Star Conflict v.1.1.5 Discussion

And WHY did you mess up balance this much a FEW DAYS before a BIG SUMMER TOURNY?! REALLY? 

Big tournaments after big meta shakeups are actually quite common in competitive gaming. It’s a great way to showcase the new meta, for better or worse.

If anyone forgot, at least the eggs didn’t change and they heal a lot even if it’s only 1 player.

But really. Guards need nerfing. As it is now, its silly. GUARD CONFLICT is upon us. 

Destructor AoE STILL needs nerf (WHY havent this already been changed??) 

…and the dmg is too great. 

 

The damage shouldn’t really be a problem. If I remember correctly, it’s only the destructor that’s being complained about, and that’s only for beacon type games because of its area effect, not damage.

The area effect was nerfed, and the extra damage may very well have been needed.

What part of guards need nerfing, in your opinion?

 

To be sure, what’s the current maximum damage for the Destructor, including the AOE?

To be sure, what’s the current maximum damage for the Destructor, including the AOE?

Destructor still works on b@cons.

Destructor have 600m AoE dmg which can deal up to 1300dps

Destructor user right can be a 2nd pulsar which u can use from ~4km

 

now image 2-3 guards shootin beacon in bomb plant game… you’ll get over 2,6k dps > GL with plantin that xxxx

The damage shouldn’t really be a problem. If I remember correctly, it’s only the destructor that’s being complained about, and that’s only for beacon type games because of its area effect, not damage.

The area effect was nerfed, and the extra damage may very well have been needed.

What part of guards need nerfing, in your opinion?

 

To be sure, what’s the current maximum damage for the Destructor, including the AOE?

Destractor needs heavy nerf, it’s to OP. End of discussion.

What’s the base damage without the AOE? MK.IV, T5 please.

Yesterday NASA member did 5 k dmg with it using 2 horizons & mk2 destractor. But I think Niripas & Mecronmancer have all the stats for destructor. I know u like changes as u like guard ships but this change didn’t bring anything good to the game, just made it worst.

I really don’t like this change to the engineer. It almost feels like it was done purely with Imperial ships in mind.

Why couldn’t you just keep the old passives and have them automatically on as standard? If heals were really too strong, removing some of the ship specific traits would have been better.

The FrigballConflict has arrived. The mines on the engi and guard is just bad. I just mined all the beacons yesterday and we won until we faced against a bigger frigball. The mine colouring is useful but at the current stage, is just let us create a more colourful christmas tree from the beacons. 

 

The controll changes are ok UNTIL we have the option to use the old one! Never forget this please!

The autoafterburner is a good thing for Newbies but for nobody else.

 

I also don’t like the engi changes, but with the current guard strength it would be disaster if you just give them back the strength.
 

The FrigballConflict has arrived. The mines on the engi and guard is just bad. I just mined all the beacons yesterday and we won until we faced against a bigger frigball. The mine colouring is useful but at the current stage, is just let us create a more colourful christmas tree from the beacons. 

 

The controll changes are ok UNTIL we have the option to use the old one! Never forget this please!

The autoafterburner is a good thing for Newbies but for nobody else.

 

I also don’t like the engi changes, but with the current guard strength it would be disaster if you just give them back the strength.

 

You can revert back to the old controls.

 

In fact I have disabled the markers for everyone, the auto afterburners and the cruise control. This doesn’t mean I don’t appreciate the efforts of the devs to make the controls more user friendly. I do. But an old dog cannot learn new tricks I suppose…

I don’t find guard to be THAT powerfull in t3… They are really annoying ni t4 and t5… I let you guess what change with those tiers…

 

To back Eviscerador up : you even get a key to toggle afterburners on/off… All this control changes are really great and offer more possibilities. It’s always good to have more choices!

You can revert back to the old controls.

 

In fact I have disabled the markers for everyone, the auto afterburners and the cruise control. This doesn’t mean I don’t appreciate the efforts of the devs to make the controls more user friendly. I do. But an old dog cannot learn new tricks I suppose…

I know after I tried the new settings I set back to the old. BUT I have some experience with other softwares too, where the devs after some time, totally removed the old functionality.  So I just wanted to notice, I’m happy with the new control extras until they keep them as extras and don’t try to replace the old controls.

I tried to turn off the auto-AB, but it works till next loggin in. What gives?

And yes - I saw what I was afraid off - 7v7 game with 3 engies and 3 guards on one side. You just can’t touch something like that. Two engies and one guard were doing mine deploying runs, the rest stayed just behind them. 

From what I gather, this patch was supposed to help new people play. It doesn’t. 

Guys, thank you for the comments! i have transfered this feedback to devs it is helping in evaluation of the patch a lot. But i have to remind you to place your suggestions in the appropriate thread of the forum. it helps a lot in dicussion and clarifying the details of each idea.

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.

I tried to turn off the auto-AB, but it works till next loggin in. What gives?

 

Probably because of this: 

 

Auto-afterburners can be quickly toggled in battle

You need to press the ‘Auto-afterburner’ key

By default this is set to Z 

 

Unbind the key, this should be made by default 'cause it’s quite confusing.

I tried to turn off the auto-AB, but it works till next loggin in. What gives?

And yes - I saw what I was afraid off - 7v7 game with 3 engies and 3 guards on one side. You just can’t touch something like that. Two engies and one guard were doing mine deploying runs, the rest stayed just behind them. 

From what I gather, this patch was supposed to help new people play. It doesn’t. 

good day!

Regarding auto-AB. we’ve double tested this function right now. turning it off and on should work immediately even during the battle. if the problem stays we need further explanations ideally with video.

Understood ur point about the engies. we r now recieving a lot of comments about that issue. surprisingly they are totally different and even contradict each other. as a balancing element to frigates we have ECM which also according to comments is strong in fights. but the situation is being monitored closely. 

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.

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"

 

9FiI73r.jpg

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.

good day!

Regarding auto-AB. we’ve double tested this function right now. turning it off and on should work immediately even during the battle. if the problem stays we need further explanations ideally with video.

Understood ur point about the engies. we r now recieving a lot of comments about that issue. surprisingly they are totally different and even contradict each other. as a balancing element to frigates we have ECM which also according to comments is strong in fights. but the situation is being monitored closely. 

It’s great to have ships that could counter some other role / class. I like the “perfect imbalance” model when it’s done right. But the whole balance of the game shouldn’t revolve around that only. ECM are a bit too strong right now and, often enough, are the best choice outside of frigballing. Overall, I find the balance is on a sweet spot now. I would suggest to monitor the destructor weapon, mainly, and the numbers on engy modules…