Star Conflict OBT v0.8.3 Discussion

Feedback:

 

  1. Healing Aura range = ok

  2. remote healing range = too much

  3. Self healing using remote heals = bad

  4. Hull tanking might be an issue = devs look into it please ?

  • Gigas implant could be OP’d

 

Nice, thank you. 

  1. We reduced that not so long ago and… well there was quite a lot of grief over that matter.

  2. We did the same as in 2nd, and there was the same reaction. 

  3. Do you mean increase in hull strength for feds?

Feedback:

 

  1. Healing Aura range = ok

  2. remote healing range = too much

  3. Self healing using remote heals = bad

  4. Hull tanking might be an issue = devs look into it please ?

  • Gigas implant could be OP’d

the gigas implant isnt OP, not even close.

The issue is with the cerberus 2 and prometheus(2) with hull buffer(their tank is crap, just got a large buffer) 

my cerb 2 is just shy of 60k EHP, and my promethues 2 has 23k EHP and that is without synergy 10!

I know that error is also abusing the cerb 2 with his 61k EHP(I could provide screenshot of that, made the same fit as him simply looking at the stats on his ship) and I think that when i get my prometheus 2 i could push it to around 25-30k EHP.

 

Edit: lemme go slightly deeper into this(just to my ankle i promise!

Shield tanking, usually got quite bad buffers, but their repair modules repair much quicker(cooldown is usually half) and got the regen.

while armor tanking got high buffers, but the tank is somewhat bad(long cooldowns)

 

In that is it a bit like eve. 

I agree with Kine.

  1. We reduced that not so long ago and… well there was quite a lot of grief over that matter.

The problem isn’t heal amount. It’s that it takes mere seconds to regen a Frigate whereas it’s near instant on Interceptors because it applies the exact same values! That’s why everyone calls it op.

Something I haven noticed with my remote shield is that it works only 80% of the time, sometimes I press it, CD starts, but the repair doesnt get applied to me.(And the icon switches on and off as well in the effects bar when it does work. like 3 seconds remaining > no icon > 2 seconds remaining > no icon > 1 second remaining)

Edit: lemme go slightly deeper into this(just to my ankle i promise!

Shield tanking, usually got quite bad buffers, but their repair modules repair much quicker(cooldown is usually half) and got the regen.

while armor tanking got high buffers, but the tank is somewhat bad(long cooldowns)

 

In that is it a bit like eve. 

 

Still a bit unclear on that, sorry. Do you want tanking system to be more like eve or do you just want Cerb and Prometheus to be nerfed?

Nice, thank you. 

  1. We reduced that not so long ago and… well there was quite a lot of grief over that matter.

  2. We did the same as in 2nd, and there was the same reaction. 

  3. Do you mean increase in hull strength for feds?

 

  1. Grief was that Engineers couldn’t score assist points due to range nerf. Applies only to aura heals. Remote heals range can (should) be short.

3. [http://forum.star-conflict.com/index.php?/topic/20060-star-conflict-obt-v-082-update-1-discussion/page-8#entry204074](< base_url >/index.php?/topic/20060-star-conflict-obt-v-082-update-1-discussion/page-8#entry204074)

4. [http://forum.star-conflict.com/index.php?/topic/20244-empire-rank-9-implant-gigas-ii/#entry205999](< base_url >/index.php?/topic/20244-empire-rank-9-implant-gigas-ii/#entry205999)

Still a bit unclear on that, sorry. Do you want tanking system to be more like eve or do you just want Cerb and Prometheus to be nerfed?

I just meant that, in it’s current version, it is quite alike to EVE online.

And that is causing some ships to seem OP. 

 

 

 

The cerberus 2 can, for sure, tank a hell of a lot, but unless he has a lot of friends with remote hull repairs, his repair will take easily half the match if he is deep into hull. And with a slight focused fire it dies quite quickly.(Let’s not talk about nukes/missiles/mines that rape his tank) 

 

 

I like the current tanking system, but I do agree that sometimes ships seem OP. 

I would have to do some testing to make sure of something…Sadly I can’t test it right now (school):frowning:

 

But a slight nerf across empire might be needed(*Wonders where Error is so he can post his 61k EHP cerb 2 fit*) altho I would miss ignoring that 1 person shooting at me, laughing while he tries to break my buffer. I wish I had access to the test server so I could check some changes that might fix the “invincible engineers” >.<

Nice, thank you. 

  1. We reduced that not so long ago and… well there was quite a lot of grief over that matter.

  2. We did the same as in 2nd, and there was the same reaction. 

  3. Do you mean increase in hull strength for feds?

  1. NO. Empire.

jwC227p.jpg

60k cerbs are standard issue even without blue modules. I was only surprised to see a hull tanked engineer because so far it’s only been shields on interceptors and guards. And no we weren’t tickling lasers on hull. Atleast 3 heavy rails, 2 hails and myself assault rail (don’t ask) + an assortment of small caliber weapons. Missiles, nukes, plasma arc were not available options as it was against a frigate sphere defending the last objective of the game. There were 3 engineers; 2 properly fitted and a third dying seconds after every respawn. Stand-off was with 7 minutes 52 seconds left on the clock. The ENTIRE team spent that whole time shooting at the only visible engineer. And he didn’t die until time.

Empire guardgineer nerfs are needed, it seems…

Don’t you dare son.

Empire guardgineer nerfs are needed, it seems…

They have more hp than my Crus-S. That’s a Jericho Guard. Granted the synergy on that isn’t 10/10 yet, but it will NOT reach 60k (mostly cause I fit resists and not buffer), but come on, devs… If Guards are meant to be the tank of the game, wth is the Cerb2 doing?.. They have a tank that’s 2-3 times better than the Crus-S…

Hmm what do you think about buffing too weak ships instead?

Problem is damage output in T3 is not high enough. Buff all weapons in T3 would be easier but interceptors might suffer as a result. Wrote a long post about it [here](< base_url >/index.php?/topic/19998-do-you-think-the-current-nerfs-to-the-engineer-frigate-broke-their-balance/page-2#entry203989).

 

Dev team do have the actual numbers and know better but it won’t hurt to ask them to look it over?

 

Main complaint from non-elite pilots is that ships in T3 don’t die except theirs lol. And that is not fun.

Hmm what do you think about buffing too weak ships instead?

Which classes as… what?

Hmm what do you think about buffing too weak ships instead?

You’d have to buff all the weapons across the board as well. As it stands now, an interceptor simply cannot punch through cerberus-2 defenses without help because 2 guns are not enough. It will simply overheal the damage due to superior hull tanking and healing.

 

Remeber the “damage should aways be able to overcome healing” claim from the devs? Imperial engineers are currently an exception to that when properly set up. Federation engineers for example, do not appear to have this problem on anywhere near the same scale.

Hmm what do you think about buffing too weak ships instead?

THANK YOU!

 

I do cringe when people think the only way to address balance is to nerf.

 

The lack of hitting power in Tier 3 remains its biggest flaw in my opinion. Ships have plenty of time to waddle back and forth behind cover and once a few Frigates start doing that the whole game grinds to a halt, becoming a camp-fest where nobody dies except the Inty / Fighter pilots stupid enough to actually engage the frigate ball.

 

If you stopped cross-tier matchmaking you could up T3’s damage significantly without ruining Tier 2 and totally shift the meta. Frigate Balls have their place, but they shouldn’t be able to hold their own against a head-on, close quarter assault from a pack of Cov-Ops, Gunships and other damage-heavy ships.

Nice, thank you. 

  1. We reduced that not so long ago and… well there was quite a lot of grief over that matter.

I think the general concensus around here was that the Nanodrone Cloud and Mass Shield Generator range was too short at 2.5k, but the Remote Shield Generator and Remote Hull Repairer having a short range actually wasn’t such a bad thing.

 

Well, my 2 cents about hull tanking is that one reason it’s more powerful than shield, especially for engineers, is that once in hull you can get the benefit of both hull and shield repairs. I might plug [this](< base_url >/index.php?/topic/19510-make-the-mass-shield-generator-aura-not-affect-ships-that-have-recently-taken-hull-damage/) again as a possible solution to that.

Hmm what do you think about buffing too weak ships instead?

 

Disclaimer: Im speaking about T3+

 

That might become a race to survivability, imo.

 

I made a suggestion that low-mid-Tier ships have access to all implants of their tier, as soon as they reach max. synergy. I think that would be a good buff to those ships. On the other hand end-tier ships would be still “better” since they have more passive slots and grant more income. 

 

It is possible to kill any ship in an inty, but if you dont have a covops it will take forever to kill a cerberus 2 same with centaur 2 btw. 

But I dont think nerving the cerb 2 would be a good idea. 

 

The main Problem lies with the guards: Their “Signature Masking” is waaaay too powerful. And its an active AOE module which makes it even worse. 

So my suggestion would be to nerv that thing. Either reduce the % of dmg. debuff or make it like the “Valkyrie” with a cooldown. 

 

Also: Covops with Rapid Rails (and a proper build) have become so broken, that I tend to call them OP. The trouble begins with the Kite and ends with the Eagle-M. Please look into it. I tried such a build myself and was able to kill ANY random fighter (except for commands on phase shield) with 3-4 shots. Which makes this build by far more efficient than anything else (since I cant kill with any weapon that fast) 

And due to the covops modules and some Implants they dont have any kind of counter. 

 

Frig-balls are still a problem, but I dont know how to solve it…

OK, I have one Idea for “Beacon Hunt”: Activate the Beacons by random (not the same twice in a row ofc), so the Frig-Ball cant move to the next-to-be-active Beacon in advance.   

And since fighters and Inties are not that “clumsy” they would profit from an intiative-bonus.