Star Conflict v.1.0.12 Discussion

i’m betting there’ll be at least one bug with the dreads, perhaps 1*10^2

 

Not if we do our jobs properly :slight_smile:

Not if we do our jobs properly :slight_smile:

 

You just gave everyone the right to blame you and say you do your job poorly if they find a bug on the next patch. Good move, ha!

Not if we do our jobs properly :slight_smile:

never seen this guy in my life…

You just gave everyone the right to blame you and say you do your job poorly if they find a bug on the next patch. Good move, ha!

 

Haha, they’ll do it anyway! There’s always someone to blame anyway

Ah, good to know, i was wondering if there is something like a PTS or so.

But now that i have read this, i think you Supter-Testers are the only one who can test that stuff…damned, i love breaking stuff xD

 

Atleast now i know who i need to blame for stuff that we find in the official version :wink:

I wish I could be blamed for bugs… Oh well. I’ll just keep stockpiling the know-how until the time is right~

}:3

Ah, good to know, i was wondering if there is something like a PTS or so.

But now that i have read this, i think you Supter-Testers are the only one who can test that stuff…damned, i love breaking stuff xD

 

Atleast now i know who i need to blame for stuff that we find in the official version :wink:

if you know what supertesting actually entailed you’d know that super testers have very little to do with game direction or design. they’re nothing more than volunteers who make data for people who are actually important to confirm what they already know.

In the next patch will be disabled new weapons (Scatter Gun, Phaser, Destructor).

In the next patch will be disabled new weapons (Scatter Gun, Phaser, Destructor).

finally, I’d like to see them brought back, but please give them damage types, the true damage delaing is game-breaking really and the scatter gun is lag central.

finally, I’d like to see them brought back, but please give them damage types, the true damage delaing is game-breaking really and the scatter gun is lag central.

Damage types won’t fix the lag issues. Also, I’ve spoken to a number of players who are vocal in their dislike of the scatter gun due to it being an ‘auto aim’ weapon. It seems people don’t like low skill weapons that cause massive damage.

Damage types won’t fix the lag issues. Also, I’ve spoken to a number of players who are vocal in their dislike of the scatter gun due to it being an ‘auto aim’ weapon. It seems people don’t like low skill weapons that cause massive damage.

We hate it!

Therefore those stuff should be removed or reworked:

>> attack drone

>> sentry drone

>> heavy drone

>> scatter >> will be out soon anyway

>> guided ceptor missiles

>> JLRF module

We hate it!

Therefore those stuff should be removed or reworked:

>> attack drone

>> sentry drone

>> heavy drone

>> scatter >> will be out soon anyway

>> guided ceptor missiles

>> JLRF module

Also pulsar :smiley:

In the next patch will be disabled new weapons (Scatter Gun, Phaser, Destructor).

 Hallelujah!

 

Also pulsar :smiley:

Also JasanQuinn

The frame lag and the damage are two seperate issues, the frame lag is caused by 12 eclipse explosions happening at once. If the damage type is tuned to EM, then half of the problem will be solved. If the animation can be changed to a less particle-horror version, it’ll be fine.

 

 

The gun itself has an icon similar to a missile launcher, in this sense, it makes sense that it SHOULD be able to have tracking projectiles. The damage and fire rate could be tweaked to give the equivalent of a plasma shrapnel cannon, which i like the idea of. The holiday weapons have a hell of a lot of potential bt they need further refinements AND the assignment of damage types before anything else is done to them.

 

We hate it!

Therefore those stuff should be removed or reworked:

>> attack drone - Why do these need to be removed? they’re not exceptionally hard to kill and they’re a useful tool for engi. GS attack drones maybe.

>> sentry drone - This literally does what it says. It’s not a perfect aim and it does miss, RoF isn’t all too high and can be killed quickly

>> heavy drone - Low RoF, easy kill despite the hull strength. Doesn’t bother fighters/inties much, frigs can easily kill it

>> scatter >> will be out soon anyway Enough Said

>> guided ceptor missiles - All other classes of ship have at least 1 type of guided missile which increade in maneuverability the smaller they are… As far as i’m aware, people dont tend to use them much anymore, opting for plasma or kinetic instead.

>> JLRF module - Problem? Range or flight speed could be nerfed to avoid spawn camping I admit, the explosion is fair enough and it leaves a visible cloud of damage behind. Were it to be a doomsday explosion with invisible damage area i’d have problems. I’m more concerned with ELRF and how to kill spawn camping yet retain it’s use

We hate it!

Therefore those stuff should be removed or reworked:

>> attack drone

>> sentry drone

>> heavy drone

>> scatter >> will be out soon anyway

>> guided ceptor missiles

>> JLRF module

Half the stuff you’ve listed there really aren’t on the same scale as the Scatter Gun.

Attack Drones are only dangerous if they are present in massive numbers, you are already overwhelmed by other threats, or you simply have no idea how to handle them. Bad engineers routinely send their drones out unsupported, and so they can be easily picked off. In Sector Conquest, attack drone survivability is incredibly low.

 

Guided missiles of all kinds can be dodged. In the hands of a good interceptor pilot rockets are far more dangerous due to their higher damage output.

The JLRF Guided Torp is far from the powerhouse weapon it used to be. Last night I was trolling a JLRF by using missile screen to shut him down and leave him unable to contribute to the game while we butchered his allies.

 

 

Let’s be clear; the issue is not that there are low skill weapons. In fact, it is GOOD to have low skill weapons. The issue is when those weapons are immensely powerful. Easy to use weapons and modules that do moderate damage are good for the game because it ensures that low skill players, or “casuals”, or people with huge ping can still contribute to the game. However, they should not be the best weapons because that encourages stagnation. The most powerful weapons and abilities should require the most skill to use because then players are rewarded for increasing their skills. No matter how good you get at managing attack drones, or performing sentry fly-by attacks with a Tackler, you will never be able to do anywhere near the damage of a skilled CovOps with plasma arc.

Half the stuff you’ve listed there really aren’t on the same scale as the Scatter Gun.

Attack Drones are only dangerous if they are present in massive numbers, you are already overwhelmed by other threats, or you simply have no idea how to handle them. Bad engineers routinely send their drones out unsupported, and so they can be easily picked off. In Sector Conquest, attack drone survivability is incredibly low.

 

Guided missiles of all kinds can be dodged. In the hands of a good interceptor pilot rockets are far more dangerous due to their higher damage output.

The JLRF Guided Torp is far from the powerhouse weapon it used to be. Last night I was trolling a JLRF by using missile screen to shut him down and leave him unable to contribute to the game while we butchered his allies.

 

 

Let’s be clear; the issue is not that there are low skill weapons. In fact, it is GOOD to have low skill weapons. The issue is when those weapons are immensely powerful. Easy to use weapons and modules that do moderate damage are good for the game because it ensures that low skill players, or “casuals”, or people with huge ping can still contribute to the game. However, they should not be the best weapons because that encourages stagnation. The most powerful weapons and abilities should require the most skill to use because then players are rewarded for increasing their skills. No matter how good you get at managing attack drones, or performing sentry fly-by attacks with a Tackler, you will never be able to do anywhere near the damage of a skilled CovOps with plasma arc.

nothing really matches a concentrated covops attack, one is deadly, two is death

nothing really matches a concentrated covops attack, one is deadly, two is death

Gunships.

Gunships.

Spark

Currently Spark is the only competitive gunship in DPS out put to ALL T5 CovOps (including all dmg buffs)

spark is well rounded, compares a lot to the nukem, and for all it’s upsides, it has also no energy problems. that makes it the most competitive gunship, it’s not just about dps.

imho, the ratio between covops and fighters in t3 is way more in favor of the co, than in t5. only thing shifting t5 so much to CO orion megamania is the r13 mechanic. and that can be said about virtually any aspect of the gameplay.

 

i just can’t await to play this game without scatter again. was fun, but…

 

enjoyed the phaser most tho, that was a weapon which felt nice.

I see Spark more as Desert Eagle than Nukem, if anything I find Mjolnir (forgot about mjolnir, if build right comes close to Spark) more of a Nukem, I guess due to the way I build it.

In t3 I find raw dmg output from DE or Nuk higher than a Kite/EagleB, while in T5 CovOps do way more dmg than Lightbringers/Appolo/Piranha, But somewhat close with Spark/Mjolnir.