Star Conflict v.1.1.5 Discussion

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. 

 

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!

i tried the new healers in a couple of matches, was afraid it breaks the valors adaptive fit. instead i discovered it only needed finetuning, and worked like a charm.

 

what i discovered was, that albeit a single engi cannot carry the team so easily anymore, timing the heals actually makes it a lot more survivy. energy is much more key on the builds now. multiple healers can do magic now. and it feels like engi is really an engi. so while of course they should be monitored for changes, i actually like the new modules. it shuffles the typical 1engi+x setup.

 

except it destroys the pirate modules atm. which are just worse in every aspect. :confused:

 

for me on a german keyboard (QWERTZ) z is also perfect for toggling ab, since i need the yxcv line for rotation. once turned off, it stays off, and that actually is nice. it is maybe not always a good idea, to force such changes to the players, but it is also a bold move, that actually made most ppl face these changes and search the options and customize them.

 

i have yet to look around in t5, albeit other stuff, like the destructor beacon fire, annoys me a lot there.

I just want to say thank you to the development team. I know this patch isn’t perfect, but you have breathed new life into the game.

 

I was actually getting quite discouraged in recent weeks and had been thinking about taking another break from this game. Match after match was the same boring builds with the same predictable outcome based on what ships were present in the game mode.

 

Now it looks like I’m going to stick around for quite awhile longer. You resurrected several dead modules, fixed the matchmaker, and have forced a change in the meta.

 

Lastly, thank you for keeping the English community in the loop. I know it’s not your native language, and that we can be very demanding at times. But thank you for the effort. It means much more to us than you probably realize.

^This.

 

Also I agree with others that guards need a nerf. T3 and above, a guard with half a brain and minimal back up from his team is virtually unkillable, unless several people gank up on him.

 

On another note, pulsar could use some nerfing, too. As it is now, it can damage any and all ships, cloaked or not. A single guard’s pulsar isn’t a problem (although I still find it a bit odd that a single vessel is capable of scaring off any number of interceptors), but several ones in one spot make it impossible to cap beacons or touch the ships in the ball, since everything is perma-debuffed, and no inty can withstand focussed mortar fire from several frigs, while attacking anything… And it’s just too easy to change targets between kiters and attackers before your healing mods recharge, so it generally requires much, much more skill from the attackers than from the frigballers.

 

In my opinion it would be fine if pulsar worked like this: first phase damage is more or less equal to a single hit from an inty, second phase is 1.25 times that, third 1.25 times the second, etc. This way it gives you time to get away and if you’re not paying attention, you’re punished more severely.

 

And the above still doesn’t really nerf guards half as much as they should be nerfed, to be honest.

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

white noise jamer and ir pulsar are not usseless thay steel make anoying triangle ,missiles cant follow target and scatter gun proyectiles cant follow ship.

gameaddict25

thank u for the positive comments about the updates. we appreciate.

unfortunately under the policy i can’t provide those numbers.

Thank you for replying, i kind of was expecting that there is some sort of NDA contract in place with the whole secrecy surrounding the player counter removal/amount of players, but it’s at least nice to get it confirmed.

Could you also answer this question from my previous post please.

 

Does this mean the devs are also still working on putting the trophies values in Invasion back to what it was before v.1.1.0 or at least make them more valuable then the dirt cheap value they are now?

I would really like to know the status about this, seeing several patches ago it was said it would get looked at by the developers, but i haven’t heard anything about it since that time.

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.

My engi hasn’t been going that well but the energy requirement basically ruins my old build as it was on the verge anyway.

 

The cov ops has been quite useful especially with the nuke to either clear an area or damage ships. It works great at clearing a camp full of frigates’ drones, stations etc and deals valuable damage to guards after you either leave or stay and “suicide”.

 

A single player won;t normally clear out a frigball but a frigball also isn’t one player.  :)

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.

before you cry for nerfs, wait until the builds change, and the first counters arrive :slight_smile:

before you cry for nerfs, wait until the builds change, and the first counters arrive :slight_smile:

True. Definitely not crying for a nerf though :slight_smile: I like.

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.

 

My T4 mkII destructor did approximately 3000 damage per tick at maximum in pvp yesterday. And that was with a horizon module and range ammo, which isn’t even maximum DPS.

 

I surmise that is both the DoT and the resistance reduction stacking up on top of the base damage tick to create a crazy damage tick. Niri, phoenix, and I went as 3 destructor guards yesterday in t4 and not even an adaptive thermal tanked guard could stand the sheer DPS that our destructors outputted.

 

I have not tried my T5 destructor in pvp yet, but in pve that thing was doing approximately 4000 damage per tick to AI frigates. Just to give an impression.

 

I’ll try to get some screenshots up later today.

My T4 mkII destructor did approximately 3000 damage per tick at maximum in pvp yesterday. And that was with a horizon module and range ammo, which isn’t even maximum DPS.

 

I surmise that is both the DoT and the resistance reduction stacking up on top of the base damage tick to create a crazy damage tick. Niri, phoenix, and I went as 3 destructor guards yesterday in t4 and not even an adaptive thermal tanked guard could stand the sheer DPS that our destructors outputted.

 

I have not tried my T5 destructor in pvp yet, but in pve that thing was doing approximately 4000 damage per tick to AI frigates. Just to give an impression.

 

I’ll try to get some screenshots up later today.

 

 Thanks :slight_smile:

 

I want to compare it to the heavy blasters used with curved reflector, if possible. (on guards, specifically)

 

Even if the area effect needs a further nerf, I’m still optimistic on how high or low the damage should be.

Aside from that, bring in the Beam cannon’s base damage. (base damage to the left, base crit damage bonus and base % to the right)

If you add in the curved reflector, state the range.

I think the Destructor beacon damage should simply not create such a big aura. It is painful to see that the new (new?) trend is guardballs sitting barely coming out of spawn 4-5km to the beacon and shooting it, while actually the other team would take on the lead. It is incredibly easy to exercise, adds nothing to the game, and guards do really not need that power. Shooting a beacon should only create a very small aura, barely enough to hit something sitting right behind the beacon, but thats it. Otherwise they should try to focus players. There the aura is quite fine atm.

 

About the damage i can’t say much, since atm. in T5 at least, 3-5 guards per team with destructors is like standard now. one destructor is quite tankable but atm. it’s just lasers, lasers everywhere.

 

The new patch didn’t fix this issue, only made things worse.

+The DoT of it is not even weak, if you fly an interceptor the DoT crashes the fun in your day by itself, even worse than coil mortar.

Make the weapon more special and less annoying, like scatter gun. But please without this graphic crashing effect.

Got some screenies here from some pedobearing in T4 a few minutes ago - not the best but it’s pretty indicative of how ridiculous destructor is. Same build on this Tormentor S with T4 mk2 destructor + horizon + range ammo.

 

First screenie is damage against the hull of Minotaur - 2465 damage. Against hull. You know how tanky that frigate gets.

 

Second screenie is damage against a guard - 2716 damage. Got a 3300 damage tick right after this screenshot. 

 

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Oh, by the way.

 

Beam Cannon
This weapon wasn’t effective enough in battle, so we decided to increase its damage.
Damage increased by 4%

 

 

This weapon wasn’t effective enough

Well…

 

MT2ipCz.jpg

I used to go positron, but that beam cannon would be damn strong even without that 4%

Same stuff with Black Dragon, just even more stronger!

Oh, by the way.

 

Beam Cannon

This weapon wasn’t effective enough in battle, so we decided to increase its damage.

Damage increased by 4%

 

 

This weapon wasn’t effective enough

Well…

 

MT2ipCz.jpg

I used to go positron, but that beam cannon would be damn strong even without that 4%

Same stuff with Black Dragon, just even more stronger!

yea it’s strongerer than everything!

Honestly, I think the destructors AoE should be 300m tops, since the damage tick from the AoE got buffed. And since it was so easy to pop a lone inty before with it… yeaah.

I dont even know where to start some many things especially in the rocket slot section where done right so nice work.

Torpedos not activating on spot when they come in contact with a pesky little interceptor fly sticking to you is stupid in my eyes this in combination eith pulsar was the only good option you had as a guard do defend against them if you didnt have any teammates in range.

In terms of module changes i have to say this is quite a joke in my eyes what i find extremly funny was this one " ‘Spectre’ Field Module was too complicated and only used in squads. We have reworked it." no joke guys a modul with a great effect intended for teamplay was only used in squads? xD

I’d say great patch overall.

 

So far the number of frigballs I’ve been seeing lately is roughly the same as before the patch, so that’s good.

 

One of my few complaints is that minefields are EVERYWHERE now, and there’s only two ways to counter them, avoiding them entirely, or ECM with system hack. This is a huge problem, as not everyone likes flying ECM, nor does everyone want to fly one EVERY SINGLE GAME in order to counter the minefield spam. Something needs to be added as another possible counter, or there needs to be a change to the minefields themselves so there isn’t nearly as much incentive to spam them everywhere.

 

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.