How do you activate damage text?
If you are doing your job with a guard frigate, you are usually in the thick of things, which means getting shot by several opponents with different damage types, plus missiles and mines. So no matter what you have set, you are going to take damage from other sources. A 1/3rd breakdown in damage is a good estimate of what you can conceivably intercept in that situation.
Of course, even assuming that you only have one opponent, you are still only looking at a 6k EHP difference, which is close to what I suggested as comparable. With the Anaconda M coming in 10k higher, plus the extra speed and missile slots makes it slightly better overall. Which was my initial point.
Then you are in a very unique situation. Vast majority of cases you’re hit by one big source of damage and several small ones. Many of which overlap as the same type of damage. For example, when you’re storming the beacon in current meta you’re usually mainly show with lasers, hit by mines, nukes, pulsars and plasma arcs and often pokes by rails and plasma.
In most cases there is one clear massive damage source and a few minor ones. Typically thermal is big as the opener and then after you absorb arcs, minefields and nukes you can look at what damage type you’re shot at with and adjust.
Finally if you’re being shot at by everyone, you’re doing it wrong. One of the advantages of being in a ball is same as birds flying in a flock or fish swimming in schools. It’s difficult for predators to pick a target. This is just how species on our planet evolved. Don’t be the one guy that sticks out, be next to most and you’ll usually eat focus of 2-3 people at most, if you have more locks then that, you should be dodging behind rocks and beacons, not zerging. Others can take over the zerg part of a moment while you lure your attackers into the heart of the ball for the slaughter.
Also the chat commands were removed from wiki for some reason but it’s /set cl_scrollcombattext x where x is 0 by default (damage taken hidden, damage done shown on target), and you can set it to 1 (damage taken on right side, damage done on enemy) and 2 (damage taken on right side, damage done on left).
Here’s a picture from wiki on how option 1 looks: http://wiki.star-conflict.com/index.php?title=File:Cl_scrollCombatText_1.png
And here’s 2:http://wiki.star-conflict.com/index.php?title=File:Cl_scrollCombatText_2.png
If you are doing your job with a guard frigate, you are usually in the thick of things, which means getting shot by several opponents with different damage types, plus missiles and mines. So no matter what you have set, you are going to take damage from other sources. A 1/3rd breakdown in damage is a good estimate of what you can conceivably intercept in that situation.
Of course, even assuming that you only have one opponent, you are still only looking at a 6k EHP difference, which is close to what I suggested as comparable. With the Anaconda M coming in 10k higher, plus the extra speed and missile slots makes it slightly better overall. Which was my initial point.
If I’m in a Guard, I’m sure as hell NOT in the thick of everything. My position is usually guarding the Captain, the Engineers or near a Beacon, keeping them alive and the Beacon secure. I often get shot to hell from a handful of Ceptors that quickly die under Pulsar fire and a Minefield, but I can tell you right now… Between an Anaconda-M and the Crus-S, I still prefer the Crus. I’ve flown both and, if well fitted (all blues on both ships), the Crus can easily outdo the Anaconda in survivability.
Trust me, numbers on ships (especially Guards) don’t mean a thing on this game. It’s how you fly it. You can easily kill an Anaconda-M while flying a Crus-S, it’s not rocket science as to why that is true. Feds just don’t know how to make decent guards.
If I’m in a Guard, I’m sure as hell NOT in the thick of everything. My position is usually guarding the Captain, the Engineers or near a Beacon, keeping them alive and the Beacon secure. I often get shot to hell from a handful of Ceptors that quickly die under Pulsar fire and a Minefield, but I can tell you right now… Between an Anaconda-M and the Crus-S, I still prefer the Crus. I’ve flown both and, if well fitted (all blues on both ships), the Crus can easily outdo the Anaconda in survivability.
Trust me, numbers on ships (especially Guards) don’t mean a thing on this game. It’s how you fly it. You can easily kill an Anaconda-M while flying a Crus-S, it’s not rocket science as to why that is true. Feds just don’t know how to make decent guards.
To be fair, Jericho is the Guard frigate faction.
To be fair, Jericho is the Guard frigate faction.
That’s another thing, too. Most of the ships’ manufacturing factions aren’t even the best ones. Best Engies? Empire. Best Gunships? Feds. Best LRF? Jericho, if only for their multitasking ability. Best Tacklers? Who knows, THERE AREN’T ANY!
Best Gunships? Feds.
What? :facepalm:
And best tacklers are feds because tacklers need to catch their victims to slow them. Best LFR is arguable, they serve two different niches. You’re correct on engineers though, because engineers need survivability more then anything, and empire is best race for that.
What? :facepalm:
And best tacklers are feds because tacklers need to catch their victims to slow them. Best LFR is arguable, they serve two different niches. You’re correct on engineers though, because engineers need survivability more then anything, and empire is best race for that.
Oryngton still has a point though. Who’re the main producers of Engies? Feds. And yet the Empire Engies are still better.
What?
And best tacklers are feds because tacklers need to catch their victims to slow them. Best LFR is arguable, they serve two different niches. You’re correct on engineers though, because engineers need survivability more then anything, and empire is best race for that.
Yes, Fed Gunships are currently BETTER because they do their job a lot better than their Imperial counterparts (run in, dish the pain, gtfo). Imperial Gunships have a tad more hp to survive those runs, but that’s it, they have nothing else going for them.
You can’t even tell which Tacklers are better because the ONLY T3 Tacklers that exist are the Bear and the Parallax. If you use the Katana AE you might survive for a while until you’re noticed and gunned down like a wounded animal and don’t get me started on the T3 Fox, that thing is utterly useless.
No, Engineers need people DEFENDING THEM. Nobody does that because they don’t give a rat’s xxxx about their Engies. “Oh, let them die, we’ll have support back in a minute. Oh xxxx, where did all these enemy ships come from? Godamnit, WHERE ARE THE ENGIES!!?” Is that how it usually goes?..
As for LFRs… Well, the Empire ones might be a heck of a lot better at playing hide and seek, but they can’t do much as Gunships. Jericho LRFs are more mobile and, imo, can take more punishment. Plus, I’ve seen the Torpedo be used as a last resort (kind of like the CovOps SD) to a marginally good success rate. I have mine fitted as a Gunship, but I’m always staying on the mid-field, hidden behind a rock, only taking advantage of its use as a Gunship when things tend to head my way.
Don’t forget the feds engineers do get a nice boost to their mods at R12! But I don’t know anything of T4 lol…maybe 80k+ tanks are possbile there?
Yes, Fed Gunships are currently BETTER because they do their job a lot better than their Imperial counterparts (run in, dish the pain, gtfo). Imperial Gunships have a tad more hp to survive those runs, but that’s it, they have nothing else going for them.
You can’t even tell which Tacklers are better because the ONLY T3 Tacklers that exist are the Bear and the Parallax. If you use the Katana AE you might survive for a while until you’re noticed and gunned down like a wounded animal and don’t get me started on the T3 Fox, that thing is utterly useless.
No, Engineers need people DEFENDING THEM. Nobody does that because they don’t give a rat’s xxxx about their Engies. “Oh, let them die, we’ll have support back in a minute. Oh xxxx, where did all these enemy ships come from? Godamnit, WHERE ARE THE ENGIES!!?” Is that how it usually goes?..
As for LFRs… Well, the Empire ones might be a heck of a lot better at playing hide and seek, but they can’t do much as Gunships. Jericho LRFs are more mobile and, imo, can take more punishment. Plus, I’ve seen the Torpedo be used as a last resort (kind of like the CovOps SD) to a marginally good success rate. I have mine fitted as a Gunship, but I’m always staying on the mid-field, hidden behind a rock, only taking advantage of its use as a Gunship when things tend to head my way.
You do not even know that imperials get 10% more main weapon damage as their racial trait? Nor do you understand that survivability is more important then speed to a gunship because it has two mods that it can use to increase speed, while it’s ability to inflict damage is limited by its survivability.
You also seem to think that just because certain ships at certain tiers do not exist, we cannot judge the racial bonuses against needs of the role? Why not?
Finally, jericho non-guard ship that has superior survivability to imperial one? What are you smoking and where can I get some of it?
And even with those levels of sheer ignorance you want to talk about racial balance. I have a headache…
Don’t forget the feds engineers do get a nice boost to their mods at R12! But I don’t know anything of T4 lol…maybe 80k+ tanks are possbile there?
Implants are not racially restricted if that’s what you mean. Considering that the only R12 engineers in existence are both fed.
And of course, the credit-based fed R12 engy has ship based buffs similar to cerberus-2.
You do not even know that imperials get 10% more main weapon damage as their racial trait? Nor do you understand that survivability is more important then speed to a gunship because it has two mods that it can use to increase speed, while it’s ability to inflict damage is limited by its survivability.
You also seem to think that just because certain ships at certain tiers do not exist, we cannot judge the racial bonuses against needs of the role? Why not?
Finally, jericho non-guard ship that has superior survivability to imperial one? What are you smoking and where can I get some of it?
And even with those levels of sheer ignorance you want to talk about racial balance. I have a headache…
Yes, I do know most of the ship bonuses. No, survivability isn’t a priority for Gunships, you have a “Hit n’Run” ship, not a 300 ton tank with a railgun on top of it. One of those modules ALSO increases your weapons’ fire rate, along with speed and manoeuverability, so there’s your iWin button on Gunships. Its ability to deal massive amounts of damage is only limited by the pilot’s skills. You can easily kill a Guard with Engineer support if you know wtf you’re doing. So yes, survivability on a Gunship is a secondary trait.
The 10/15% weapon bonuses are all very pretty with pretty polen filled flowers and bees and humming birds around them but, ultimately, no one is going to pick a Phobos Aura if they can have a Wolf-M, ask anyone you want. I’m also keeping out of the Premium Realm for that exact reason. Premium ships are meant to be overpowered when compared to their counterparts. They serve no purpose in any “balance” discussion. Although I will be discussing that because most of them actually have very similar stats to non-Premium equivalents (point in case: Kalah vs Deimos 2).
You think the Jericho LR aren’t better than Empire ones? Well, ok, let’s compare. Imperial Snipers have the Disintegrator on their side, able to hit anything that’s not a Ceptor or Fighter at 12km and, as soon as a Recon gets close to them, they die faster than they can get out of the Disintegrator view. If you use these are Gunships, you’ll also die faster than you can say “Oy, who’s shooting me!”. On the other hand, the Jericho LRs can be on the mid-line, covered by both Engineers and friendly ships lobbing Torpedoes against unsuspecting victims. They still die faster than you can say “Oy, who’s shooting me!”, but you get to kill more stuff than with a Disintegrator.
And you play this game!? Good lord. I know I’m an average pilot, but I, at least, try to get all the facts before I open my mouth to spout what I just read on your post.
How do you activate damage text?
Go to options, activate advanced tool tip display.
Yes, I do know most of the ship bonuses. No, survivability isn’t a priority for Gunships, you have a “Hit n’Run” ship, not a 300 ton tank with a railgun on top of it. One of those modules ALSO increases your weapons’ fire rate, along with speed and manoeuverability, so there’s your iWin button on Gunships. Its ability to deal massive amounts of damage is only limited by the pilot’s skills. You can easily kill a Guard with Engineer support if you know wtf you’re doing. So yes, survivability on a Gunship is a secondary trait.
The 10/15% weapon bonuses are all very pretty with pretty polen filled flowers and bees and humming birds around them but, ultimately, no one is going to pick a Phobos Aura if they can have a Wolf-M, ask anyone you want. I’m also keeping out of the Premium Realm for that exact reason. Premium ships are meant to be overpowered when compared to their counterparts. They serve no purpose in any “balance” discussion. Although I will be discussing that because most of them actually have very similar stats to non-Premium equivalents (point in case: Kalah vs Deimos 2).
You think the Jericho LR aren’t better than Empire ones? Well, ok, let’s compare. Imperial Snipers have the Disintegrator on their side, able to hit anything that’s not a Ceptor or Fighter at 12km and, as soon as a Recon gets close to them, they die faster than they can get out of the Disintegrator view. If you use these are Gunships, you’ll also die faster than you can say “Oy, who’s shooting me!”. On the other hand, the Jericho LRs can be on the mid-line, covered by both Engineers and friendly ships lobbing Torpedoes against unsuspecting victims. They still die faster than you can say “Oy, who’s shooting me!”, but you get to kill more stuff than with a Disintegrator.
And you play this game!? Good lord. I know I’m an average pilot, but I, at least, try to get all the facts before I open my mouth to spout what I just read on your post.
-
Hit and run needs ability to stay alive during “hit” phase. The longer you can stay alive during “hit” phase, the more damage you can inflict.
-
Ability to hit needs only one thing: damage. Everything else is secondary. Even survivability is aimed at maximizing damage by maximizing the length of firing window as damage done equals DPS times time you spend firing. As a result, federation racial buffs are in fact least useful (read: borderline useless) for gunship class, jericho buffs (if there was a gunship in jericho arsenal) would be second and empire has optimal racial buffs for a gunship as they have superior survivability (longest firing window) and superior damage (10% more damage in the same time).
-
Desert eagle, nukem. Fun detail: if Kalah could slot in more mods and implants up to R9, it would make a better a gunship than Wolf-M. Its stats at R6 are better for the gunship role than stats of R9 wolf-m.
At the moment, the only reason to use wolf-m is if you do not have any of the two imperial R9 premium gunships and you understand the value of R9 implant and extra equipments slots.
In fact, sheer terribleness of wolf-m (and all federation gunships) as a gunship due to massively mismatched racial buffs to the role is the main argument for “star conflict is pay to win”. It used to be second argument after that of strong vs other command fighters, but now strong is arguably less overpowered in comparison to prometheus-2 then desert eagle/nukem in comparison to wolf-m.
You can dance around “must be not premium”-argument all you want. The fact remains that these ships are in game and will be used by players. And we also know what racial benefits are in game for ships and which of these benefits fit which role better.
Finally, good luck killing that disintegrator frig in the middle of the frig ball as he pushes your frigs out of the way. You’ll need it.
I don’t think it’s 10% extra damage as the racial trait. All their ships have +10% damage as a bonus, BUT Empire get a 1 or 2% damage bonus anyway.
Hit and run needs ability to stay alive during “hit” phase. The longer you can stay alive during “hit” phase, the more damage you can inflict.
Ability to hit needs only one thing: damage. Everything else is secondary. Even survivability is aimed at maximizing damage by maximizing the length of firing window as damage done equals DPS times time you spend firing. As a result, federation racial buffs are in fact least useful (read: borderline useless) for gunship class, jericho buffs (if there was a gunship in jericho arsenal) would be second and empire has optimal racial buffs for a gunship as they have superior survivability (longest firing window) and superior damage (10% more damage in the same time).
Desert eagle, nukem. Fun detail: if Kalah could slot in more mods and implants up to R9, it would make a better a gunship than Wolf-M. Its stats at R6 are better for the gunship role than stats of R9 wolf-m.
At the moment, the only reason to use wolf-m is if you do not have any of the two imperial R9 premium gunships and you understand the value of R9 implant and extra equipments slots.
In fact, sheer terribleness of wolf-m (and all federation gunships) as a gunship due to massively mismatched racial buffs to the role is the main argument for “star conflict is pay to win”. It used to be second argument after that of strong vs other command fighters, but now strong is arguably less overpowered in comparison to prometheus-2 then desert eagle/nukem in comparison to wolf-m.
You can dance around “must be not premium”-argument all you want. The fact remains that these ships are in game and will be used by players. And we also know what racial benefits are in game for ships and which of these benefits fit which role better.
Finally, good luck killing that disintegrator frig in the middle of the frig ball as he pushes your frigs out of the way. You’ll need it.
On Gunships:
True, the more time you stay alive, the more damage you deal. This goes for all ships. However, the Wolf-M already has more than enough survivability to kill a handful of ships (including a Frigate or two). You don’t need more. In fact, not even Federate Gunships are covering the role of Glass Cannon, let alone Imperial ones.
Fun detail: if you take ANY ship and compare it to its R9 counterpart, you still get more stats on the R6 ships, following your logic.
Speed IS your main weapon in a Gunship. Your role, as a Gunship is “Hit and Run”, as I’ve explained earlier. I’m sorry, but until you understand that, you can’t continue to talk about Gunships the way you do. Imperial Gunships just can’t compete. Yes, the extra 10/15% weapon damage is a nice boost, but if you can’t veer away from incoming fire, even those 15% won’t help you at all (this is untrue on the D-Eagle because that ship is just overpowered when compared to any other Gunship, including T4…).
On Commands:
You. Nitwit. The Strong is still the overpowered powerhouse it was before. If you think having just 6 missile slots makes it any less so, then you have really lost any power to speak sense on this forum. Six Large Missile slots that can still be used for SIX Minefields. You know what that is on Beacons? Area Denial. On the rare matches where you don’t see Frigballs, the Strong still dominates the field. CovOps can’t even launch nukes where the Strong roams. And even if they eventually do so, a well-fitted Strong can still manage to survive 2 of them.
Oh, I especially loved your comparison between Gunships and Commands. Bravo. It’s like you’re comparing onions with tomatoes. While you’re smashing the tomatoes to make them look like onions. Well done, indeed.
But, since you brought up Premiums, let’s keep going on that subject. You say the only worthwhile Gunships are the Nukem and the D-Eagle. Ok, what about the Tacklers? Guards? What about T4 ships? Doesn’t it piss you off that there isn’t an Imperial R12 Engineer?.. What about the numerous disparities on ships throughout the entire tree? What about the way Ceptors just murder everything they face? What about oh-so-many more things wrong about ships? You wanna get into detail on all of them? Because I can’t wait to bury you further than you’ve gone, so far.
On Long Ranges:
Ok, I’ll just grab my ECM and kill it in under a minute after spawning. If you decide to bring it back, I’ll gladly shoot it down again. You’re using that in the middle of the Frigball? Congrats, you’re doing jack xxxx to help your team, your services would be greater appreciated with a Jericho Sniper, hurling missiles towards enemy unguarded lines.
@oryngton
i have to disagree with u…the wolf was my first ship i really try to fly in t3 and it was too weak in every way…t3 is all about survivability/ teamwork, not speed…its just my experience that u dont need that many fast ships as in t2 where ceptors are king of the ring…
i myself bought a nukem 1 and feels much better…i bought it because of saving the repair-costs which are rediculous at t3…while looking for the right setup i really felt the big difference between these two ships…
dont get me wrong, the wolf is nice but in compare with the nukem…no chance!
it just make more damage and u are not slow at all…installing engine overcharge is a good thing, thou ;)…thats just what i need, 12-15 seconds speedboost when retreating…AND i have a hull and a shiled which is pretty strong…
of course it all depends on ur own style of playing because of the huge difference between t2 and t3…
as i said t3 is not about speed…AND a wolf is by far not the fastest out there…
in general u can say, commands-ships and engis are the real deal at t3…the rest is utterly useless…okay, a bit harsh but 60% are engies, 30% commands and 10% the rest…
BUT I STILL LOVE MY NUKEM… :yes_yes:
This is just a repeat of me and Luckyo…
@oryngton
i have to disagree with u…the wolf was my first ship i really try to fly in t3 and it was too weak in every way…t3 is all about survivability/ teamwork, not speed…its just my experience that u dont need that many fast ships as in t2 where ceptors are king of the ring…
i myself bought a nukem 1 and feels much better…i bought it because of saving the repair-costs which are rediculous at t3…while looking for the right setup i really felt the big difference between these two ships…
dont get me wrong, the wolf is nice but in compare with the nukem…no chance!
it just make more damage and u are not slow at all…installing engine overcharge is a good thing, thou ;)…thats just what i need, 12-15 seconds speedboost when retreating…AND i have a hull and a shiled which is pretty strong…
of course it all depends on ur own style of playing because of the huge difference between t2 and t3…
as i said t3 is not about speed…AND a wolf is by far not the fastest out there…
in general u can say, commands-ships and engis are the real deal at t3…the rest is utterly useless…okay, a bit harsh but 60% are engies, 30% commands and 10% the rest…
BUT I STILL LOVE MY NUKEM… :yes_yes:
The point of the Wolf-M is to dive in, kill a few, then retreat, as is the point of any Gunship, in fairness. Teamwork plays a modest role in this affair but considering how things are in T3, none of it will ever work.
Repair costs are overly high if you die often enough, yes.
T3 is about teamwork, but given the Wolf-M’s manoeuvrability, it surpasses the Nukem. Obviously, Imperial Gunships have more survivability on paper but theory and practice often don’t walk holding hands. If anything, practice will slap theory in the face for being so fact-driven. This game is no different and I noticed an immense difference when flying both the Nukem and the Wolf-M. And I’ll tell you… it was staggering. Maybe it was just the way I flew with them, idk…
This is just a repeat of me and Luckyo…
The only difference, and he will soon learn of it, is that I’m MUCH more stubborn than he is.
okay, but what u wanna say?
are u the only ones who can have this opinion? --------sry, i did not know that…
its just the way i see it and i flew both…so what?