Star Conflict OBT v.0.9.9 update2 discussion

oh yea btw, LED monitors are awesome (although i think i will go blind in a week)
 
unfortunately, i don’t play games any more.
 
facepalm.
 
oh, missiles unloaded after death? gold sink. lol :slight_smile:
 
btw, i don’t see any command nerfs. hax btw ;\

 

ecmH5hm.jpg

 

with a strong, you can get that even higher. about 1900+

 

with a cap implant, probably 2000 on the draongfly, 2200 on the strong? just a guess.

 

dragonfly can equip 2x proton wall though, for some ecm counter. strong just gets that extra 200-300 diffusion.

 

possible on katana-s, but has a cap slot instead of a shield slot. so no compact shield generator for you :slight_smile:

To be fair, the idea of having missiles not reload immediately upon respawn is good. But it needs tweaking. And I’m not supportive of this cooldown mechanism affecting modules as well. 

 

MM’s not fixed yet; I hope the fix would be worth the wait.

 

As a side note… WNJ now for T3 and above only? I still have my T2 WNJ. And my T3 lightweight hulls as well :stuck_out_tongue: Good luck to those who don’t.

oh yea btw, LED monitors are awesome (although i think i will go blind in a week)

unfortunately, i don’t play games any more.

facepalm.

oh, missiles unloaded after death? gold sink. lol :slight_smile:

btw, i don’t see any command nerfs. hax btw ;\

ecmH5hm.jpg

with a strong, you can get that even higher. about 1900+

with a cap implant, probably 2000 on the draongfly, 2200 on the strong? just a guess.

dragonfly can equip 2x proton wall though, for some ecm counter. strong just gets that extra 200-300 diffusion.

possible on katana-s, but has a cap slot instead of a shield slot. so no compact shield generator for you :slight_smile:

With Pr X you can also get 2k without loosing many ehp, because uour hull tank. Jericho defenses ate shields, using more than 1 compact shield is bad for your ship…

Also, considering Dragonfly’s bonus and cpu slots is more used as an offensive command tha defensive. I have all Katana S, Prom X, Strong and Dragonfly and they’re pretty different.

To be fair, the idea of having missiles not reload immediately upon respawn is good. But it needs tweaking. And I’m not supportive of this cooldown mechanism affecting modules as well. 

 

MM’s not fixed yet; I hope the fix would be worth the wait.

 

As a side note… WNJ now for T3 and above only? I still have my T2 WNJ. And my T3 lightweight hulls as well :stuck_out_tongue: Good luck to those who don’t.

I still have some T2 piercing missiles for nostalgic reasons…

And Lightweight hulls…and multiphase generator…

Yes, Dragonfly is more of a sturdy sideline ganker, than a frontline tanking ship. It’s a thinking man’s ship. 

With Pr X you can also get 2k without loosing many ehp, because uour hull tank. Jericho defenses ate shields, using more than 1 compact shield is bad for your ship…

Also, considering Dragonfly’s bonus and cpu slots is more used as an offensive command tha defensive. I have all Katana S, Prom X, Strong and Dragonfly and they’re pretty different.

 

yes, i’m aware of the pr x, basically hull slots instead of shield and 1 cpu. i still don’t like sacrificing the second proton wall because a command will be one of the first units targetted. which also means boosting your capacitor as far as it will go makes sense to mitigate the initial spike. then it’s just energy regen and use your engineers. you can tank over 50-60k damage in 10 seconds. ah and shield strength isn’t that important for that role, even though jericho are geared to shields. it’s not much in any case, for the extra 5k you get for diffusion shield. that buffer is necessary to counter heavy spikes. otherwise, no diff shield ;\

 

not a personal fan of the offensive command. i also stack all 4 command mods (no personal survival mods, don’t need them since there’s 2 proton walls). more team-oriented.

 

Yes, Dragonfly is more of a sturdy sideline ganker, than a frontline tanking ship. It’s a thinking man’s ship. 

 

true, there’s less risk of being chain-cc’d before your diffusion runs out. still possible though. plus no need for personal survival mods to trigger implant effects. or at least not in most cases.

 

anyways, i think this is way off topic LOL :slight_smile:

Awww, my apologises, I didn’t know that double digit IQ is mandatory to be accepted into WPK, but now all of you, guys, make perfect sense. Thank you for clearing that up. :good:

BTW at least half of these changes made this game better, but, I guess it brings us back to my 1st point, doesn’t it.

  1. Really, xKostyan? From all people I didn’t expect you to drop so low as to post derogatory comments to an entire group of people - which contains a number of people you until recently would have called friends, or at least had a very good relation with. Your comment hits those people as much as those you’re actually trying to flame, perhaps even more. Bear that in mind before making such sweeping comments.

Don’t make this a NASA vs WPK thing, deal with the individuals you have a problem with instead. From all people, I expected you to understand this more than anyone and I’m more than a little disappointed by your comment.

  1. Whether or not the game is getting better or worse is subject to opinion and perception from each individual. That’s what this topic is for. Leave people in their worth, those with negative opinions are just as valuable and important as those with positive opinions. How else can the developers understand which changes are good and which are bad?

Granted, some people could share their concerns or discontent in a more constructive manner, but that’s a completely different discussion.

I’m just gonna passes here to give my opinion about patch (for devs).

Overall a patch amongst other, some good things, some bad, I’ll just comment bad things.

 

Why I don’t keep the rest of the missiles I have on the ship when I die, missiles are now used less than 1/4 of the fight the rest of the time it’s cooldown. 

When I use 4 out of 7 missiles then die, I expect to have 3 missiles left when I spawn. Then when I use the last missile, the clip goes on cooldown. I hope this simple change will make it in next patch. Because it’s currently annoying.

Yeah, there were several totally unmentioned changes in the patch notes.  I noticed this one after I got irritated about my Command suddenly dying much faster than usual and noticed the drop in total Energy.

I just wish Katana S had one hull slot so it could fit passive armor.  That would boost energy so much.

When I use 4 out of 7 missiles then die, I expect to have 3 missiles left when I spawn. Then when I use the last missile, the clip goes on cooldown. I hope this simple change will make it in next patch. Because it’s currently annoying.

This will be a nice addition. 

It would, so we won’t get it.

We just have to hope the whole other players want it too. we have to keep in mind that the forum is only a small part of the community.

I was just looking at the command ship screenshots, and saw something strange. Why does the katana s have LESS shield slots than the katana?

I personally like the cooldown thing, but for rockets would be better if you used half of them and Then die, you should spawn with those rockets. Spammed too much? Bad for you, wait a cooldown.

 

Thats how it used to be a month or two ago, except instead of being able to reload rockets, you would only get one clip for the whole match

I was just looking at the command ship screenshots, and saw something strange. Why does the katana s have LESS shield slots than the katana?

Because they were most likely created at first for locked tiers, in a manner to even the ground a little within T3. And for diversity. But MM as it is now screws that concept.

 

Module cooldown after death needs to go away (except SD), missiles remaining in your cartridge must remain there after respawn, and no missile cartridge and module reloading if i completely switch ships after death, from a Katana S to a Wolf for example. That’s my feedback on this patch.

Is the heating of the bubble-gun nerfed?

I have the feeling it overheats one shot faster now. 

yes, i’m aware of the pr x, basically hull slots instead of shield and 1 cpu. i still don’t like sacrificing the second proton wall because a command will be one of the first units targetted. which also means boosting your capacitor as far as it will go makes sense to mitigate the initial spike. then it’s just energy regen and use your engineers. you can tank over 50-60k damage in 10 seconds. ah and shield strength isn’t that important for that role, even though jericho are geared to shields. it’s not much in any case, for the extra 5k you get for diffusion shield. that buffer is necessary to counter heavy spikes. otherwise, no diff shield ;\

 

not a personal fan of the offensive command. i also stack all 4 command mods (no personal survival mods, don’t need them since there’s 2 proton walls). more team-oriented.

 

 

I don’t agree with you saying Commands are main targets. Their phase shield is a pain in the xxxx to deal with, imo main targets, talking about fighters would be Gunships because they are too dangerous and Tacklers because they can’t tank that much and their slows are annoying as hell.

Do i think the spam of missiles should be stopped? Yes!!! Did they do it correctly? NO

 

They should make every missile regenerates as time passes by. Like, instead of after 120sec regenerate all 6 missiles, why dont regenerate 1 missile every 20 sec? The way it was was penalizing those good pilots that took long to die, What they should have done, is penalizing kamikase missile spammer dudes, by empting the entire cartrige when they die, so their first missile would become available only 20sec after they spawned. Unless it’s the first spawn of the ship, or it died with missiles on their cartrige.

 

Another thing i think should be adressed is the proximity mine, recons have a LOT of them, and in the hands of a lagfree pilot it can instant pop any ship other than frigs with 1 hit, and they are kinda hard to identify, so i think they should become like the current state of micro-locators, possible to destroy and apearing on the screen.

 

Also, ive noticed that some modules/weapons were stealth nerfed without notice on the patch notes.

 

Yesterday with my phobos i had almos 2300 dps with my ion emiter, now it has little over 2000. Im not complaining about the dammage per se, but it was a stealth nerf again. I think they do that on purpose to irritate their players. Sincerely, i hope this game sinks so deep that noone ever finds evidence of its existence.

Most likely the game is gonna be released this january…lets wait and see. 

“Yesterday with my phobos i had almos 2300 dps with my ion emiter, now it has little over 2000. Im not complaining about the dammage per se, but it was a stealth nerf again. I think they do that on purpose to irritate their players. Sincerely, i hope this game sinks so deep that noone ever finds evidence of its existence.”

 

  1. I don’t think they do it on purpose (more on this below)

  2. When gamers feels deceived by a game it must “deep” because they feel insulted (isn’t that how kids think ?). But you don’t think about other players that are enjoying the game.

 

Stealth nerf/buff : 

I think there is a annoying but common problem in SC dev team. devs/architects do work on the patch during the week, then they write what they change in a text file/server. Then antibus takes the file/server notes and put it on the forum. This sytem works well but you can’t ask the dev/architects to write EVERYTHING. 

Solution (also common) : using a source control manager. At the end of the week someone takes time to see all the changes and write the patch note. Since SCM is automated, it’ll list ALL changes, not only the ones the dev remember about.

It’s human to sometimes forget things and specially little ones. it’s not volontraly done.

 

Now about missile, I don’t think they should rearm each missile separately. it’d be strange + hard to track for players. reaming when the clip is empty seems a more friendly solution.