Star Conflict v.1.0.3 discussion

There is also this little-used module out there called “IR Flares” that nobody seems to use anymore.

hey! I use them! but true, only on one single ship :smiley:

they have now finally the lowest cooldown of all multipurpose modules afaik. which was my greatest problem with the a1ma.

 

And how many ships have 2 hull + 2 shield? I count a grand total of 9 ships that have more than 1 of each, and they are all in the Federation ship tree.

except the mjolnir, which could be built to have that luxury :slight_smile:

not want to contradict; don’t forget adaptive guards tho :slight_smile:

There is also this little-used module out there called “IR Flares” that nobody seems to use anymore.

Yes, I’m sure a 40sec cooldown module HELPS A LOOOOOOOOOOOOOOOOOOOOT against spaming missiles.

you guys are killing me tonight, what is it, a “stupid” day???

Are you serious, right now? Purple Flares have a 40sec cooldown. Not 3. FORTY.

Yes, I’m sure a 40sec cooldown module HELPS A LOOOOOOOOOOOOOOOOOOOOT against spaming missiles.

In combination with another lock-breaking module, it can be very helpful. Like cloaks or jammers.

 

 

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As far as I am aware, afterburning + strafe does not activate the adaptive bonus. But seeing as you didn’t explain your objection, I have no idea what your counter-point is, so…

ORLY? My Atlas would disagree.

 

Why? The ships that sacrifice hull for multiple pylons are usually Empire, and they are usually very weak.

There is also this little-used module out there called “IR Flares” that nobody seems to use anymore.

 

 

And how many ships have 2 hull + 2 shield? I count a grand total of 9 ships that have more than 1 of each, and they are all in the Federation ship tree.

 

  1. Hardly any ship will be afterburning while attacking. It’s not practical for orbiting your target. Thus, players who stack Adaptive Shields are at a disadvantage during your average dogfight as their resistance will be very low.

 

  1. If a ship is running away, typically it is because they have taken too much damage and are trying to escape. The only time you would be facing a fully tanked multiple Adaptive Shield ship is if they were running the bomb to a station, at which point, you probably want a tackler on your team anyway.

 

  1. Federation ships are the ones most likely to use this module, as they are built for speed. They do not have extraordinarily strong shields or hull, so they need as much help as they can get. This ‘bug’ hurts speed-tanking Federation ships more than Jericho, and certainly more than Empire (as empire ships only ever have 1 shield slot).

 

  1. Adaptive Shields have never been accused of being OP, and certainly not because they stack. The only reason this has started to be a discussion is because of a bug.

Your atlas is a glass cannon. Ok, good for you, I suppose.

 

1.-  youre_serious_futurama.gif

 

2.-If a ship is running with the bomb, he cannot use adaptives, except if it is a gunship under overdrive or engine overcharge.

 

3.- Jerry interceptors are great at adaptive tanking with double or triple adaptives.

 

4.- This one, I agree with you. If you want to kill an adaptive ship, just use any engine inhibitor module or energy draining.

As far as I am aware, afterburning + strafe does not activate the adaptive bonus. But seeing as you didn’t explain your objection, I have no idea what your counter-point is, so…

It does

Are you serious, right now? Purple Flares have a 40sec cooldown. Not 3. FORTY.

UNDER TWENTY.

  1. Your atlas is a glass cannon. Ok, good for you, I suppose.

 

2.-If a ship is running with the bomb, he cannot use adaptives, except if it is a gunship under overdrive or engine overcharge.

 

3.- Jerry interceptors are great at adaptive tanking with double or triple adaptives.

 

  1. Atlas: 3 Missile Pylons + RR-50 Implant (reload), 2 Enhanced Scanners + Albatross Implant (radar), Cruise Missiles + RR-25 Implant (range), EM Scattering, Reverse Thruster. Each missile reloads in 2.7 seconds, and the cartridge reloads in 27 (3 in a clip). Missiles have a range of 20,213 and can fly around obstacles. Radar can see out to 8,900 meters alone (more than that if team is spotting). During reload, I can pull out the Disintegrator.

 

I have killed Captains from across the map with this thing. It may be made of glass, but it’s dang hard to spot, and very effective. Provided the enemy team doesn’t have a Guard with Missile Shield, that is…

 

 

  1. At least I know why Kostyan was turning into a granny. Honestly, before they added that adaptive shield notification at the top of the screen, I had no idea when I’d hit that magic threshold where it turned on. My knowledge of late has been based on a Cruise Module + Adaptive Shield build, which in retrospect made my insight skewed. My mistake.

 

  1. True, Jerchio intys can tank adaptives with their 3 shields, but that makes them even more weak if you catch them in an inhibitor, so they aren’t brokenly powerful. Federation at least can balance that out with some normal armor if they get slowed (though it isn’t very good armor).

 

I would still argue that this bug hurts Federation more, as they are designed around speed, and this is one of the few modules that gives you a bonus for moving fast.

I am relatively new to this game, only rank 4 with the Federation so far. Looking forward to trying out the new patch. Hoping my problems in PvE are not all on me!  :013j:

 

 

 

  1. Federation ships are the ones most likely to use this module, as they are built for speed. They do not have extraordinarily strong shields or hull, so they need as much help as they can get. This ‘bug’ hurts speed-tanking Federation ships more than Jericho, and certainly more than Empire (as empire ships only ever have 1 shield slot).

 

  1. Adaptive Shields have never been accused of being OP, and certainly not because they stack. The only reason this has started to be a discussion is because of a bug.

 

Adaptative bug is getting really annoyng…

I, personally, like the adaptive “bug”.  It made federation too strong in the hands of a pilot that actually know what they are doing.  Some of those super adaptive fed ships were tankier than empire or jerri counterparts wich usually are much slower.  The adaptive guard for instance… way better than a jerri guard. 

 

And before someone says “all it takes is a tackler/ecm/guard up close”, there are implants for multipurpose modules and high tier implants that nullify those effects quite nicely. 

 

Say what you want, but I think it puts fed on par with the other races now.  Speed+Tank+Damage=Overpowered.

Are you serious, right now? Purple Flares have a 40sec cooldown. Not 3. FORTY.

 

you guys are killing me tonight, what is it, a “stupid” day???

  1. Atlas: 3 Missile Pylons + RR-50 Implant (reload), 2 Enhanced Scanners + Albatross Implant (radar), Cruise Missiles + RR-25 Implant (range), EM Scattering, Reverse Thruster. Each missile reloads in 2.7 seconds, and the cartridge reloads in 27 (3 in a clip). Missiles have a range of 20,213 and can fly around obstacles. Radar can see out to 8,900 meters alone (more than that if team is spotting). During reload, I can pull out the Disintegrator.

 

I have killed Captains from across the map with this thing. It may be made of glass, but it’s dang hard to spot, and very effective. Provided the enemy team doesn’t have a Guard with Missile Shield, that is…

But at the end it is very effective at… killing complete n00bs. Good luck hitting a better players with cruise missiles, even in frigates, especially when you can hear coming (and i mean actual engine trail, telling you that it is infact a Cruise missile) at you multiple kms away, and dodgin it hardly takes any effort

 

 

 

I, personally, like the adaptive “bug”.  It made federation too strong in the hands of a pilot that actually know what they are doing.  Some of those super adaptive fed ships were tankier than empire or jerri counterparts wich usually are much slower.  The adaptive guard for instance… way better than a jerri guard. 

 

And before someone says “all it takes is a tackler/ecm/guard up close”, there are implants for multipurpose modules and high tier implants that nullify those effects quite nicely. 

 

Say what you want, but I think it puts fed on par with the other races now.  Speed+Tank+Damage=Overpowered.

 

To me it would be a good idea to add to hull resistance half the points that adaptatives add to the shield… That would be perfectely balanced :wink:

Ok, 20, whatever. That’s still a RIDICULOUS value for current missile spaming mechanics.

I, personally, like the adaptive “bug”.  It made federation too strong in the hands of a pilot that actually know what they are doing.

 

Say what you want, but I think it puts fed on par with the other races now.  Speed+Tank+Damage=Overpowered.

 

Mate, if you nerf something to counter players who ‘actually know what they are doing’ you destroy the entire point of the game.

 

I have never heard players calling Federation ships Overpowered. Ever.

 

That is, until this bug. Now suddenly players are finding Federation ships easier to kill, and they are going “Oh hey, I like this! Keep them this way!” Yeah, that’s fair.

  1. True, Jerchio intys can tank adaptives with their 3 shields, but that makes them even more weak if you catch them in an inhibitor, so they aren’t brokenly powerful. Federation at least can balance that out with some normal armor if they get slowed (though it isn’t very good armor).

 

Many implants provide countermeasure to speed debuf (and with a proton wall + the jammer module you can say goodbye to ecm), the reason that make federation’s cov ops better than jerry’s ones are different than “hull tanking when adaptive is broken” (you better take a look at weapon and other stat/bonus on fed c.o.)

 

 

 

 

 

To me it would be a good idea to add to hull resistance half the points that adaptatives add to the shield… That would be perfectely balanced :wink:

 

Actually this is a good idea. :slight_smile:

Ok, 20, whatever. That’s still a RIDICULOUS value for current missile spaming mechanics.

how about you are

a) stop exaggerating every single thing you post, you are blowing everything out of proportion. “sky is not falling”

b) take your time, learn the game (finally) and only then post on balancing issues, cause lately every time you post in regarding the balance, you are making a fool out of yourself.

Ok, 20, whatever. That’s still a RIDICULOUS value for current missile spaming mechanics.

You still have to allow some missiles to maybe hit you if you can’t dodge.

how about you are

a) stop exaggerating every single thing you post, you are blowing everything out of proportion. “sky is not falling”

b) take your time, learn the game (finally) and only then post on balancing issues, cause lately every time you post in regarding the balance, you are making a fool out of yourself.

What do you mean blowing it out of proportion? Oh, so now the adaptive bug and missile spam is ok?

 

You still have to allow some missiles to maybe hit you if you can’t dodge.

Some does not equal 10 before it finally reloads…