Star Conflict v.1.0.8 Discussion

hold on there warrior of the new defense;

with a backstory supposedly covering many hundred years, this sentence sounds sheerly unbelievable. And unimaginative. But thats not the only problem.

 

It’s “defense for the sake of defense”, an argument pulled out of a hat.

 

backstories are defined to enhance the game by providing setting, explain various stuff, and similar, not the other way round. if missions would serve as a source for loyalty, so be it; the background can be enhanced and unveiled accordingly, including more detailed views into social and political structures, or similar, like historical events, which would follow to explain changes, but never should the background influence and regulate the game in such a way.

 

alas, i think the new rewards are much better, lets see how they go; such a feature seems to need a couple of days to be properly reviewed anyway.

I have read all the mission descriptions, the new ones, all the invasion ones, all the contract ones, even all the ones are not currently in use. I had to, since I had to translate them.

 

In all those missions fluff you get a main picture that the Mendes family is the one with power in the conflicted sectors, and the others are just trying to get some bits of tech or glory.

 

I’m not saying that the Mendes are the main Jerry family. I don’t know that. But they are the main family in the sector of conflict.

 

Maybe it is me, but having a total of 90 missions (daily all of them) who can be taken for vouchers rewards, I don’t think we need more missions who give rewards.

 

So no, it is not a “defense for the sake of defense” neither is an argument pulled out of the hat.

 

Get your facts straight please.

I was told there would be an ECM nerf…

The rest of the patch is nice, but not interesting.

Drone poopers and ECM spams remained the same.

 

I was told that statistics are showing that ECMs are not efficient enough. So don’t believe what people tell you.

Empty patch except for this: " We are focused on creating a major update that we plan to please by New Year holidays."

I hope my Chrismas present is good or I will throw a tantrum like a spoiled child!

nice patch but i think 6 days is a little long. 3 or 4 days would be better

I noticed some new rewards from those missions. What’s “Iridium Girder” or “Common Fuel”? New materials?

 

OT: Also - please stop complaining about ECMs. They were seriously hit by nerfing missile pylons. They are easy to counter especially on higher tiers and they lack firepower. I know - high crit covops build can be disabled for few seconds, but hey, there are proton walls, proper implant setting and active modules. Don’t complain if you are flying glass cannon covops with no defensive modules and get killed.

So no, it is not a “defense for the sake of defense” neither is an argument pulled out of the hat.

 

Get your facts straight please.

 

i am not disputing your insights into the backstory, or it’s correctness, in fact it’s quite astonishing; only that the backstory should not dictate, but only explain how the game mechanics work. that’s a fact and it’s pretty straight.

Well I also understand, you basicly tried to argue against Jasans proposed justification of why loyalty could be part of the system; but the truth is, the backstory has no jurisdiction there. For the creator, the backstory grows steadily, only the follower takes it as written in stone.

 

 

Maybe it is me, but having a total of 90 missions (daily all of them) who can be taken for vouchers rewards, I don’t think we need more missions who give rewards.

 

That sounds like, you don’t need much loyalty anymore. I can understand the general demand for that, since it’s not a “fun” reward atm. I wasn’t asking for it, anyway. But this is an honest answer and a valid point.

OT: Also - please stop complaining about ECMs. They were seriously hit by nerfing missile pylons. They are easy to counter especially on higher tiers

 

have you played t5 yet :stuck_out_tongue:

OT: Also - please stop complaining about ECMs. They were seriously hit by nerfing missile pylons. They are easy to counter especially on higher tiers and they lack firepower. I know - high crit covops build can be disabled for few seconds, but hey, there are proton walls, proper implant setting and active modules. Don’t complain if you are flying glass cannon covops with no defensive modules and get killed.

 

Erm, a CO has two counters at least against an ECM, to give him a fighting chance, making a CO in a 1v1 pretty versatile against an ECM anyway (even if the cards are not stacked in their favour, and an ECM can at least deny the CO for long periods to take an action, which makes an ECM also pretty viable against 2 COs). I think, if you have the impression, CO pilots are the only ones complaining about ecms, then I think, that is a wrong one. Did you get that from that mythical explanation for the ECM hype to be based on “countering OP COs”?

Also, there is nothing wrong with ECMs in lower and mid tiers, it’s actually T5 where they are seriously a problem. They don’t lack damage there anymore that much, have mobility to equal it to other ceptors, a tank which makes guards jealous, and every button on your ship makes the other player suffer and die in seconds;

Small matches with multiple ECMs tend to be quite unfair usually, much more than any CO swarm could be.

 

Besides, pylons were not nerfed, they were adjusted; in fact they were buffed too hard shortly before that; and pylons did not really benefit ECMs so much more, than any other class capable of missile spam. It was the non stop torpedo spam which was most annoying about 30 seconds reload.

 

Most CO players I would fear would be equally dangerous in most other roles anyway, and luckily, a lot of pilots i would fear in most roles, deny to fly ecms most of the time, fly it to show off how unfair they are, or use it as a counter to the ecm spam.

 

Nobody wants the best captain ships to be nerfed to the ground anyway. They just should be more fair, and not singlehandedly take out frigates in the middle of your team and escape almost certainly - while a CO at least faces annihilation if he tries that.

Guys - please don’t make this thread OT. If you want to continue discussion we can surely do it in appropriate section.

 

have you played t5 yet :stuck_out_tongue:

 

Actually I’m playing T5 almost exclusively, but the feeling is T1-ish. I would go back to T3 which tbh looks more mature overall and not “who has less idiots with T2s wins”, but I have to stick with T5 for some time (still need stupid vouchers for some setups).

 

Erm, a CO has two counters at least against an ECM, to give him a fighting chance, making a CO in a 1v1 pretty versatile against an ECM anyway (even if the cards are not stacked in their favour, and an ECM can at least deny the CO for long periods to take an action, which makes an ECM also pretty viable against 2 COs). I think, if you have the impression, CO pilots are the only ones complaining about ecms, then I think, that is a wrong one. Did you get that from that mythical explanation for the ECM hype to be based on “countering OP COs”?

Also, there is nothing wrong with ECMs in lower and mid tiers, it’s actually T5 where they are seriously a problem. They don’t lack damage there anymore that much, have mobility to equal it to other ceptors, a tank which makes guards jealous, and every button on your ship makes the other player suffer and die in seconds;

Small matches with multiple ECMs tend to be quite unfair usually, much more than any CO swarm could be.

 

Besides, pylons were not nerfed, they were adjusted; in fact they were buffed too hard shortly before that; and pylons did not really benefit ECMs so much more, than any other class capable of missile spam. It was the non stop torpedo spam which was most annoying about 30 seconds reload.

 

Most CO players I would fear would be equally dangerous in most other roles anyway, and luckily, a lot of pilots i would fear in most roles, deny to fly ecms most of the time, fly it to show off how unfair they are, or use it as a counter to the ecm spam.

 

Nobody wants the best captain ships to be nerfed to the ground anyway. They just should be more fair, and not singlehandedly take out frigates in the middle of your team and escape almost certainly - while a CO at least faces annihilation if he tries that.

 

 

Same as before - support frigates shouldn’t be dmg dealers - If a single ECM can attack a squad with Naga inside and kill it, then squad is doing some seriously wrong things. And even Naga has one counter against ECM (not mentioning action of dropping the repair/shield station when they see ECM incoming so even with modules off it still getting repairs).Single area denial guard vs ECM - guard usually dies, but again - it should have support of other ships in a group. LRF? if attacked LRF can block ECM for HALF A MINUTE. If it will die it would be dead anyway attacked by any other interceptor. CO + gunship make deadly team against even a pair of ecms. It all goes around two things - low player base, small matches and … people not thinking. If a person takes 700m/s tackler and goes into the middle of enemy group (or nearby) just to drop drones and then getting shut down - that’s the problem of that tackler pilot (+1 for ECM if the tackler dies crashing into the asteroid).

And last but not least - for last 2 days I saw a single match with more than 1 ECM in a team. 4 tacklers in 5 person team - yes. But more than 2 ECMs? Nope.

I was told that statistics are showing that ECMs are not efficient enough. So don’t believe what people tell you.

Well, regardless of how efficient they are, they are the most annoying to fight against. Nothing is more aggravating than being ECMed or energy drained, leaving us totally helpless because either we have no control on our ship or we can’t activate any module (or our active modules got shot down on us). All the debuffs can be avoided/cancelled in some way exept the ECM ones that can at best be partially shielded against (but still shut down our modules).

OT: Also - please stop complaining about ECMs. They were seriously hit by nerfing missile pylons. They are easy to counter especially on higher tiers and they lack firepower. I know - high crit covops build can be disabled for few seconds, but hey, there are proton walls, proper implant setting and active modules. Don’t complain if you are flying glass cannon covops with no defensive modules and get killed.

They still remain the most annoying class to fight against; losing control of our ship, even for just a few seconds is deadly, and even high proton defense don’t prevent our modules from being shut down.

Still no update or ETA on the server packet loss problem ? The game is not fun anymore.

It seems fun enough here, even with my 160ms minimum ping avg 220-375

Ignoring the LRF, which has no place in the game whatsoever, the ECM is the worst designed class by far. It’s abilities are either underpowered or overpowered depending on your team, and it is in no way fun to be on the receiving end of its abilities. It doesn’t need a balance tweak; it needs scrapping and redesigning from the ground up.

Improving the rewards of the missions is good, but is it enough?  idk.  A step in the right direction though.  I still like the concept of them. 

 

Can’t wait for the upcoming patch.  I have a feeling it might actually be dreads.  (Maybe they fix the servers too? That would be the day!)

I noticed some new rewards from those missions. What’s “Iridium Girder” or “Common Fuel”? New materials?

 

OT: Also - please stop complaining about ECMs. They were seriously hit by nerfing missile pylons. They are easy to counter especially on higher tiers and they lack firepower. I know - high crit covops build can be disabled for few seconds, but hey, there are proton walls, proper implant setting and active modules. Don’t complain if you are flying glass cannon covops with no defensive modules and get killed.

First, how the hell missile pylons comes there? How used missile pylons on an interceptor? Honestly?

Lack of firepower? Really? Sharpnel + Iridium slugs? Doomsdays + Stasis? Pulse laser + Iridium heatsink? etc.?

BTW if you put in Proton walls + Implant in a Covert Ops, it can reduce the effect of a single ECM. But if 2 ECMs or more starts attacking you, it’s over. And you also give up the Plasma Web and your critical, to survive an ECM. No fast target-lock, no 10% crit-bonus. Defense modules? You mean the White-noise and the Camo… Pilots has eyes.

I flying ECM since 2 months because I was tired of dying continously in Cov Opses and Recons because of ECM spams. So right now I have no problem with it, but it doesn’t help, it just kills the other interceptor classes in T5.

First, how the hell missile pylons comes there? How used missile pylons on an interceptor? Honestly?

Lack of firepower? Really? Sharpnel + Iridium slugs? Doomsdays + Stasis? Pulse laser + Iridium heatsink? etc.?

BTW if you put in Proton walls + Implant in a Covert Ops, it can reduce the effect of a single ECM. But if 2 ECMs or more starts attacking you, it’s over. And you also give up the Plasma Web and your critical, to survive an ECM. No fast target-lock, no 10% crit-bonus. Defense modules? You mean the White-noise and the Camo… Pilots has eyes.

I flying ECM since 2 months because I was tired of dying continously in Cov Opses and Recons because of ECM spams. So right now I have no problem with it, but it doesn’t help, it just kills the other interceptor classes in T5.

 

I agree that ECM spam is pretty overpowered atm.  I still think ECM is a balanced ship, but not when there are hordes of them.  I suggested this in another post to help stop the spam:

 

Ships on enemy team = X

 

For Games of 3-4 pilots

If 33-49% of X are ECM, ECM’s non multipurpose active module duration reduced 33% and recharge increased 33%

If 50% or higher of X are ECM, ECM’s non multipurpose active module duration reduced 66%, and recharge increased 66%

 

For Games of 5-10 pilots

If 25-39% of X are ECM, ECM’s non multipurpose active module duration reduced 33% and recharge increased 33%

If 40% or higher of X are ECM, ECM’s non multipurpose active module duration reduced 50%, and recharge increased 50%

 

For Games of 11+ pilots

If 20-39% of X are ECM, ECM’s non multipurpose active module duration reduced 25% and recharge increased 25%

If 40% or higher of X are ECM, ECM’s non multipurpose active module duration reduced 50%, and recharge increased 50%

 

Thoughts on this?

 

I’d like to see the devs implement something like this (maybe to tacklers as well) and not completely butcher ECMs with an ubernerf.  I finally got my Waki-AE to be completely purple and would suck if it became useless.

Lack of firepower? Really? Sharpnel + Iridium slugs? Doomsdays + Stasis? Pulse laser + Iridium heatsink? etc.?

In T5 it hardly tickles, ECM doesn’t have a lot of dmg, it has “ok” dmg, check ship/weapon stats, on proper builds, for once.

 

BTW if you put in Proton walls + Implant in a Covert Ops, it can reduce the effect of a single ECM. But if 2 ECMs or more starts attacking you, it’s over.

BS. Duration of each next disable will be diminishingly reduced, so if you already have a proton wall reducing initial disable, next one will be almost not noticeable, on top of that if you find yourself in a situation where it is you alone vs god knows how many enemies, whose fault is that?

 

And you also give up the Plasma Web and your critical, to survive an ECM. No fast target-lock, no 10% crit-bonus.

Give up Plasma Web, WAT?

You have a choice to be more effective vs teams with no disables by choosing more crits, or you chose to be more effective vs teams with disabled by having better protections, that is called variety. You can play perfectly fine without “Fast Lock” if anything it is more important to ECMs, Tacklers and Emp Snipers, all other don’t need it to be efficient at all.

 

Defense modules? You mean the White-noise and the Camo… Pilots has eyes.

They can’t disable you with their eyes

 

I flying ECM since 2 months because I was tired of dying continously in Cov Opses and Recons because of ECM spams. So right now I have no problem with it, but it doesn’t help, it just kills the other interceptor classes in T5.

ECMs keep other interceptors in check, not kill them, that is BS. If you keep dying to ECM spam you should look into what you, personally, doing wrong and how you can adopt and get better.

  • Positioning?

  • Situation awareness?

  • Ability to read what enemy ECM is doing and what modules he has on CD

  • Better use of surroundings, objects and team mates?

  • Better aim to kill it faster than it kills you?

If you are dying under single stasis in an interceptor, you are doing something terribly-terribly wrong. Energy drain and Ion beams are not preventing you from survival, maneuvering, disengaging, killing them back.

The most deadliest combo to kill Interceptors and fighters is ECM’s energy drains combined with Tacklers Engine Suppressor, yet no one is complaining about it

First, how the hell missile pylons comes there? How used missile pylons on an interceptor? Honestly?

I’m sorry - I’ll answer just this as it was related to patch - what do you think about inty shooting 3 rockets per second? With 22 seconds reload?

 Of course you had to have some piloting skills (that was tradeoff between tank and glass cannon) to survive, but hey who builds tank inties?

In T5 it hardly tickles, ECM doesn’t have a lot of dmg, it has “ok” dmg, check ship/weapon stats, on proper builds, for once.

Of course, it doesn’t have as much damage as the Covert Ops, but it can still hurt.

 

 

BS. Duration of each next disable will be diminishingly reduced, so if you already have a proton wall reducing initial disable, next one will be almost not noticeable, on top of that if you find yourself in a situation where it is you alone vs god knows how many enemies, whose fault is that?

I didn’t understand what did you mean. Of course, if you go alone, you die, everyone knows it. No one mentioned anything like this. I said, if you are fighting normally, (next to the team,) you can die easily if the enemy comes with an ECM horde.

 

 

ECMs keep other interceptors in check, not kill them, that is BS. If you keep dying to ECM spam you should look into what you, personally, doing wrong and how you can adopt and get better.

  • Positioning?

  • Situation awareness?

  • Ability to read what enemy ECM is doing and what modules he has on CD

  • Better use of surroundings, objects and team mates?

  • Better aim to kill it faster than it kills you?

“ECMs keep other interceptors in check, not kill them.” In theory.

“Positioning?” Yeah, sure. Position yourself, when they come after you.

“Situation awareness?” Yeah, sure. I don’t bring Covert Ops, when the other team has ECMs. Problem solved.

“Ability to read what enemy ECM is doing and what modules he has on CD” Yes, after I died because of him, I know what he’s using. In sector conquest it means, you can come with another ship.

“Better use of surroundings, objects and team mates?” If you go solo, you can just hope your team does something against the ECMs. If you go in squad, most of the times no problem with ECMs, but when in a bigger game the whole enemy team comes with ECMs, try to counter it.

“Better aim to kill it faster than it kills you?” Thanks, I’m still working on it. But after I saw better players than me (I know they are easy to find) falling because of ECMs, I wouldn’t be sure better aiming helps solving all the problems.

So I see your point, but your arguments doesn’t work in practise, when the ECM spam comes. And imho 6.8sec for an MKV Ion Diffuser is too much. And the solution is not “yeah, then use implants and proton-walls”, because then you are forced to use these things to be able to play an interceptor. It isn’t normal.