Star Conflict v.1.0.1 Discussion

 

…I think i just realized that ACTUALLY they are trying to hit speed inties. They were very tough to take down if they had adaptives. 

This is probably part of the “Nerf Inties Without Touching Them” campaign. 1’st is A1MA, then adaptives nerf. 

 

But in my case, they hit my fighters really really hard. 

 

I think a better solution would be making a special version adaptive just for the interceptors, that gives only shield resists. And not screw with the fighters/frigates. 

 

Inties are OP atm anyway. 

 

Frigates/fighters ARE using adaptive shield (Any fed + some Jeri ship and even some Empire ships used to).

They nerfed hull tanking of shield tanked ships. 

I know this is a bit late, but it’s definitely an ammo change. There’s two kinetic ammos that look the exact same - one ups fire rate and spread, the other ups projectile speed and lowers damage. Looks like you just got them mixed up is all. I do the same from time to time.

 

 

Oh, and who all noticed this beauty?

Kh53ea8.jpg?1

It’s not what’s there, but what’s missing…

 

The Russian INN talked about an Adaptative nerf, but seems that they forgot to add it to the patch notes. 

The perfect solution, imo, would be to reserve the Adaptive Shield to Federate and Jericho ships, alone. Just completely remove it from Imperial equipment selection tables. They currently have no use for the module and a nerf from 33 to, say 30 (from that T4 Mk2 module) in order to balance things out for the current Ceptor-meta without breaking Federate ships altogether.

The perfect solution, imo, would be to reserve the Adaptive Shield to Federate and Jericho ships, alone. Just completely remove it from Imperial equipment selection tables. They currently have no use for the module and a nerf from 33 to, say 30 (from that T4 Mk2 module) in order to balance things out for the current Ceptor-meta without breaking Federate ships altogether.

 

No. The idea of a shield module buffing hull is just stupid. Adaptative shields should only buff shield. Problem is that people learnt to play with immortal fed Gunship, COs and Guards and now they see their utopia ruined.

The perfect solution, imo, would be to reserve the Adaptive Shield to Federate and Jericho ships, alone. Just completely remove it from Imperial equipment selection tables. They currently have no use for the module and a nerf from 33 to, say 30 (from that T4 Mk2 module) in order to balance things out for the current Ceptor-meta without breaking Federate ships altogether.

But then it does nothing to the interceptor meta…

Care to make a bug report? Would be very appreciated it you make a video too.

in this video the shield and the dps got f*cked up :3

The Russian INN talked about an Adaptative nerf, but seems that they forgot to add it to the patch notes. 

a) There is nothing in INN hinting adaptives

 

b) In RU patch discussion: Adaptives are not nerfed, it is a bug and should be fixed in next patch to work on shield and hull.

a) There is nothing in INN hinting adaptives

 

Blame rakza misinforming me.

 

b) In RU patch discussion: Adaptives are not nerfed, it is a bug and should be fixed in next patch to work on shield and hull.

 

I think they should stay like this but w/e

Problem is that people learnt to play with immortal fed Gunship, COs and Guards and now they see their utopia ruined.

 

Ahahahahahahah immortal fed gunship. You made my day. 

resi wasn’t there a rule that did not allow trolling? :) 

 

On point, they were decently balanced with their Empire cousins. The empire was still preferred. Now, the “immortal ‘HugeArse’ fed fighters” are just xxxx. 

 

P.S. I agree with you only with 1 thing. Lore wise, sci-fi science wise, geek wise, yeah, it doesn’t make sense that a shield, once it’s gone, will make your hull stronger, that’s just weird. But ingame balance wise…it’s a must in order to keep fed fighters on the same league with Empire counterparts. 

I think they should stay like this but w/e

They definitely need to stay like this.

Ahahahahahahah immortal fed gunship. You made my day. 

resi wasn’t there a rule that did not allow trolling? :) 

 

On point, they were decently balanced with their Empire cousins. The empire was still preferred. Now, the “immortal ‘HugeArse’ fed fighters” are just xxxx. 

 

You may want to change your fed gunship game play if yours doesn’t grant your immortality. Insane rotation and speed, 84 resistances everywhere + base resistances + Gigas II. Modules to make you literally immortal and remove your debuffs + modules to increase your rotation and speed even more. 

Do you think WPK (and pretty much any corp) getting destroyed by hordes of ESB Wolf-Ms in tournaments isn’t because of how stupidly hard to kill those ship are and how maneuverable they are? 

 

They definitely need to stay like this.

 

It wont, because screw Jericho.

It wont, because screw Jericho.

It won’t because there are too many people complaining about the lack of Armour resists.

a) There is nothing in INN hinting adaptives

 

b) In RU patch discussion: Adaptives are not nerfed, it is a bug and should be fixed in next patch to work on shield and hull.

w00t o,o so why did they change the text then? guess it was intended and now they’ll fix it because of shitstorm? but i’m happy to hear that. that module was great on fed engis

Guys, noticed that now the 5th consecutive day of logging also give 5 duplicators ?

You may want to change your fed gunship game play if yours doesn’t grant your immortality. Insane rotation and speed, 84 resistances everywhere + base resistances + Gigas II. Modules to make you literally immortal and remove your debuffs + modules to increase your rotation and speed even more. 

Do you think WPK (and pretty much any corp) getting destroyed by hordes of ESB Wolf-Ms in tournaments isn’t because of how stupidly hard to kill those ship are and how maneuverable they are? 

 

In the right hands yeah, they are tough to kill. But tell me please how are they balanced with empire in T5. Now. In T3 maybe, 'cause Empire is really slow. But in T5 it’s another matter. 

It’s just my luck or implants seems to be bugged?

It’s just my luck or implants seems to be bugged?

Take the ships out of the slots, then put them back again. That should fix your problem. 

Take the ships out of the slots, then put them back again. That should fix your problem. 

removed and reinstalled, but seems to fly without implants. at least, rank 9 fed doesn’t give any speed.

nice…

Love this game! :stuck_out_tongue:

They definitely need to stay like this.

I actually agree, even if I love adaptives. But it would be nicer, if the hull effect is just slightly below shield.

I think the booster nerf, which took away the offensive/defensive booster choice also had a slight impact.

So did the change in healing dynamics, because shield beacons used to drop faster than hull beacons, now both modules seem to have the same values, while shields are still weak compared to hull.

The problem with adaptives is clearly, when it is actually used to make an already strong hull fit impossible to break on retreat.

Albeit, in my subjective observations of T3 pub play, I think a lot of people started to use more tacklers, and the mass spam of slowing fields clearly shows, people have hard times coping with hard-to-catch cov ops fits. But they get more skilled with the already existing tools, so I welcomed the anti-tackler implant buff.

 

b) In RU patch discussion: Adaptives are not nerfed, it is a bug and should be fixed in next patch to work on shield and hull.

If this is true, why was the description changed and translated, and seemingly also the ingame effects altered? A bug is something different. This would be in this case either called an experiment, or a mistake, but not a bug. But it would not be such a bad mistake. It would actually go into a good direction.

Because as stated by some, adaptive on top of an already tanky fit is overkill.

So my opinion:

Having less adaptive effect on hull than on shield would be actually a good fix, I would not change the numbers for shield.

Or finally a good look at the shield dynamics.

Certainly the community is right about fed fighter hitboxes in higher tiers, in any case, no matter what adaptive does.

And I think they should still re-add the double booster for credits option, especially with Crews, because it would be nice to have a choice back over the whole deck, which is strictly optional and was a good system (offensive/defensive choices (speed/damage/both) vs. (hull/shield/both)).