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  1. WolfKhanGeneral

    WolfKhanGeneral

    Space Explorer Beta


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  2. millanbel

    millanbel

    Mercenaries


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  3. xXConflictionXx

    xXConflictionXx

    Mercenaries


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  4. TheDarkRedFox

    TheDarkRedFox

    Space Explorer Beta


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Popular Content

Showing content with the highest reputation since 06/02/2017 in all areas

  1. 10 points
    Title says it all; send out premium ships on Gage tasks: for each premium ship sent = 1 Monocrystal with a license 1 premium ship = 2 Monocrystals. More ideas: Secret Project ships for irridium... Rank 8 destroyers for Berrylium Rank 11 Destroyers for Electrum Ellydium ships for Crystals or some other alien resources you need to upgrade them. This could also give more incentive to buy premium ships. GO!
  2. 7 points
    ==========================An Announcement from Ellydium Corporation========================== Ellydium Corporation acknowledges that it has received criticism for the devastation its products are capable of on the battlefield. In respnse, we have decided to shift our efforts towards creating a different kind of Alien technology. Starting today, pilots with a license get early access to Ellydium's new line of erotic alien toys. Choose from products such as the Crystallid Cream, the Bouncy Biomorph, the Bigh'Dik, and more! Leading Ellydium scientist Conrad Dimeni would also like to remind all pilots that intercourse with the upcoming frigate "Waz'got" is now not only safe, but encouraged, as the ship has received numerous onboard facilities for pleasuring the captain and crew. But don't worry, pilots, we haven't forgotten about our older models. The agile Tai'kin will be receiving an upgrade that allows it to transfer warp energy directly into the pilot's genitals. Likewise, the powerful Thar'ga will be receiving a special module that enables the pilot to experience intense Crystallid orgams that are exponentially more powerful than their human counterparts. Dimeni himself is temporarily unavailable for further comment, as he is personally performing extensive tests of the Waz'got's capabilities. If the Waz'got proves itself both on the battlefield and in the bedroom, its technology will be upscaled and implemented in future projects, such as our command ship, designed to simultaneously provide protection and unprecedented levels of pleasure to its pilot. Ellydium Corporation is excited for what the future of Alien technology holds, and we look forward to designing, testing, and sharing new products with pilots all across the galaxy.
  3. 6 points
    Once you have your dreadnought all fixed up then iridium gain is not needed for the corp. I would like that if this happens then the iridium gets equally divided to the players in the corp. Large corps which are dominating the game already will get less than smaller corps which are barely hanging on meaning a better economy. GIMME MA IRRIDIUM! *please* GO!
  4. 6 points
    Or be able to craft them from materials(Metal Blanks, Silicon, Computing Chips, Osmium and so on)so we would have a larger variety of uses for them rather than ship crafting, and some modules here and there, trading should be somewhat of a short cut and not the only way to do it.
  5. 6 points
    Other idea... the destroyer mods sould be sold for credits again. This workshop forcing people with no RNG to buy gs to buy their destroyer parts is just mean.
  6. 6 points
    Please permanently ban the account for player poidynaSO [SRS] currently at SIRIUS [SRS] corporation Hello, I have met a player multiple battles in a row always doing self-destruct the entire battle. After mentioning it in corporation chat, other corp. members told me that he has done that the past few days already. It seems that he/she is kind of asking to be banned and I hope you will ban his account permanently. Here are some screenshots, please pay attention to the scroll bar. That was from the second battle with him, I didn't make any screenshots the first and last one.
  7. 5 points
    Basically, I propose a more advanced social aspect for SC in a way of being able to form alliances AND having a chat channel named Alliance between those allied corps so people can arrange groups withing those alliances more easily and effectively. Before any of you think of NASA alliances please think about the positive sides first and possible limits on number of corps in an alliance or something like that.
  8. 5 points
    Since engineer players are not too frequent, and destroyers are on the rise... what about double healing effectiveness to destroyers as an engineer? yay or nay? Argueue and fight here!!
  9. 4 points
    In the new Sector Conquest, the matchmaker puts wings, squads or solo pilots using ships of different tiers together in the same match. This way, T3 teams can face T4 teams, T4 teams can face T5 teams and previously it was even possible that T3 teams had to battle against T5 teams. Also teams can consist of a mix of T3 and T4 ships for example. I guess this was done to reduce queue times and to provide at least a human player instead of a bot. However, nobody likes to fight a full team consisting of higher tier ships. The technological differences between a T4 and a T5 Thar'Ga is too large for example. Such a match cannot be fair and it isn't. What I propose: The matchmaker should put only wings, squads or solo pilots together of the same tier. T3 vs T3 T4 vs T4 T5 vs T5 This may have the consequence that one or more bots are needed when there are not enough players available of the same tier like before in the old Sector Conquest system. However, this is still better than putting players in it using ships of a different tier. In fact, it makes players avoid Sector Conquest which doesn't improve the mode's popularity.
  10. 4 points
    Yuck, anime...
  11. 4 points
    Leaders of the Federation and UMC are extremely concerned about increasing of Ellydium corporation forces. In retaliation, all pilots are offered the opportunity to obtain the necessary resources to build the best Federation destroyer in the shortest possible time. Sirius destroyer activator can be found in post-battle trophy search on rank 14 ships Federation destroyer CPU is now available for trading Attention! Event is available untill June 22! Federation destroyer CPU will be tradable all Summer. Strengthen your fleet! Together we can win! Yours faithfully, Star Conflict team
  12. 3 points
    heal point are based on dmg it will deal so the more dmg the more shield you'll get Like i've said many MANY time, this module is the current most useless ever made! it's does literally nothing in pvp and you have to wait almost a entire minute to be able to use it again.. but for nothing! the module don't need ONE specific buff, it need literally everything , dmg, speed, radius, heal, reload... @CinnamonFake i know you tell me that it will not be change but please, someone in the dev's team have to test it in real battle situation and you'll see we're right! +999999 to a full buff! oh and i forgot to say that we can't upgrade it's base dmg with implant or lvl 8 bonus, it doesn't work and i've already made a bug report about it
  13. 3 points
    The current ship building process shows some generic stats just like any other mmo game but what i would like to see is an option where i can simulate my build that shows me how the ship and other stats change when i have active modules as well as crew implants active. I can see the logical difficulty of developing it since some of the actives and implants require a bit of a unique situation to get triggered so regardless of that i would really like to see that sort of an advanced ship building menu where i can explore the possibilities of a build in a bit more detailed way. And no, it should not allow slotting modules that you don't have, for testing purposes.
  14. 3 points
    Monocrystals are by far the rarest resource in the game, aside from event-exclusives. I can't afford to spend 60 monos on one single weapon. And I'm pretty sure that many other players can't either. Mk5 upgrades are pointless and wasteful and crafting items leaves you broke in terms of resources. You have two options here to resolve this issue; 1) Reduce the monocrystal costs for all items by at least 50-75%. 2) Allow players to get gaurunteed monocrystal income consistently. (no xxxx daily or max rank missions) Make it happen.
  15. 3 points
    The problem Getting things in SC rely on too much randomness. Lets say you plan to build a destroyer. You need neodium for that, and this thing drop playing rank 8 ships from battles. You have a chance to get that, its ok, but it depends on random outcome from matchmaker (no matter how good you are, you cant win alone) otherwise number of dicerolls is heavily reduced. It also drops from open world if you know where, but it also depends on rolling and drop rate is somewhat low. After gathering all things you wanted, you realise you cant get maximum potential from your ship you worked last month to get hands on it because you are stuck with Halo, Pyro, Shield and two turrets. And again, we are in rng paradise - random matchmaker gives you low or highier chance to get a chance to drop random cache with random drop inside with weighted randomness. You see how ridiculous it sounds? Regular ships are in advantage here, but certain ships can greatly benefit from manufactured modules (crystal plates on Imperial gunships, Sk'rah on inties, energy converter on anything). Proposals Instead of caches drop as random outcome, we should be able to get them as clear progression and reward. Winning battles give tokens. PvP as is it harder to win, should give them more than PvE. These tokens can be spent on cache of interest. Opening and randomness of what is inside can remain the same. Add some parts to Mysterious Containers in OS to make them worthwile to search. Give more tokens for competitive play, SCL, dreads, tournaments. Why Reducing grind is always beneficial to the game. Because of still random drop from the caches, market and trading would not be affected much. Increased supply can even increase trading business. Also, as tokens are given for winning, could put force on people to put maximum effort to win. Now matches are rather lacking of it. Having possibility to buy the cache containing the part you need also give clear progression and close the gap between older players that got lucky to be at event giving things for credits and newbs forced to play with potential handicap.
  16. 3 points
    I'd like to drop ANY non-alpha container...They simply dont exist for me. Alphas drops like mad, I get one per 2-3 fights, but other dont drop at all. If you insist staying in this system, give us tokens. Get tokens winning the battle -> spend tokens to get a cache YOU want -> open it with iridium to get random loot.
  17. 3 points
    Steep maybe but I think it is a good move. Like I said, this could get more people to buy premium, Ellydium and SP ships.
  18. 3 points
    I'd rather they go back to like they were. This is awful. These containers are awful. The market is awful.
  19. 2 points
  20. 2 points
    How to calculate the mass shield generator module end-healing points with the extra energy points? Whats the ratio between the module and energy cap, or better yet, the formula behind it?
  21. 2 points
    But seriously if wazgot doesn't break the game by being too powerful , I probably will not even feel bad this time. It would be so epic if we could look forward to every patch, not expecting anything to throw parts of the game out the window. I don't personally use trading. But both trading and interface needs rework. Especially the interface. This game is very hard for newcomers.
  22. 2 points
    Then give us irridium then
  23. 2 points
    They should honestly revert the destroyer module|weapon acquisition back to what it was before. The current system is far too punishing on newer players and requires an obscene amount of resources to fully kit a new destroyer. Back to the topic; if the devs released Waz'Got in a fully balanced state then it'd be less of a surprise and more of a miracle at this point. The only thing I'm looking forward to is finally making my Tyrant (O rly?) and the trading board so that trading becomes legitimately useful and not a giant scrolling wall of text. I'd love to be able to hype a patch nowadays but it seems each patch just breaks PvP more and more
  24. 2 points
    https://wiki.star-conflict.com/index.php?title=Cache
  25. 2 points
    Will there ever be a way to get Destroyer modules without hoping that the right caches are available and then hoping that we find said cache, and then praying that RnGjesus is on our side and gives us the part we need, our trading for them.
  26. 2 points
    Maybe 19 mono's you had are regular mono's and you need to craft them into enriched mono's?
  27. 2 points
    Ive seen the suggestion from another thread, but im re-submitting it for relevance. I thought it could be fun and still fair and balanced if we could equip one type of turret on destroyers, twice. So for instance: equip two thermal blaster turrets-> lock the ability to equip any EM blastet turret equip one EM and one Thermal turret->lock the ability to equip a second thermal/EM turret and so on, as long as you can equip only two turrets max. I think while it sounds like a disadvantage from equipping more modules, it opens to symmetrical, fun, and perhaps PVE-efficient builds. while still it sounds powerful, it locks away the ability to equip the more powerful modules, so it balances itself on its own while allowing players just to have fun symmetry and almost roleplay-like feeling to destroyers. (I swear to god equipping a shield emmitter on the side of my tyrant looks ridiculous but its the most efficient setup for pvp)
  28. 2 points
    The following is part fiction, and based on some real events that have happened in the past. Rather than make many different posts for everything, this post will be updated and edited over time as the story is told. <INCOMING TRANSMISSION> .... <ALERT> <PRIORITY: HIGH> <DESTINATION: STATION NEW EDEN; FEDERATION EXPEDITIONARY FLEET; UNITED MERCENARY CENTRE> <ORIGIN: UNKNOWN> /RECOMMEND IMMEDIATE SIGNAL ANALYSIS <MESSAGE BODY: ENCRYPTED> /REQUEST FOR IMMEDIATE MAINFRAME RUNTIME FOR DECRYPTION .... .... <REQUEST FOR SIGNAL ANALYSIS: PENDING> <REQUEST FOR DECRYPTION: PENDING> .... .... <REQUEST FOR SIGNAL ANALYSIS: APPROVED> <REQUEST FOR DECRYPTION: APPROVED> .... .... <SIGNAL ANALYSIS RESULTS> /After putting this mess through the scrubbers and removing most of the noise, what is left is very faint. I would put the origin point far beyond the Alpha-7 Complex. Passing filter settings to SigInt, hope it will expedite the decryption process. .... .... <DECRYPTION IN PROGRESS> .... ... .. . <MESSAGE START> Personal log entry: 4731.737 To whomever or whatever receives this, then something has happened to me. I programmed the main computer to send all of my logs back to New Eden should the odds of my return near zero, so that everyone I left behind can have some closure. Dammit, let me just start from the beginning.... <DECRYPTION STATUS: 10%> .... .... ... .. . You see, I joined the Federation a long time ago, long before those...those Aliens came around, long before Corporations from the Empire, Jericho, and even the Federation started waging bloody battles over tidbits of space. I am talking not long after the Federation sent a squad into Sector 1337 and the discovery of Precursors. I was a young lad, unsure of what to do with his life. As conflict rose after what was discovered in 1337, I rushed to join the Navy. The unit I was assigned to was called Dynamis. We were a bunch of hotheads, upshots, legends in our time, constantly pushing ourselves and each other, enacting strict goals that, if not met, would lead to being expelled and unable to return, your name dragged through the mud. For months, we were at the top, the most kills, the most successful missions. We all learned about teamwork, dedication, structure, sacrifice. Sadly, this was not to last. Everyone wanted to be at the top, but there is only one #1. Pilots started to sabotage ships, trying to obtain all the glory for themselves. Rumors spread, tensions ran high. We slowly tore ourselves apart. Our Commander had just jumped ship, joining a rival unit, and many others followed suit. Myself? With my squad-mates in chaos, I was unsure what to do. I tried for months to hold what was left together, but the last commander had locked me out of most of the systems on the station. One night, I put out a message to everyone who was left, and ran. I jumped into my gunship, plotted a random course, set the computer to bring me out of stasis after a few years, and ran away into the stars. Or, so I had thought.... <DECRYPTION STATUS: 40%> .... .... ... .. . I remember waking up from stasis in a medical ward, and standing over me were some of my old squadmates, some of the first who had left at the first signs of trouble. They had an idea when they had left. To build a new group, a new Corp, but without all the strict rules, more laid back, where everyone who joined had a say in what we did. We called ourselves The United Front. As The United Front, or TUF, we could hardly hold a candle to what Dynamis once was. Other Corps shot past us in the rankings, laughing at us. "Oh how far the mighty had fallen" some would say, "Why not come and join us? Rise to the top once more!". Honestly, most of us did not care for that life style anymore. Time passes.... and slowly, we changed again.... Not back to craving the hectic battle cycle we had in Dynamis, not all of us. But most of us grew werry of the battles, werry of the grind, trying to find and gather the resources we needed to keep our ships together, even to try to build new ones. Slowly, one here, a couple there, we started to part ways again. A few did end up joining other Corps, like NASA, WPK, ESB, NOVA, the list goes on and on.... but most of us desided to just head back into stasis, to sleep through the years, hoping that the future that they would wake to would be brighter. Lucky for those fellows, they slept right through all those Alien incurrsions. I tried to stay and fight, to help support my Corp. But I, too, grew tired.... and into stasis I went, only a couple of years on the timer.... <DECRYPTION STATUS: 75%> .... .... ... .. . So, today I record this message on the eve of my launch, a new journey. I have spent every credit, every Galactic Standard, and piece of scrap and tech I have stored the these past years, refitting and upgrading my old Polus. While I was in stasis, I had my faithful hanger crew hard at work. Gone are most of the weapons, and most of the cargo bays now contain a jerry-rigged jump drive cobbled together from my old interceptors. The shields an hull armor have been completely overhauled. The engines are of my own custom design. The computer systems re-tuned, and the memory banks loaded with charts and everything else I thought I may need. In the bridge, now a stasis pod sits where the captain's chair once was. Yes, only one pod. This journey is one I will take alone.... You see, I am leaving this sector. Not running away this time, no. Running towards something else, new challenges out in the great unknown. I spent many a great year here in this sector, met many a great pilot and leader. However, I reached my peak, I could go no higher, and the effort of doing so came at an ever increasing cost, one which I found that could not pay any longer. I programmed the computer to send this message when I found a new world full of new challenges. I will have just found something that will keep me from coming back to the Federation and the surrounding space. So, no, this message does not mean I am dead, or have died. This message is a happy farewell to everyone, all of my friends and wing-men, squads and Corps, crewmen and leaders, designers and engineers. This is a thank you, to all of you, whether you were aware of it or not, for helping me through some tough times in my life, given me direction and support. Thank you for all the good memories. This is MrTwiddlez, signing off. See you in space. <DECRYPTION STATUS: 100%> <MESSAGE END> <ARCHIVE MESSAGE?> <USER>/ .... ... .. . A leak of any kind would be a breach of contract. I hope you do realize it is common for GMs and other Community Managers, and/or any person who is not actually employed by the Developer or Publisher, to sign NDAs, among other possible legal documentation. So, no, this does not, nor will it, contain any hints of any possible future updates or features for Star Conflict. Anything that sounds like it does so is a coincidence.
  29. 2 points
    Apparently the Athenians also used Owlars! http://www.djrarecoins.com/product/400-300-bc-greek-coin-athena-obverse-classic-athenian-owl-reverse/
  30. 2 points
    I had a similar suggestion about destroyers, but yours is better. Guess what? Nothing happened. I am also requesting a voting poll.
  31. 2 points
    Get the right container-> get the right drop-> do all of this again since you need 2 different parts-> and then the usual expensive ingredients like monos etc, it just never ends. When does playtime even begin...
  32. 2 points
    Will most of the old ships go through a visual upgrade? Like they did with the empire t2 fighters?
  33. 1 point
    HULL: RECON - DISTRACTING HULL - ENEMIES CAN'T MARK YOU AS TARGET WHEN YOU AREN'T USING AFTERBURNERS (YOU CAN STILL BE DETECTED BY RADARS). ECM - ELECTROSTATIC HULL - STOPS ENEMY FOR 2 SECONDS, ACTIVE EVERY 25 SECONDS. COVERT OPS - ACID ALLOY - AFTER COLLISION ACID SLOWLY DAMAGING ENEMY HULL (LIKE TAI'THAQ) WITH 100-400DAMAGE/SEC (DEPENDS ON SHIP SIZE) FOR 5 SECONDS. SHIP RECEIVING X2 DAMAGE FROM EVERY COLLISION. GUNSHIP - SPIKY HULL - DEALING X2,5 COLLISION DAMAGE. TACKLER - MAGNETIC HULL - WHEN YOU COLLIDE WITH ENEMY, YOU ATTRACT HIM/HER WITH ~150M/S SPEED FOR 4 SECONDS, BUT YOU ARE SLOWED DOWN WITH SAME SPEED. COMMAND - RESONANT HULL - INCREASING ALLIES HULL RESISTANCE TO ALL DAMAGE TYPES BY 8PTS IN 5KM RANGE. ENGINEERING - LIQUID ALLOY - YOU CAN HEAL ALLY BY TOUCHING HIM/HER WITH 250HEAL/SEC SPEED. GUARD - ULTRA-SMOOTH SURFACE - REFLECTING 50% OF CRITICAL HITS TO ENEMY. LONG RANGE - CAMOUFLAGE - YOUR SHIP IS INVISIBLE, BUT IT REFRACTS LIGHT (ENEMIES STILL CAN SEE YOU, BUT HARDER). HULL STRENGHT IS DECREASED BY 25%. SHIELD: RECON - ELECTROMAGNETIC SHIELD - DEALING 50-200DAMAGE/SEC (DEPENDS ON SHIP SIZE) TO EVERY INVISIBLE (RADIO-ABSORBING FIELD TOO) ENEMY IN 2KM RANGE. ECM - NEGATIVE-ION SHIELD - DRAINS 10-50 (DEPENDS ON SHIP SIZE) ENEMY ENERGY/SEC IN 1KM RANGE. COVERT OPS - DISCHARGING SHIELD - WHEN YOU COME TO 100M OR CLOSER DISTANCE TO ENEMY, YOUR SHIELDS ARE DEPLETED AND DEALING X2 DAMAGE TO ENEMY. ACTIVE EVERY 1 SECOND. GUNSHIP - ANTIMATTER SHIELD V2 - DEALING 25DAMAGE/0,5SEC TO EVERY ENEMY IN 150M RANGE (BTW ANTIMATTER IS NOT LIGHTER THAN STANDARD MATTER, AND IT REACT WITH STANDARD MATTER EMITTING ENERGY. CURRENT "ANTIMATTER SHIELD" IS WRONG NAMED.). TACKLER - POSITIVE-CHARGED SHIELD - SHIP IS IMMUNE TO CONTROL EFFECTS AND ENERGY DRAIN, BUT SPECIAL MODULE DURING IS REDUCED BY 30% COMMAND - "CALORIC FLUID" SHIELD - INCREASING SHIP AND ALLY ENERGY REGENERATION RATE BY 25% IN 3KM RANGE, BUT REDUCING SHIP HULL STRENGHT BY 25% ENGINEERING - ELECTRIFIED FIELD - SURROUNDS SHIP WITH A BIG 3KM SHIELD, RESTORING 10-100PTS/SEC (DEPENDS ON SHIP SIZE) OF ALLY SHIELDS AND ENERGY. GUARD - EXPANSION SHIELD - INCREASING SHIP AND ALLIES SHIELD SIZE BY 25% IN 2,5KM RANGE LONG RANGE - ANTI-GRAVITY SHIELD - SHIP SHIELD PUSHING EVERY ENEMY WITH 200M/S SPEED IF HE/SHE COME CLOSER THAN 500M. ENGINE: RECON - SECRET LINK - WHEN SHIP HULL STRENGHT IS LESS THAN 10%, IT TELEPORTS TO ENEMY SPAWN. ECM - IONIZED STREAM - DECREASING ENERGY OF SHIPS BEHIND YOU BY 30PTS/SEC IN 50M RANGE. COVERT OPS - LIQUID CRYSTALS - ENGINES EJECT AWESOME CHEMTRAILS (HEHEHE) WHICH POISON ENEMIES WITH 10DAMAGE/0,1SEC (EXCEPT ELI SHIPS - 30DAMAGE/0,1SEC). GUNSHIP - NUCLEAR ENGINE - DEALING 100DAMAGE/SEC TO ENEMIES BEHIND YOU IN 150M RANGE WHEN AFTERBURNER IS ON. TACKLER - ENERGY REDIRECT - WHEN SHIP IS USING SPECIAL MODULE, SPEED, ROTATION AND STRAFE IS INCREASED BY 30%. COMMAND - ATOMIC HYDROGEN EMITTER - INCREASES YOUR AND ALLIES SPEED BY 15% IN 2,5KM RANGE. ENGINEERING - ELECTROMAGNETIC ENGINE - WHEN SHIP USING AFTERBURNER, ALLIES SHIELD IS REGENERATED WITH 75PTS/SEC SPEED IN 1,5KM RANGE. GUARD - ELECTROMAGNETIC ALLOY - INCREASING HULL STRENGHT BY 50%, BUT SHIP IS SLOWED DOWN BY 50% AND IT RESISTANCE IS REDUCED BY 15PTS. LONG RANGE - REVERSE ENGINE - INCREASING REVERSE SPEED BY 70%. CAPACITOR: RECON - SPINNING CORE - ROTATION SPEED AND ACCELERATION IS INCREASED BY 100%, BUT SHIP SPEED IS REDUCED BY 25%. ECM - ELECTROMAGNETIC JAMMER - SLOWING DOWN MODULE RELOADING TIME OF ALL ENEMIES IN 1KM RANGE BY 25%. COVERT OPS - HYBRID CAPACITOR - "CALORIC FLUID" IS ADDED TO FUEL AND INCREASING PLASMA WEB DAMAGE BY 45%. GUNSHIP - WEAPON CHARGER - WHEN ENERGY IS FULL, MAIN WEAPON DEALING 25% MORE DAMAGE. TACKLER - EMERGENCY BATTERY - WHEN ENERGY IS DEPLETED, BATTERY CHARGING IT TO 50%. ACTIVE EVERY 20 SECONDS. COMMAND - ELECTROMAGNETIC AMPLIFIER - INCREASING DIFFUSION SHIELD DURING TIME BY 4SEC. ENGINEERING - SUPPLY RELAY - INCREASING YOUR WEAPON HEALING BY 65% WHEN YOU AREN'T USING AFTERBURNER. GUARD - ENERGY RELAY - EXCESS OF ENERGY IS USED TO REGENERATE SHIELDS. 1PTS - 1SP. LONG RANGE - "CALORIC FLUID" EMITTER - BRIGHT 500M RANGE CLOUD SURROUNDS SHIP, DEALING 60DAMAGE/SEC TO ENEMIES INTO IT. CLOUD MOVES WITH YOU. CPU: RECON - HEAVY SYSTEM - WHEN YOU AREN'T USING AFTERBURNER, RADAR RANGE IS INCREASED BY 100% AND BEACON CAPTURE IS INCREASED BY 30% ECM - ENEMY SYSTEM ANALYZER - INCREASING NEGATIVE EFFECTS DURING TIME BY 30% COVERT OPS - IDENTIFICATION TRICKSTER - YOU ARE MAKED AS ENEMY ALLY FOR 5 SECONDS. GUNSHIP - IMPACT DISCHARGE - INCREASES STANDARD AND SPECIAL MODULE ATTRIBUTE BY 30% BUT INCREASES RELOADING TIME BY 15%. TACKLER - SCANNING PROBE - TARGETTED ENEMY RECEIVING 30% MORE DAMAGE. COMMAND - SYSTEM OPTIMIZATION - INCREASES ENERGY AND SHIELD POINTS BY 10%. ENGINEERING - ADVANCED CONSTRUCTOR - ACCELERATES RELOADING OF STATIC SHIELD, WARPGATE AND AUTONOMIC HEALING STATIONS BY 40%. GUARD - ANTI-VIRUS - SHORTENS NEGATIVE EFFECTS FOR YOU AND YOUR ALLIES BY 30%. LONG RANGE - LENS ANALYZER - INCREASES DISINTEGRATOR RANGE BY 5KM. Uh... finally done! Only for standard ships. Caloric theory It might need a bit improvements and I hope we see it in the game. And one offtop: What about fight - collaboration of standard factions against ELI (III Reich xD)? I won't be hurt if it will be a bit paying for it .
  34. 1 point
    Gauss before Survival on a Desert Eagle
  35. 1 point
    Give 'em 10k pvp weekly players. Half of them play <10games/week. Have to spread rest on all dem time zones and 5 queues and we end up with infinite 3man squad queue
  36. 1 point
    You need 2 ppl One sends $$ Other sends id&pass
  37. 1 point
    I can assure you that Ellydium products are highly durable. A leak can only occur during extreme use. Have a good day.
  38. 1 point
    https://www.youtube.com/embed/tbU3zdAgiX8?start=3&end=12&version=3
  39. 1 point
    It would be decent if the mono costs were 50% of current costs...
  40. 1 point
    If I must communicate with other players to sell or buy something, the system is flawed.
  41. 1 point
    Trade is like it should be. You post an item and price and someone buys it. Simple. Ive been wanting a countdown timer for modules for ages I love it. Meh. Im still trying to download the update. My internet here is horrid. .5mbps
  42. 1 point
    It is worth considering using the energy emitter. You can boost it straight after activating your repair modules in order to get your cap back up to a reasonable level where your recharge is higher (recharge rate is highest when the capacitor is around 50% full).
  43. 1 point
  44. 1 point
    Table of Content: 1. Introduction 1.1 Basics 2.Invincibile 2.1 Expectations 2.2 Ship Fitting 2.3 Equipement 2.3.1 Shield slot 2.3.2 Hull slots 2.3.3 CPU slots 2.4 Crew 2.5 Weaponary 2.6 Conclusions 3.Brave 3.1 Expectations 3.2 Ship Fitting 3.3 Equipement 3.3.1 CPU slots 3.3.2 Hull slots 3.3.3 Shield slot 3.3.4 Capacitor Slot 3.4 Crew 3.5 Weaponary 3.6 Conclusions 1.Introduction: I've been playing for a while with the empire destroyers yet, i see many people making HUGE mistakes in their build regarding them! So, here we are, i'm going to present you a small (hopefully) guide to build the empire destroyers! note: the build have been tested by me and confirmed to be working (date: 20/06/2017) 1.1Basics: First of all , as an empire ship, we have one big advantage: HULL POWER Our objective is to obtain a balanced damage/range/survivability output Stating the obvious but these are empire destroyers so DON'T EXPECT THEM TO BE AGILE!!! 2.Invincibile: 2.1 Expectations: Ah, my beloved first destroyer! Truly a fear-striking juggernaut! By following this guide you should be able to wreck 2 other destroyers before having to abandon ship! Here are the stats we should have after following this guide: Looks promising...right? 2.2 Ship Fitting: 1.First thing you should MAX out is the HULL SLOTS this is out most powerfull perk! Second we will need 2 CPU SLOTS you won't belive how usefull those are! And the last but still as important is 1 SHIELD SLOT this slot will allow us not to have too many capacitor problems! 2.We will take the Empire Energy Router as the other 2 will have insignificant results! 3.Level 4 bonus will remain the 100% sensor range, to see enemys who might try to flank you, its really important they dont get behind your thrusters!. 4.Level 8 bonus is optional, yet i recommend the second one it will help our Wormhole Projector to charge faster (its our only escape)! 2.3 Equipement: Here is a fast look of the modules you want to equip the details will folow up later: 2.3.1 Shield slot: 1.Compact Shield Generator: We have chosen to put only 1 slot on shields because , lets be serious...on invicibile ... That means we can use this slot for a WONDERFULL capacitor boost! This will save us in lots of situations when we need to use all the modules at once! 2.3.2 Hull slots: 1.Armor-Plated Hull: An obvious choice when building an empire destroyer...we don't care too much about our speed so... 2.Reinforced Beams: This is another obvious choice when building an empire destroyer... Yet, it can be replaced with another armor-plated hull to gain 2,4% more hull strenght at the cost of another 6% movement speed penality! 3.Crystal Plates: This amazing piece of equipement will boost your strenght by alot! More enemys make it more efficient, but i recommend you take them one by one... Note: In hangar only the base hull resistance (19 pts.) is avabile when calculating Survivability!!! Meaning this rank 8 destroyer can reach OVER 320K survivability points (i suspect about 350K at maximum stacks, wich is alot even for rank 11 destroyers) 2.3.3 CPU slots: 1. 2x Infrared Scanner: Those 2 infrared scanners will boost our critical hit chance by 17% wich will help our brick be as deadly as a thrown one! 2.4 Crew: 1. Neurocontroller "Gigas": +25% Hull Strenght because empire . 2. Neurocontroller "Oculus": -43% Locking Time pretty usefull if you ask me. +10% Critical Hit Chance a good contribution towards our dps. 3. Neurocontroller "Owl": +35% Shield Strenght not really usefull but still a good boost; the shield ressistance option will conflict with rank 7 crew point. 4. Alpha-Inhibitor "Malleus": +10% Missile Damage quite handy for the Tempest launcher! 5. Alpha-Inhibitor "Velox": +30% Rotation Speed we simply need this one, as we should be hiting enemy targets from sides and our positioning is the key to score 4K crit hits. 6. Alpha-Inhibitor "Ox": +30% Critical Damage! this one is another key element for our dps. 7. Beta-Accelerator "CU - Type B": 15% Energy from Shield Damage this one will help our useless shield to contribute towards capacitor regeneration. 8. Beta-Accelerator "Rapidus": -17% Cooldown for Modules as a brick, our only escape is the Wormhole Projector, this accelerator will help us improve its performance significantly! (Basically throwing our brick into enemy's face more often ) 2.5 Weaponary: Now that we've managed to make this ship an armored brick and threw it into enemy's face whats next? Breaking their teeth of course! 1. G'thar'du Cannon: G'thar'Don't! 2. Meson Cannon Coilgun: 3. "Halo" Launcher Coilgun!: 4. Coilgun!!!: Q:why coilgun?; A:Simply because the other ones don't deal as much damage and this weapon fits perfectly! 47,1% Critical chance oh yes! But wait what is this?!... ITS A GIFT FROM HEAVENS! EVEN MORE CRITICAL CHANCE! Thats much better! Now, this weapon with controlled fire will pretty much destroy any ship, its accuracy makes it usabile even vs small ships and trust me, 4K damage on a small ship is a serious hit! 2.6 Conclusion: Now we have a teleporting, teeth-breaking, brick of DOOM! This build should offer you a great deal of survivability and the firepower of a true destroyer, HAVE FUN! 3.Brave: Now on invicibile's bigger brother, Brave: 3.1 Expectations: Note: this is the photo using the galvanized armor and 2 armor plated hulls. 3.2 Ship Fitting: This build is an extension of the invicibile one but this thime, we have 2 more avabile slots and we have to change the bonuses as the rank 7 crew trick is no longer enough to sustain the energy requirement of this brick: On rank 4 pick the kinetic ressistance bonus, we don't want out hull to have any weakness! At rank 8 pick the -25% Energy usage on modules bonus, to make sure we don't run hungry in the middle of the engagement! As for the bonus slots we will pick another CPU slot and one Capactitor slot because we have our hull as tanky as possibile and we need some damage 3.3 Equipement: 3.3.1 CPU slots: 1. 2x Infrared Scanner: Using 2 infrared scaners offers a nice bonus of 18% Critical chance ; equal to using one infrared scanner with a spatial scanner rank 13 (for open space players). 2. Electronic Guidance: We will talk more about this in the weaponary section... 3.3.2 Hull slots: 1. Armor-Plated Hull: note: i'm using 2 armored plated hulls wich are imposing a penality of 6% movement speed and 0,8% hull strenght compared to using one armor plated hull with a reinforced beams rank 15 module! 2. Galvanized armor: I know not all pilots can afford to buy crystal plates but i recommend getting them ASAP! 3. Crystal Plates: Now its the time to see the effects of the hull ressistance on survivability at 233K health. Below we have 2 photos of both the galvanized armor (in first photo) and the crystal plates effect (second photo) on our ship: 413027-387071=25956 survivability diference for 11 points... wow...it is about 2359,6 survivability/point of ressistance. For educational purposes we will try to aproximate what is the survivability of this ship with fully stacked crystal plates (note that i still have the -0.8% penality of the duplicated armor-plated hull): as the ressistance precent per point decreases each time we add points we can aproximate this to be about 2000 survivability/ressistance point the diference between the max stacked crystal plates and the galvanized armor is 30 ressistance points (and -16,7% rotation speed) this leading us to about 60.000 survivability , adding this to our destroyer will result in 473K suvivability with fully stacked crystal plates! note #1: if we would calculate the bonus using the maximum bonus avabile for crystal plates - the initial one we would obtain 469K suvivability points, this making me suspect we're pretty close to the real in-game amount of survivability . note #2: we don't add the ressistance bonus from the crew rank 9 bonus, wich would really show how overpowered we can get! 3.3.3 Shield slot: 1.Compact Shield Generator: You can use any rank of this module, the only diference between the rank 12 and 15 is only 5% Maximum capacitor volume ; i did't feel the need to upgrade this because personaly neve had run out of energy when i needed it. 3.3.3 Capacitor slot: 1.Iridium Heatsink: This one boosts our damage by a significant amount, for more details check the weaponary section... 3.4 Crew: As i said earlyer this is an extension of the previous invicibile build so we will talk only about rank 9+ bonuses 9. Beta-Accelerator "Gigas II": This is a nice bonus to our ressistance, for each enemy who's targeting us we get another 12 ressistance points! 10. Neuroaccelerator "Sting II": A Huge -29% Active modules energy reduction! 11. Neuroaccelerator: "Ant": This bonus adds another +8% Fire rate to our weapons! 3.5 Weaponary: Now i will let you chose your weapon of preference as the feedback from the previous build suggests i should add suport for more weapons: 1.G'thar'DU NOT EVEN THINK! 2.Coilgun: not anymore 3."Halo" Launcher: Go play combat evolved or 2 instead... 4. Meson Cannon: So now we have a bit more slots to modify this weapon's parameters wich allows us to rape everything that is brave (pun intended) enough to come close, Lets just hope our enemies still have a few teeth so brave can complete what invicibile started... HERE IS ANOTHER GIFT FROM HEAVENS!: Those , unlike the kintic weapon counterpart, has to be manufactured but its very inexpensive so no real problem here. Now our weapon looks like this: (note that the DPS shown here does't cover the critical chance+damage) This monstrosity is now ready to deal about 4-5k Damage/tick !!! The thing is you have to be carefull when fighting small ships as the spread on this one will NOT allow you to shoot accurately threfore you may wish to control its fire a bit instead of pressing the mouse 1 and forgeting about everything else; otherwise you may atach a blaster turret instead of the photon emiter but this will inhibit your only long range atack; not that it matters now that you have overwhelming damage on range smaller than 4,5Km 3.6 Conclusion: Yet another teeth-breaking brick of doom, this time featuring thermal damage,wich can only move using the eclipse launcher Have fun! hmmm..... whats next? oh yea... 4.Vigilant: Under Construction... (electrum shortage might lead to a late release) note: a problem is causing some images to re-apear at the end of the post , please ingore them.
  45. 1 point
    Attention, pilots! Special Offer from Lucas Horn: only today, on June 21, 50% Discount on Contraband Container! Lucas Horn from the station ‘New Eden’ reports that his friends have once again arrived in fringe sectors — the independent traders from the cruiser ‘Scotland’. This ship is not afraid to fly into the most dangerous sectors, and always comes back with a valuable cargo. Special offer is valid for a limited time and ends at 05-00 UTC on June 22! Sincerely, Star Conflict Team
  46. 1 point
    Do this challenge and post mouse/setup aimbooster.com >> challenge accuracy, time endured, and targets hit all count (no aimbot please) It's not neccessary to beat my score but you can try (tip: taikin wont save you here) Logitech mx510, 500Hz, no acceleration (MarkC fix)
  47. 1 point
    Or, captains die in first 20s, one team loses all normal ships, then we get to watch Tai'kins be unkillable for 5 minutes, even enemy Tai'kins cannot kill opposing Tai'kins. Meanwhile they pick off a guard and engi while getting shot at by whole team ;-) Can't wait for the covert ops!
  48. 1 point
    This is not a bug. It works like intended and the developers are perfectly fine about it. See:
  49. 1 point
    Mail used to last 30 days, i'll just leave this here...
  50. 1 point
    Keep the thread alive without bumping then