Star Conflict v.1.1.5 Discussion

I liked the shield drain mechanic of the spectre field. If they decide to nerf it later on, just put it back on, and keep all of the stats. 

The best way to work with a spectre field that drains your shield, is to have a great amount of shield regeneration, which can be fitted with great defense.

Anyways, now guards who have spectre field will be able to have an unlimited supply of shield regeneration for those 5 seconds, no matter how little shield an ally ship has in its supply.

The destructor should be reworked asap. Nerfing the aod is useless if all i have to do is move my mouse over the beacon and get the same result as before. Plus the damage was buffed: bad choice.

Sit 5000/4000 meters from beacons, activate pulsar+mines if someone approach: win.

A lot of people is using it atm, and this is becoming boring.

 

Healing reworks: give advantage for teamplay but give a really bad results in match with randoms since they will not heal you with actives unless they aren’t hurted.

 

Minelayer: as Dirk says at least when a frig got killed the minefield should disappear. The damage is ridiculous ok but too many times camping a beacon or a base with them is way too easy (+ mass engine inhibitor and pulsar). Not everyone want to fit an ecm only for this.

 

Once again: there should be another counter to holograms apart microlocators. Bombing games are quite messy and kinda force you to have a recon only for this game mode.

 

The buff on the beam cannon was really necessary? On some build it’s a nightmare.

34e4u8i.jpg

 

Frigball number are pretty much the same, but it’s becoming more and more effective on pretty much all gamemodes apart bombing games (at least when they have to attack, defending a couple of base now it’s way too easy).

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!

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!

I disagree. I think its perfectly balanced.

The holograms are obviously fake except to Aces. U can easily read which one is real.

 

34e4u8i.jpg

 

HAHedlr.jpg

 

r those LRFs rly so OP?

Singing praises of the devs for fixing squad matchmaking. Last night I was taking 3 or 4 player squads into queue and getting games in seconds, with a 3 minute maximum wait. That would have been unheard of before the patch. With the fix, squads are naturally increasing in size and players are squadding more. The second half of the problem (getting more players to squad) is fixing itself. This is very much a good thing for the game.

The rest of the problems are balanced out by bad pubs. Kill squads are more often forced to carry absurdly bad players that may actively hurt their team, turning 6v6s into 4v8s. It’s not a good thing in the long term, but it does keep people playing now, which is very important.

 

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!

I actually think having Holoships fake being bomb carriers (also captains and such) is a good thing. Some misdirection and critical thinking actually improves the gameplay and forces players to actually pay attention.

The issue is that Holoships have too much health. Make them easier to kill and they’re only a 2-3 second distraction. Useful, but not abusive like they can be now. The other issue is that the only counter module is on the same role - another ship role should have access to an ability that answers it. Perhaps let the ECM System Hack destroy fakes?

The other issue is that the only counter module is on the same role - another ship role should have access to an ability that answers it. Perhaps let the ECM System Hack destroy fakes?

 

 

^This^ apart the ecm part, since way too things rely on ecm as counter.

^This^ apart the ecm part, since way too things rely on ecm as counter.

 

I’m okay with making ECMs a counter role, so long as the counter isn’t just ‘disable! disable!’ everything. System Hack is a very good deviation from the normal gameplay and actually makes the ECM more of an actual ‘countermeasures’ role, like it should be. Hence the idea.

 

Also sometimes the module is completely useless (if the other team doesn’t bring drones mainly), so giving it more things to interact with is not such a bad idea.

-‘Oh the game becomes to simple and cater to Aces!’

Then, same people:

-‘this and that is to complicated for me to handle! Make it easy here and there!’

Make up your mind people.

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.

Withholding judgment for now, but latest changes seem promising. I’m still playing the game, and some of my concerns from the last patch thread have been mellowed.

There is a simple solution to destructor: AOE dmg shouldn’t activate on beacons,just on ships

What’s more powerful for yourself in healing as an engineer - 3 capacitor power relays for an increase in base shield regeneration, or 3 large increases in maximum capacitor to increase the rate of shield/hull regeneration for the active modules? (or does it only effect the burst? in which case, how does it size up against that per cool down time?) (second post of this question from a different thread, as this thread is currently active and the other one… dead.)

What’s more powerful for yourself in healing as an engineer - 3 capacitor power relays for an increase in base shield regeneration, or 3 large increases in maximum capacitor to increase the rate of shield/hull regeneration for the active modules? (or does it only effect the burst? in which case, how does it size up against that per cool down time?) (second post of this question from a different thread, as this thread is currently active and the other one… dead.)

You cant play the game for awhile, we get it, take it easy, go outside and breath some air. Theorycrafting on air balloon data will do nothing good to anybody.

My opinion:

 

   Holograms: OP. Why? So much heal, IMO a hologram shouls disapear with 1 shot.    2 holograms are a lot, all them carry a bomb, and explosion damage???

   Takler: We keep having same problems, games of 6v6 where in total there was 9 taklers. Congratulations u are getting a new season, seaons 3: STAR CONFLICT: MASS TAKLERS ( we can forget dreadn)

   Mines field: No comment. Mines everywhere.

   Beam Canon:  Buff needed? really?

   Rf Blaster: Buff needed???

   Torpedo: U broke torpedoes systematics.

   

Garm: Thx for new bonus, Not in patch notes.

 

PS: I wanna make a public complain becouse we dont get all the information of the patchs. U are not doing the work u should.

PS2: U are making so much things anti Covert Ops.

You cant play the game for awhile, we get it, take it easy, go outside and breath some air. Theorycrafting on air balloon data will do nothing good to anybody.

haha, indeed. I should probably take a break from the forums. 

still, it will effect some builds of mine…bah, off to sleep I go. 

 

…I say that, but my mind keeps dragging me back here for entertainment…help me, I think I may have become addicted to these forums. I come here about as often, if not more, than I look up nintendo news. xD

My precious free time… to the gym-mobile!

I disagree. I think its perfectly balanced.

The holograms are obviously fake except to Aces. U can easily read which one is real.

 

Ofc you’re going to support any no-skill module but try to come with some better arguments to defend it.

 

It’s plain stupid that some modules drop the bomb and a distraction module like the Holograms don’t. The fact that you can “easily” read with one is real doesn’t mean it should work like that. 

My opinion:

 

   Holograms: OP. Why? So much heal, IMO a hologram shouls disapear with 1 shot.    2 holograms are a lot, all them carry a bomb, and explosion damage???

   Takler: We keep having same problems, games of 6v6 where in total there was 9 taklers. Congratulations u are getting a new season, seaons 3: STAR CONFLICT: MASS TAKLERS ( we can forget dreadn)

   Mines field: No comment. Mines everywhere.

   Beam Canon:  Buff needed? really?

   Rf Blaster: Buff needed???

   Torpedo: U broke torpedoes systematics.

   

Garm: Thx for new bonus, Not in patch notes.

 

PS: I wanna make a public complain becouse we dont get all the information of the patchs. U are not doing the work u should.

PS2: U are making so much things anti Covert Ops.

I didn’t see seigfried having an inssue in his cov ops…

 

Plus, I am enjoying my Golden Eagle rf blaster nuke cov ops ;p If my ping was better I might use plasma arc too!

 

Microlocator = 2 nice explosions for you to look at where holograms used to be.

Ofc you’re going to support any no-skill module but try to come with some better arguments to defend it.

 

It’s plain stupid that some modules drop the bomb and a distraction module like the Holograms don’t. The fact that you can “easily” read with one is real doesn’t mean it should work like that.

Its special.

Tbh, it works however the devs designed it to work. Theyre behind the science fiction of it.

Its special.

Tbh, it works however the devs designed it to work. Theyre behind the science fiction of it.

 

Yes, and the mechanic is pretty interesting and has a lot of potential. It’s just going the wrong way though.