xlMaXlx Video Section

I was watching this video with Wolfhound you had a personal engineer nice, I didn’t notice this minor detail before when I was watching Granite vid so I checked again.

You are flaying with damage and hull bonus that is not available for us any more or am I mistaken?

4 minutes ago, GatoGrande said:

I was watching this video with Wolfhound you had a personal engineer nice, I didn’t notice this minor detail before when I was watching Granite vid so I checked again.

You are flaying with damage and hull bonus that is not available for us any more or am I mistaken?

If you mean Military CPU (blue thing in the bottom), then yes, you cant get it now, I just stockpiled it long ago, since i played premium ships only, had no need in credits, so dumped everything into them.

I will too run out of them eventually.

It gives you 4% dmg and 5% speed, nothing groundbreaking but usefull anyhow.

Just now, xlMaXlx said:

If you mean Military CPU (blue thing in the bottom), then yes, you cant get it now, I just stockpiled it long ago, since i played premium ships only, had no need in credits, so dumped everything into them.

I will too run out of them eventually.

It gives you 4% dmg and 5% speed, nothing groundbreaking but usefull anyhow.

 

I was using that when it was available. It is useful yes. I wonder why was this removed from the game?

58 minutes ago, GatoGrande said:

 

I was using that when it was available. It is useful yes. I wonder why was this removed from the game?

I actually don’t know for sure.

Devs said something about making this game more newbie friendly, so they implemented array of changes including:

  1. Removing those boosters, since new players could not afford them while maintaining cash to purchase new ships

  2. Introducing storage limit, so old players could not stockpile monocrystals and other resources that enabled them to buy/make new ships pretty much right after release.

  3. Various MM changes that are very controversial, but official position  is that current system is more newcomers-friendly then old one.

 

Since i think you want me to elaborate i will

  1. I dont think those boosters were making much difference at all. Their effect is really impactful under situations, that pretty much nonexistent in our game due low playerbase. Booster effects are noticable when two very equaly skilled players on same ships fighting each other. May be they somewhat usefull when 2 equaly skilled teams are clashing. But when was the last time you saw that? With our playerbase there is hardly a single pair of players, the battle outcome of which will depend on the booster. Same goes for the team battles - usually they are not very close - wins by 10-20 kill advantage or 700 beacon points advantage are very frequent in my experience at least.

 

If you will look at another example of such boosters - 1st the comes to my mind is premium ammunition in WoT. It gives huges advantage to user, but very expensive to use. It’s also not considered hardcore P2W. The trick is that you can farm it (grind like ship parts), it just costs credits. People would farm for like 5-10 battles, then play with full prem ammo for like 2-3 battles for fun.

I think our devs could do such thing (increase potency of bootsters and their price) - it kinda encourages playing in general, and gives you chance to face any meta-ship (old thar’ga for example) on ship of your choice loaded with boosters (they somewhat did this with green ammo).

 

So they had a few options regarding what to do with those boosters.

But they decided just to cut it - i dont know if it had any impact on playerbase, doesn’t seems like it at least.

 

  1. That, again, punishes loyal players. Punishes players that play a lot in general - since you cannot farm above limit cap. I think that was uncessecary, considering all new ships required brand new parts that you could not obtain before release. Having monos and credits helps ofc, but is it that significant?

Right now system so absurd, that you getting punished for leveling up ships, since new rank bonuses are so powerfull, that even best full mk4-mk5 r15-17 ship are not even close to r6-9 in terms of HP and DMG. And that demotivates any player (both new and old ones) to further level ship tree. So while this seems like giving new players a lot of opportunity, they just will play for 1-2 month on r7 Phobos and then quit cuz this is just boring, and everything ahead in ship tree is worse then Phobos, due rank bonuses right now is the most major factor responsible for ship perfomance, not the crew setup, or module setup.

 

  1. Regadring MM changes, i think its clear that removing rank gates solves only one problem  - long wait time for battle. Under no circumstance you can call that newcomers friendly - when you throw them into pit with more then 1000 different modules and guns. Even experienced players have difficulties understanding what exactly slows them or blinds them. If i was new player and Zhen would use it’s debuff on me i would blame keyboard for sure.

 

Are those changes make any difference in the end? I dont know, i honestly dont like any of them, but i also dont share popular view that devs deliberately killing the project.

I guess time should show, and right now it shows litteraly zero dynamics - no players gained, no players lost.

 

 

 

 

54 minutes ago, xlMaXlx said:

If you will look at another example of such boosters - 1st the comes to my mind is premium ammunition in WoT. It gives huges advantage to user, but very expensive to use. It’s also not considered hardcore P2W. The trick is that you can farm it (grind like ship parts), it just costs credits. People would farm for like 5-10 battles, then play with full prem ammo for like 2-3 battles for fun.

I think our devs could do such thing (increase potency of bootsters and their price) - it kinda encourages playing in general, and gives you chance to face any meta-ship (old thar’ga for example) on ship of your choice loaded with boosters (they somewhat did this with green ammo).

Imo this would not solve any balancing issue, just creating new ones ( especially in modes like Sector Conquest and any other Tournament like modes). It would be far more refreshing to see devs reacting faster to severe balancing issue instead of waiting month.

58 minutes ago, xlMaXlx said:

  1. That, again, punishes loyal players. Punishes players that play a lot in general - since you cannot farm above limit cap. I think that was uncessecary, considering all new ships required brand new parts that you could not obtain before release. Having monos and credits helps ofc, but is it that significant?

Imo the Monocrystal cap even punishes new players severly since they don’t have any way to spend them that fast for anything usefull but they would need them later in the game. So I don’t see any side that benefits from it.

1 hour ago, xlMaXlx said:

Right now system so absurd, that you getting punished for leveling up ships, since new rank bonuses are so powerfull, that even best full mk4-mk5 r15-17 ship are not even close to r6-9 in terms of HP and DMG. And that demotivates any player (both new and old ones) to further level ship tree. So while this seems like giving new players a lot of opportunity, they just will play for 1-2 month on r7 Phobos and then quit cuz this is just boring, and everything ahead in ship tree is worse then Phobos, due rank bonuses right now is the most major factor responsible for ship perfomance, not the crew setup, or module setup

The problem is not only that they are quite similar in regards of dmg and hp but also that the higher ranked ships have mostly the same module set as the lower ranked one. Also the low rank buffs scake poorly accross the different classes, while they make a low rank Gunship extremly strong, they don’t give a low rank Engineer nearly the same Healing capabilities as a high ranked one.

1 hour ago, xlMaXlx said:

  1. Regadring MM changes, i think its clear that removing rank gates solves only one problem  - long wait time for battle. Under no circumstance you can call that newcomers friendly - when you throw them into pit with more then 1000 different modules and guns. Even experienced players have difficulties understanding what exactly slows them or blinds them. If i was new player and Zhen would use it’s debuff on me i would blame keyboard for sure

Some of the confusion of debuffs and slows could be solved by a proper after action report instead of only the small dmg recap window.

This is a really nice post,

 

1 hour ago, xlMaXlx said:

I actually don’t know for sure.

Devs said something about making this game more newbie friendly, so they implemented array of changes including:

  1. Removing those boosters, since new players could not afford them while maintaining cash to purchase new ships

  2. Introducing storage limit, so old players could not stockpile monocrystals and other resources that enabled them to buy/make new ships pretty much right after release.

  3. Various MM changes that are very controversial, but official position  is that current system is more newcomers-friendly then old one.

 

Since i think you want me to elaborate i will

  1. I dont think those boosters were making much difference at all. Their effect is really impactful under situations, that pretty much nonexistent in our game due low playerbase. Booster effects are noticable when two very equaly skilled players on same ships fighting each other. May be they somewhat usefull when 2 equaly skilled teams are clashing. But when was the last time you saw that? With our playerbase there is hardly a single pair of players, the battle outcome of which will depend on the booster. Same goes for the team battles - usually they are not very close - wins by 10-20 kill advantage or 700 beacon points advantage are very frequent in my experience at least.

 

If you will look at another example of such boosters - 1st the comes to my mind is premium ammunition in WoT. It gives huges advantage to user, but very expensive to use. It’s also not considered hardcore P2W. The trick is that you can farm it (grind like ship parts), it just costs credits. People would farm for like 5-10 battles, then play with full prem ammo for like 2-3 battles for fun.

I think our devs could do such thing (increase potency of bootsters and their price) - it kinda encourages playing in general, and gives you chance to face any meta-ship (old thar’ga for example) on ship of your choice loaded with boosters (they somewhat did this with green ammo).

 

So they had a few options regarding what to do with those boosters.

But they decided just to cut it - i dont know if it had any impact on playerbase, doesn’t seems like it at least.

 

  1. That, again, punishes loyal players. Punishes players that play a lot in general - since you cannot farm above limit cap. I think that was uncessecary, considering all new ships required brand new parts that you could not obtain before release. Having monos and credits helps ofc, but is it that significant?

Right now system so absurd, that you getting punished for leveling up ships, since new rank bonuses are so powerfull, that even best full mk4-mk5 r15-17 ship are not even close to r6-9 in terms of HP and DMG. And that demotivates any player (both new and old ones) to further level ship tree. So while this seems like giving new players a lot of opportunity, they just will play for 1-2 month on r7 Phobos and then quit cuz this is just boring, and everything ahead in ship tree is worse then Phobos, due rank bonuses right now is the most major factor responsible for ship perfomance, not the crew setup, or module setup.

 

  1. Regadring MM changes, i think its clear that removing rank gates solves only one problem  - long wait time for battle. Under no circumstance you can call that newcomers friendly - when you throw them into pit with more then 1000 different modules and guns. Even experienced players have difficulties understanding what exactly slows them or blinds them. If i was new player and Zhen would use it’s debuff on me i would blame keyboard for sure.

 

Are those changes make any difference in the end? I dont know, i honestly dont like any of them, but i also dont share popular view that devs deliberately killing the project.

I guess time should show, and right now it shows litteraly zero dynamics - no players gained, no players lost.

 

 

 

 

 

I can agree with you on some things here 

 

1 hour ago, xlMaXlx said:

Regadring MM changes, i think its clear that removing rank gates solves only one problem  - long wait time for battle.

 

this is really the only thing that one rank MM solve long waiting time but it does not make game better or more balanced.

 

1 hour ago, xlMaXlx said:

I guess time should show, and right now it shows litteraly zero dynamics - no players gained, no players lost

 

 Yes, there is no dynamics since nothing was done, it is still same MM low unkillable R6 against R15+

2 hours ago, John161 said:

Imo this would not solve any balancing issue, just creating new ones ( especially in modes like Sector Conquest and any other Tournament like modes). It would be far more refreshing to see devs reacting faster to severe balancing issue instead of waiting month.

The player base is dangerously low. I think that if they don’t act seriously in September, this game is as good as dead. For real this time!

 

 

8 hours ago, xlMaXlx said:

 

 

I don’t like this, this is showing everything that is wrong with this game.

One tier and extreme buffs for damage and survivability for R8 premium that can use 3 spec modules + Inhibitor Crystal against high R ships that are at same time nerfed.

Recon shouldn’t be able to kill Destroyer ever. 

 

This deserves a thumb down. It is not your fault but still, it is soooooooooo wrong.

Didn’t even watch more than 45sec of vid because of that…soooooooooo wrong.

 

Title of this vid should be Everything that Stinks in SC

(not your fault, I know, it is just way that this is here)

 

21 minutes ago, GatoGrande said:

Recon shouldn’t be able to kill Destroyer ever.

You know that Recons always had the same main weapon dmg as e.g. Cover Ops (lower Crit, higher Base DMG). There is literally no reason why a Recon should’t able do destroy a Destroyer, it was always possible also before new modules and rank buffs.

1 minute ago, John161 said:

You know that Recons always had the same main weapon dmg as e.g. Cover Ops (lower Crit, higher Base DMG). There is literally no reason why a Recon should’t able do destroy a Destroyer, it was always possible also before new modules and rank buffs.

 I know that they can use some same weapons but that does not mean that it isn’t wrong that Recon with 8k surv. can to kill dessy with min 200k surv. in less then 10 sec.

This stink and it is one of real anomalies here.

 

He does not seem to have any more dmg than when playing R15+, all targets seem to take the same amount of effort to kill regardless of what rank Max flies.

I’d love to see those famous uber rank bonuses now, that make something unkillable, or have ridiculous dmg

3 minutes ago, GatoGrande said:

 I know that they can use some same weapons but that does not mean that it isn’t wrong that Recon with 8k surv. can to kill dessy with min 200k surv. in less then 10 sec.

This stink and it is one of real anomalies here.

 

all his videos are sped up, and the huge bulk of dmg to destroyers he does via destroying their modules, which was always the best way to kill a dessy down.

4 minutes ago, GatoGrande said:

 I know that they can use some same weapons but that does not mean that it isn’t wrong that Recon with 8k surv. can to kill dessy with min 200k surv. in less then 10 sec.

This stink and it is one of real anomalies here.

 

You know that xlMaXlx speeds up his vids by ~20%? Also "survivability’ is a bad measurement, You will hit a Destroyer always while you will miss a recon more then you hit it. I don’t see any anomalie.

10 minutes ago, xKostyan said:

He does not seem to have any more dmg than when playing R15+, all targets seem to take the same amount of effort to kill regardless of what rank Max flies.

I’d love to see those famous uber rank bonuses now, that make something unkillable, or have ridiculous dmg

~38% Dmg buff on a Inhibitor Crystal is imo is not balanced since it has nearly the same base dmg on every rank. But that one wasn’t in the vid, and most other buffs are somewhat fair.

11 minutes ago, John161 said:

~38% Dmg buff on a Inhibitor Crystal is imo is not balanced since it has nearly the same base dmg on every rank. But that one wasn’t in the vid, and most other buffs are somewhat fair.

how did you work out that number and at what rank?

5 minutes ago, xKostyan said:

how did you work out that number and at what rank?

Should be at a rank difference of -7 ranks. So r10 when there is one r17. Also the way one gets value when defs don’t want to provide them, look at the game files.

\> dump(Spell.RankSpell\_Resist\_41\_Damage\_31.additional\_auras[3]) aura 40 influence 1 hud\_visible false aura\_param 0.385 gameplay\_specific true aura\_target table: 0x41bc41e8 isBuff true ui\_ico table: 0x42c1c990

 

Play the game and you will see how easy will Nightingale dominate game. Same goes for R9 ECM.

Let him make Vid of any other fed recon of R15 and lets see if he can kill so fast like he did here.

4 minutes ago, GatoGrande said:

Let him make Vid of any other fed recon of R15 and lets see if he can kill so fast like he did here.

That would be a really intresting video. Would really like to see the first r15 fed recon.