Star Conflict OBT v0.9.1 Discussion

"Shrapnel Cannon:

Damage increased by 5%

Range increased by 18%"

 

Ninja nerf detected! Spread was increased in 18%, not range! 

It seemed like the spread was worse now, and that’s with switching to a Kris AE, it required an extra horizon module to feel decent.  Needing two Horizon modules is ridiculous.

Ninja nerf detected! Spread was increased in 18%, not range! 

 

 

You’re always better off reading the Google translated Russian patch notes rather than the English ones. The English patch notes always have nerfs “translated” as buffs for some reason, guess it’s a tradition by now.

Use this:

http://translate.google.de/translate?hl=en&sl=ru&u=http://forum.star-conflict.ru/index.php?/topic/36429-star-conflict-obt-v091

And yep, the nerf was quite noticeable.

3 friends and I are now playing, we’re were doing a custom battle, but figured we didn’t bring the right ships. Now we got to leave the custom battle to switch ships. We can’t just make a 4 man squad and just do PVE. It’s beyond stupid.

3 friends and I are now playing, we’re were doing a custom battle, but figured we didn’t bring the right ships. Now we got to leave the custom battle to switch ships. We can’t just make a 4 man squad and just do PVE. It’s beyond stupid.

You can just leave one person in the game and you won’t have to remake it if that’s the problem.

 

Otherwise you have to remake it, which takes about 5 seconds.

This is not true, DSR based on your KD ratio and DSR of players contributing to your KD, back when i advanced to t3, before i joined NASA, i had 1450 DSR and i was doing suicide Captain rushes all the times, now, in T3 my DSR floats in 1400-1500 range no matter if i fly in a squad or solo. And i am not that long in T3 200 games maybe?

 

that makes no sense. you have the same # of captain kills per game as me. 0.1% more in fact… statistically insignificant.

 

you guys fail to understand that during those times, there were players with 1500 DSR in t3 to kill… thee are none today… the highest you see is 1200… 1250 at most…

 

the only 1500 you see in t3 already have their t5s…

 

I’m > 1600 DSR and I play solo T2.

Going to have to pull a Luckyo on you (feeling dirty already, lol) and say you’re just making up excuses for your performance instead of bettering yourself. :wink:

PS: This was a rather uneventful patch if we’re heavily off-topic so quickly…

 

snib is the only t3 1600 dsr player i’ve seen. but i also know snib is a stat padder.

 

and yea, it’s based on KDR as well. so completely understandable, since snib sits in T2 with gear, stomping on inexperienced players in broken ships, since he doesn’t have to grind the ones that blow any more…

 

all in a day’s work. solving ancient mysteries… toodeloo

 

making up excuses? no, those are facts… you’re the first 1600 dsr in T3 i’ve seen… EVER. at least i don’t sit in T2, padding my stats :\

 

i wouldn’t put it beyond you to farm alts in custom games…

 

your win ratio alone shows that you do nothing but killsteal, while your team does most of the work, pretty much :\ i think i had a discussion with you abut this previously…

 

if you’re using DSR as a stat to measure skill, you might be disappointed to know it can be abused in multiple ways.

 

always know the significance of the stat you’re reading.

i wouldn’t put it beyond you to farm alts in custom games…

You found me out. I’m also hacking, using aim-bots and such.

It’s true, your DSR is the highest one achievable without cheating, the rest of us should be banned. :wink:

i wouldn’t consider a W/R of 1.07 stomping on people in T2 ‘cheating’ :\

 

i would call it… DSR and KDR farming…

Please devs, please release the DSR equation…

You’re always better off reading the Google translated Russian patch notes rather than the English ones. The English patch notes always have nerfs “translated” as buffs for some reason, guess it’s a tradition by now.

Use this:

http://translate.google.de/translate?hl=en&sl=ru&u=http://forum.star-conflict.ru/index.php?/topic/36429-star-conflict-obt-v091

And yep, the nerf was quite noticeable.

I read it, and I wish they would use google translate as a double check.

You can just leave one person in the game and you won’t have to remake it if that’s the problem.

 

Otherwise you have to remake it, which takes about 5 seconds.

It’s still beyond stupid. No matter what “logic” you use to try to convince me.

"Shrapnel Cannon:

Damage increased by 5%

Range increased by 18%"

 

Ninja nerf detected! Spread was increased in 18%, not range! 

 

lots of other balance issues.

 

for example: gauss gun has only 25% more range than railgun, and only slightly less spread and projectile speed… but has half the DPS…

 

i don’t know who makes these stats up…

 

or the size of the singularity cannon bubble still being too big for it’s proj speed (1500+ m/s with ammo)…

 

btw, there was a parallax ninja nerf as well after i mentioned it. it no longer has plasma speed and spread perks. it now has a cooldown perk.

 

 

Please devs, please release the DSR equation…

 

why, so people can farm it even more? no thanks

 

DSR prob needs some tweaks… however, what i find poor is the way efficiency is calculated at the end of each match.

 

imo, damage assists should count for more than ‘module assists’. seems you can easily rack up efficiency right now by just spamming AOE assist mods on command and engineer.

 

also, i seem to damage a lot of people but not get an assist, simply because they will run from me or hide for 5-10 secs (not sure what the timer is), and someone else will pick up the kill… yet if you do most of the damage, that’s kind of absurd…

 

of course, there is no way around that without implementing a complicated chronological damage/heal system… prob why no game has done it yet… just a simple timer, so no way to fix this. in fact, sometimes you can get an assist that you really shouldn’t. ie: you do 500 damage, but the enemy heals that back before someone else kills them… essentially you did zero, but get an assist as long as the timer doesn’t run out. no way to fix that.

 

or getting 5-8 kills, 5-8 assists and still ending up at the bottom because you didn’t cap any beacons… but you managed to kill all of the enemies attacking them… doesn’t make much sense…

 

or assisting in bomb carrier kills, nets you nothing except a simple assist…

 

or if you don’t grab the bomb but protect your bomb carriers, you get less efficiency, but if you do grab the bomb, nobody will get the enemies off your back… so its between a rock and a hard place…

 

honestly, system needs work…

for example: gauss gun has only 25% more range than railgun, and only slightly less spread and projectile speed… but has half the DPS…

 

it’s the 3 x charged per shot damage that makes up for it.

i wouldn’t consider a W/R of 1.07 stomping on people in T2 ‘cheating’ :\

 

i would call it… DSR and KDR farming…

I would call your opinion interesting to me but I’d be lying. And it’s 1.08. :wink:

I read it, and I wish they would use google translate as a double check.

Or maybe use it as a base. Last couple of patch notes often had “increased” instead of “decreased” or things like that. If you work with the pre-translated version and simply adjust some terms/proprietary names that are hard for google to translate you’d probably end up with a better product.

it’s the 3 x charged per shot damage that makes up for it.

 

well, with 1000 dps, it’d take 20 secs to take down a fighter at 20k ehp. 18 secs with the extra 1800 dmg for the first shot.

 

with 2000 dps it takes 10 secs flat to take down a fighter. so i just can’t see how that is even balanced.

 

even taking into account the 3 seconds it takes the rail to close the distance gap… it still wouldn’t be fair… and you don’t always have that distance gap…

 

that’s even assuming you hit the first shot… the fire rate also limits close combat now.

 

gauss is basically short by 20-30% DPS compared to all other options. should be 1200-1300 dps compared to the other 2000s… and just limit it to 2 charges instead of 3.

 

it’s extremely situational… only really works on a tackler with 100% module range. and even then, you get almost no kills. your shots hurt about as much as a mosquito sting… takes like 10-15 hits to take down an interceptor…

 

or ie: if someone is under the effects of mass shield and hull, and a repair/charge station… they have effective 600hp/s regen… assuming you hit 50%, they will be able to heal back more than 100% of the damage you do… with other 2000 dps weapons, they can only heal back 50% of it. this isn’t even counting resistances, which means they will heal back more than you can possibly do :slight_smile:

 

broken.

 

also, another possible fix to healing buffs:

 

make it heal a percentage of your health. so that intys can’t get an instant refill, and frigs don’t have to wait 2 minutes…

 

but cap healing rate at some point, so that mass hp+resistance builds can’t be abused.

 

in fact it should be capped anyways at about 400-500. or less… for interceptors.

 

it makes almost invulnerable interceptors because they can speedtank while healing…

well, with 1000 dps, it’d take 20 secs to take down a fighter at 20k ehp. 18 secs with the extra 1800 dmg for the first shot.

 

with 2000 dps it takes 10 secs flat to take down a fighter. so i just can’t see how that is even balanced.

The formula changes when you consider there are multiple people shooting.

 

It’s high alpha damage vs high dps.

you guys fail to understand that during those times, there were players with 1500 DSR in t3 to kill… thee are none today… the highest you see is 1200… 1250 at most…

you fail to understand that if you know how to fly, it is easy to achieve 1400+ in t2 or t3, and to do so you don’t need to “stat pad”, back when i was in t2, average rating of players was the same as it is right now, nothing changed in t2 on average, while in t3 average DSR looks lower than it use, probably due to all T2 players advancing, but you still can have 1500 rating in T3 just by flying good, and not by farming dsr.

The less you focus on DSR and more on your own skill and gameflow understanding, the higher your rating will be, simple as that.

The less you focus on DSR and more on your own skill and gameflow understanding, the higher your rating will be, simple as that.

Ditto. :yes_yes:

 

-Lib

The formula changes when you consider there are multiple people shooting.

 

It’s high alpha damage vs high dps.

 

uhm… how is that alpha? in the first 3 seconds, you’d get the 3 charges, plus 3 more shots. = almost 5700 damage.

 

in 3 seconds, a railgun or laser or singularity will do… singularity as example: 2.25 shots in 3 seconds = 5500+ damage?

 

a railgun will do 5704… so its on par with a gauss in the first 3 seconds, after that it FAR surpasses it… they all do.

 

and what was the last time you killed a ship in 3 seconds? … taking missiles and everything else out of the equation… with just a gauss cannon?

 

if you want to get picky and start counting less than 3 seconds, that’s:

 

in the initial shot, or the first few moments, gauss would do 2880, sing 2400, rail 520.

 

after the 1st second, gauss 3840, sing 4800 (after 1.333 secs), rail 1898.

 

after first 2 seconds, gauss 4800, sing 4800 (after 1.33) / 7200 (after 2.666), rail 3796.

 

after 3 seconds, gauss 5760, sing 7200 (after 2.666), rail 5688

 

after 4 seconds, gauss 6720, sing 9600 (after 4 secs), rail 7586

 

after 5 seconds, gauss 7680, sing 12000 (after 5.333), rail 9498

 

after 6 seconds, gauss 8640, sing 12000 (after 5.333) / 14400 (after 6.666), rail 11382

 

this is all assuming you hit the first shot, otherwise gauss is straight half the dps of all other guns.

 

basically, gauss cannon is too weak. after the first 1-2, max 3 seconds, it’s useless.

 

and singularity is a noobtube. with a giant AOE and a projectile speed of 1500+ m/s :\

 

means sing almost always hits within 500-1000m if modded with boosters and implants.

It’s still beyond stupid. No matter what “logic” you use to try to convince me.

I run pirate mission with guildies for greens every once in a while. The only “stupid” thing about it is inability to password protect PvE games. Everything else seems fine.