Star Conflict v.1.1.5 Discussion

Holoships need a counter (or in other words becomes a problem) when used in masses, i.e. 2-3 Recons in same choke point. Now there are A LOT of recons that bring mines and micro locators on the same build, so chances that one of those recon from masses will have required tools for you are pretty high, which makes System Hack so more useful - you get mines, you get micro locators which will counter enemy Holoships, so far it works pretty good for me.

Holoships need a counter (or in other words becomes a problem) when used in masses, i.e. 2-3 Recons in same choke point. Now there are A LOT of recons that bring mines and micro locators on the same build, so chances that one of those recon from masses will have required tools for you are pretty high, which makes System Hack so more useful - you get mines, you get micro locators which will counter enemy Holoships, so far it works pretty good for me.

Less HP on holoship gives every ship a counter.

Less HP on holoship gives every ship a counter.

1st they already have have less HP so it is clearly visible which one is real one, as long as you show HP bars

2d With new secondary marker some how it always ended up on the real one for some reason

3rd They die within seconds as is, they don’t dodge, if they move they move either in straight line or in circles, hitting them is piss easy, and interceptors don’t have much HP anyways since they rely on dodge that Holoships don’t do.

4th Microlocators / SpyDrones

5th Hack enemy MicroLocators

6th They often just fly off to another beacon if Recon activated them without active lock

7th Lock who is locking you almost always locks real recon

8th There is no “capture thread” to the beacon

And there are some more factors as well

 

As it is when there is 1 or 2 Recons, Holoships are not the problem, at slightest just need abit of situational awareness. 

 

The only thing that I don’t get is Emergency Barrier proc on a HoloShip

If you really have trouble distinguishing between holograms just shoot once at one and see if it does a barrel roll. If it does then it is a hologram. If it does not then it is the player.

If you really have trouble distinguishing between holograms just shoot once at one and see if it does a barrel roll. If it does then it is a hologram. If it does not then it is the player.

Problem here not many people can do barrel roll, and mostly holoships fly better than owners :slight_smile:

Problem here not many people can do barrel roll, and mostly holoships fly better than owners :slight_smile:

Aaah, that is indeed true

[DarthDirk_](< base_url >/index.php?/user/240327-darthdirk-/)

Thank for the positive comment and structural criticism. We are discussing giving holograms counters to other ship roles as a part of their future evolving. Regarding destructor as i’ve said before we need time for analyzing the current situation with it.

Whatever the counter is, it should NOT be the ECM! Nor should it be a module that exists for no other reason than to counter holos.

Maybe something unusual, like Engineering drones (both kinds) one shot holoships, allowing the Engi to clear the skies quickly. Or have the Target Painter Despawn them.

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).

 

i don’t think it would need a damage buff. just make AoE a lot smaller if you hit beacons, or any other indestructible material. it should prevent from capping “standing right behind the beacon”, but not anything that is moving around the beacon or not basicly right on it, which you could hit from a smarter angle manually. Otherwise people just use it to stupidly aim at beacons non stop and its bad for business. I still think the damage would be fine.

Maybe something unusual, like Engineering drones (both kinds) one shot holoships, allowing the Engi to clear the skies quickly. Or have the Target Painter Despawn them.

so a tackler module ? :smiley:

i would give it damage by any enemy spell effect (enemy dots and debuffs), so ppl could use anything they have. this would also make it quite an anti-spell thing, much like phantoms in SC2, which you mainly use to make the enemy use up their precious abilities on the wrong target… :slight_smile:

 

i would give it damage by any enemy spell effect (enemy dots and debuffs), so ppl could use anything they have. this would also make it quite an anti-spell thing, much like phantoms in SC2, which you mainly use to make the enemy use up their precious abilities on the wrong target… :slight_smile:

 

I like this idea!

Completely offtopic:

 

Anyone noticed this before:

MhdZHRh.jpg

 

There is a veeery pixelated image of an early version of star conflict on the displays at New Eden.

Completely offtopic:

 

Anyone noticed this before:

MhdZHRh.jpg

 

There is a veeery pixelated image of an early version of star conflict on the displays at New Eden.

How lazy are they?!  :008j:

How lazy are they?!  :008j:

I just noticed this today as I discovered the magic of middle mouse in hangar. Seems interesting that there is an early image of the game in a new version of the hangar.

What, the hangar guys are allowed to play star Conflict also, aren’t they?

What, the hangar guys are allowed to play star Conflict also, aren’t they?

and you think who flies ships with “bot” tag

is any nerf to nukes coming? would be good to at least get an indicator(some sound) when a nuke is dropped nearby, just the same way when someone locked and fired a missile on us.

is any nerf to nukes coming? would be good to at least get an indicator(some sound) when a nuke is dropped nearby, just the same way when someone locked and fired a missile on us.

You already have a sound when a nuke is deployed.

 

The main problem is that you won’t know if it is a friendly nuke or not. But I always prefer to be safe than sorry and move out.

You already have a sound when a nuke is deployed.

 

The main problem is that you won’t know if it is a friendly nuke or not. But I always prefer to be safe than sorry and move out.

Friendly nukes are a tiny dot that flashes yellow, and enemy nukes are a tiny dot that flashes yellow. Easy.

The nuke’s blast radius is a lot bigger than the fireball. Don’t know if that was always the case, but it makes flying my Eagle-B a nightmare.

Biggest problem I’m having right now is Recon Holo decoys. I had to dust off my Sai with a Micro-locator just in case nobody else on the team has a recon with a micro-locator. Because if none of my teammates have a micro-locator, we are guaranteed to lose every game that has a capture objective.

Decoys. Everywhere.