Star Conflict v.1.0.12 Discussion

I asked for a mid range weapon for Recon and you give us the scatter gun.

 

Obviously to spread is acceptable where it is. If it is changed, increase it. Don’t listen to players stating otherwise.

The .2 second stun effect of this gun needs to be fixed, obviously. Having a little too much fun with particle emitters there.

A main gun auto hit should not exist at all. In any way shape or form. Ever.

If this gun is implemented proton wall should be adjusted to inhibit it. IE: Main weapon projectile maneuverability decreased by x%.

 

All games have to have a way for player skill to matter. Otherwise you are going to lose all skilled players that turn the corp engines.

 

Phaser, I can’t hate on a weapon that is specifically designed to reward players for being skillful.

 

Friggate Gun, forgot the name.

I have only been on the receiving side.

There should not exist an AOE weapon with no projectile speed. Please implement a heavy blaster approach. Perhaps a single projectile.

 

 

There should not exist an AOE weapon with no projectile speed. Please implement a heavy blaster approach. Perhaps a single projectile.

It’s called a “Coil Mortar”

shhh… did you guys know that you can hit a person with all three forms of the phaser…?

There’s only two modes for the phaser in case you haven’t noticed.

Also, the scatter gun is very OP in its current state. While it does take some skill to learn, the learning curve is basically non-existent. It does far too much damage due to the fact that it ignores resistances. If it were switched to dealing only EM damage, and given a slight damage buff (10% or so) it would be more balanced.

Another thig that bugged me, but I’m not complaining about, is that the description for the Phaser as described in the early posts about these upcoming weapons, seemed to describe it as a dual-damage gun. Maybe it could be switched to this, meaning the fast charges do kinetic and the slow bubbles do EM? Just a thought.

I assume the 3 aspects of damage from the phaser would be the bubble, fast charge and thirdly the explosion from detonating a bubble with a fast charge

Really can’t wait to be done with all the seeing the inlaws so I can actually play this patch, and see what all the fuss is about!

 

 

There’s only two modes for the phaser in case you haven’t noticed. 

3 in fact : 

  • Click
  • Charged bubble
  • Bubble Explosion (triggered by the Click shot on a Charged bubble).

There’s only two modes for the phaser in case you haven’t noticed.

This is what is wrong with people who think they are always right. They hear something different than their understanding and don’t bother to question their understanding but instead write off the new reasoning and illogical.

9 + 10 = 21

Maybe it could be switched to this, meaning the fast charges do kinetic and the slow bubbles do EM? Just a thought.

 

I like this thought.

This is what is wrong with people who think they are always right. They hear something different than their understanding and don’t bother to question their understanding but instead write off the new reasoning and illogical.

9 + 10 = 21

9+10 is 25

9+10 is 25

lies!!!

everyone knows that 9+10=42

Scatter gun shouldn’t be allowed for cov ops imo.  Pre nerfed aimbot anyone?  Except t5 capable now.

Just a thought that might have already been mentioned. Increasing volume of the shield or hull makes you last longer against raw damage than increasing resistances.

It makes the volume modifiers much more important to the game. Perhaps there can be energy related modules or modifiers that can reduce white damage.

As well as last Xmas weapons, these weps will be maintained in the game, reworked a little for balance, prolly too for dmg type/power/ROF/speed, but restricted to some class.

And like residente said, mainly I guess also, scatter will be for recons-EM dmg type, phaser for commands-EM dmg type and destructor for guards-thermal dmg type.

 

100%, these weapons cant remain with raw dmg.

I confirm that a single destructor with long range in any frigate makes playing beacon games useless. The area of efect is bigger than 700 m, so just focusing the beacon from 8k away forbids the enemy team of capturing it.

 

All you have to do is cap the first beacon, and then enjoy as they can’t just cap any of them. Works wonders in small maps.

 

Maybe reducing the area of effect to 400 or 300 m and increasing the area of efect damage will be ok.

Anyone else noticed a big packet loss and laging server?  Or its my problem?

 

btw Sector sweep is unplayable with that lag.

Yes, even I’m having spikes of up to 10% loss with 250 ping. And I’m one of the few that has a good enough connection to never] have lag. So this is certainly something on their end.

I have been noticing it as well. Only on RU servers and the occasional EU server. But I was having a constant 10% packet loss and 250+ ping with spikes up to 1k or more on those servers. Definitely something on their end.

I don’t think those new guns need a damage type.

It’s not because a new content goes against the current meta game that it’s OP.

Currently what everybody do is stacking resistance on their ships, because it works better with heals. And so, everybody forget about hull strength/shield volume.

They now added guns, that works differently by skipping resistances and doing a medium amount of damage.

The problem is that everybody don’t want to change their build and stay with full resist against something that bypass them.

If your problem is those guns, just fit one hull strength/shield volume, and you’ll see that those guns will have less impact on you.

For me, it’s not a bad thing. Just think that now we have a 4th damage type that is countered by a big HP pool.

I don’t think those new guns need a damage type.

It’s not because a new content goes against the current meta game that it’s OP.

Currently what everybody do is stacking resistance on their ships, because it works better with heals. And so, everybody forget about hull strength/shield volume.

They now added guns, that works differently by skipping resistances and doing a medium amount of damage.

The problem is that everybody don’t want to change their build and stay with full resist against something that bypass them.

If your problem is those guns, just fit one hull strength/shield volume, and you’ll see that those guns will have less impact on you.

For me, it’s not a bad thing. Just think that now we have a 4th damage type that is countered by a big HP pool.

The problem is that these weapons just erase one class from the game, that needs resistances to survive. The guard.

 

 

The problem is that these weapons just erase one class from the game, that needs resistances to survive. The guard.

A raw damage weapon erase all kind of Resistance mechanics, leading to only 2 forms of tanking: Volume and Mobility.

 

Or one of this weapon is breaking the 2 others mechanics for frigates = Auto Guided Projectile + Explosive Projectile.