Star Conflict v.1.1.5 Discussion

 

 

I will ask this again, and I will keep asking it every week.

 

When are you going to fix the Destructor? It is not that I care, I just disconnect in every capture the beacon aka “destructor guard spam fest” game. But at least you could show that you care a bit about balance, and you can fix that weapon.

 

Just remove the aoe damage when hitting a non ship. Solved. Now it is counterable.

 

+1

So many ppl have been suggesting this for so long… :frowning:

Apologies in advance for the novel I’m about to post.

I’m upset by the fact I can’t manufacture attack drones on my lower tier ships. Attack drones are really handy in battle, especially when some if not a lot of us don’t own and/or can’t afford T5 ships.

 

This is very frustrating, and I have now have less of a chance of ranking up my ships AND myself because of this change.

 

Please change this back, it’s not fair to some of us pilots who were doing so well with attack drones on lower-tier ships.

Yep.

 

If you were doing so well with them is becuase they were stupidly strong, reason why they got removed from lower tiers…

Agree.  Make purchaseable and scale them to tier like engie drones.  Fixed.

 

Engie heals are abysmal now. The amount they heal by is worthless, the hull booster is worse than Regenerative Coating…

They should have just left the heals at the numbers they were at, and then added on the always on + burst heal. They were already pretty weak as it was.

Perhaps not as high as the active heals pre-patch.  But at least double what the passives are now.  Perhaps reduce activation heals/cap EN cost to compensate.

 

 

 

If I can add my $0.02. If you do calculations, Naga - the most powerful healer in game - with energy oriented build can have about 3700 energy. That’s a lot. I tried with a little lower 3400. So passive healing: 63/s shield, 49/s hull. Burst healing with full cap: 8233  shield,  5366 hull. Every 40 seconds. Taking an average it’s 268/s shield and 183/s hull. But there is a small but - to do this you have to sacrifice any shield resists, any damage boost on capacitors and you cannot use afterburners (they are draining over 100 energy/s more that you can generate and energy emitter is useless - I prefer to have 2 stations that can do actual healing). So we are talking about 40% nerf to healing abilities. 

BTW: descriptions for module no longer taking implants into account. Values above were taken from actual in-game situation.

 

Situation changes dramatically if you have 3 coordinated engies. But I have yet to see that situation.

That situation is uncommon to say the least.  Engies are not more teamplay-based now, they are more teamplay-DEPENDENT.

 

Passive heals feel totally wrong now. They don’t seem to work at all. Revert that change and find a better way to tell idiots how to turn healing on.

lol ‘idiots’ need an engineer tutorial.

 

I can give some thoughts as to why they are different.

 

First off, I’m playing with a low-end machine and have been for a while, so when I get hit by high ping and low frame rate it’s near impossible to be an “active” player. This is one of the reasons I main engineer - if my machine gives up on me, I can still be useful by using drones and auras.

 

The new heal mechanic is arguably better for experienced players, and I can see it being used to great effect in coordinated teams, but that comes at the price of being worse for randoms and less organised teams.

 

The buffs to other modules, combined with the nerf to heals is pushing people away from flying healer, which is going to cause issues with the metagame.

 

The problem with the engineer was never its passives - the problem was that Imperial Engineers are some of the toughest ships around, and in T3 especially the Styx is not only a monster for tanking, it’s also got massive buffs to healing efficiency that make it a nightmare to face.

 

So instead of nerfing heals to the point where Federation Engineers are dead the moment someone locks on, you should have been looking at making the Imperial engineers less effective at healing and/or easier to kill.

Making a good case for tweaking engie mods.

 

About white noise jammer and ir pulsar, Change that to prevent all type of lock-on and and aim assist, because when you jammer someone he still can aim on you because this

" General

HUD
HUD changes are intended to make navigating the battlefield easier.
You no longer have to lock a target to see the lead marker"

That change make white noise and ir pulsar useless. Plz change this.

 

About the reactor overload, This module is horrible. Low damage, drain much energy and worst: damage you and the alies (but no one care because the damage suck). This module in mk4 deal only 330 damage in interceptor with 23% thermal and +/- 200 in frigates for 5 sec lol.

Noise and IR should shut down the entire HUD, crosshairs, lead, map, everything.  Fly blind, xxxxx!

 

I just started to think about what I wrote. Actually - that’s what frigball is supposed to be. Area denial guards, more healers means faster healing. I tip my hat to you - developers. Finally ship name describes it’s role. No more single gunship can win against single guard. No more covops can singe handily destroy few guards, albeit a single guard is no more a problem to a skilled covops pilot. That’s how it should look like from the beginning. 

ECM as a response to frigball? No. it doesn’t work anymore. You need firepower to destroy a frigball now. Frigball means that few pilots are working together and this what this game is all about - teamwork. If one squad plays together and the other don’t - well it’s clear which side will win. Before everyone will start shouting about frigball countering frigball - no. It can be succesfully countered with tackler-gunship-intie combo, preferably with three different types of damage (most optimal for now is rf blaster + gravi beamer + assault rails), so we are for the first time in months at the sweet spot of the balance. No more single engie for a group, no more single covops killing everything, no more Ion Spark melting through inquisitor with two engie support. 

This creates another issue. To be successful in higher tiers, you need to fly in squads and pay more attention to the ship roles of the enemy team, especially on higher tiers. What it means - the game needs more players, more advertising and more guides that will state exactly that. We need more players!

Agree we need more new blood.  This game appears to be dying slowly.  That’s why Huge changes are dangerous, seasoned players who aren’t pleased with them will abandon the game, if only short term until next patch.  We need every player logging in as often as possible for the game to be enjoyable.

 

At first the engie module changes felt all wrong, but actually they are so much better now. IMO.

 

Now you have to time them properly for your team and you to get the most out of the burst heal.

 

I’ve only played 5 or 6 matches since the update and as much as I like the new survivability it seems the burst may be a bit much and the passive too little.

Or maybe increase the cool down a SLIGHTLY. While it’s really rewarding to watch everyone’s health including mine go from critical to full,

I felt like I was able to do this a little too often. Maybe it was just with good teams but that’s my initial take.

Seems like there’s a lot of call for tweaks to engineer modules, am I wrong?

 

My thoughts are possibly that minefields disappear when the frigate that dropped them dies. This way, if you can kill w/e frigate dropped them, some minefields will disappear, giving incentive for a team to use teamwork and focus fire on a frigate that is spamming minefields.

 

Another possible solution are that minefields have to be limited to 1 per cartridge, but have a slight increase in damage. This would make them a much more tactical weapon that should be reserved for placing in key locations, or at crucial times, instead of spamming them everywhere like there is no tomorrow.

 

Aside from minefield spam, it’s a great patch overall. Lots of great changes, the best being that 4-man squads in T3 have been fixed. Since the patch, I have been seeing SOOO many more 3 and 4 man squads in the queue, which is great to see. I was playing in one last night and we kept getting games after only seconds in the queue.

Lots of mines everywhere now.  Bring an ECM or don’t go over there.  Yet another thing ECM’s are good at.

 

Agreed on the hologram issue in detonation. Activating a hologram should drop the bomb, not produce THREE bomb carriers for the opposing team to chase after!

Agree.  They do behave differently, as in, they don’t immediately bolt for a station to plant, but camo and chameleon drop the bomb, why not holos?

 

to be fair, you can hold both positions at once.

 

Nerfing aspects that are traditionally vet-focused to make them easier for new players is a bad idea, but so is removing newbie-friendly mechanics and making them exponentially more powerful in the hands of squads.

 

The argument that holoships are easy to spot if you know what to look for is great… except when nobody on your team knows what to look for and so an interceptor can fly straight past five frigates and plant without ever losing his shield. That doesn’t help anyone. If anything, it’s giving the Recon a false sense of skill and offering him a foo strategy; grab bomb, spam holo, plant. Great. But what happens when this guy carries that into a higher tier where the majority of players actually know what they’re doing, and so rather than being helpful for his team he’s now delivering bombs to an opposing player who DOES know how to plant?

I’ve always said there should be options out there to allow less able players to make a valid and useful contribution, and then there should be more challenging options for them to advance up to in order to make the most out of their chosen class. Right now, it feels like the low-skill engineers have had all their toys taken away. Although, as I said elsewhere, it has also shown just how many engineers don’t have a clue how to even EQUIP heals, let alone turn them on.

Appeal to players of all skill levels.  I concur.

 

Well, that depends. Now it is harder to rely in an engineer in randoms. Before you had to pray that he remembered to turn on the heals, but now since the passives are almost laughable, you have to wait for the same random that couldn’t turn on a module, to burst it when it’s nedded. So far that is a failure.

And by the way, maybe now it’s the time to remove the healing nerf to interceptors. Being healed 15 hull points per tick is ridiculous.

Right on both counts.

 

I don’t get the new multiphase shield adapter, 4 seconds of resistance really? That isnt going to do anything unless it means invulnerbility. I even tried fitting 3 compact shield generators to increase capacitor and turn it into resistance upon activation, but due to resistance conversion values, it will reach a cap and invulnerbility is impossible. This change makes it worse than its original counterpart. In the past, it used to be “activate to increase survivability for 8 seconds”. Now it does the same thing for half the time while draining your ship of ALL energy.

 

Also the “Passive effect” seems to be missing for this module

 

Multiphase shield adapter
Changing module mechanics is connected to large amounts of energy not used by the ship. This is why we decided to increase shield resistance using the power core.
Module has ‘Enhanced effect’

 

 

 

The “Enhanced effect” seems to be working fine, but where is the “Passive effect”? The module description says it grants a 40 point resistance to all damage, which can be enhanced via activation, however this “Passive effect” seems to be completely absent. Is this a bug? 

 

Furthermore even if this is not a bug, the module is highly ineffective from usage ingame. The 4 seconds of active module time is way too low to allow any viable usage, especially since it drains the entire capacitor.

Passive effect issue was answered.  Multiphase used to be one of my favorite modules, spiking resists for a short time to either get a quick job done, or get actual regen from shield boost while still under fire.  It was fun to use on all of my ships regardless of type.  Now it’s almost useless.  I’d love to see this module fully reverted to its pre-patch stats.  Can’t imagine very many players still use this as it is now.

 

If you’ve taken the time to read this, I salute you.  The gentlemen (and ladies?) above all make great points.  The synopsis being, a little too much all at once.  I used to love this game, it was literally the only game I played.  Now, I can’t seem to get into it anymore.

Interestingly enough, the meta seems pretty balanced right now, despite everyone thinking something is overpowered. In most cases, losing to something is due to bad teams rather than overpowered effects.

 

I still believe that Engie passives should get a buff, Nukes should be hackable during the countdown and do friendly fire damage upon detonation, not just the cloud, and Holoships should have less HP. However, I’m actually seeing everything otherwise playable and counterable. Even ECMs aren’t annoying me so much anymore (though I do believe that they’re noninteractive and need some kind of overall change, see the suggestion thread about this).

 

The most fun you can have is when what you’re doing _ feels  _overpowered, but is on par with the rest of the game’s balance. This meta feels that way. Props to the devs for this level of balance. Keep up the good work.

 

 

Now, about those custom dreadnought battles…

I still feel destructor is OP. The damage is insane for an “aoe” weapon and the cloud is annoying as hell. On anything else, with the change to EM torp / mine / Doomsday, it really feel good! No more multipurpose OP OS missiles! Sentry drones still do decent damage… They are easier to dodge, but I still have consistent kills with them, so I guess the game as reach a sweet spot.

 

On nuke : I agree, it would make sense that detonation do friendly fire, but it would be inconsistent with how the game works. Hacking them would be stupid.

Maybe turn friendly fire on in t5 to differenciate it furthermore… I miss the old sector conquest for that. Friendly fire could even be a counter to frigball too :smiley: I have a dream…

I will ask this again, and I will keep asking it every week.

 

When are you going to fix the Destructor? It is not that I care, I just disconnect in every capture the beacon aka “destructor guard spam fest” game. But at least you could show that you care a bit about balance, and you can fix that weapon.

 

Just remove the aoe damage when hitting a non ship. Solved. Now it is counterable.

 

Good day! this idea is not frogotten we constantly discuss the ways of improvement. thank u for it. But right now we believe it is in balance. The radius of the aoe is not too big plus it moves with the beam. The aoe is present only in the place which is aimed. According to our data it’s effectiveness is medium. The situation is monitored.

Good day! this idea is not frogotten we constantly discuss the ways of improvement. thank u for it. But right now we believe it is in balance. The radius of the aoe is not too big plus it moves with the beam. The aoe is present only in the place which is aimed. According to our data it’s effectiveness is medium. The situation is monitored.

Thank you Aliskosan, it is good to see that you are watching it closely.

 

Nonetheless, currently the AoE of the beam makes almost impossible to cap any beacon, making any game of beacons, but mostly beacon hunt games a real pain. It is just a race to see who bring more guards with a destructor. And a stalemate at the beacon, with 4 or 5 guards firing the beam at the beacon to prevent any of the enemy to cap it, from a range of 5 km or further.

 

With only ONE guard firing at the beacon, there is a small possibility that a small ship (an interceptor) can float at 690 m from the beacon and cap. But all the guard has to do is to strafe a bit and then it can hit you, since you are so far from the beacon that you can’t use the beacon as cover.

 

Fighters and frigates are just too big to cap the beacon, since the 700 m capture radius is measured from the center of the beacon to the center of the ship. So the front hull always tips into the aoe damage or just the sides can be hit by the destructor anyway.

 

I invite you or any other dev to play tier 5 beacon hunt games and see the problem “on site” instead of by raw numbers.

Nukes should be hackable during the countdown and do friendly fire damage upon detonation, not just the cloud

 

What have you smoked? What’s the point of having a 120 cd missile if it can be hacked and used against you with a 20 cd module?

[Eviscerador](< base_url >/index.php?/user/243311-eviscerador/)

we have guys flying on that tier, i consulted with them about that issue. but i got ur point. we will discuss it further.

What have you smoked? What’s the point of having a 120 cd missile if it can be hacked and used against you with a 20 cd module?

 

If it still does friendly fire to the team, there’s little point to it being hackable at all, actually. I was asking for both at the same time. Perhaps it could do something like 10% less to friendlies than foes, so that hacking it is relevant but not absurd.

 

I invite you or any other dev to play tier 5 beacon hunt games and see the problem “on site” instead of by raw numbers.

 

I don’t have a huge quantity of games to back me up on this, but my experience with beacon matches and the destructor is that it’s actually significantly easier to capture. The radius is something like 600 instead of 700, and the 100m difference is significant when capping.

Nuke Conflict.

NuclearHail Conflict.

FIFY

 

In these trying times, it’s important to have a metagame-relevant username.

good day!

this module isn’t supposed to have the passive effect. the enhancement mentioned here means that according to the amount of energy left after activation the amount of points will increase.

About the time of its usage we consider 8 seconds as too much. but we are working on it and we may increase it if the analisis shows this necessity.

 

Noted, i hope this change is reverted. I would like to give a kind remainder that the Multiphase Shield Adapter is a multipurpose module, meaning it should be able to be used by all ship classes. The current defensive to energy usage cost is way to much and the only ship it seems effective on is a guard. Making it ineffective when used by other ships. My suggestion would be to bring back the old Multiphase Shield Adapter, and introduce the current one as a new multipurpose module.

Noted, i hope this change is reverted. I would like to give a kind remainder that the Multiphase Shield Adapter is a multipurpose module, meaning it should be able to be used by all ship classes. The current defensive to energy usage cost is way to much and the only ship it seems effective on is a guard. Making it ineffective when used by other ships. My suggestion would be to bring back the old Multiphase Shield Adapter, and introduce the current one as a new multipurpose module.

Well, to be fair it was only useful on guards and some commands prior to the patch, so there is hardly any change in role usage distribution at all.

Well, to be fair it was only useful on guards and some commands prior to the patch, so there is hardly any change in role usage distribution at all.

Interestingly I think this is good evidence for it having been made even less useful. If it were only usable on one (maybe two) classes prior, then making it even less usable is likely worse as it essentially becomes a Jericho Guard module with rank 8 implant benefits. I don’t see this as a good thing.

 

By the way, the change in how these modules scale with capacitor slots has killed several Federation adaptive builds. Fed Guards can’t use multipurpose without losing adaptive and Fed Engies can’t pop a burst heal unless they use energy emitter burst afterwards. Considering this was the primary way for Fed Engies to survive in combat, they’re much less useful now. The Styx, Minotaur and Naga have almost completely usurped the class, which they were close to doing already.

I don’t enjoy flying adaptive myself, but removing this functionality is probably worse for the game regardless of my personal stance.

Interestingly I think this is good evidence for it having been made even less useful. If it were only usable on one (maybe two) classes prior, then making it even less usable is likely worse as it essentially becomes a Jericho Guard module with rank 8 implant benefits. I don’t see this as a good thing.

 

By the way, the change in how these modules scale with capacitor slots has killed several Federation adaptive builds. Fed Guards can’t use multipurpose without losing adaptive and Fed Engies can’t pop a burst heal unless they use energy emitter burst afterwards. Considering this was the primary way for Fed Engies to survive in combat, they’re much less useful now. The Styx, Minotaur and Naga have almost completely usurped the class, which they were close to doing already.

I don’t enjoy flying adaptive myself, but removing this functionality is probably worse for the game regardless of my personal stance.

7c implant alongside a great amount of shield regeneration and defense for all of your energy needs as a guard and engineer; For adaptive, and non-adaptive types, it works well.

Of course, with adaptive types, you may wish to have a bit more energy regeneration using passive hulls, so you can boost outside of battle.

The enemy fire should make up the difference when using the multi-phase shield adapter when using the bottom 7 implant.

It goes without saying that you should wait until the enemy is firing at you to activate it, so you can keep those engines running.

 

For guards, use these actives, including the multiphase shield adapter: the Shield booster L and the emergency shield boost.  (if you’re going for the use of the multiphase shield adapter, focus on that shield)

The fourth module is anything you want it to be, really. 

 

The nice thing is, once the shield modules are well and gone, nothing will have actually drained your capacitor, and nothing will, aside from your boosters. 

The shield will give you energy. The more shield regeneration, the more energy. Therefore, lots of shield regeneration active modules will get you far. 

You can even include the spectre field as the last module.

Interestingly I think this is good evidence for it having been made even less useful. If it were only usable on one (maybe two) classes prior, then making it even less usable is likely worse as it essentially becomes a Jericho Guard module with rank 8 implant benefits. I don’t see this as a good thing.

 

By the way, the change in how these modules scale with capacitor slots has killed several Federation adaptive builds. Fed Guards can’t use multipurpose without losing adaptive and Fed Engies can’t pop a burst heal unless they use energy emitter burst afterwards. Considering this was the primary way for Fed Engies to survive in combat, they’re much less useful now. The Styx, Minotaur and Naga have almost completely usurped the class, which they were close to doing already.

I don’t enjoy flying adaptive myself, but removing this functionality is probably worse for the game regardless of my personal stance.

 

What? My survival rate in fed engis has gone up a lot. My Valor and Mammoth still use double adaptive and I had great fun with my Osprey. It might be true for guards what you say, but at no point for engis. In fact, it has hurt empire tanks way more, since the fed can move between burst heals, while empire engis relied much more on the passive healing in combination with resistances and large tank.

It might have hurt some octopus builds, but for sure not “all fed engis”.

sorry cant sift through 12 pages of long posts. did anyone complain about the minelayers being available on every frigate yet? i find the change bad.

sorry cant sift through 12 pages of long posts. did anyone complain about the minelayers being available on every frigate yet? i find the change bad.

 

A lot of people complained when they announced the change. In paper it sounded terrible but in-game frig mines are pretty meh.

What? My survival rate in fed engis has gone up a lot. My Valor and Mammoth still use double adaptive and I had great fun with my Osprey. It might be true for guards what you say, but at no point for engis. In fact, it has hurt empire tanks way more, since the fed can move between burst heals, while empire engis relied much more on the passive healing in combination with resistances and large tank.

It might have hurt some octopus builds, but for sure not “all fed engis”.

 

Empire Engies took a big hit too. I personally haven’t run any adaptive Fed Engies, this is coming from feedback I’ve been getting elsewhere. If you’ve found a fix I’m curious as to the builds.

 

 

sorry cant sift through 12 pages of long posts. did anyone complain about the minelayers being available on every frigate yet? i find the change bad.

 

Mostly what Residente said. Looks terrible on paper but has played just fine in practice. The meta handled it well. If anything, the biggest prediction everyone was wrong about was that frigballs would rule the meta - instead inty swarms led by Holoships and Tactical Nukes seem to be doing that.

After flying in this patch for a while, I am overall very impressed with the changes so far. My two big criticisms are these:

 

 

  1. Holoships only have one counter, other recons

This is a huge flaw in the gameplay currently. Every other module in the game has a counter that is either available on every ship (passive modules or multipurpose) or at least one counter on ANOTHER role. This is the first module to have the only counter ON THE SHIP THAT PRODUCES IT.

This only encourages people to take recons themselves, thus feeding the recon-spam. If a game is to achieve balance, multiple roles must be found on all teams, not just one.

 

Don’t get me wrong, the holoships module is amazing, it just needs more counters.

I propose that more modules on other roles are capable of countering holoships. Would work like this:

When these modules are activated while targeting a holoship, it is instantly destroyed:

-Inhibitor Beam

-Target Painter

-Ion Diffuser

-Stasis Generator

-Spy Drones (currently available)

When these modules are activated/used, any holoship within the AOE is instantly destroyed:

-System Hack

-Metastable Field

-Microlocator (currently available)

 

These changes would allow ECMs and tacklers to counter holoships, as well as other recons. If all of these were to be implemented, I think it would be fair that holoships get a slight buff, maybe that the holoships do a bit more damage upon exploding.

 

 

  1. Destructors still make it practically impossible to cap a beacon.

The patch was supposed to buff the AOE damage of the destructor, but nerf it’s cap prevention in some way.

I have yet to see that supposed cap prevention nerf. From my experiences in T5, it is still pretty much impossible to cap a beacon that is being destructor’d. 

I think that the AOE radius needs to be reduced significantly, or that the destructor’s AOE effect cannot emanate unless it hits an object with hitpoints (stations, microlocators, ships, etc.). If this change would be implemented, the destructor would definitely need a damage buff, but I personally feel that that is the best change. (I mean, the destructor’s description clearly states that AOE damage is dealt upon hitting a ship, not a beacon).