Star Conflict v.1.1.5 Discussion

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

 

In a game where ping matters, of course he doesn’t have an issue, when he’s got the latency advantage.

After several days of playing with Engineers, I firmly believe that the change Engineer heals are a great gameplay idea. They just need a buff to either passive, burst, or both. The numbers are way too low. But definitely keep the mechanic (auto passive and burst active) the way it is. That’s awesome.

After several days of playing with Engineers, I firmly believe that the change Engineer heals are a great gameplay idea. They just need a buff to either passive, burst, or both. The numbers are way too low. But definitely keep the mechanic (auto passive and burst active) the way it is. That’s awesome.

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.

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.

 

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.

no problem. We analyzed the situation regarding the trophies and decided not to increase the value so far.

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. 

 

Thank you for the visual supply it makes it much easier for perception. your point was forwarded to devs but i’d like to remind you that these numbers also depend a lot on the resist modules of the opponent ship. so they vary significantly.

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.

thank u for the positive comment. really great to hear. got ur opinion and i would recommend to make a decent suggestion out if this thread. we will consider it anyway but it just makes it easier to discuss it.

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).

Good day!

Thank you about this comment. we will watch closely the situation with destructor, if the statistics supports ur point we will adjust it asap.

About healing and beam canon we are recieving a lot of feedback about them. After analyzing it we will see which actions should be made.

Speaking about the holograms apart from microlocators we have spy drones which can fight them.

I also suggest that captains should be able to tell who is the real ship and who is the hologram. It is quite weird that the captain sensors have unlimited range, can see through obstacles, though cloak, but cannot tell if a ship is true or just a hologram.

 

Concerning holograms, I think they shouldn’t have emergency barrier either.

Speaking about the holograms apart from microlocators we have spy drones which can fight them.

 

The problem that Spongejohn is trying to raise is not that the holograms have no counter, but rather that the only counters to them are on the recon, so on the same ship that actually produces them!  This forces people to bring recons to counter recons.

 

Some other ship role should be able to reveal which is the correct recon.  I thought for example maybe the target painter on the tackler could reveal the real recon from the fakes when locked onto it, or something else along these lines.

The problem that Spongejohn is trying to raise is not that the holograms have no counter, but rather that the only counters to them are on the recon, so on the same ship that actually produces them!  This forces people to bring recons to counter recons.

 

Some other ship role should be able to reveal which is the correct recon.  I thought for example maybe the target painter on the tackler could reveal the real recon from the fakes when locked onto it, or something else along these lines.

 

Imo they should work like how illusions work on Dota 2 for example. Some modules should instantly kill them (micro locators, spy drones, energy drain, particle purge, and maybe some no cool-down modules like the Tackler ones).

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.)

Good day!

what really matters is the energy available at the moment, i’d recommend to increase the increase the size of the capacitor and yes it will only influence the burst. i hope it helped

Imo they should work like how illusions work on Dota 2 for example. Some modules should instantly kill them (micro locators, spy drones, energy drain, particle purge, and maybe some no cool-down modules like the Tackler ones).

 

It could also simply make damage to them, like spells do to phantoms in SC. Or the damage on destruction could simply be removed, so it stays a distraction module, not a damage module.

 

Generally, my personal opinion is, that if energy war would be more of a thing, outside the ecm role, too, they could also simply take damage by energy weapons or any other debuffs (slowing fields) and getting double ability damage (webs, pulsars), albeit also removing the instant pop effect of a microlocator (instead, they would die slowly by the debuff effect damaging them), leaving the spy drone as direct instapop counter aswell.

 

Another idea would be a detection field multipurpose module (e.g. Tachyon Sweep) , which shortly reveals nearby targets in a small area and breaks cloak in that small area around your ship (and maybe gives a short burst bonus to sensor range so it’s not so useless?). Clearly, there is room for enhancement.

Cutting Holoship HP by two thirds or so would also fix the problem. Killing them would be a fine solution if it didn’t take so long to do. (especially when they have E. Barriers)

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.

good day! thank you for the comment.

Holograms: we are closely monitoring the feedback about them. but so far we are not planning to create the explosion damage because it will make this mode too powerful.

Tacklers: according to our current data it is not that popular. this ship has its own drawbacks which can’t be ignored.

Mine field and torpedo: yes we implemented some changes in their usage. but it is the step in their development. we are opened for suggestions.

Beam canon and RF blaster. this decisions were based on the opinion of super testers and statistics. we are watching the situation closely and it is not the final stage of developing.

Garm: the information was presented in developer’s blog in advance but thank u for noticing we’ve added it to the patch note too.

PS 2:  we are not trying to do any anticovert ops actions. they have possess tactical warheads which give them significant advantage.

The problem that Spongejohn is trying to raise is not that the holograms have no counter, but rather that the only counters to them are on the recon, so on the same ship that actually produces them!  This forces people to bring recons to counter recons.

 

Some other ship role should be able to reveal which is the correct recon.  I thought for example maybe the target painter on the tackler could reveal the real recon from the fakes when locked onto it, or something else along these lines.

thank u for the explanation. i really do appreciate. got ur point. we are thinking now about developing holograms espacially after recieving so many comments. will take that into consideration.

Tacklers: according to our current data it is not that popular. this ship has its own drawbacks which can’t be ignored.

 

Your data is either wrong or you’re lying (or being lied from your superiors). Tacklers are by far the most used fighters, specially the Hyena.

 

Holograms: we are closely monitoring the feedback about them. but so far we are not planning to create the explosion damage because it will make this mode too powerful.

Holograms already have the explosion damage.

Tacklers: according to our current data it is not that popular. this ship has its own drawbacks which can’t be ignored.

Is that an average of all tiers or are tacklers really unpopular in every tier? I see more than enough in t3 and t5 (i dont play other tiers much so i can’t comment)

T1: Tacklers - OP

T2: Tacklers - Strong except Razor, which is OP

T3: Tacklers - Good & Annoying

T4: Do not play it.

T5: Tacklers - Balanced & Annoying

 

Tacklers are just ridiculously strong, annoying and you see them damn often, grab your ship and watch it yourself, Aliskosan.

good day! thank you for the comment.

Holograms: we are closely monitoring the feedback about them. but so far we are not planning to create the explosion damage because it will make this mode too powerful.

Tacklers: according to our current data it is not that popular. this ship has its own drawbacks which can’t be ignored.

Mine field and torpedo: yes we implemented some changes in their usage. but it is the step in their development. we are opened for suggestions.

Beam canon and RF blaster. this decisions were based on the opinion of super testers and statistics. we are watching the situation closely and it is not the final stage of developing.

Garm: the information was presented in developer’s blog in advance but thank u for noticing we’ve added it to the patch note too.

PS 2:  we are not trying to do any anticovert ops actions. they have possess tactical warheads which give them significant advantage.

 

Good Day,

 

Hlograms: The holograms has explosion damage already!! What are u meaning? Dont u know that when hologram dies, explodess and makes damage??? lol

Taklers: From today I will screenshoot all games with mass taklers. Maybe your feedbacks are wrong.

So a build with near 5000 DPS, 5000 m range, and 50% of critical is not enought? Buff neeeded?? I should recomend to change supertesters if they really wanted that buff.

Garm: No, the info was not presented in developers blog, I read it often, and its not the information in there. Anyway, if there is a change, write it in patch notes, Always happens same on non russ community, our information is uncomplete.

Tactical warhead gives advantage??    NO thx.