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  1. TheDarkRedFox

    TheDarkRedFox

    Space Explorer Beta


    • Points

      23

    • Content count

      7,293


  2. EndeavSTEEL

    EndeavSTEEL

    Mercenaries


    • Points

      14

    • Content count

      2,224


  3. avarshina

    avarshina

    Mercenaries


    • Points

      12

    • Content count

      1,733


  4. g4borg

    g4borg

    Mercenaries


    • Points

      10

    • Content count

      2,916



Popular Content

Showing content with the highest reputation since 02/10/2018 in all areas

  1. 4 points
    As you can see, right now I have 2907 synergy on this little Neutron ship. But I can only access this information if I click on Level up, because the button's label calculates into it the free synergy as well, writing 5500 / 5500. I already know how much free synergy I have, it's on the top right side of the screen. I want to know at a glance if I have enough ship synergy to level up my ship. It's even worse for unique ships, there I need THREE clicks for this information. This is basically hiding information unnecessarily.
  2. 3 points
  3. 3 points
    Hello, i want to talk about destroyers and your opinions, would also make a poll but i am not too savvy with this forum's tools. Anyways. We all know Destroyers are: - Overly nerfed - Has "fake survivability" - Dies faster than some fighters if not most - Definitely dies faster than LRF s - Has that weakbess aura bonkers that would solve %60 of problems if it was göne. - Cannot achieve long range support/artillery/suppresive fire roles nor close range brawler roles. - That missile slot nerf on top of everything as if every Ninja nerf wasnt enough. - Ninja mobility nerf that happened some patches ago. Take my own Sibyl for example. It has whopping 443k on paper and then i estimate some 70k extra survivability due to its regen and extra resists through multiphase shield. However, in actual battles, not even talking pvp battles here, it at most survives for 1 minutes. Single plasma arc strike on my ship does like 300k damage. While i was and am fine with plasma arc strikes making destroyers SEVERELY wounded, i do not agree with a LRF or an engineer, or even a Tackler YOLO tanking a properly built tank-role destroyer and killing it in 20 seconds. Either a Stingray or a Covops should be able to severely wound and make it %75 useless and practically making it out of battle for 1-2 minute basically, yes. However single LRF or engie shouldnt be able to LOLkill a Destroyer in 20-30 seconds. I have been on both sides of that bullcrap. It needs to go away. Be assured i dont ask for a "destroyer-kills-all" thing. However right now Destroyers are the bottom of food chain totally and only counters eachother.
  4. 3 points
    little Spark that ignites a Fire Storm in you.
  5. 3 points
    I can assure you this is not photoshopped, just my amazing paint skills. There was no rule that said the ship had to be an intact "ship", my tai'kin wanted to be a horse instead when i selfdestructed it. IGN: DeathWasp
  6. 3 points
    that is asset loading issue - a blocking harddrive. you can circumvent this with more modern windows systems, see here i can agree with most of your QQ anyway, also i think the craftable ships might get the modules later on aswell, i bet its just there to "make the standard ships a bit more interesting" for a while. well, okay, except this, i cant agree with this, obviously you cant be serious. t4 never truly existed, you should have more fun trying r10-r12 nowadays. the buffs exist now for a really really long time, and were the best addition this game ever had, and they apply to ALL ships, not just DLC, even R15. so assuming its because of sales is complete BS. exactly if you have a linear upgrading tier system, that is made to milk the cow, because it means, players will pve until they reach r15 and enter the pvp arena without any experience. this way, you have a bit of a choice what to take. without the buffs, t4 ships are way too weak, and t4 is an unplayed tier. even with them, r15s dominate their own tier anyway, as they have higher base stats, and better modules. it is by far the only change the devs made, that actually removed a bit from the "all fly just r15 ships" and brought the game closer to a modern rankless approach, which would be more competitive, instead of having a population divided by stat-xxxxs who feel insignificant if they play other games, and pve farmers, who come into pvp switching between guard and lrf. anyway my assumption is that the buffs are not as strong anymore as stated on the old announcement, and of course they are somewhat obscure. you still will feel the difference between a r10 and r15 vessel overall.
  7. 3 points
    The Object NY18 is just fine LEAVE IT THE HELL ALONE !!! there are some of us that LIKE doing PVE and you PVP xxxx*kers are ruining it for the rest of the server when you remove good PVE ships from the game .
  8. 2 points
    For Enriched Monocrystals Alien composite blocks .... It is really annoying when I have a ton of massages in my post because of surplus materials.
  9. 2 points
    Last updated 12/3/2017 Ellydium Contract missions by NPC C. Dimeni tend to have confusion on how they're completed or what exactly certain phrases mean. Below are the screenshots of the exact mission text in screenshot form, as well as searchable text. But first, an explanation of "maximum available rank from any side of conflict in a combat slot". There's 3 different things going on in that statement. Combat slot means the 3 (or 4 if you reached Rank 12) ships you can bring in to battle. You do not have to play as them, just have them in the slot. Any side of conflict means 1 of the 4 factions, including Ellydium ships. Maximum available rank is the highest rank ship you have, of that faction. Looking at the screenshots below, I have rank 15 ships. However the rank 6 Empire ships also count as they are the highest rank I have of Empire. To satisfy the maximum available rank requirement, I would either need to bring in: Rank 6 Empire Rank 15 Federation Rank 11 Jericho Rank 15 Ellydium Below is the ships I have in my combat slot, note the rank 6 Empire is my maximum available rank from any side of conflict. I bring in the destroyer for kill counts, especially when it's for kinetic or EM. Waz'Got for thermal kills. Tai'Kin for efficiency. That rank 6 Empire will still count even if I was running rank 15 PVE. Keeping one faction low like this lets me easily complete these missions, while those who have rank 15 for all factions will have a much more difficult time. [Ellydium Evolution] Mission: Win battles with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Just win with a max rank ship slotted. In my case, win a battle with a rank 6 Empire. I do not have to play it. Can be done in Coop, PVP, or PVE. Mission: Take part in 3 battles on an interceptor with a ship of the maximum available rank from any side of conflict in a combat slot Solution: Have a max rank slotted. You do not have to play that max rank. You do have to play an interceptor at least once during the battle. Does not matter if you win, lose, or change to a different ship. Can be done in Coop, PVP, or PVE. Mission: Take part in 3 battles on a frigatge with a ship of the maximum available rank from any side of conflict in a combat slot Solution: Have a max rank slotted. You do not have to play that max rank. You do have to play a frigate at least once during the battle. Does not matter if you win, lose, or change to a different ship. Can be done in Coop, PVP, or PVE. Mission: Take part in 3 battles on a fighter with a ship of the maximum available rank from any side of conflict in a combat slot Solution: Have a max rank slotted. You do not have to play that max rank. You do have to play a fighterat least once during the battle. Does not matter if you win, lose, or change to a different ship. Can be done in Coop, PVP, or PVE. Mission: Destroy or help destroy 25 ships using thermal damage with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. You have to kill or have an assist with thermal damage type as your main weapon. A destroyer with a Halo Launcher is EM, and kills from the Blaster Turret which is thermal does not count as the main weapon is used for the mission. Recommend to bring in a frigate with heavy blasters and hit everything at least once. Does not have to be done in asingle battle. Can be done in Coop or PVP but not PVE. Mission: Destroy or help destroy 25 ships using kinetic damage with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. You have to kill or have an assist with kinetic damage type as your main weapon. Examples of good weapons to use are rail guns, coil mortors, mass drivers, coilgun. Recommend to bring in a destroyer with coilgun and hit everything at least once. Destroyer turret kills with a coilgun as the main weapon will also count. An easy way to get access to coilgun is to remove the primary weapon and enter battle without a weapon. The destroyer will default to it. Does not have to be done in a single battle. Can be done in Coop or PVP but not PVE. [Tai'kin] Mission: Win battles with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Just win with a max rank ship slotted. In my case, win a battle with a rank 6 Empire. I do not have to play it. Can be done in Coop, PVP, or PVE. Mission: Use Microwarp engine while locked as a target by an enemy and with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. Play as Interceptor: Recon, but make sure the special module says Microwarp. A Tai'kin is an Interceptor: Recon but does not have a Microwarp engine even though they are very similar. As soon as you hear beeping of a lock-on, use microwarp. The lock-on icon is shown in the screenshot below with a red triangle in the bottom left corner. You don't have to wait for "Incoming missile", which shows up in the lower right corner. Does not have to be done in one battle. Only tested with Coop and PVP. Don't ruin a PVE match by trying to finish this. Mission: Earn a medal from 'Drone Combat' category with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. 'Drone Combat' is actually 'Drone Suppression' when you view your medals. The drones are the beacon guard drones and only appear when the enemy team owns the beacon and can only be done in Capture the Beacon or Domination. The easiest medal is to destroy 4 of the guard drones in the same match. Tackler sentry drones and engineering drones do not count. Can be done in Coop or PVP but not PVE. Mission: Earn 1000 effectiveness in battle with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. Earn 1000 effectiveness. Does not have to be in a single battle. Can be done in Coop, PVP, or PVE. Mission: Destroy or help destroy 10 enemy ships on a recon ship and with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. You must play as an Interceptor: Recon, which includes Tai'kin. Kill or assist 10 enemies. Recommended to equip a high rate of fire weapon and hit everything at least once to get an assist. Does not have to be in a single battle. Can be done in Coop or PVP but not PVE. Mission: Deal the final blow to five ships while on a recon ship and with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. You must play as an Interceptor: Recon, which includes Tai'kin. Kill 5 enemies. Must be the final hit, and must show up as a kill. Assists do not count. Recommended to skip/cancel, or be a jerk and killsteal as much as you can. Does not have to be done in a single battle. Can be done in Coop or PVP but not PVE. Mission: Deal t30000 damage on a recon ship and with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. You must play as an Interceptor: Recon, which includes Tai'kin. Deal 30000 damage. Does not have to be done in a single battle. Can be done in Coop, PVP, or PVE. Mission: Capture a beacon and win the battle with a ship of the maximum available rank from any side of conflict in a combat slot. Solution: Have a max rank slotted. You do not have to play that max rank. Capture a beacon during Domination or Capture the Beacon and win. Can be done in Coop or PVP. Not tested in PVE.
  10. 2 points
    Hello I played few games now (four or five) and I have like 17 new messages with surplus resources. So instead of enlarging the possible max amount of some items you (devs) made new restrictions. What just happened to free synergy? Why do I get post in mail box with all new free synergy that I get? Why is 30mil free synergy max amount of it? Why can't I transfer this free synergy to something like credits or something else? Now it just get destroyed. Same goes for enriched monocrystals, neodium, ect.... I already made poll about this here ; I really hope that you respected developers didn't see this OR you really don't care what players think. That poll is 100% clear. Open your eyes please. Regards
  11. 2 points
  12. 2 points
    There should be an endless option under the PvE launch tab that uses just a handfull of servers that constantly add and drop players in to a never-ending PvE match. Mode unlocks at Rank 6. Every 5 "waves", there will be a boss with a small escort caravan that spawns. The longer you stay in the match, the greater your rewards. You can actively participate in combat, or heal allies, or do side missions, or salvage enemy loot. Every ship will have cargo slots like in Open Space, and very occasionally an enemy will drop an interactible wreck that will yield some item. Generally secondary crafting materials, but rarely blueprints or ship parts. Once you grab some items, to send them home you need to fly through a cargo warp ring located somewhere around the map. If you die, you are immediately sent back to the hangar to review your earnings. You can jump back in to battle right after if you want, but your earnings multiplier for time will reset. Max players per endless server should be around 25 if possible. Maybe lower. Enemy spawns should scale with the number of players. Maybe 10 to start with, and +3 per player in the match. Enemies should spawn at least a certain distance from any player, and boss enemies should spawn as far away as possible or behind and object. Just for effect. Boss enemies will drop several interactible items, but each player can only pick up two. (so one player can't hog drops with fast ship) Boss drops are always from the rare or higher loot category. Boss kills grant lots of credits. Random side missions will appear like "destroy station" or "pick up items" or "kill elite target" or things like in Ariadne's Thread. Aliens should occasionally warp in and should always drop Iridium items. Standard enemies will have a great variety so that players never encounter the same thing twice. Maybe use all the stock enemies from all other modes, and also add randomized enemies that just have random builds. Also destroyers should spawn occasionally, and maybe even pirate cruisers.
  13. 2 points
    Pilots! The UMC wishes you a happy Universe Defender Day, a holiday traditionally celebrated in February. Protect the Universe from the enemy, win and get a reward! Special holiday event: +50% synergy in battle +50% credits in battle x2 synergy transfer 50% off Premium licenses for 30 and 90 days Premium license gives all pilots the right to receive more battle rewards. And when the battle ends, pilots with a premium license get two additional trophy search attempts — which means that the chance of getting new and unique equipment is higher! Festive achievement Only during the holidays, you can earn a special achievement ‘Baptism by Fire’! To do this, you need to take down 10 enemy ships in PvP battles. The achievement will provide you with ‘Defender of the Motherland’ aerography. The event is available for a limited time and will end on February 26! Yours faithfully, Star Conflict team
  14. 2 points
    Maybe double the damage of the gauss cannon?
  15. 2 points
    Some times when I play Co-op or Dread I would prefer to give thumb up to bots
  16. 2 points
    I'd like to suggest the following for an upgrade of the Engineer : Frigatte heavy repair module for missile bay #--------------------- Name: Patrion repair Type: Heavy repair module Ship type: Engineer frigate Rank: 2-6; 7-10, 11-17 Repair range: 2000 m Energy consumption: 50 pps Energy on activation: 200 pts Missile shield range: 2000 m Active time: 10 s Recharge: 35 s Description: Converses the hole Engineer frigate into a very heavy repair ship. The missile bay module passively repairs the most damaged ally in 2500 m radius for 165 hull pps and the most damaged ally for 235 shield pps. On activation creates a slowing field with a radius of 2500 m around the ship, affecting enemies. Takes down an enemy missile in 2500 m range once every 1 second. In this way the Engineer ship will trade one offensive damaging option, that is the missile bay ammunition, against turning the hole ship in some thing like the heavy repair done of the destroyer class. What do you say?
  17. 2 points
    The UMC continues to talk about what is happening in the Star Conflict universe at the present time. The history of the fringe sectors is happening right before our eyes... Former Imperial Sectors System: Pride Now there's only a lair of pirates, settled in the old broken dreadnought, which, although it can not fly again, serves as a safe hiding place. The history of the dreadnought is sad. At the very start of the invasion, the imperial dreadnought ‘Ares’ fell under an unexpected attack of the aliens. Dreadnought returned to ‘Guardian-17’ from a long raid into Jericho space, when a powerful alien attack destroyed the dreadnought's power plant and most of its weapons. Imperial Command decided to restore the dreadnought and transfer it to the station, but the plans were thwarted by general chaos, the collapse of the Empire, confusion and despair. At the same time, an organized gang of pirates led by fugitive engineers of the Federation penetrated the abandoned spaceship and tried to restore the formidable fighting vessel. They managed to activate some of its weapons, and now the dreadnought serves as their base. Pirates, whose number is constantly growing, periodically raids the Damned Flotilla. Usually their goal is to attack civilians trapped in destroyed orbital cities.
  18. 2 points
    Bug report: General issue: (PvE - Special Operation: Destroyer - affects all three scenarios - V, IV, III.) What happened? When Destroyer (Alien ship) starts escaping the scene and is heading towards the Rift, the Outposts are no longer aiming at it and firing missiles, even when in range and have a clear line of fire. What should happen? When Destroyer (Alien ship) starts escaping, the Outposts should continue firing on it, dealing kinetic damage to the enemy. It used to work like this in the past, but some updates ago, this bug occurred. How to replicate this bug? - Play (Tier III, IV, or V) Special Operation: Destroyer. (Tier III (R7-9) recommended since it's fast and the easiest.) - Damage the Destroyer enough that it will start escaping the scene. (10-15% hull durability left, based on the Tier's difficulty.) - Do not damage the Destroyer any further, observe the Outposts. (They will not aim and fire at the enemy.) - (a bug) Video: (I recorded many videos in the past, you can clearly see that the Outposts are firing at the Destroyer while it's fleeing the scene.) Screenshots: (Tiers: V, IV, III - As you can see, the Outposts will not aim and fire at the enemy while it's escaping to the Rift.) Logs: (Logs contain only the files of those matches.) 2018.02.18 11.44.52.zip
  19. 2 points
    No. Koromac is the official employer of Mr.Skula. He's gonna make sure Mr.Skula finds something bug report every morning.
  20. 2 points
    The forums really need more active moderators. At least on the English side. I hardly ever see any on, and suggestion posts take hours and sometimes days to be posted.
  21. 2 points
    Pilots, Star Conflict team wishes you a happy holiday — Valentine's Day! May happiness, love and luck always help you in battle! Festive achievements Specifically for this holiday we have prepared unique achievements for all pilots: ‘Deadly Kiss’ achievement. Destroy or help destroy one ship by ramming. Achievement is available until 09-00 MSK on February 19. ‘Close Contact’ achievement. Destroy or help destroy one ship by ramming on a ‘Thar'Ga’ ship. Achievement is available until 09-00 MSK on February 19. Global fleet update continues! The UMC starts a large pre-series check of new equipment. Ships designed at the dawn of the game keep getting the latest unique equipment and capabilities! New weapons and modules Weapons The new weapon ‘Plasma Destroyer’ EM weapon Ranks 3-7; 12-17 Compatibility: Alligator-C, T-Rex Mk II and premium ships of the same role Critical damage chance increases with each hit The new weapon ‘MIRV-gun’ Kinetic weapon Ranks: 6-10; 13-17 Compatibility: Crusader, Inquisitor S and premium ships of the same role In flight, the projectile is divided into independent segments, each searches and attacks one of its own targets Active modules New module ‘Gravilasso’ Active module Ranks: 2-6; 11-15 Compatibility: Zealot AE, Inquisitor and premium ships of the same role Pulls an enemy ship marked as a target If it is a destroyer, it receives kinetic damage New module ‘Graviton projectile exciter’ Active module Ranks: 3-7 Compatibility: Neuron Zealot and premium ships of the same role A hit from the main weapon causes the transfer of energy from the enemy to you, and also pulls another nearest enemy to the target New module ‘Boarding supercharger’ Active module Ranks: 3-7; 9-13 Compatibility: Alligator-C, Grizzly Mk II and premium ships of the same role The shield's resistance is increased for each enemy After that, all the enemies are pulled to you The ship becomes immune to collision damage New module ‘Active missile defence’ Active module Ranks: 5-9; 10-14 Compatibility: Templar S; Tormentor S and premium ships of the same role Affects enemy missiles in the cone Homing missiles are retargeted to those who launched them Unguided missiles are destroyed New module ‘Ballistic decryptor’ Active module Ranks: 7-11; 13-17 Compatibility: Crus S, Inquisitor S and premium ships of the same role While the module is active, damage from enemies decreases as the distance to them increases, and the ship's speed increases New module ‘Missile swarm’ Active module Ranks: 7-11; 12-17 Compatibility: Anaconda-M; T-Rex Mk II and Premium Ships of the same role Launches a cluster projectile The projectile is divided into a swarm of missiles, each chooses its target and deals EM damage to it New module ‘Phantom cloaking system’ Active module Ranks: 8-12 Compatibility: Tormentor and premium ships of the same role While the module is active, projectiles, charges, missiles and laser beams pass through the ship without dealing damage to it New module ‘Ram Attack’ Active module Ranks: 8-12 Compatibility: Anaconda Mk II and premium ships of the same role The ship becomes immune to collision damage and accelerates towards the target Modifiers New modifier ‘Resistance Generator’ Shield Modifier Ranks: 2-6; 8-12 Compatibility: Zealot AE, Tormentor and premium ships of the same role Increases shield resistance to kinetic and thermal damage New modifier ‘Reserve barrier’ Capacitor modifier Ranks: 3-7 Compatibility: Neuron Zealot and premium ships of the same role When the shield is depleted, an additional shield is placed on the player's ship New modifier ‘Safety switch’ Capacitor modifier Ranks: 3-7; 9-13 Compatibility: Alligator-C, Grizzly Mk II and premium ships of the same role When the special module is enabled, shield resistance increases New modifier ‘Balanced defence’ Engine Modifier Ranks: 5-9; 10-14 Compatibility: Templar S, Tormentor S and premium ships of the same role Gives a constant increase in speed If the ship is still, the shield receives additional resistance to all types of damage New modifier ‘Conformist Booster’ Shield Modifier Ranks: 6-10; 11-17 Compatibility: Crusader, Inquisitor and premium ships of the same role Increases shield resistance to all damage types for each enemy ship within range New modifier ‘Confrontation Program’ CPU modifier Rank: 7-11; 13-17 Compatibility: Crus S, Inquisitor S and premium ships of the same role For each source of damage to the ship, weapon damage is increased New modifier ‘Rain season transformer’ Capacitor modifier Ranks: 7-11 Compatibility: Anaconda-M and premium ships of the same role Increases shield regeneration speed When an ally dies, the shield's charge is restored New modifier ‘Adaptation mechanism’ Capacitor modifier Ranks: 8-12 Compatibility: Anaconda Mk II and premium ships of the same role Shield and hull resistance increases for each source of damage taken Allies get additional resistance Xenochips Changed the rules for obtaining xenochips: Xenochips can be obtained by participating in tournaments Xenochips will be removed from the game. Obtained Xenochips can be used to purchase ship modules. Ship ‘Object NY18’ The unique ship ‘Object NY18’ is now available for construction only as a premium ship as part of the ‘Star Conflict: Journey - Object NY18’ pack. The pack is available in the official game store of Gaijin Online and on Steam. This bundle includes Unique frigate Object NY18 5000 Galactic Standards! For the first time a ship of this type was discovered on one of the satellites of the gas giant MOA-2011-BLG-322. The titanic ancient ship was abandoned for millennia. By pure chance, it was discovered by treasure hunters. A working mini-shipyard was found on board, which enabled Ellydium Corporation to quickly launch mass production of similar vessels, but much smaller. These ships were transferred to the UMC for testing. Weapons and modules Emergency Shield Boost Shield recovery reduced by 14% Energy recovery reduced by 20% Proximity Mortar Range reduced by 10% Damage reduced by 5% Thi'Es Beam Range reduced by 10% Maximum damage reduced by 15% Front Blaster Range increased by 10% Damage increased by 15% Blaster Turret Increased projectile speed Increased damage in the activated state Reduced damage to the destroyer from the module explosion Plasma turret Reduced damage to the destroyer from the module explosion ‘Spectre’ field Reduced recharge time Reduced energy consumption Range increased by 25% Gun adapter Power and range are slightly increased Miscellaneous Increased damage from drones to beacons by 30% Bug fixes Fixed a bug with projectiles hitting the host ship when shooting in motion Fixed a bug with some fast interceptors catching with their projectiles
  22. 2 points
    The thing though, is that they WEREN'T OP. I played with them and against them since their inception and never did I see them as a huge threat because I knew how to fight them and what their limits were. Then as time went on, I saw nothing but nerf upon nerf upon nerf to them and now they are absolutely useless outside of PvE. And even in PvE they are at a great disadvantage because of their slowness and vulnerability to EVERYTHING. And don't get me started on boss fights. If a boss enemy targets you, all you can do is sit there and let it kill you since there's nothing you can do to stop it or run away. Even wormhole is useless against this. And on top of this, the devs make all the modules and items for it so rare that nobody can find them or even pay to get them, so they are 99% of the time stuck with stock items.
  23. 2 points
    Ez egy szerencsétlen mondat az angolban. (Próbáltam értelmezni az oroszt is.) Szerintem inkább arról van szó, hogy a bójáknál lévő drónok sebzése nőtt 30%-al. Bójákat nem sebzünk csak foglalunk.
  24. 2 points
    Pilóták, a Star Conflict csapat kellemes ünnepet kíván nektek Valentin nap alkalmából! Boldogság, szerelem és szerencse segítsen mindíg titeket a csatában! Ünnepi teljesítmények Kifejezetten erre az ünnepre minden pilótának egyedi teljesítményekkel készültünk: ‘Halálos csók’ teljesítmény. Pusztíts vagy segíts elpusztítani egy hajót ökleléssel. Teljesítmény elérhető Február 19., 9:00 MSK óráig. ‘Szoros kapcsolat’ teljesítmény. Pusztíts vagy segíts elpusztítani egy hajót ökleléssel a 'Thar'Ga' hajóval. Teljesítmény elérhető Február 19., 9:00 MSK óráig. Az általános flottafrissítés folytatódik! Az EZsK megkezdi az új felszerelések gyártás előtti nagy ellenőrzését. A játék hajnalán tervezett hajók megkapják a legújabb egyedi berendezéseket és képességeket! Új fegyverek és modulok Fegyverek Új fegyver: ‘Plasma Destroyer’ EM fegyver Rang: 3-7; 12-17 Kompatibilis: Alligator-C, T-Rex Mk II és a prémium hajókkal ugyanabból a fajtából A kritikus sebzési esély növekszik minden találattal Új fegyver: ‘MIRV-gun’ Kinetikus fegyver Rang: 6-10; 13-17 Kompatibilis: Crusader, Inquisitor S és a prémium hajókkal ugyanabból a fajtából Repülés közben a lövedék független szegmensekre válik szét és mindegyik keres és megtámad egy saját célpontot Aktív modulok Új modul: ‘Gravilasso’ Aktív modul Rang: 2-6; 11-15 Kompatibilis: Zealot AE, Inquisitor és a prémium hajókkal ugyanabból a fajtából Húzza a célpontként megjelölt ellenséges hajót Ha az egy romboló, akkor az kinetikus sebzést kap Új modul: ‘Graviton projectile exciter’ Aktív modul Rang: 3-7 Kompatibilis: Neuron Zealot és a prémium hajókkal ugyanabból a fajtából Egy találat a fő fegyvertől energiaátvitelt idéz elő az ellenségtől neked, és egy másik legközelebbi ellenséget is a célpont felé húz Új modul: ‘Boarding supercharger’ Aktív modul Rang: 3-7; 9-13 Kompatibilis: Alligator-C, Grizzly Mk II és a prémium hajókkal ugyanabból a fajtából A pajzsellenállás növekszik minden ellenségért hatótávban Azután minden ellenséget feléd húz A hajó immunissá válik az ütközési sebzéssel szemben Új modul: ‘Active missile defence’ Aktív modul Rang: 5-9; 10-14 Kompatibilis: Templar S; Tormentor S és a prémium hajókkal ugyanabból a fajtából Befolyásolja az ellenséges rakétákat a kúpon belül A célkövető rakéták visszairányítódnak azok felé, akik kilőtték őket A vezérlés nélküli rakéták megsemmisülnek Új modul: ‘Ballistic decryptor’ Aktív modul Rang: 7-11; 13-17 Kompatibilis: Crus S, Inquisitor S és a prémium hajókkal ugyanabból a fajtából Miközben a modul aktív, az ellenségtől érkező sebzés csökken, ahogy nő a távolság tőlük, és közben a hajó sebessége is növekszik Új modul: ‘Missile swarm’ Aktív modul Rang: 7-11; 12-17 Kompatibilis: Anaconda-M; T-Rex Mk II és a prémium hajókkal ugyanabból a fajtából Lövedékfürtöt lő ki A lövedék egy rakétarajjá válik szét, mindegyik kiválasztja a célpontját és EM sebzést okoz neki Új modul: ‘Phantom cloaking system’ Aktív modul Rang: 8-12 Kompatibilis: Tormentor és a prémium hajókkal ugyanabból a fajtából Amíg a modul aktív, lövedékek, töltetek, rakéták és lézersugarak áthatolnak a hajón sebzés okozása nélkül Új modul: ‘Ram Attack’ Aktív modul Rang: 8-12 Kompatibilis: Anaconda Mk II és a prémium hajókkal ugyanabból a fajtából A hajó immunissá válik az ütközési sérüléssel szemben és felgyorsul a célpont irányába Módosítók Új módosító: ‘Resistance Generator’ Pajzs módosító Rang: 2-6; 8-12 Kompatibilis: Zealot AE, Tormentor és a prémium hajókkal ugyanabból a fajtából Növeli a pajzsellenállást kinetikus és termál sebzéssel szemben Új módosító: ‘Reserve barrier’ Kapacitor módosító Rang: 3-7 Kompatibilis: Neuron Zealot és a prémium hajókkal ugyanabból a fajtából Amikor a pajzs összeomlik, egy további pajzs kerül a játékos hajójára Új módosító: ‘Safety switch’ Kapacitor módosító Rang: 3-7; 9-13 Kompatibilis: Alligator-C, Grizzly Mk II és a prémium hajókkal ugyanabból a fajtából Amikor a speciális modul be van kapcsolva a pajzsellenállás növekszik Új módosító: ‘Balanced defence’ Motor módosító Rang: 5-9; 10-14 Kompatibilis: Templar S, Tormentor S és a prémium hajókkal ugyanabból a fajtából Folyamatos sebességnövekedést biztosít Ha a hajó mozdulatlan, a pajzs további ellenállást kap minden sebzéstípussal szemben Új módosító: ‘Conformist Booster’ Pajzs módosító Rang: 6-10; 11-17 Kompatibilis: Crusader, Inquisitor és a prémium hajókkal ugyanabból a fajtából Növeli a pajzsellenállást az összes sebzéstípussal szemben minden hatótávban lévő ellenséges hajóért Új módosító: ‘Confrontation Program’ CPU módosíó Rang: 7-11; 13-17 Kompatibilis: Crus S, Inquisitor S és a prémium hajókkal ugyanabból a fajtából A hajót ért minden sebzés forrásáért a fegyverzet sebzése növekszik Új módosító: ‘Rain season transformer’ Kapacitor módosító Rang: 7-11 Kompatibilis: Anaconda-M és a prémium hajókkal ugyanabból a fajtából Növeli a pajzsregenerálás sebességét Amikor egy szövetséges megsemmisül, a pajzs töltése helyreáll Új módosító: ‘Adaptation mechanism’ Kapacitor módosító Rang: 8-12 Kompatibilis: Anaconda Mk II és a prémium hajókkal ugyanabból a fajtából A pajzs és páncél ellenállása növekszik minden beérkező sebzés forrásáért A szövetségesek további ellenállást kapnak Xenochipek A xenochipek megszerzésének szabályai megváltoztak: Xenochipek szerezhetők a tornákon való részvétellel Xenochipek el lesznek távolítva a játékból. A megszerzett xenochipek hajómodulok vásárlására lehet használni. ‘Object NY18’ hajó Az egyedi ‘Object NY18’ hajó mostantól csak prémium hajóként érhető el megépítéshez a ‘Star Conflict: Journey - Object NY18’ csomag részeként. A csomag hozzáférhető a Gaijin Online hivatalos játékboltjában és Steam-en. Ez a csomag tartalmazza az egyedi Object NY18 fregattot 5000 Galaktikus Standardot! Ezt a típusú hajót először a MOA-2011-BLG-322 gázóriás egyik bolygóján fedezték fel. A gigászi ősi hajó évezredek óta elhagyatott volt. Kincsvadászok véletlen fedezték fel. Egy működő mini-hajógyárat találtak a fedélzetén, ami lehetővé tette az Ellydium társaság számára a hasonló, de sokkal kisebb járművek gyártásának gyors megindítását. Ezeket a hajókat küldték át az EZsK-nak tesztelésre. Fegyverek és modulok Emergency Shield Boost Pajzshelyreállítás csökkent 14%-kal Energiavisszanyerés csökkent 20%-kal Proximity Mortar Hatótáv csökkent 10%-kal Sebzés csökkent 5%-kal Thi'Es Beam Hatótáv csökkent 10%-kal Maximum sebzés csökkent 15%-kal Front Blaster Hatótáv nőtt 10%-kal Sebzés nőtt 15%-kal Blaster Turret Növelt lövedéksebesség Növelt sebzés aktivált állapotban Csökkentett sebzés a rombolóknak a modul robbanásakor Plasma turret Csökkentett sebzés a rombolóknak a modul robbanásakor ‘Spectre’ field Csökkentett újratöltési idő Csökkentett energiafogyasztás Hatótáv nőtt 25%-kal Gun adapter Erő és hatótáv kis mértékben nőtt Vegyes Növekedett a bóják drónjainak sebzése 30%-kal (Megjegyzés: Az eredeti fordítás szerint a drónok bójáknak okozott sebzése növekedett, de annak nem sok értelme van. Tisztázásig marad ez a verzió.) Hibák javítása Ki lett javítva a hiba, ahol a lövedékek eltalálták a tulajdonos hajóját mozgás közbeni lövéskor Ki lett javítva a hiba, ahol néhány gyors interceptor utólérte a saját lövedékeit
  25. 2 points
    i seriously doubt this is how it really works or ever worked. if you dislike the behaviour of some who hunt in low population tiers for stats, and think with more exclusive tier systems, you can avoid it, i think you should keep in mind: exactly because you create a safe haven for such behaviour, it will flourish. and exactly because of tier mixing, they cant prevent, to get pulled either into a lower or higher matchup from time to time. current MM, hotjoining, etc. also eliminated the trend to "farm stats" in pub pvp. people who value their stats more than their skills are hardly solo queueing a lot. i think if someone flies r15, he should be fit to deal with anything the game has to offer, even occasional disbalance. if not, you should go into a lower rank. to be honest, i understand if someone wants less tier mixing in lower ranks, like max r9 queue, max r12 queue etc. - but to bring ships from the tier below into the tier above should always be possible, and only helps to increase the choices a player can make who does not own GS ships. so the current solution is better than the restrictive nonsense of before. one really has to think about whether you just blame some random stuff for your own problems, or if a solution is really for the general good.
  26. 2 points
    i dont't understand this protest, this game has not enough population for seperate playgrounds. You really really want dead t4 back do you, 2v2s 3v3s. Lovely... IMO there is way to many nwbs in r15, half of the population there is made of ppl who havent even learned to play all the roles. ( wich is a direct result of the new ships giving access to the tier to ppl who have never flown the " normal" ships) Your whining is a testimony to your lack in experience. This game has been designed with mixed tiers in mind. R13 to R15 lack in diversity and taking lower ranks out of the equation will result in the resurgence of cheese fitting bullshit. I know most of u werent around but once upon a time there wasn't even a limit on what modules u could fit on what ship class. If you would truly understand how to fit a ship to it's strenghs, you would realise that the lower rank ships, can actually be more powerful. And about that r5 ship in r15 Q, what other ships did you have with you? Even if this is a bug,this doesn't happen without you having a high tier ship in ur line up...
  27. 2 points
    And it only shoots in a heart shape. Pink thermal projectile shotgun that shoots hearts.
  28. 2 points
    Y'all should totally bring back the thing where you can buy premium ship parts like you could a while back. Like when you could spend xenos to get set amounts of Stingray parts or swift-m parts or whatever. That was cool. Also let us sell ship crafting parts and ship cabins.
  29. 2 points
    It's actually logical: Interceptors can carry small missiles (8 - guided, 10 - unguided) while fighters carry medium size missiles (5 or 6) and frigates carry heavy missiles or even clusters of missiles (3 or 4 or 3 clusters with 5 smaller ones). However damage and range varies - small missiles are short ranged, fast reload, low damage weapons (think APKWS size), medium ones have much higher range and bigger warhead (think AMRAAM, R-77) and heavy ones have even bigger range and warhead (think Harpoon, Tomahawk). The only exception is Doomsday - which is very expensive missile in small package with high explosive warhead, but with smallest, small missile class, motor. I would actually allow missiles to be fitted class-up - so small missiles for inties, fighters and frigates (with different amount on them), medium - on fighters and frigs (again - frigs would carry more than fighters).
  30. 2 points
    And again - 2 year old kid behaviour. This game is build around explosive damage scaling premise from the start. Not to mention - in the real world space battles wouldn't be done in space of few km^3, but rather a little larger, and everything you would see is a blip on your radar screen. And since it's not a real world, not even real world simulator, let me put my science hat on and explain to you why does it work that way. all ships have shields. Always. Even when you hear shields down you have at least 1 point of shields in next half a second missile warheads have radial detonation pattern (it's a sphere - we don't have explosive formed penetrators modelled or cumulative streams) missiles are detonating with the shield contact shields are roughly spherical as it is vacuum, explosion particles are the main damaging factor (there is no atmosphere to conduct shockwave, all matter comes from the missile) from the above it means that the force the ship is subject to is proportional to the size of the ship (bigger shield - bigger area that will absorb the explosion energy in form of EM radiation and particles) which is EXACTLY what is modelled into this game. (If it is not clear, I can make a picture for you) Your premise of doing the very same damage to any ship size would be correct for non-explosive ordnance - and it is perfectly modelled here as well. And I fully agree that calculating intersecting area for each ship would be a nonsense, hence we have only 4 values - 1 for each class. Which basically makes your post moot. DEAL WITH IT!!!
  31. 2 points
    the MM keeps changing every week ... this week I played PVP in a rank 15 with rank 8 team members and enemy so what is it that you want to solve here ??? the broken MM that's been broken for over 2 years now ??? or the player base that the lowest in the history of MMO's ??? Its like I said above .... the MM has been a joke for over a year now and its not going to change at all ... NOBODY PLAYS THIS GAME !!! .. this is why the Dev's have to do it this way so it seems as if there's really a player base. If there was a player base the MM would work at 1-3 4-6 7-9 10-13 and 14-16 ... or if there was a sign up board like ALL OTHER GAMES HAVE you could see who was playing what rank ... but there's not because this is a failed attempt at a international MMO and anybody that's been here for a year or more knows it .
  32. 2 points
  33. 1 point
    Topic MM in PvP I played now 10 PvP games in row, first four was random mixed players, but next six game there was exactly same players on each side. Ah and from 10 games today not single was close, always total domination from one team. This totally su cks, I would rather lose close then win each game with big difference. Also it is not fun when I get in game and we have all becons or enemy team have all becons. Can't this game start 6 vs 6 or even better 8 vs 8 and no more jump in after game started(is over)?? I know waiting time will be bit longer but I think it will be more fair than now is.
  34. 1 point
    just some concept art for a jericho guard frigate called the Mace, give me feedback or suggestions I imagine this ship having a rank-changing system like the NY18's. I've considered some abilities for it. also its rank 10 and 14 upgrades are 20% faster missile and missile cassette reload, and +20 points to all shield resistances respectively Passive: (like the reaper's advanced ram) -Refitted Cloaking System while the ship is moving at 95% of it's maximum movement speed it becomes radar invisible, additionally the ship MUST be outside of combat (not sure the timescale, take the same one as the passive guard hull regeneration) Special Module: -Heavy Bomb Rack the ship fires two unguided missiles simultaneously, from the left and right sides of the ship, the missiles deal about 2.5k kinetic damage before leaving behind a lethal radioactive cloud, dealing 500 thermal damage every .25 seconds with a radius of 500 meters, note: missiles must directly make contact with a target or travel 4.6km before exploding, kinetic damage is only dealt on a direct hit, cool down is about 25 seconds Active Modules: -Smart Minelayer on activation the ship deploys one mine per second for 10 seconds, mines have a detection range of 200 meters, and a detonation range of 250 meters, mines deal 2k thermal damage each. minelayer can be cancelled early, much like the pulsar, has a cool down of 16 seconds -Bat-Net System passively reduces the shield resistances of enemies in a 2km range around the ship by 15 points, on activation all enemies within range take guaranteed critical damage for 10 seconds, cool down of 30 seconds -Refined Shield Generator passively boosts the shield resistances of allies within 2km of the ship by 30 points, activation boosts this to 60 points for 10 seconds, the ship only receives a resistance bonus while the active effect is occurring
  35. 1 point
    Pilots! UMC security service announces a general alert! A spy has been detected at ‘Ellydium Theta’ station! Imagine — you just finished another difficult mission, where you managed to lose your ship. And, determined to recover a little and wait for the spare, you went to the bar to relax for a couple of hours. And there… This quest was created by Star Conflict players. Sincerely, Star Conflict Team
  36. 1 point
    Passive Empire healer and agressive,active Federation healers. Because empire can live long and would with new modules and modifiers, live longer hence make passive viable. Active federation healers because they are faster and have a playstyle oriented on quicker actions than empire. And don't mind what kind, from looking at the previous types, it will be better than what they are now.(Engi being my fav battling top with Command).
  37. 1 point
    Whoever thinks that Engineers should only be a heal bot and nothing else can go and suск it
  38. 1 point
  39. 1 point
    By the time that T4 Dessys came out we had already learned to hunt and kill them with cov ops. Back then you needed a team of two or 3. It was fun, and inexperienced dessy pilots had the wind blown out of their sails if they ventured into PvP with weak builds. Dessys spoiling Beacon matches with Grav Lens spam probably got the complaint ball rolling. Not everybody wanted to have at least one ECM slotted in matches were you needed speed. Unfortunately nerfing the dessys was easier than limiting the effectiveness of Grav Lens in beacon matches. And there were the dessy spawn farmers as well. Should be a way to figure that out. I would love to have the Dessys back as they were and if you have to just don't let them in beacon matches or something else along those lines. BTW imagine recon matches with the current state of things. Good job DXing those Devs.
  40. 1 point
    nice one: it looks scary - and the dessy seems to be so lonely ..
  41. 1 point
    I have to agree. Not necessarily in this case but in general. More functional, informative and compact boards (widows) for these kind of operations would be nice to have. Sometimes the unnecessary clicking just makes it miserable to handle things like manufacturing, storage or trading. Even ship equipment can be a pain in the finger occasionally. This latter one has got some improvements with Elly ship editing view and I think premium ships with collectible parts have something similar that shows equipment and other info before proceeding with their construction.
  42. 1 point
    I'd rather have the competitive play and work my way up to the advanced Tiers after learning in the lower. But I guess I'm just too old fashioned.
  43. 1 point
    It's not quite that simple in practice as it looks on paper. There's also the difference in available modules, especially with the newer ones that have been introduced with the fleet revamp. Higher ranked ships have access to a wider variety of modules, especially if it's a prem ship since they have acess to every new module within their range. You're probably right, the rank 12s were probably in groups, but that makes the matchmaking even more suspect. If you're forming a group of fleet mates for conquest then you've probably been doing it for a long time and know exactly what to do to quickly win a match. Why is the matchmaker putting groups of veterans on a team against a bunch of randoms instead of one group of vets on each team so it has the possibility of being a fun match instead of one team camping the other at the spawn point? I could understand that maybe happening once, but 3 times in a row?
  44. 1 point
    Freelancer Discovery Also our balance dev plays star conflict too lol
  45. 1 point
    attach a zip-container of them below (per drag and drop)
  46. 1 point
    We can have matches with only one player per team with 3 bots each, so why is the matchmaker throwing 8 people with rank 7-9 ships onto one team against a team of 8 people with mostly rank 10-12 ships? Having one match with 2 teams of 4 people rank 7-9 and another match with 2 teams of 4 people rank 10-12 is a whole lot more balanced.
  47. 1 point
    Az egyedi ‘Object NY18’ hajó mostantól csak prémium hajóként érhető el megépítéshez a ‘Star Conflict: Journey - Object NY18’ csomag részeként. A csomag hozzáférhető a Gaijin Online hivatalos játékboltjában és Steam-en. Ez a csomag tartalmazza az egyedi Object NY18 fregattot 5000 Galaktikus Standardot! Ezt a típusú hajót először a MOA-2011-BLG-322 gázóriás egyik bolygóján fedezték fel. A gigászi ősi hajó évezredek óta elhagyatott volt. Kincsvadászok véletlen fedezték fel. Egy működő mini-hajógyárat találtak a fedélzetén, ami lehetővé tette az Ellydium társaság számára a hasonló, de sokkal kisebb járművek gyártásának gyors megindítását. Ezeket a hajókat küldték át az EZsK-nak tesztelésre. Galactikus Standardok általánosan elfogadott pénzegységként használatosak egyedi áruk és szolgáltatások vásárlásához a Star Conflict univerzumában. Galaktikus Standarddal az előrehaladásod a játékban könnyebbé és kényelmesebbé válik. Ha többféle DLC-t vásárolsz, a kredit-, szinergia -és hűségbónuszok halmozódnak. Együttesen nagyobb bónuszt adnak! Prémium licenc idő és Galaktikus Standardok szintén halmozódnak! Időt spórolsz és mehetsz egyenesen a csatába!
  48. 1 point
  49. 1 point
    you mean you love to fly the ship, because it's fun? imho the ufo's shielding ability for allies might get nerfed at some point, and the movement maybe too. and it might not be because people say it, but because its bloody obvious, and at some point devs will notice it. however, i do not expect that too soon, so enjoy and calm your
  50. 1 point
    whoow - nice work A space station with workshop that would allow to alter / tweak / upgrade normal ships to pirate versions (invl. a bit design change) would be great.