Star Conflict v.1.0.12 Discussion

 

 

as others have stated, if they get permanent, they most likely will be redone; the xmas weapons of last year were also not completely the same, as the later released gravibeamer/eclipse/kinetic supercharger.

 

it would not make sense to upgrade temporary weapons anyway.

 

In the point of long ranges you are right however at the moment all weapons are really strong for mk1 in my opinion they already have the power of mk4 weapons

but with the covert ops you must be joking covert ops are the most overpowered ships with the new weapons 1-3 shots with orion and every ship below frigattes is dead and since its auto aim you can nearly not miss them

before they should think about an upgrade option this weapons should be balanced first and given a proper damage type and maybe then you can go and think about keeping them in the game and fit them into the actual game weapons and their upgrade system

 

I am not talking about game balance here, i believe its an issue the devs accidentally overlooked. Special module damage for Covert Ops ships and Long Range ships scale by weapon MK level. The new weapons lack this upgrade capability. Therefore these ships are not capable of attaining the damage granted from a MK4 weapon as they cannot be upgraded. ( To me it makes a lot of difference, a MK1 weapon will only grant 5631 thermal damage to the Guided Torpedo, while a MK4 weapon will grant 7489. This is about a 1500 damage difference and can mean the difference of killing your target, or severly damaging him.)

 

 

 

[g4borg](< base_url >/index.php?/user/239042-g4borg/)

Posted Today, 08:19 PM

ONESHOT_ONEKILL, on 25 Dec 2014 - 5:09 PM, said:[![snapback.png](< base_url >/public/style_images/master/snapback.png)](< base_url >/index.php?app=forums&module=forums&section=findpost&pid=303037)

 

 

as others have stated, if they get permanent, they most likely will be redone; the xmas weapons of last year were also not completely the same, as the later released gravibeamer/eclipse/kinetic supercharger.

 

it would not make sense to upgrade temporary weapons anyway.

 

I guess so, but i believe they should have at least thought about this properly

 

I guess they will be ship restricted weapons: Phaser for Commands, Scatter for Recons and Destructor for Guards. 

Is the removal of the premium day as a 5th day reward a bug? or intended?

I hope it’s intended since people would only complain about how they couldn’t make good use of it  :fed015:

Looks like Scatter Gun damage was nerfed by approximately 15%. Was around 2100 dmg but now sitting at 1785. No complaints though.

I really dont know why is there so big fuss about new guns being OP. Scatter is not very versatile. You can hit a frigate on 8k range but on less than 2k its hopeless. How do i know that? Was chased by ecm using scatter. He couldnt even take out my shield. Phaser is a pain to use, you really need training to use it to full potential. Destructor seems intresting, even if the aoe damage is small it is still enough to blow tackler’s cloak or scare severly damaged enemy. All in all new guns are still new and there will be big changes with their balance.

The problem with the Scatter is that it’s just breaking all the Guards mechanics without any reasons.

 

Raw Damage + Explosion + Auto-Aim…

 

Apparently, Interceptor players are not disturbed to have an AutoAiming after all the cry they made regarding A1MA.

 

 

Apparently, Interceptor players are not disturbed to have an AutoAiming after all the cry they made regarding A1MA.

 

 

 

 

 

Apparently, Interceptor players are not disturbed to have an AutoAiming after all the cry they made regarding A1MA.

 

 

 

 

 

Apparently, Interceptor players are not disturbed to have an AutoAiming after all the cry they made regarding A1MA.

 

The problem with the Scatter is that it’s just breaking all the Guards mechanics without any reasons.

 

Raw Damage + Explosion + Auto-Aim…

 

Apparently, Interceptor players are not disturbed to have an AutoAiming after all the cry they made regarding A1MA.

Thought it would do EM damage, but I was surprised to find it doing raw damage.

 

As for auto aim, ‘it should be removed if I can’t get my hands on it’!

There is only one viable option against the Scatter Gun - EM cloaking or White Noise Jammer. The rest is just a fire in the general direction and look at the vanishing hull of your opponent.

Beacon Hunt? Just take a Frig and fire the Destructor on the Beacon. It can’t be captured…

 

Gaijin, you nerfed the Curved Reflector to a degree where my Plasma Arc is more a longrange weapon than my Pulse Laser. And now you introduce this? Good job setting priorities…

 

BTW: can someone create a new sticker like the A1MA-type below in my Signature? Thx!

woah an update

and some hate around! >>yay<<

I want to test it!!!

Aim is the core of this game , thats why I’m here , don’t loose that and me

Aim is the core of this game , thats why I’m here , don’t loose that and me

For the sake of playing Devil’s Advocate, most of my game time is spent using a machine that is… less than stellar. I pretty much cannot fly Interceptors on that laptop because the game is too laggy and the frame rate is all over the place. Likewise, it’s damn near impossible to counter fast inties in a dogfight. However, dronespam engineers, pulsars, drone tacklers, etc. all work just fine. When I’m running the risk of dropping into single-digit FPS on a Russian server, I like being able to take a ship where my primary concern is positioning, not main weapon aiming.

Apparently, Interceptor players are not disturbed to have an AutoAiming after all the cry they made regarding A1MA.

 

Don’t think there is such a lobby for ceptors, since most ceptor players are actually multi-role and multi-class players, and the creme de la creme ceptor players focus on actually ceptor vs. ceptor fights, which includes giving up some stuff, which makes it so dangerous against big ships.

I - and I feel myself as a ceptor player - do not like the idea of this gun so much; at least with the white damage crits of 10k+

 

It’s fun now, for christmas, but I think for most players it seems the raw damage this gun deals is overwhelming. It’s the first weapon in a long time, where i started standing around with the ceptor, because until I get discovered, the enemy is already dead… far too fast to be fair imho.

 

Guard is played still in big masses, because they are relatively easy against less experienced pilots, so it’s not like they completely disappeared.

 


 

One of the biggest positive changes imho, and it kinda got under the rug, but I want to mention it, is ship browsing in the queue. I do not exactly know since when the ships menu opens the ship tree while waiting, but this is truly a great change!

 


 

Torpedo changes however are somewhat interesting. It is a long range weapon now but the explosion detection seems to have gone down, as the missiles speed. I am not yet sure, if I like that change so much, but I think I have to explore this further.

Since it’s not in the patch notes, I am not sure if this is a change at all or I am just hallucinating, or if it was a patch before? I dunno.

 

One of the biggest positive changes imho, and it kinda got under the rug, but I want to mention it, is ship browsing in the queue. I do not exactly know since when the ships menu opens the ship tree while waiting, but this is truly a great change!

 

 

you can look at your ship tree while in queue.

Still what I said.

 

They cried about A1MA because it was countering them but no one of them is crying about the Auto-Aim with 100% hit on frigates with Raw Damage.

 

The Hypocrisy is strong in the balance.

Still what I said.

 

They cried about A1MA because it was countering them but no one of them is crying about the Auto-Aim with 100% hit on frigates with Raw Damage.

 

The Hypocrisy is strong in the balance.

That is because the scatter is not auto aim. It is slighty guided, and in fact, the guidance is part of the mechanics, so you need to play the gun at the right distance to let the charges to maneuver on target.

 

If you want to survive the scatter gun, being close is the best. I’m not having problem with it.

The Scatter gun is blatantly OP, it is more OP than initial implementation of Singularity cannon, hopefully Error will be able to convince devs to fix it, because like it is now, the game is just unplayable, there are multiple factors that must be nerfed simultaneously to put the gun in check. 

The Scatter gun is blatantly OP, it is more OP than initial implementation of Singularity cannon, hopefully Error will be able to convince devs to fix it, because like it is now, the game is just unplayable, there are multiple factors that must be nerfed simultaneously to put the gun in check. 

Like which ones? Just give it EM damage and it is all solved. The gun is actually fun, and need skill to being used properly. It can be countered easy, and their DPS is really bad except if you use supercooling charges.

 

The natural + explosive burst under cov ops orion give it an edge against frigates, but other than that… this gun is fun.