Star Conflict OBT v0.9.1 Discussion

You will never accept the argument of the users here

 

without evidence? why should anyone?

 

and they won’t accept yours.

 

well, they never will, since i will never acquire the mods i need to max crit rate (i quit)… but… killin gauss users all day long… just kind hard to find many of them in a game… gee, i wonder why that is… in fact, i can go 10 games without seeing a single gauss user.

 

No minds or opinions will be changed here, no matter how long this debate continues. Therefore, it is better to move on and continue a more productive line of discussion as this is wasting your time, my time and above all; everyone else’s time who are interested in the actual patch contents.

 

right, like, what else was in the patch contents? just weapons…

 

oh and the cruddy 20% on premiums… damn almost forgot squad size…

 

well, there’s really not much more that needs to be said about those 2…

 

so… moving on…

so… moving on…

 

You mentioned this what feels like a few hundred posts ago.

 

Can we actually move along now?

You mentioned this what feels like a few hundred posts ago.

 

Can we actually move along now?

 

well, someone asked me for clarification of the issue, and then 2 or 3 trolls jumped in…

 

sorry about that, out of my control.

 

please, be my guest… what else is on the agenda?

sorry about that, out of my control.

 

please, be my guest… what else is on the agenda?

 

It’s not out of your control, you can simply not post a reply.

 

As far as the agenda goes, the ‘hotfix’ would be the most productive one;

 

 

Star Conflict OBT v.0.9.1 update 

 

General changes

  • Now ships from Steam DLC are always present in the ship tree

Bug fixes

  • Fixed hit sound for Singularity Generator
  • Fixed hit sound for Positron Cannon
  • Fixed the  “Slayer of Immortals” medal
  • Those who have already earned the medals get to keep them

could the Devs do something to the longrange balls?

uhm, i think all the patches as far back as 0.90 apply here… since the other thread is locked, and those issues are still not resolved, which can be seen by the fact that balance changes are still ongoing…

 

unless you prefer to silence opinion on the matter…

 

as far as that entire discussion trollfest is concerned, nobody even bothered to point out a simple flaw in my calculations…

 

it’s so simple it’s not even funny, but it brings about another important issue:

 

first, the error - not accounting for overdrive. an effective 50% dps boost for that 15 secs. (which is still 1/4 of the cooldown, so only 1/4 of that is effectively sustained DPS)

 

which leads to the conclusion that:

 

A. the first shot with mk1/mk2 would be 7200, but with mk3/experimental and overcharge as well it would be 10200.

 

B. with 10200 x 2 = 20.4k… could kill a 16k+ ehp kinetic inty, assuming the both crit (they will 4/5ths of the time with 90%, because i dont feel like getting in probabilities for this example), and the he is within optimal range.

 

C. if you want to take an average, accounting for crit rate, that’s 16.3k… just enough to work in most situations. but about a fifth of the time, it won’t.

 

D. in order to be able to kill 16k+ ehp intys in this way, you all need mk3/experimental gear basically to get the dps and crit rate maxxed…

 

E. we’re back to the gear problem… not surprising in fact… the real issue

 

and that still does nothing for your sustained DPS as i mentioned… you still only do 50%-65% of what your teammates can achieve…

 

and it still only makes the most sense on gunship… pretty ‘situational’ if you ask me.

uhm, i think all the patches as far back as 0.90 apply here… since the other thread is locked, and those issues are still not resolved, which can be seen by the fact that balance changes are still ongoing…

 

unless you prefer to silence opinion on the matter…

 

as far as that entire discussion trollfest is concerned, nobody even bothered to point out a simple flaw in my calculations…

 

it’s so simple it’s not even funny, but it brings about another important issue:

 

first, the error - not accounting for overdrive. an effective 50% dps boost for that 15 secs. (which is still 1/4 of the cooldown, so only 1/4 of that is effectively sustained DPS)

 

which leads to the conclusion that:

 

A. the first shot with mk1/mk2 would be 7200, but with mk3/experimental and overcharge as well it would be 10200.

 

B. with 10200 x 2 = 20.4k… could kill a 16k+ ehp kinetic inty, assuming the both crit (they will 4/5ths of the time with 90%, because i dont feel like getting in probabilities for this example), and the he is within optimal range.

 

C. if you want to take an average, accounting for crit rate, that’s 16.3k… just enough to work in most situations. but about a fifth of the time, it won’t.

 

D. in order to be able to kill 16k+ ehp intys in this way, you all need mk3/experimental gear basically to get the dps and crit rate maxxed…

 

E. we’re back to the gear problem… not surprising in fact… the real issue

 

and that still does nothing for your sustained DPS as i mentioned… you still only do 50%-65% of what your teammates can achieve…

 

and it still only makes the most sense on gunship… pretty ‘situational’ if you ask me.

Math in it self is simple, problem is a basis for math, thats why no one is arguing with the math itself because it is right BUT it is not applicable to the ingame situation 99% of the time, because you are not accounting for all the factors that are in the game to differentiate all weapons.

So again:

 

 

To make your assumptions true you have to fulfill certain conditions such as:

Your test target has to be stationary

It shall not dodge whatsoever

It has to be in Effective range for all of your weapons

You have to hit 100% of your projectiles

In a game none of this will ever happen simultaneously, as soon as at least one of those parameters is invalid there is a discrepancy in weapon effective dmg, so the comparison you have just made up there is next to useless.

 

 

Lets compare Singularity and Gauss, both of them are so called “alpha dmg” weapons that scales very good with crits and fire rate on gunships.

 

IN T3

  SingC - most common build will have around 1300m/s projectile speed (Feds r6 implant for Crit DMG ← this is what makes people disappear from singularity canon) or you can have r6 jericho for projectile speed, making it what 1600? to Consistently hit anything other than frigate you have to be within 1000k distance, which leads to circumstances where you are getting cc’d, active dodged, focused all of that reduces your effective dps by tremendous amount.

  _ Gauss _ - for gauss you can trade between range/projectile speed/crit/crit dmg. I would go with lover crit chance (use projectile speed weapon mod) but keep Crit dmg implant +add horizon, you can achieve effective range of 5k with 7+k projectile speed. Now as long as you have good aim/prediction of movements you can reliably hit targets from 4-5k range away, there are hardly anything that would disturb your constant dps flow if you keep proper position and situation awareness, 

 

After all of this you have to count in type of the Game mode and Map itself, choke points, cover, all of this count towards your effectiveness. 

 

Again this is why no one is arguing with math itself, your problem is basis for that math

Goddamned matchmaking… T3 battle, full T4 Nova squad on the other side (not to mention their DSRs…). First time i ever got really mad because of it… and that’s something you can add to the records…

no, my math is correct and there is a gear problem. lol :slight_smile: that’s the way i see it.

 

plus, i have no problems sustaining dps in close combat… with a singularity or railgun? you gotta be kidding me… in a gunship everything melts like flies… just use cover to your advantage, which the enemy will also be doing to avoid your snipers… so like… your constant dps isn’t so constant now is it. in fact, sometimes the only units who can hit the targets are on the front line.

no, my math is correct and there is a gear problem. lol :slight_smile: that’s the way i see it.

and this is completely ignoring all the constructive arguments that you begged for.

Are you saying that my Gauss vs Singularity effective damage is wrong or based on thin air assumptions?

On a “gear problem” if you compare 1 guy fighting another 1v1 and ignoring everything around, on same skill level - than yes gear (MK2/Green vs Blue/Exp) will give you an advantage in dmg/survivability (not that much though) BUT cases like this hardly ever happen, this is why we have all these different weapons, roles, ships, implants that you can tailor your current setup to the max (granted you have to understand a game for that) and be at the maximum level of efficiency that will negotiate any gear difference within a team performance.

 As an example you can take MK1/Mk2 ECM or recon and slap the face off any full purple Command ship 90% of the time or a properly anti frig built GunShip (doesn’t have to be Singularity cannon) and slap the face of Full purple Rakza`s Guard if you play it smart.

and this is completely ignoring all the constructive arguments that you begged for.

 

nope. arguments don’t prove anything. only math or videos/game logs do. as i’m sure you’re not aware of the scope of this gear problem.

 

Are you saying that my Gauss vs Singularity effective damage is wrong or based on thin air assumptions?

 

not even sure what you mean by effective damage. effective dps is calculated by averaging your dps out. since gunship skills only last 1/4 of their duration and provide a 150% dps boost, it’s equal to +37.5% effective DPS. however, you can get that same bonus on a gunship with other weapons.

 

with target painter, you can get an effective team dps boost of +10-15% on guards, +15-25% on fighters and intys (across all damage types, not just the kinetic you are using). no, those aren’t made up numbers, they’re based on typical resistances of those units vs target painter reduction. so if you have 2 guys firing, you’ve basically made up the difference, or exceeded it. although, it won’t achieve the same alpha effect. but with enough units focusing, it will ;p

 

as for you hypothetical situations (as in not based on math or video/log evidence), you do not have a ‘constant flow of dps’… factors: cover, getting dropped on by tacklers, coverts, recons, warpgates, counter-sniped, etc… the list is probably 3 times as long.

 

On a “gear problem” if you compare 1 guy fighting another 1v1 and ignoring everything around, on same skill level

 

actually i was comparing 2 guys sniping in tandem, both with gear to achieve this ‘alpha damage’ effect. technically, you can do it with one, waiting 3 seconds between charges, or 1.5 seconds when overdrive is active (i assume that’s how it works)… although, technically you don’t fire every 1.5/3 secs since you have to line up a shot.

 

As an example you can take MK1/Mk2 ECM or recon and slap the face off any full purple Command ship 90% of the time

 

ECM is broken… doesn’t even belong in a proper discussion.

 

but yes, there are situational cases that allow you to kill other in a rock-paper-scissors fashion, but overall, your performance in larger engagements is severely hampered.

 

or a properly anti frig built GunShip (doesn’t have to be Singularity cannon) and slap the face of Full purple Rakza`s Guard if you play it smart.

 

just about anything can slap the face off a guard if played right. torps+max dps positron on engineer does it every time. couple guards kills per game :\

 

and singularity can also slap the face off of anything within 1000m, a bit further with a little luck. 1500+ on slower targets.

 

projectile size is too damn large. and yea, rakza’s guards are built of scrap yard metal.

About this Synergy transfer : It’s really too expensive. I will use it if the amount of synergy was better but actually it’s really really too expensive.

About this Synergy transfer : It’s really too expensive. I will use it if the amount of synergy was better but actually it’s really really too expensive.

 

THIS IS WHAT GRINDS MY GEARS THE MOST ABOUT THIS GAME SO FAR. 

 

NO WAY AM I PAYING 30 DOLLARS, When I have already paid for a Premium SHIP! 

THIS IS WHAT GRINDS MY GEARS THE MOST ABOUT THIS GAME SO FAR. 

 

NO WAY AM I PAYING 30 DOLLARS, When I have already paid for 6 Premium SHIP and 3 DLC! 

 

FITM !

NO WAY AM I PAYING 30 DOLLARS, When I have already paid for 6 Premium SHIP and 3 DLC! 

 

Oh snap really!? I thought I was the only moron that bought the DLC packs? Lol. 

 

JP feels sad and abused by the game. JP wants RETRIBUTION!

 

Or a simple refund OR make it so its 1 GS to 500~700 Synergy! 

Oh snap really!? I thought I was the only moron that bought the DLC packs? Lol. 

 

JP feels sad and abused by the game. JP wants RETRIBUTION!

 

Or a simple refund OR make it so its 1 GS to 500~700 Synergy! 

 

1000 Synergy. I want 1000 Synergy.

1000 Synergy. I want 1000 Synergy.

 

Lets get a poll in somewhere. 

 

1000 synergy might be a tad too much…but who cares! 

Oh snap really!? I thought I was the only moron that bought the DLC packs? Lol. 

 

JP feels sad and abused by the game. JP wants RETRIBUTION!

 

Or a simple refund OR make it so its 1 GS to 500~700 Synergy! 

 

I asked for a GS refund (not real money) for some of my premium. To use my GS in another things that useless prem’s ship.

1000!!!

 

I just want them to change something about it. Please!!! I would love to unlock some other ships…I would also love to purchase another DLC pack. Not until I see some movement on this though. 

 

Start the poll JP. Start the poll.

JP feels sad and abused by the game. JP wants RETRIBUTION!

 

trust me, you don’t want to play blacklight retribution. those guys really pulled some stuff on their customers haha. right after releasing the gold/silver packs for 50/100$, the promptly abandoned all development/bugfixes to the game for the past 10 months. working on another project apparently.