Star Conflict OBT v0.9.1 Discussion

No License* (12 days no epics from those), No Loot Scanner, No PVE* (10 games no epics from those), Unique loot, No Duplicates

 

8 Experimentals in over 1,000 wins

 

I am supportive of a trading system where stuff can get redistributed from people with time to people with money and back again

 

PVE is still the biggest factor when it comes to loot due to it’s 100% almost guaranteed 1 item drop;

 

license and dlc can explain it. almost double the looting chances.

 

however, they seem to reflect my drop rates in that case… so either you’re on the low end… or this is in fact typical…

 

trading system will never happen i imagine. therefore only option = market.

 

not even aware that pve drops 1 each round… is there any confirmation on that? ;\ i just played 2 pve games to setup my binds and get used to the controls.

 

nah, that seems rather excessive. you could net a mod in 3-4 games then. i would literally have over 50-100 mods by now, in one month of playing. :\

whoops I filtered it by modules and left out weapons … experimental count updated = 17 out of 1000+ wins

 

PVE has 1 confirmed loot drop spot. The one coloured purple in the center among all the other spots.

 

It gives out green, purples and loyalty. I believe it is guaranteed extraction ie. no breaks.

It gives out green, purples and loyalty. I believe it is guaranteed extraction ie. no breaks.

yep

whoops I filtered it by modules and left out weapons … experimental count updated = 17 out of 1000+ wins

 

PVE has 1 confirmed loot drop spot. The one coloured purple in the center among all the other spots.

 

It gives out green, purples and loyalty. I believe it is guaranteed extraction ie. no breaks.

 

so 3 times as many drops as me, with 3 times as many games. but you also played pve, which evens out the lack of license+dlc pretty much i’d suppose. on par with my drop rate then approximately.

 

the question is what are the probabilities for experimental, loyalty and military? hehe :slight_smile: if you know the average drop rate percentages, you can calculate probability from that.

 

and then calculate the probability of getting a specific mod :smiley: muahaha

 

but yea, from what you’re telling me, it seems on par with the pvp drop rate for purples as far as time spent in-game is concerned? just a guess.

 

if we could get a straight up answer on that it would be nice…

 

ie: what’s the chance of purple extraction using credits OR GS in pvp per game won, and per game won in pve.

 

otherwise, it would require a whole bunch of data collection :\

 

also, grinding pve is kinda… considered boring… i doubt the drop rate is any higher than pvp. would seem odd anyway to provide more incentive to play pve than pvp…

 

so, nobody in general chat seems to be able to tell me the drop rate in pve… that about settles that. must be rare enough ;p

I NEVER got a experiemental Weapon yet. JP sad. 

and yes, they do confer an advantage. 5-10% over Mk3, and as mentioned, when ranges are involved, they break a lot of stuff. in some cases they allow the module to be constantly cycled where mk3 require a cooldown.

I’m off the grid ATM, but I can definitely remember MkIIIs with 45sec cool down and Experimentals with 42sec cool down. 3/45=6 2/3%. When you actually think of 45sec vs 42sec, the difference in a battle is negligible.

not sure what kind of mods you got, they must be really good lol. there’s no shortage of situational/worthless mods, which could easily fill your 25% quota… then you’d be singing a different tune ;p

You make a lot of assumptions about people’s motives. It appears to me he simply believes in the human element of the game whereas you concentrate on statistics.

And the human element is what we’ve been trying to explain to you. Every player is different. And every situation in PVP is different. There is always a shifting probability that can only be loosely observed by watching friendly single players or groups move against enemy single players or groups. Players can make numerous decisions on whether to fight from a distance, close in, advance or withdraw. They may have favored speed over resistances in their configuration or vice versa. As an engineer they can choose not to run regen modules or often times they just forget to. As a guard they may not think a missile shield is as important as an emergency shield generator meaning you get hit by a missile you otherwise would have missed. The unpredictables in this game that derive from the human element are huge and the best you can do is do your part to help the team in the best way you know how. Learn the role you play and that others play so that you can all know what to expect from each other and mutually benefit each other. But you will still forget to do something at some point, you will still make mistakes, and you will still not have the type of module that your teammates might be depending on, and for all these reasons, the human element is far more important than whether your reload is 45sec or 42sec. MkIII vs Experimental is negligible in the grand scheme of things.

actually, looking at your stats 5 days 12 hours = 5.5 days. i have 3 days, 11 hours = 3.5 days.

there’s simply no way you can have that many experimentals lmao… unless pve is not counted in hours in-game… 46 compared to… my 6? almost 8 times as many in not even double the play time? something wrong mr. wong. that would be like almost 4 times the drop rate. unless you spent 3/4 of your time in pve, or used only GS to salvage.

Yes, PVE is not counted in total battles or total time in battle. So he might have spent a [lot] more time in PVE than you.

PVE is still the biggest factor when it comes to loot due to it’s 100% almost guaranteed 1 item drop; except I’ve had more than half (atleast 5 in 10 for sure) of those drops rewarded in Loyalty instead of an item.

Yes and yes. If you haven’t spent much time in PVE vs those who have, they will without a doubt have more mil/exp gear than you. The loyalty boost drops I think are more of a balance for PVE players since most contracts can’t be fulfilled in PVE. BTW, if you believe in teamwork, a good squad on Blackwood Shipyard can win that mission in 6-8 min every time on T4. That’s a plus in credits + drops. But, you have to believe in teamwork and rehearse your roles to make that work.

-Lib (mobile)

I can definitely remember MkIIIs with 45sec cool down and Experimentals with 42sec cool down. 3/45=6 2/3%. When you actually think of 45sec vs 42sec, the difference in a battle is negligible.

 

Yes and yes. If you haven’t spent much time in PVE vs those who have, they will without a doubt have more mil/exp gear than you.

 

3/45 is 6.66%, between 5-10% as stated… i don’t see the problem… also, they have other stats boosts, in case you haven’t noticed.

 

do you even science? stats are straight stats… the human element means nothing… if one team is as skilled as the other, the one with the gear has an advantage.

 

not even asking if they will have more gear per in-game hours/battles that show in their stats.

 

what i’m asking are drop rates in pve… and nobody seems to be able to properly answer that question.

 

not even responding to the rest of your trollfest. not even sure anything left to discuss here. this is like beating a dead horse.

If you’re in an ECM with low hull and click disable a mere .1sec after a covert ops hits you with plasma web, you’re still going to die. The human element caused that .1sec delayed response, not statistics. And again, anyone who offers a differing opinion to you is called a troll. Enough is enough.

-Lib (mobile)

if you’re a ECM and hit disable .1 seconds before a covert ops… :facepalm:

 

a proper argument is this: if 2 covert ops both web the other… who will win? the one with better gear! omg that was easy! :yes_yes:

 

remove all other factors from the equation, including individual skill.

 

kinda funny actually. i have bothT1 experimental command buffs. it’s like the game said “you shall play T1 command fighters” lol ;p

 

and omg, you know what 20% team buff does? ;D it makes all the new players in T1 want to quit :slight_smile:

 

well, tbh, 20% buff on there is 5 resistance. and 5 resistance on a T1 usually equals 4-6% ehp on a T1 depending on implants. in T2 that effectiveness is reduced to 4% with the implants from T1, in T4 reduced to 3% or so with ship mods. but in general some 4.7-9.4% bonus. resistances are calculated differently. then again, it depends if you’re using the implants, if not, 4-6% usually. depending on ship.

but you also played pve, which evens out the lack of license+dlc pretty much i’d suppose. on par with my drop rate then approximately.

would hardly consider 10 PVE games (versus 2,200 pvp battles) life changing - and no loot from those 10 games anyway so my drop rate is a very accurate representation of what players would get playing only PVP without license and DLC bonus. Shared them for your data collection needs.

 

if you believe in teamwork, a good squad on Blackwood Shipyard can win that mission in 6-8 min every time on T4. That’s a plus in credits + drops. But, you have to believe in teamwork and rehearse your roles to make that work.

 

not disagreeing with you but just sayin’ - ‘Tactics’ in PVE is being too kind. It is exploiting xxxx Bot AI. It’s a bad way to play and considering the massive boost it gives to loot acquisition, I’m tempted to say that part of the game is dysfunctional.

 

what i’m asking are drop rates in pve… and nobody seems to be able to properly answer that question.

Players on the Russian forums have been asking for it for a looong time. Devs ofcourse refused to entertain that request. You could try your luck here tho.

 

a proper argument is this: if 2 covert ops both web the other… who will win? the one with better gear! omg that was easy! 

correct - but I think these guys are trying to argue the point that human factors make up for the disparity in gear quality. Up to you to accept the argument or not. Personally I would say yes and no - yes in team v team. one on one - gear quality is still a game changer. And it comes back down to player decision making. General rule is if you are at any sort of disadvantage be it ship rank or module - avoid 1 v 1 - simple.

would hardly consider 10 PVE games (versus 2,200 pvp battles) life changing - and no loot from those 10 games anyway so my drop rate is a very accurate representation of what players would get playing only PVP without license and DLC bonus. Shared them for your data collection needs.

 

correct - but I think these guys are trying to argue the point that human factors make up for the disparity in gear quality.

 

so… you have 2.5 times as many wins… and approx 2.5 times as much loot. with 3 less salvage attempts? :\ almost double the drop rate? err yea… so you have an average drop rate… and xkostyan has something that doesn’t even resemble reality lol (actually, just above average) ;p nice to know.

 

well, the only other possible explanation is a ninja drop rate nerf? i started with 0.90 patch lol… let the conspiracy theories commence!

 

scientific method: eliminate all external factors, including the individual skill equation. if all players are equally skilled, then the only remaining factor is gear.

 

you can also turn the argument sideways. if it can be stated thusly:

 

a better player with less gear can kill a better equipped opponent.

 

however, a better player with better gear can absolutely obliterate anyone.

 

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Players on the Russian forums have been asking for it for a looong time. Devs ofcourse refused to entertain that request. You could try your luck here tho.

Pretty sure I’ve seen dev posts over here stating that drop chance in PVE is identical to PVP. Except for that one guaranteed drop ofc.

Pretty sure I’ve seen dev posts over here stating that drop chance in PVE is identical to PVP. Except for that one guaranteed drop ofc.

 

so you have an additional chance to get gear? pve better’d take longer than pvp matches, or what would be the point of playing them? lol… kind of a drain on the pvp population, wouldn’t you say?

a proper argument is this: if 2 covert ops both web the other… who will win? the one with better gear! omg that was easy!  :yes_yes:

Or the one with less hull/shield strength to begin with.  With the plasma web, it damages but mainly finishes with weak but maneuverable targets, or cloaking targets.  A plasma web is not a one shot kill against a full hull/shield target.  If two CO’s plasma web each other, it will depend more on ship tuning and skill than the plasma web.  As far as I know, plasma web does not scale with main weapon tier like a disintegrator.

 

if it can be stated thusly:

a better player with less gear can kill a better equipped opponent.

however, a better player with better gear can absolutely obliterate anyone.

Maybe you’re finally realizing that gear is not the win all factor you’ve been stating?  As for “a better player can absolutely obliterate anyone”, tactics and teammates matter.

 

I’m off the grid ATM, but I can definitely remember MkIIIs with 45sec cool down and Experimentals with 42sec cool down. 3/45=6 2/3%. When you actually think of 45sec vs 42sec, the difference in a battle is negligible.

You make a lot of assumptions about people’s motives. It appears to me he simply believes in the human element of the game whereas you concentrate on statistics.

And a range boost for some modules.  Considering experimentals are purely “luck” and cannot be purchased, it helps avoid a PTW viewpoint on premiums.  The best cannot be bought.  As for the luck aspect, I can look at my modules and the ships I’ve mainly played and imagine that it can’t purely be luck.  The “system” seems to give a benefit to ships you play more than others.  I have two ECM experimentals, and two gunship experimentals, but nothing for recon, LRF, or others I rarely play.  It makes sense in a way, and I support it.  I have modules for other ships as well of course.  I don’t have an experiemental weapon yet.

so you have an additional chance to get gear?

yep - almost guaranteed 1 green or 1 purple. unless your luck suck as hard as mine.

 

pve better’d take longer than pvp matches.

nope - it lasts just as long (my pvp average to corp PVE average). catch to it is if you lose you get next to zero rewards. so no random teaming.

As far as I know, plasma web does not scale with main weapon tier like a disintegrator.

ship, active and passive mods. better gear on those will win the plasma web 1v1. imagine going at it in custom battle where missiles and guns are not allowed. and you both plasma web each other at the exact same time. better tanking wins. hence - better gear wins the one on one.

 

it helps avoid a PTW viewpoint on premiums.  The best cannot be bought.

As far as loot goes - SCon is pay to win. It hides it better than most game. Put together boosts, DLCs, Expert extraction and License - odds improves dramatically. It’s expensive so we don’t get rampant p2w issues but it’s there.

nope - it lasts just as long (my pvp average to corp PVE average). catch to it is if you lose you get next to zero rewards. so no random teaming.

you still get one loot chance in pve if you lose, whereas in pvp you get nothing at all. so that’s not really a catch.

But yeah, with random teams you have a good chance of failing and you’ll certainly take longer than pvp because typically at most one other person will go for objectives while the other two are either afk or farming bot kills.

As far as I know, plasma web does not scale with main weapon tier like a disintegrator.

It scales. Quite a lot even.

It scales. Quite a lot even.

oih - that is news

you still get one loot chance in pve if you lose,

not under normal conditions. highly abusable (read pay2win) I’m sure you can figure it out.