Star Conflict OBT v0.9.1 Discussion

thank you for the info Antibus

 

[edit]

although i find that is a weird way of applying damage done rawr

Reduction of this sort is done to reduce alpha, that can be really high should you crit all the time, this would potentially influence balance much more, as you can guess.

Reduction of this sort is done to reduce alpha, that can be really high should you crit all the time, this would potentially influence balance much more, as you can guess.

Indeed. The mechanic is actually rather intuitive if you imagine each charge as a single bullet, and each bullet has its own critical chance calculated independently of the other bullets.

I’ve seen some discussions you had here on the topic on Gauss cannon, so, after Kostyan asked me of it once again, I gave him some figures, and I think you guys should have them, too.

 

So the math for this weapon (and others with charge time) is simple:

 

1st charge = a*b

2nd charge = 2a*b/2

3rd charge = 3a*b/3

 

Where  a  is crit chance and  is crit damage. 

 

So if you want to do more damage while charged - use implants to crit damage increase. 

As for gauss: mathematecally, if your crit chance is below 33% then it doesnt matter how exactly you’re dpsing, overall dps should stay the same

 

Some more info: 

laser weapons have 5% chance to crit and 50% damage multiplier

plasma have 5% chance to crit and 75% damage multiplier

kinetic have 7% chance to crit and 50% damage multiplier

Thanks for that. Would be useful to place such info into the [http://forum.star-conflict.com/index.php?/forum/110-developer-blog/](< base_url >/index.php?/forum/110-developer-blog/) section (or maybe some new game mechanics section) so it can be found.

Thanks for that. Would be useful to place such info into the [http://forum.star-conflict.com/index.php?/forum/110-developer-blog/](< base_url >/index.php?/forum/110-developer-blog/) section (or maybe some new game mechanics section) so it can be found.

Yes, it would. We will probably do that a bit later!

So, plasma seems the best choice if you want the highest possible damage, but rails land crits more often. Nice relationship those two weapons have.

And lasers are the red-headed middle child as ever. No love for them! XD

Some actual patch feedback again for a change since I had a chance to fly a couple of battles earlier before the servers fill up and it becomes too laggy to play for the rest of the day (<- that’s feedback already right there):

  • The constant guided torpedo spam is mental. Beacon hunt felt more like a game of jousting as both sides were forced to dip in and out of capturing range in between torpedo hits. Since there were 4-6 torpedo frigates each side in every game, going after them would just have been wasting manpower needed for capturing - ships respawn too fast in arcade.

  • The RFB feels miles ahead of the Shrapnel except versus hull tanked frigates now. The spread is too much on the Shrapnel to reliably fight interceptors with it and the range advantage Shrapnel has over RFB is inconsequential because of it. RFB, on the other hand, cuts through them like a hot knife through butter. Or maybe the RFB doesn’t overheat fast enough in comparison, but it was really fun flying it so it’d keep it where it is.

 

 

So the math for this weapon (and others with charge time) is simple:

 

1st charge = a*b

2nd charge = 2a*b/2

3rd charge = 3a*b/3

 

Where  a  is crit chance and  is crit damage. 

 

So if you want to do more damage while charged - use implants to crit damage increase. 

As for gauss: mathematecally, if your crit chance is below 33% then it doesnt matter how exactly you’re dpsing, overall dps should stay the same

 

(—)

 

a*b = 2a*b/2 = 3a*b/3

 

I don’t get it…

a*b = 2a*b/2 = 3a*b/3

 

I don’t get it…

I think that was the point. Crit damage doesn’t scale with charged shots. At least that’s what I understood.

The formula is dividing the dammages by the number of charge? O_O

 

 

Edit : can we expect a little patch thursday? 

Yes, it would. We will probably do that a bit later!

Maybe a collection of all the special formulas?  There’s also the resistance formula, probably the “optimal range” math, etc…  As a bonus, format with latex so order of operations is clear.

 

Some more info: 

laser weapons have 5% chance to crit and 50% damage multiplier

 

This thing really really disturb me. The laser mechanics have to deal with focus fire / optimal and maximal range, overheating And deals thermal dammage (natural balanced resistance).

But it have nothing special.

Compare to the 75% dammages modifier with plasma or the 7% crit with railgun.

 

More malus for nothing?

More malus for nothing?

25% less crit damage vs typically more shots/pulses on target and thus more crits on target overall?

That’s for fighters and frigates. Interceptors are balanced via base dps I guess.

25% less crit damage vs typically more shots/pulses on target and thus more crits on target overall?

 

Don’t forget you have to focus with laser, miss the target and you will have to re-up the temperature.

Also add the optimal range to do max dammages.

I just saw a T1 guy in a game together with T4 s, having flown T3s myself. Seriously guys? Way to drive away the newcomers.

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I just saw a T1 guy in a game together with T4 s, having flown T3s myself. Seriously guys? Way to drive away the newcomers.

The T1 guy would have had at least a rank 4 ship (T2) in his line-up. Agreeing with the sentiment though, as I think all players do.

The T1 guy would have had at least a rank 4 ship (T2) in his line-up. Agreeing with the sentiment though, as I think all players do.

You might want to see the second picture here:

[http://forum.star-conflict.com/index.php?/topic/20198-best-scores/?p=205522](< base_url >/index.php?/topic/20198-best-scores/?p=205522)

 

EDIT: just noticed the other members of his corp, probably in squad and they had T3s… either way, it’s ridiculous.

Just added a screenshot (btw. can I upload attachments on here directy, and if so, how?).  I didn’t check what his inty was, it might have been something other than the plain R3 dagger, although I seriously doubt it. He was flying the Axe-X.

You might want to see the second picture here:

[http://forum.star-conflict.com/index.php?/topic/20198-best-scores/?p=205522](< base_url >/index.php?/topic/20198-best-scores/?p=205522)

The match-making spread is +/- 3 ranks by design.

 

Just added a screenshot (btw. can I upload attachments on here directy, and if so, how?).  I didn’t check what his inty was, it might have been something other than the plain R3 dagger, although I seriously doubt it. He was flying the Axe-X.

You cannot, and was likely the Dagger AE, so that’s your rank 4. Gets matched with up to rank 10.

Just explaining how it works. I’m still agreeing with your sentiment.

PS: The ship tiers used to be displayed with the ship icons in the team listing but they removed that to make the spread less apparent.

Someone on the dev team posted how the matchmaker rated players when placing them in queues (that 29, 32, 36 thing on the graph)

 

I cant find that post anymore … (Luckyo might still have it?)

 

anyhow, it went further than just ship rank … personally I’m ok with mixed tiers. It’s the uneven teams that pisses me off more but I guess that’s harder to strike a balance when automating.

Well, the Minotaur (HASS – what an amiable nick!) on the enemy team is R11, so it would have have to be the Dagger Type V. In the end, only someone on the inside could check what Danijef8 has actually unlocked. I’m willing to wager it’s not the Dagger Type V.

@Kine, you can see that info for yourself when typing “/set_cl ShowMmQueueInfo 2” in the chatbox, it’s allegedly dependent on ship ranks and module quality.

Edit: wrote Danijef8 a mail to inquire. Incidentally, he was last online just after said match – I really wonder why?!