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  1. g4borg

    g4borg

    Mercenaries


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  2. CinnamonFake

    CinnamonFake

    Star Conflict Developer


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      28

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      1,553


  3. Flash0914

    Flash0914

    Mercenaries


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      17

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      103


  4. TheDarkRedFox

    TheDarkRedFox

    Space Explorer Beta


    • Points

      16

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      5,651



Popular Content

Showing content with the highest reputation since 02/08/2017 in all areas

  1. 5 points
    @avarshina + it's a bit weird. also good list.
  2. 5 points
    The new spawn protection is interesting. Not yet tested, but I assume that hasn't changed, the +-3 rank rule stays in effect? Can we look forward to a day, where deciding on the new queue system is finalized, and the rules are adapted to reflect it? So people can squad up without exactly matching ranks, just being aware of which queue they will get in... of course this would need revised rules, but it could make it easier. Also, I do not see the bad in it anymore, to bring a R10, R12 and R15 together. Please overwork this! It's so long overdue now! And it's also - from an external perspective - a constant confusion factor! If you are still unsure about the queues: the 3-queue system was always the best, no matter which 3 queues were the most successful at any given time. I'd say, stick to this. Not implementing it completely into the hangar logic kinda feels like, you are still unsure, I would say, get sure. Previewing the current equipped Deck's weight in the MM (which queue they would get into in pvp, or other modes) might also be nice in the UI, but I understand this is more complicated. Together with this feature, I would also add the ability to preview ship stats with underrank bonuses somehow. The UI just doesnt keep up with the ruleset here. Okay, I am maybe also a bit spoiled, since UI is really easy in visual programming engines, like unity, I feel the pain! Still, what was that with the anchoring of friends list to center and polls to center right!? The Guard healing buff I would have added as passive on the guard healing module, as I said in another thread. That way it would have been more visible. I think its name is liquid metal injector. But this is still a nice buff. Almost a bit overbuffed in total maybe, let's see, so LMI is still an option to nerf without nerfing. So far it seems to fit in nice. I was asking for this, so I am d'accord. Tharga nerfs are always welcome, lets see how it changes dynamics. I still think, the alien weapons of the tharga are both too strong in combining dps and alpha, especially since they seem like that even on other ships. Any news on RF Blaster? That weapon is useless without 3 heatsinks! So dev team, great work. Coming to the culprit, the marketing/progression team: 2k GS for a preview module lottery, that isn't even explicitly saying it only drops one of the listed items, misleading it would contain all*? Even if the package would drop all items on the list, update: it drops all said items. I feel like the pricing is way too high, especially for a module we await to be introduced later. But like this, it's really just a sign, you should reflect on GS prices; I am also pretty sure, most of the negative feelings about SC come from stuff like this, even if most people do not say it aloud. There should be special part missions which you can specialize in, by playing the ship you want to specialize extensively. Atm. a lot of work has gone into modules of niche ships, which probably are underappreciated, or even overlooked, as the paths to complete even a single one of those items remains a daunting task. I suggest, something like, if you play a ship you actually search special parts for, you could get the chance of a high yield loot containing a part (instead of another, or MC), until the part is completed. Boxes should probably drop two parts more often without additional resources. I still don't like RNG content, and I am under the impression, so does not the majority of potential gamers out there, especially without flat alternatives. It's morally questionable to use gambling as the only form of investment in a specific path - as there are alternative investments which allow flat pricing. The line between the greatly praised (?) blizz bonus chests and RNG content is very thin, and you are imho on the wrong beach. I know I know, this is why you go for trading, but still, without it it seems a bit... odd. I feel like you lack something like the positive equivalent of an advocatus diaboli who argues for the poor and sick. I also assume, with all the other options, nobody would really buy boxes for visuals only, so there are differences. Even if I admit, the packs I invested in contained mainly visuals, so maybe, I am even wrong, but that would even strengthen my case. *) i am not even sure! just heard in chat!
  3. 5 points
    Just some ideas for stuff that can make live for coorp CEOs and VPs easyer. 1.Activity graph: shows how much minutes or hours a player played on which day/ battles on a certain day/ idle time 2.Member tags: allows a high ranked officer to add tags to certain players (to show ppl to not kick an inactive player because he is just for a limited period of time available) 3.Automatic reinvitation for kicked officers and VPs 4.Automatic message for any kicked pilots 5.Event pool: peple who want to participate in any events (dreads touney) can sign in there 6.couloured pilot names (depending on activity) Feel free to leave your own suggestions or to comment on mine... if any other things come to my mind i will add them here.
  4. 5 points
    I didn't even see an announcement yet officially here, was there one? I think many do not even know, there is a mobile version But also watched some gameplay and it seems fun for an app. And since someone sold a picture of a diamond for horrendous prices, on a mobile app, why not. It's basicly a donation.
  5. 4 points
    We currently have 3 tiers, however outside of Capture the Beacons we cannot fly ships with more than 3 ranks of difference. I suggest to allow flying ships of 4 ranks difference in combat slots.
  6. 4 points
    by the heavens, such sacrifice! such sacrifice! your wonderful spawn-camp-tool that basicly needs focus fire to die anyway can't freely roam to the promised place on the leaderboard? you get primaried. to escape primary, stay defensive, and rather support the whole team to move up. once your team is there, you can use its presence for more pressure. maybe you could also look out to learn other ships' strengths, to understand "tacklers", "ecms" and "guards", and take a look at your implants to know how to basicly use one of your maxipurpose modules to escape tackling. or just go leeeeramboy and get killed. or, farm more xenos, as your tharga seems clearly not superior enough yet. and finally, crystal plating maybe might be handy for that "manouver" seriously, this is a first. somebody complains about focus fire in pub pvp. usually its the other way around, and the complaint was reserved for kill-squads. forgive my irony here, actually, i am not wondering at all, understand your feelings, but what do you expect?
  7. 4 points
    in some modes, you get more points for doing it, so I see this even as encouraged atm. albeit the rules of who gets points for a spawnkill seem a bit crazy, as i would rather expect killing an enemy in your own spawn should yield more points (as in: defend your spawn), while also killing an enemy from afar in or behind their spawn should also yield points (as in, kill spawn campers, or teams trying to turtle behind spawn), but such extra points should not come from killing enemies in their own spawn (being there, spawncamp/farm), or killing enemies from your spawn (so from spawn to spawn). However overall, I'd rather see the spawning system worked over as a whole, to allow slightly more strategy. Like delaying spawn to spawn with others, picking spawn vectors (some choice in the deployment), or individual cooldown penalties and overall cooldown mix, to encourage ship switches and better micro penalize suicide spam, or just have more control on map design - with the goal to hinder allowing a team to snowball dominance too much. Not saying, it doesnt work pretty often anyway like it is, but i think changing mechanics there could improve concentrating more on the actual battlefield, as usually "finding the team" and finally doing a counterpush usually can be delayed way too easily. As said, points, inability of the enemy to regroup, increasing the spawn delay of all enemies, is just a side effect of cutting off the supply line. in return, camping outside provides easy matches, for people who want others to play their game, and are missing on the objectives, or just play that annoying flux phaser or LRF who uses an already f'd up situation to get easy kills and consta blame people who try to engage for dying too much - while their own absence and cowardess basicly creates the situation in the first place. All these dynamics only lead to finally basicly going into spawn, and win by dispersing the team into far away bystanders, and respawning "points" who you can roundhouse-kick like walker texas ranger, because they align one by one. Two things leading together, which you can't simply make disappear, as it depends on morale and skill aswell, but at least the mechanics should encourage further to do neither of: camp or be camped.
  8. 4 points
    Star Conflict Masters Of the Universe. This is a simple suggestion: Many players and yourself might be Familiar to Unreal Tournament where you could doubletap to dash left or right which was also called dodging. This double tap that I am refering to is a very qick (left, left) key combination that caused the player to qickly dash left. I would like to see something similar with the TharGa blink. Instead of pressing up once you use a quick (up,up) key combination that allows the player to blink. Right now flying the tharga with that module installed calls for refraining on using strafe up until you want to blink. This is a bit weird on how you fly. And this quick key combination would easily fix the issue. As a thank you for reading here is Adam West punching a shark.
  9. 4 points
    This came to mind while writing in another thread. I suggest that small maps, i dont have to name them, you know them. Support a maximum of 7vs7 or 5vs5. No squads, only randoms. Due to the small number of players.
  10. 4 points
    so much weeks to find néodium, more to find beryllium, so much farm and work to get enough electrum. so much pvp to get ship parts for a nice, new, powerfull, stronger destroyer r 14. assignements all time, almost never forget that. NEVER forget !! or even with all this work = no destroyer !! and finally i got Tyrant. after was same for Vigilant, but was harder, so harder ! I'm not a fan of pvp you see, but had to go, without xp, with my invincible......... was terrible, almost alone most of time. and again so much weeks to get all i need to build this destroyer. wasn't funny, but finally i got Vigilant. After, had to lvl up all modules . was a little long but ok for Tyrant, i could find too some vouchers in os, was before ............ for Vigilant, it's only now i got all modules mk4. well, not vaccum resonance laser, not yet. but finally, for what ??? Tyrant or Vigilant, both are killed in 10 sec by thar ga or cov ops !!!!!!!!!!!!! one is enough ! oh, ok, sometime it's harder for them, to kill my destroyer: instead to kill it in 10 sec, they kill it in 1mn !!!!!!!!!!! so bad from them, isn't it ? very bad timing. ALL THIS WORK FOR THAT ??????????????????????????????????????????????????????????????????????????????????? strangely, it give me a little nausea WTF, WTF !!!! no thanks dev. Nice BALANCE, but probably you have fun.
  11. 4 points
    It is funny to see people say it should take teamwork to kill destroyers but the moment they are in a situation where teamwork is needed (protecting a destroyer from covert ops) they complain so much. Teamwork is great as long as it's everyone else having to do the teamwork...
  12. 4 points
    destroyers are not underpowered. not saying there cant be tweaks or stuff. but piloting a CO is still more risky and dangerous, than a destro. still better than games dominated by flux phasers and mainly range builds all over the place, just to fix the issue. and still hoping, at some point we rather get the destro balanced enough to lift the amount restrictions of them in the game - so the ship becomes a choice and not an obligation. if the arc is so dominating, it could be simply excluded from the proximity damage buff. but to be honest, a well placed destro is a suicide mission, even for that "uber skilled co". and as said, it is completely ignoring, how much effort it takes for CO atm. to compete with other roles, overall. even if theoretically, you also feel the imbalance of the tharga, as interceptors still stand a chance to evade the mayhem, giving interceptors generally more time on the field, their impact can be miniscule otherwise. and of course, a destro, whose team gets gibbed by a tharga platoon has no friends and dies to that miracle covert ops. I still bet, that CO doesnt come out regularly with 15+ kills per match.
  13. 4 points
    why? I mean, special ships are powerful because of their speciality and cookie cut opportunities. They aren't to be more powerful overall in the balance, and the whole balancing of it kinda relies on a choice based optimization. Besides that powerful is a descriptive term anyway, it should not be more powerful, imho. I would not call it extremely slow - maybe for its class. Their Blood magic seems fine tho, and neglectable. The Permanent heal malus I can't really read from the stats, however their self healing is not affected by counter-healing-debuffs, and other classes have healing maluses anyway. None of these downsides are competing with the multiple upsides imho in power. Of course the ship itself isn't magicly op, being op is always imbalance on multiple fronts. But in the whole mechanics of the game, it gets max movement, regeneration+tank, damage and additional spellery - something no other ship unifies without sacrificing. So it really needs no "rational defense arguments" imho. In fact, reading your statement kinda reads almost sarcastic: it's not op. just following list of parts of it make it so strong: ... Not saying your call to patience isn't right, but I think, the message to the devs should be clear, this still needs finetuning. I would find it strange if we cant agree upon that So I read it as a calming voice in the discussion, that might be too early as third post --- About the proposed changes I cannot say too much tho, I kinda do not care how it is done, and I lack the experience, and therefore the ideas, what could make the ship better, without destroying its speciality. It does have a lot of abilities that sound cool, and are underused, so I would not fear if some strengths get nerfed, it still has potential for discovering new imbalances we didn't even see yet - the damage/speed/regen is just the most obviously op fit - and given it's a gunship, I think it is intentional, to get out the "theoretically strongest" fighting ship of Ellydium first, especially to balance in these spells. In that regard, reducing the slots in isolation to all other interconnected balancing mechanics is maybe not a good idea, on it's own, but maybe there should be a good reason, to reduce slots aswell on the ship for the fitting itself, when you make the choices, to balance it out correctly. It might also mean, other ships might get later additional slot choices aswell, so we dont know the long term plan yet. That's why I would disagree with the third one. But it is yet another upside of the ship, yes. as I said in another thread, I find it strange it gets also access to crew implants aswell. Instead of nerfing its abilities, it could maybe be adjusted on that level. But yet again, it begs the question, what the big plan is for all the other Ellydium ships.
  14. 4 points
    i think survival is fine as a filler game, it just seems to be too often in the rotation. could be subjective, but it seems like that is its most annoying feature. in fact its the mode where thargas are less dominant... atm... if any modes should be seeded more often, then its rather tdm or domination, coz well, they are mostly straight forward. but thats another topic.
  15. 4 points
    Mecron ffs, stop being so insulting with your bare nerdy existence!!!!1111one* Do it like me! I never hide insults in my benevolent texts of pure love and word weilding, particulary not about clarifying my priviliged intelligence over the mediocreness of the rest of the world! Be humble and charming like I am, short, precise, and to the point!* I can imagine tillo an niri having fun atm. - i mean lots of stuff just works atm. - especially as vet, and with LRF fetishes. Only disagree with niri on the ship diversity, I think that was higher around xmas. *) contains traces of irony, and this sentence was added by captain obvious.
  16. 4 points
    even a nab in a tharga is at least not a nab in a ship which is really hard to fly acting like the tharga needs uber l33t skillz i cant agree upon. yes people fail terribly with them, okay. but still, once it clicks, they get enough lucky shots. and in any other ship, they would have even less of an impact on the match, while the tharga killing sprees are going on. but it is just a combination of lately added game mechanics, that seem a bit out of proportion if you combine them aswell. still. that hasnt changed much to be honest in case of the tharga, imho, or not enough yet. I see a lot of things in the tharga, which would be interesting mechanics, but i would also cookie cut into that max-regen-max-speed-one-shot-damage thing. So I kinda even find it sad, as that ship has a lot of abilities, almost no one uses. i do feel they should continue to look deeper into this, and maybe a bit more communicate that aswell. something like, i dunno... maybe no implant effects for alien ships, see how it fares then. but cmon, this isnt balanced, and its not just the skill of some uber warriors which make that ship such a thing. luckily, a lot of people already HAVE the tharga, so games are somewhat interesting again - but still, the ridiculous damage proportions (which the LRFs actually would deserve to keep) between thargas and some other ship and the rest, happening in high tier games, creates imho an understandably frustrating experience. it really depends on the time of the day, and the current players. I agree some of the games currently are really great. Others, are simply frustrating. Sometimes even both at the same time - that is just weird. Or maybe, that comes because I can still fight back and enjoy that, even if the overall matches are bonkers after bonkers for hours.
  17. 4 points
  18. 4 points
    i do think backward acceleration is a dampened value of forward acceleration, while the max speed is lower which would result in a higher acceleration becoming a better breaking force, but at the same time, higher acceleration... might try it with collision comp?
  19. 3 points
    RFB sux atm., but the new kinetic gun is maybe nice for your ceptor style. Well, except triple heatsink black bomber - havent tried it with the recent guard buff yet. But as I recall, you weren't an RFB user anyway as there are missions to complete with maximum possessed ranked ship in a faction equipped, having a tharga - even if you cant use it in battle - helps finishing them in any rank above 5. After all, that one single ship is definitely the highest rank in ellydium. some niche ships are very strong, like gargoyle and dart aswell. be sure to read their abilities. the underrank buff of "hard" tier (as there are only 3 queues now) as gizmo described also gives lots of opportunities to try t4 ships now, as they might lack all the abilities, but make up in being tough in dealing and getting damage. it's also affecting r5-r7 in medium (~old t3), with some special modules (Kite-E, Ghost, Phoenix, Reaper,...) only available to certain ships in various slots. Similarly, there are exclusive modules for the Karud the shield module which acts kinda like a passive short range IR pulsar, I am however not recalling every single ship in this.
  20. 3 points
  21. 3 points
    reveal contents doesnt work for me on firefox anymore. strange. my ff seems bugged. i feel like they made this for people like me. i am getting paranoid lately anyway, of stalkers. really interesting, lets see what comes up here.
  22. 3 points
    Thanks for all your feedback, pilots! The next patch will be there sooner then you can expect. It'll bring SecCon rework as well as some new balancing fixes. Keep an eye on the news!
  23. 3 points
    forever's gonna start tonite! vampire music.
  24. 3 points
    Destroyers have become more vulnerable to damage from very close combat (within 750m they take 2.5 times the damage). Some say they are under powered (UP) now and became useless in open space missions. Some say destroyers are still over powered (OP). Others say it's o.k. now, eventually. I would like to encourage further tweaks on destroyer class to make them great again not op but not weaker than frigate class ships. Please have your say and give suggestions and ideas Issues with Destroyers: #1a : If you choose a destr. main weapon like the Halo Launcher, you are good in suppressor role but you are totally vulnerable to close combat because this main weapon is bad against small maneuverable ships coming in to kill you (Kamikaze). #1b : If you choose a destr. main weapon like the Meson Canon or Coilgun, you're somewhat vulnerable to close combat but you are ineffective in suppressor role because this main weapon is bad in longer ranges and somewhat effective in medium to near ranges but still almost useless in close combat. #2 : From the Plasma Arc on an Interceptor:covert ops alone you can get 'death kiss' and be more weak than a frigate against an interceptor. That is, since recent patch (1.4.0d, 15.02.2017) like 2.4x damage to engine, 1.5 x damage to destroyer active modules, and 2.5 x dmg to ship hull/shield within 750m and closer of range to a destroyer. If I read the patch notes correctly and if I am right with my math this would be in case for Plasma Arc (max damage per close range 200m attack): destroyer engine/router: 2.4 x 7200 thermal damage per sec = 17,280 DPS x 3 s active module time = 51,840 thermal damage over 3s + 8000 white dmg on destruction == ~up to 60,000 thermal damage destroyer act. modules: 1.5 x 7200 thermal damage per sec = 10,800 DPS x 3 s active module time = 32,400 thermal damage over 3s + 6000 white dmg on destruction == ~up to 38,500 thermal damage destroyer hull/shield: 2.5 x 7200 thermal damage per sec = 17,280 DPS x 3 s active module time = 51,840 thermal damage over 3s some skilled pilots use the tactic to kill all modules of a destroyer in one attack with a Plasma Arc. My Suggestion: Yes - destroyers should get the choice of close combat defense module: Plasma turret and Blaster turret are less effective in close combat defense then my 3 Phoenix Drones, what if we had Heavy Phoenix repair drones for destroyers? Name: Heavy Phoenix Drones Type: Expendable drones DPS: 764 (thermal) Damage: 917 dmg Rate of fire: 50 rounds/min Firing range: 2600 m Max number of drones: 2 (Jericho/Empire), 3 (Federation) Drone durability: 900 hull pts. Drone active time: 30s Ship repairs: 185 hull pts/s Energ. consumption: 50 en/s Max resistance reduction: 50 pts (5pts. each shot for 5s) Description: Drones with manual Attack/Repair mode switch. Attack locked target, restore hull. Drone projectiles reduce hull resistance to all damage by 5pts each for 5s. SOURCES:
  25. 3 points
    well funny.... by now not rly anymore.
  26. 3 points
    Meanwhile - latest news. Matter Absorber and Crystal hunger will be reworked a little in the next patch. Coming presumably on Tuesday, alongside with fresh SecCon redesign
  27. 3 points
    well even copying something by another author without asking him and republishing it - it's certainly minor, but still technically without citing the source and making clear its republished or quoted, it is actually afaik not totally legal, just because they cite the username. well at least they do that i doubt however anyone really cares. especially since the page is so full of ads, you cant really read stuff without removing the overlay divs with the inspector.
  28. 3 points
    so, you didnt actually write that on that website? amazing.
  29. 3 points
    Covert ops aren't some crazy op ship that is good against everything, right now they have to take an AWFUL module (plasma arc) in order to counter ONE type of ship (destroyers), which makes them worse against all other ships. They are a very narrow class, only really good at capturing beacons and killing destroyers. Who cares about the size of the ship that is killing you, destroyers are still great against all the other ship types at range. If you care so much about realism, large ships in real navies were sunk by mines, submarines and aircraft much more than by other large ships - not that this has anything to do with ships in this game.
  30. 3 points
    COs who equip plasma arc already make a major choice in the usage of the ship. It weakens them already in a dogfight against another fast mover, by sacrificing that active module, and i bet they add choices which increase that usage. the burst damage CO which can take out a destro uber fast, is for sure not fitted to counter all classes. Show me that fit. Yes your role gives you strenghts and weaknesses, but every regular / classic ship has to additionally make decisions in their fitting, it's not a singular role they fullfill. similarly, a destro can make decisions to be effective in different kinds of scenarios. If you would have close range defense against ceptors on that ship, to negate close range attacks, you should suffer in your medium to long range abilities. Which imho is basicly the case. Not saying I do not disagree with punctual nerfs for modules like the halo knife, errh arc.. Or that the defense batteries on the destro might not deserve love. But I am unsure, if the scenario really represents a lot more, than usually the very bitter deaths one might remember more vividly - deaths which COs kinda accept beforehand, as that ship can die pretty quick and often. If the thargas wouldnt eat your team, your tacklers, guards, healers, dogfight-cos, gunships and basicly almost every role there is could simply defend you. I do that with my fed engi a lot. COs are really weak nowadays, compared to the glorious adaptive days 4 years ago. And even back then, when tacklers were a joke - in organized teams, gunships ruled over them. I mean, they almost died out in r15 last year, and i think it is even really hard to get into CO nowadays enough to master it in time, might be a lot more frustrating aswell. Did you try flying a CO yourself, recently? I mean the Tharga kinda represents that ship without the huge risk factor, and more overall dps and abilities - while the CO basicly hurts exactly only the destro and a few slow frigs with that plasma arc nowadays, can only shoot forward, isnt the fastest on the field, and has lousy defense without hull resis from adaptives. Speaking of which, i doubt, the CO could outburst a stingray in this scenario, while the stingray still has the upside of being a gunship, and way more rounded to continue on his way. Oh yeah, the thargas killed that guy. I hope this gets my point across. I think it is very insular as a scenario, even if it happens more regularly nowadays, it might also be a scenario that has other causes intertwining.
  31. 3 points
    Even if I don't agree to the huge damage bonus against destros in close range. I don't understand why a class of ship behind a grind/pay wall should have an infinite survivability on the field despite it's pilot skills. But let's be honest for a sec, dessies were made so powerfull to attract money from medium low skills players. It worked, a lot. Now they switched to the tar'gha wich not only is behind a grind/pay wall, but also need a minimum skill level (some forum warriors that are not whorth attention are begging for fame now in their thargarded ship, not talking about milf oc). So destroyer players are no more that important. Lemme put it down like this: you are saying that all the hours (or money) you invested in this game are useless. I invested my time to improve my skills, my investment was made useless the first day they released destroyers.
  32. 3 points
    absolutely no NO NO NO, stop with aimbot thing now the game is very fun and quick i don't want automatic drone oneshot everything
  33. 3 points
    The name should be Heavy Frigate.
  34. 3 points
    1.Describe the bug in a few words/sentences. Coil mortar don't have AOE(Area of effect)/ splash damage anymore 2.Why do you think this is a bug. because there was splash damage before the patch 3.How often does this bug occur. everytime 4.What was your last action/How to reproduce the bug. firing? 5.Detailed explanation of the bug.(Only if you need to add more information to 1.) I can't damage turtles or destroyers when I hit their shield and when I try to take out the cruiser, I can only damage one engine at a time 6.DXDiag + Log files 2017.02.14 13.10.31.zip
  35. 3 points
    this seems not like a bug but a planned change . for no good reason that i can see. and in my humble opinion coil mortars without aoe are useless. and since its my favorite weapon star conflict is not looking good for me at least
  36. 3 points
    It's true, we are actually the ones who control SC. All the scrubs bow to our will, even Targem and Gaijin. Holy xxxx this guy thinks he's the most knowledgeable because he has a whopping SEVEN accounts! Guys, we have a badass here!
  37. 3 points
    So Basically this would still be survival minus the x3 damage or whatever it is. Total 1000 points starting at 0 per side. For each person on the beacon thingy in Picture B is 1 point/second. That's pretty much it.... Dying does not give extra points it just removes that ship from the scene from being able to get points. This keeps your team working together and keeps people from spawn killing (for the most part) because kills are worth nothing except efficiency ofc. Too often people don't even do the mission, they just kill people. ALSO its just the one beacon or whatever in the whole match thus survival... This game mode would also be almost impossible to draw on. Draw = 0 points on both sides. One thing I'm questioning about this is should it keep the same rules as the beacon cap; if you take damage then you stop capping for 1 second until damage stops or don't stop capping (If you are in ~800 meters of the beacon then you are capping regardless of taking damage) ????? THIS IDEA CAME FROM: Feel free to add your suggestion and thoughts... If you guys really want to remove this treacherous survival mode then vote this up and give feedback to make it more SC playable... Picture A: (can be any amount of points but there is still a time limit ofc. Just make the points range reasonable...) Picture B: (Can be a beacon or whatever, just something to capture and I was thinking something else since beacon cap'ing is pretty fast so it would need to be 1 pt/sec/ship...) Additional Notes taken from suggestions:
  38. 2 points
    Attention! Special thread for Flood and Flame is here! This is a topic-marathon, which is open for a some time. In most of the cases - holidays or weekends. Here, each pilot can let off steam on updates or situations in battles, discuss or offer to discuss other stuff. Without moderation. Strict moderation will not be there. However, some paragraphs from the Rules are still active - it's 3.1, 3.2, 3.8, and 3.9. It's necessary to keep the mood nice and friendly) Important! We exclude some topics from 3.1 paragraph, like "trolling, flame, profanity, personal insults of forum members or administration or developers, rudeness, vulgarity". Abusive language is not welcomed. Developers or administration staff also can participate in the discussion and fully enjoy it Let's go!
  39. 2 points
    i find cruise engines should only increase afterburning speed (so actually buff that), but not max speed (so nerf that), and the downsides should hold a few ticks longer, when you release AB. otherwise, the real problem was imho, that people had to learn how to shoot cruise fighters, as you have to lead the prediction circle. about realism (small ships being faster) lets not get into this. it's actually pretty realistic, that the rotorcraft is slower, than the jet, if you see them like this. if we talk spaceships, it is even more realistic, that a bigger craft has more acceleration, as there is no friction. mass is much less of a factor outside atmosphere and gravity. tackling itself can be a blessing for a cruise fit, because crashes are real, and tacklers help you slow down. I love cruise as attack philosophy, but usually only see it as run-away-module, also there is only a few weapons usable. i also despise it as a run-away-module, so i understand the bad feelings about it. otherwise i do feel, the cruise theme is coming up a bit as a proxy war theme, because lets face it, ceptors are really faced with a multitude of damage sources, and suffer now from guard buffs. having the speed kingship taken from them multiple times leaves it as a hated module. otherwise i cant really say, why we would talk about the sword as an uber ship - especially since compared to the 3 katanas+strong and their dominance in t3, all 3 swords are pretty underpowered compared to commands and tacklers from the other factions, with the saw one taking away all the glory.
  40. 2 points
    Pulse Laser - an excellent choice for the pilot light fighter or interceptor: powerful, does not require shooting in advance, very convenient for a beginner. But veterans also appreciate the discreet charm of Pulse Laser. Empire has always been proud of their heavy guns and powerful thermal, gas-based lasers. But it became necessary to have compact installation of interceptors. Small, shoot, chemical lasers happened to be a solution. It was also decided to make the laser pulse-based. This laser provides a huge peak of power with a very compact size. Presented, at the dawn of the Empire, the samples, although being modifications of old technologies, created a furor. Highly valued then as pilots and generals, pulsed lasers began to mass-produce on Corporation "Imperium" enterprises. At the time before the Invasion, new copies were made only for the Imperial Legion military forces. However, the market has long been filled with an infinite number of modified lasers. So any mercenary can get a similar device without any problems. UMC reminds that sketches in HD of Star Conflict weapons are always available for viewing and downloading in Artworks section on our Website.
  41. 2 points
    I read it the same way as you; "Without a license, a month of playing 24 hours a day will get you a R15". Also, I'm looking forward to Alien Destroyers. Only 1,000,000 GS and it can be yours!.
  42. 2 points
    Why fly Thar'ga when you can fly Owl'ga.
  43. 2 points
    Star Conflict 1.4.0d Pilots, Star Conflict team wishes you a happy holiday — Valentine's Day! Let happiness, love and luck always help you in battle! An important update has been installed on our servers. It is designed to further balance battles with destroyers, and it also fixes some bugs. Happy Valentine's Day! Special holiday offer! Available untill February 20, 06-00 UTC: +50% synergy in battle +50% credits in battle +50% loyalty in battle and for contracts 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 20. ‘Close Contact’. Destroy or help destroy one ship by ramming on a ‘Thar'Ga’ ship. Achievement is available until 09-00 MSK on February 20. ‘Thar'Ga’ starter pack During these holidays, we are offering a special ‘Thar'Ga’ starter pack to all pilots: Contains a complete ‘Thar'Ga’ ship cabin 100 Xenocrystals Destroyers In order to further balance battles with destroyers, we thoroughly analysed combat statistics and decided to make the following changes based on our analysis: General Damage from destruction of modules reduced by 50% Damage from destruction of special modules reduced by 50% Damage from destruction of engines reduced by 20% Tyrant Shield volume increased by 10% Warp-reflector Level of damage for charge generation reduced by 17% Damage increased by 4% Cooldown reduced by 14% Vacuum resonance laser Maximum range reduced by 12% Thar'ga Battle analysis of pilots with Ellydium ships in their fleets showed the need to change the parameters of Thar'ga, as well as weapons and modules created with Alien technology: Weakened nodes responsible for hull and shields bonuses at 11 and 13 ranks, from 600 to 500 pts. Weakened nodes responsible for max speed, strafe speed and rotation speed: 5 rank - 15% 13 rank - 25% 15 rank - 10% Module 'Alien Intuition' Active time reduced by 2 sec. Recharge time reduced by 4 sec. Thar'kth Slightly reduced charge growing size New mission 'Ellydium: Victories'; Head of the Ellydium Theta station, Dr. Conrad Dimeni offers new missions to corporate pilots: Achive 5 victories with ship of maximum available rank of any side of the conflict. Get 50 iridium as reward. All iridium for this mission comes to the corporation. Miscellaneous Federation Dreadnought drones' DPS increased by 25% Scatter Gun Firing range increased by 8% Damage increased by 5% Improved a number of descriptions Improved text layout in some parts of the interface Updated faction icons Ships on Ellydium Theta now hover a bit closer to landing terminals Improved descriptions of composite panels and Alien fighter structure Bug fixes Returned the missing portraits Fixed spatial scanner operation Fixed a number of errors in texts Fixed several interaction icons Improved models of some ships Fixed music track selection in Hangar Fixed descriptions of some tasks Fixed several errors in debriefing window display
  44. 2 points
  45. 2 points
    Posted 1 hour ago · Report post 1.Describe the bug in a few words/sentences. Coil mortar does not have area dmg any more 2.Why do you think this is a bug. I don't think its a bug, devs are trying to promote the thar'ga for that extra mula(cash) 3.How often does this bug occur. the description of the gun is entirly missing the AOE stats. 4.What was your last action/How to reproduce the bug. using the gun 5.Detailed explanation of the bug.(Only if you need to add more information to 1.) anything with barriers do not take any dmg and shooting the cruiser ... nvm this is an embarrassment to starconflict. If this stays permanent, its over.
  46. 2 points
    Also, you're* Pick up a grammar textbook, it may help you formulate you're your insults a little more effectively.
  47. 2 points
    Maximum capacity for any battle should be restricted to 16 per game, or 8 per team. It's true, there are too many players in battle.
  48. 2 points
    https://www.tripadvisor.ca/Tourism-g60922-Salt_Lake_City_Utah-Vacations.html
  49. 2 points
  50. 2 points
    I have better suggestion, delete that module entirely. Since its passive, it works without energy or when disabled. There is no reason that agile ship with enormous damage output should also jump.