” for all T5 against Lower Tiers.

 

Did you remember the R13 Empire Implant before doing this? If you want to add something like this, just Fix the MM before !

 

Rework the pasiv bonus for Fighters/Frigates : It’s not because they are tankier that they must a crappy bonus compared to Interceptors.

 

Ho and you should take a look at the “Grizzly MK2” and the “Tor S”. Something clearly wrong between this 2 ships.

 

 

 

EDIT : AND WHY ALL MY T3 GUARD LOST SURVAVIBILITY !

Thank you, Antibus for the quick responses.

 

So a question: If I fire off all my missiles and activate all my modules on Ship A, die and then respawn as Ship B, what happens?

 

  1. Does Ship B spawn with all their missiles and modules ready to use?

 

  1. Does Ship A keep reloading while I’m flying Ship B?

 

  1. Yes.
  2. Yes. It should keep ticking though.

 

 

I have another question or three. Pre-V0.9.9 Update #2, equipping improved missile pylons (passive hull mod) also reduced the amount of time required for an empty magazine/clip/cartridge/pack (whatever you want to call it) of missiles or mines to recharge once depleted. This was never calculated in the visible stats for ammunition in the missile slot, but I have been assured that it is so.

 

So, in Update #2, will improved missile pylons continue to reduce the amount of time for empty missile slots to recharge? Will the altered values be calculated and visible in the hangar or when in battle? Will the reduced recharge time (less than 120 seconds) also apply to ships that are not currently being flown?

 

I have to ask. I suspect that Improved Missile Pylons are suddenly on the verge of becoming a viable hull modification for players who are completely offense-minded.

I approve this message :slight_smile:

All good changes, though the Overclocked CPU feels a bit much? 0.5 second lock time on my Wolf-M though :slight_smile:

 

~4 posts in reserve~ 

 

Edit: Did the Emergency boost and liquid nano get nerfed this patch? It’s energy use is at 100/s while it used to be at ~80/s but is not mentioned in the patch notes. Was this from a previous patch just not listed?

I like some of the changes, while I can’t yet tell what to think about others. I need to test it first. I really like to see the fleet strength in other profiles.

About the recharging time of modules even after respawn,… I am not sure if I like it or not. Only time will tell^^

 

Nice update so far =)

I have another question or three. Pre-V0.9.9 Update #2, equipping improved missile pylons (passive hull mod) also reduced the amount of time required for an empty magazine/clip/cartridge/pack (whatever you want to call it) of missiles or mines to recharge once depleted. This was never calculated in the visible stats for ammunition in the missile slot, but I have been assured that it is so.

 

So, in Update #2, will improved missile pylons continue to reduce the amount of time for empty missile slots to recharge? Will the altered values be calculated and visible in the hangar or when in battle? Will the reduced recharge time (less than 120 seconds) also apply to ships that are not currently being flown?

 

I have to ask. I suspect that Improved Missile Pylons are suddenly on the verge of becoming a viable hull modification for players who are completely offense-minded.

No, we did not plan for them them to affect clip recharge time. It still affects recharge time between shots, of course.

We are actually getting quite a lot of feedback that speeds are still too high )

For the feds maybe, because Fed fighters match Jericho and Empire interceptor speeds, and Fed frigates match Jericho and Empire fighter speeds.  That’s the main issue I see.

 

Lets take the Arigato S (T4 CovOps) for example: The first time I bought that ship it had a lovable speed of about 600 m/s. Now its down to 465 m/s… thats quite a loss. My Grizzly-M (T4 Frigate) is at 402 m/s so we have a speedgap from about 60 m/s in these ships???

Maybe I should edit my last statement, Fed frigates can top Empire interceptor speeds!  I don’t want to be in an interceptor and have a frigate run over me.

 

Rechargin and reloading

Module and missile reloading now continues during the wait for the next launch into battle

Modules and missiles recharging at the moment of the ship’s death now keep recharging

Reloading now continues while you’re waiting for the next launch

If the reloading isn’t finished by the time you launch back into battle, it continues during the battle

I dont agree with this at all…

Ever die and in the death recap see that the guy killing you couldn’t land one single main weapon hit but instead hit you with four missiles?  Missile spam needs to go away.

Fed frigate won’t be able to outturn you in an interceptor. but I do agree they could raise a little bit ships speed (something like 10-20m/s) for jerycho/empire (not only int).

But if fed are paper thin ships too. so if their speed buff compared to other race is small, this faction won’t be taken anymore.

Fed frigate won’t be able to outturn you in an interceptor. but I do agree they could raise a little bit ships speed (something like 10-20m/s) for jerycho/empire (not only int).

But if fed are paper thin ships too. so if their speed buff compared to other race is small, this faction won’t be taken anymore.

 

Oh, I only use one speedmod on my fed frigate. Its easy to think of a build that could outrun non-fed ceptors. 

Are you guys gonna let us keep our old electronic guidances and vernier engies in lower tiers, like you let us keep other modules like lightweight hull and multiphase?

 

I think moving vernier to T4 is a good choice (so should be the strafe upgrade). But losing electronic guidance really sucks. Should have kept it imo.

 

Good changes about the missiles and suicide. +1

 

Btw, when are you guys gonna add some new MAPS?

 

Because I was talking to a friend that stopped playing a long time ago because no new maps and game modes, and he laughed so hard when he heared there still aren’t any new maps in last 4 months. I mean really, how hard can it be to make a new map? We know position of every fricken rock on these same old, same old maps. And whatever happened to that community create a map contest also 4 months ago, huh?

 

Oh, I just figured it out, I actually suspect the big content update and changes after the end of the tournament on December 7th. They did the same with the last tournament, when 9.0 was actually postponed a few days because it changed the game  so much.