Leaderboard

  1. TheDarkRedFox

    TheDarkRedFox

    Space Explorer Beta


    • Points

      28

    • Content count

      5,459


  2. ORCA1911

    ORCA1911

    Mercenaries


    • Points

      25

    • Content count

      1,631


  3. AdamWest

    AdamWest

    Space Explorer Beta


    • Points

      18

    • Content count

      669


  4. Shrike221

    Shrike221

    Star Conflict Developer


    • Points

      17

    • Content count

      216



Popular Content

Showing content with the highest reputation since 01/05/2017 in all areas

  1. Shrike221

    Developer Blog. Invasion History (Part Four)

    It has been over two years since the start of the Alien Invasion into the human-inhabited worlds. A lot has happened in fringe sectors since then — the outskirts of the galaxy explored by mankind. The largest human organizations — the Empire, the Federation, and Jericho, almost lost their former influence and power. The dawn of private corporations has arrived. The largest and most significant of these was ‘Ellydium’, which manage to build its station ‘Ellydium Theta’ in Alien worlds and has developed its own line of ships, weapons and modules. Today we want to tell all pilots about what is happening in the world of Star Conflict not only in the fringe sectors, but also in the metropolis. Unfortunately, the data from mankind's internal worlds is highly contradictory, and it is extremely difficult to see the full picture of the situation. Post-war world The war with Aliens was a serious test for humankind. No state or organization could survive it without changes. Neither the old nor the newly formed factions could control their territory. Systems were disconnected. The world plunged into a post-war chaos. Surviving Aliens scurry everywhere, the number of systems occupied by them is unknown, while pirates, terrorists or desperate robbers can be encountered even far away from the former hubs of civilization. The past portal storm only aggravates the situation. Systems without connection with the ‘mainland’, either descended into humanitarian catastrophes, or adapted to the autonomy. The War with Aliens did not unite mankind. Separatist sentiments are strong even in the once loyal systems. And though the portal storm faded in some systems, the nature of this phenomenon is not fully understood. Some researchers believe that it only changes its shape, becoming more chaotic. And soon all of us will be lucky if the warp gates work at least once a year. Who knows — maybe this is just the calm before the real storm? What really stopped the Aliens? It remains an unresolved question: why Aliens possessing such advanced technology and significant firepower did not see their conquest out and destroy humanity? It is unlikely that the desperate frontier mercenary attacks on Destroyers and Defilers caused serious damage to the Alien fleet and forced them to change their mind. The hubs of the three metropolitan zones certainly saw much bigger battles. And let the propaganda shout that humanity has managed to survive and even win, but in reality we can not boast of great victories. Aliens have not gone away, and can break away from the chains again at any moment. But it seems that having explored the galaxy and occupied the systems that they wanted, Aliens simply lost interest in us. And even ‘Ellydium’ corporation's bold invasion in their worlds went almost unpunished. What is it — truly Alien logic, or did the Invasion have other purpose than the destruction or capture of mankind? Two Alien races The key to solving this mystery may be the increasingly popular rumour that Aliens may not be a single race, but two rival civilizations. Biomorphs, whose named was wrongly used with all Aliens at the start of the Invasion, and Crystallids, the study of which has driven ‘Ellydium's’ success. Perhaps these two races have common roots and a long history of confrontation, that mankind has been drawn into without even knowing it. How else do we explain the compatibility of technologies of these two races? Throughout the war Biomorphs were often seen fighting on the side of Crystallids or under their control. The source of the rumour that Biomorphs and Crystallids are not the same thing, apparently, are the few survivors of battles that raged in capital sectors. These stories most often mention battles in the heart of the Empire — supposedly this is where battles between Biomorphs and Crystallids were the most violent and big. But there is no direct evidence yet. What happened to the capitals? Just as there is no accurate information about what is going on in the capital sectors of the three superpowers. And in the known galaxy as a whole. Individual frontier factions and branches of large corporations periodically try to establish a connection with the ‘mainland’, but so far such contacts rather are local — with other such systems or factions, that have no idea about what is happening outside of their sphere of direct influence. Lone couriers and scouts trying to pave the safest route to capital sectors either never return at all, or become sources of rumours that are very hard to believe. A scout claimed that deep in Bartle Sector he never met a single living soul. But automatic Jericho stations worked properly: his ship was repaired, refuelled, and he even managed to sell the goods found in space. The Empire is the source of troubling rumours about the Solar system blockaded by Aliens. Whether it's still guarded by Wardens or if the cradle of humanity is captured by Aliens — nobody knows. The fate of the Emperor is also unknown. The least is known about what is happening in the Federation. Armada manages to react to Aliens' spatial failures, but pirates, portal storm and separatist sentiments make the journey through the Federation territory very dangerous. Currently, security services of factions and the largest corporations are planning to send the first expeditions to hub worlds. We will acquaint all pilots with the results of such expeditions. If, of course, expedition ships can make it back to fringe sectors.
    9 Points
  2. Scar6

    All fine, nothing wrong here

    Dont forget about the Thar'gas Matter Absorber. 8 sec invincibility, damage aura and instant heal. The combination with the 23 sec cooldown gives you a 15 sec window to kill it. But remember that he also has combat reboot, insane regeneration and a teleportation module. These ships are virtually unkillable. Its just beyond me, how anyone could come up with that and call it balanced.
    5 Points
  3. JasanQuinn

    Star Conflict 1.4.0b Discussion

    This isn't simply changing the visuals though; this is making it more work to get the information that's of value to me, while pushing information that isn't as valuable. I don't really care how many of my assists were damage and how many were buffs - I just want kills, assists, score and to compare these values for everyone in-game. New layout also pushes the player voting to page 2, effectively acting as a minor discouragement of people upvoting useful players and worthy opponents.
    4 Points
  4. AdamWest

    Star Conflict 1.4.0b Discussion

    Lol Thar Ga gets a dps buff. . .I wonder how many people were complaining about the low dps on the Thar Ga ? I think I saw a couple forum posts about the Thar Ga having the highest dps in the game. . . . better give it more. Guess what I got a fever and the only perscription is more cowbell. . . I ment dps. https://vimeo.com/55624839
    4 Points
  5. Why did you do this? You already did what I asked of you, I even thanked you! Why did you remove a feature, which was beneficial and helpful to so many players, including me? Voting poll was there for a reason! People agreed and wanted such features in the game. I hope it was a mistake, but not an intentional removal, or even trolling! That was one of the things that you actually did it right, but now it's removed. Again, why?! I am suggesting, again, that you add the following features back for specific Crew Implants and Modules into the game: Missing implants' modules/effects on the HUD: - Implant Beta-accelerator 'CU - Type B' to be shown on the HUD, while active (Rank 7 Jericho) - Implant Beta-accelerator 'Gigas II' to be shown on the HUD, while active (multiple enemy locks shouldn't duplicate the Implant, adds a multiplier number; example: x5 for 5 enemy lock-ons) (Rank 9 Empire) - Implant Beta-accelerator 'SR Mark 3' to be shown on the HUD, while active (multiple enemy locks shouldn't duplicate the Implant, adds a multiplier number; example: x5 for 5 enemy lock-ons) (Rank 9 Jericho) - Implant Neuroaccelerator 'Gladius II' to be shown on the HUD, while active (Rank 12 Empire) - Implant Neuroaccelerator 'Predator II' to be shown on the HUD, while active (Rank 12 Federation) - Implant Neuroaccelerator 'SR-PRO' to be shown on the HUD, while active (Rank 12 Jericho) Missing cooldown durations (timers) for the Implants on the HUD: - Implant Neuroconnector 'Gigas III' is displayed normally, but it's missing the cooldown duration on the HUD, until it's fully recharged or activated again (Rank 14 Empire) - Implant Neuroconnector 'Albatross II' is displayed normally, but it's missing the cooldown duration on the HUD, until it's fully recharged or activated again (Rank 14 Federation) - Implant Neuroconnector 'SR-X' is displayed normally, but it's missing the cooldown duration on the HUD, until it's fully recharged or activated again (Rank 14 Jericho) Missing cooldown durations (timers) for the Modules on the HUD: - Module Emergency Barrier is displayed normally, when activated, but it's missing the cooldown duration on the HUD, until it's fully recharged or reactivated (Ranks: 8, 11, 14, 15) - Module Emergency Capsule is displayed normally, when activated, but it's missing the cooldown duration on the HUD, until it's fully recharged or reactivated (Ranks: 7, 10, 13, 15) - Module Teleportation Sphere is displayed normally, when activated, but it's missing the cooldown duration on the HUD, until it's fully recharged or reactivated (Ranks: 7, 10, 13, 15) Screenshots: Emergency Barrier: Emergency Capsule: Teleportation Sphere: Notice: If you are worried about overcrowdedness of the interface, you should leave it like it is now, but present another option that adds all missing cooldowns that are in-effect. I can assure you, this is not even a problem for most people. Effects icon type: - Effects - Modules - Modules with cooldown durations (best solution for all) - Modules + Implants with cooldown durations (best solution for all) Screenshot:
    4 Points
  6. Shrike221

    Star Conflict 1.4.0b

    Star Conflict 1.4.0b Cryptogram AAIM50-120625 From: Acting Head of ‘Ellydium Theta’ station Dr. Conrad Dimeni To: all@star-conflict.com Subject: RE: Project Evolution Pilots! Happy New 4617! I am sure that in the New Year we can reach new, previously unseen heights in the study of Alien technologies and put them to humanity's service! The war with Aliens was a serious test for humankind. We get very inconsistent and very scary messages from the metropolises. It seems that no state or organization could survive it without changes. Many worlds are completely destroyed. So far the information is extremely controversial, and requires verification. But apparently, the world has plunged into chaos, and the past portal storm only aggravates the situation. Many systems are unavailable. Factions can't control their own territories. Even in the fringe sectors the least affected by the Alien invasion, we see a huge number of invaders. Their aims and objectives are unknown. We are also getting reports about significantly increased numbers of pirates, terrorists and simply desperate people. Now they can be encountered even close to the former hubs of civilization. Engineers and employees of ‘Ellydium’ corporation and ‘Ellydium Theta’ station will continue to produce new ships and weapons that can resist Alien forces. ‘Thar'ga’ gunship is just the first ship in the new line of humanity's powerful fleet. Together we can win! Head of ‘Ellydium Theta’ station Dr. Conrad Dimeni UMC announces the conclusion of ‘Tech Race’ UMC announces the official conclusion of festivities. Xenochips removed from the game Xenocrystals are now available for completing Conrad Dimeni's contracts at the station ‘Ellydium Theta’ Xenocrystals can now be purchased in container-bundles ‘Cyber ?-Santa’, ‘Elite smuggler’ and ‘Xeno-container’ bundles are no longer available Ship components for Dart Gargoyle can be used for player trading in the future ‘Klauss Inc.’ weapons will be withdrawn from pilots for data analysis and subsequent modifications Pirate baron's daily holiday tournaments have concluded. Now the tournaments are held only on Sundays Attention! ‘Sector Conquest’ time, changed for the holidays, has returned to the original: SecCon now takes place at 18-00 GMT. New assignments from Arthur Gage This is Gage. Can you hear me, pilots? There's too much of this ‘Ellydium’ around. I've got too much work from their contractors, but not enough time to find men for the job. Here's the deal: prove that you work hard and I'm going to find something special for you. I can only say that it's going to be hard to assemble an ‘Ellydium’ ship without this. Deal? Special task from Arthur Gage Get 200 Alien composite panels by completing Gage's missions or purchasing bundles. Previously obtained composite panels do not count. As a reward you will get 10 Alien fighter structure pieces. Sending ships to war Free corporation ‘Ellydium’ is ready to sign contracts with experienced pilots and war veterans! We need only the best! Prove that you are the pilot deserving an extended contract! The mission is simple — find the convoy at the location and escort it to our docks! - Starting with rank 5 players will receive Alien composite panels for sending ships to war - If a rank 8 or 11 destroyer is used, the pilot receives an additional prize — more Alien composite panels Teamwork Head of ‘Ellydium Theta’ station Dr. Conrad Dimeni and UMC launch special contracts for all mercenaries. Pilots, win at least 5 PvP battles as a part of a squad and get a special ‘Manufacturing pack’ containing rare components, and a low chance of containing components for Dart and Gargoyle ships Contracts are available for all pilots on ships from ranks 5 Contracts are available at all fringe sector stations Contracts can be performed an unlimited number of times per day ‘Manufacturing pack’ container is only available for completing UMC missions Ships According to analysis of onboard computer logs from pilots who took part in holiday battles, we have made small changes in some parameters of combat ships. All changes are designed to make battles more balanced and interesting. Dart This ship now has rank 11. Ship characteristics have not changed. Gargoyle This ship now has rank 11. Ship characteristics have not changed. Thar'Ga Hull strength has been increased. Rotation speed has been increased. Guard ships Guard ships are designed to protect your team from enemy missiles, as well as improve allied ship defences. Increased shield resistance Alligator-C, T-Rex Mk II, Inquisitor, Neuron Zealot, Tormentor S Increased active module range bonus Weapons and modules Analysis of onboard computer logs from pilots using ‘Ellydium’ corporation's weapons and modules gave engineers new data to help fine-tune some of the parameters. All changes should make use of weapons and modules in battles more balanced. Alien Intuition Now increases weapon damage. Reduced active time. SIgnificantly reduced target capture interference time. Cooldown slightly reduced. Crystal hunger Ship death detection radius increased. Active time significantly increased. ‘Thar'Ga'tok’ Launcher Maximum projectile speed increased. Initial projectile speed increased. Projectile speed boost significantly increased. Condensing crystals Damage significantly increased. Ship repairs significantly increased. ‘Thar'kth’ Cannon Damage significantly increased. Projectile boost significantly increased. Weapons Weapons: Vacuum resonance laser Unique weapon available only to Vigilant destroyer. Slightly reduced main weapon damage and area damage Slightly reduced time to overheating Weapons: Thermoactive weapon Unique weapon available only to Tyrant destroyer. Increased projectile speed Game modes After the analysis of game statistics on holidays, it was decided to slightly change the time of battles and some other important settings for 1-5, 5-10 and 11-15 ranks: Control The duration of the battle increased to 5 minutes, (1-5 ranks), 8 minutes (5-10 ranks), 10 minutes (11-15 ranks) The number of points to win has been increased to 500 (1-5 ranks), 750 (5-10 ranks), 999 (11-15 ranks) Combat Recon The duration of the battle increased to 7 minutes (5-10 ranks), 9 minutes (11-15 ranks) Captain respawn timer increased to 120 sec (1-5 ranks), 200 sec (5-10 ranks), 200 sec (11-15 ranks) Detonation The duration of the battle increased to 7 minutes (5-10 ranks), 9 minutes (11-15 ranks) Beacon Hunt The duration of the battle increased to 7 minutes (5-10 ranks), 10 minutes (11-15 ranks) The number of points to win has been increased to 100 (1-5 ranks), 140 (5-10 ranks), 200 (11-15 ranks) Team battle and Survival The duration of the battle increased to 4 minutes (1-5 ranks), 7 minutes (5-10 ranks), 9 minutes (11-15 ranks) Interface Some interface elements have been redesigned for improved clarity. Debriefing screen Pilot information moved to a separate tab. Reworked battle debriefing effectiveness screen Miscellaneous Adjusted mission conditions for obtaining ‘Thar'Ga’. Missions for unlocking ‘Thar'Ga’ special modules have become more affordable and easy to complete Spatial scanner can now locate components required for Ellydium ship assembly: composite panels and xenocrystals. Bug fixes Fixed description of ‘Thar'Ga’ engine block. Improved a number of texts and descriptions ‘Thar'kth’ cannon moved to the right section of the Store / Warehouse. Fixed a number of interface elements. Fixed ‘Gargoyle’ not getting into dreadnought battles. All weapon blueprints are now in the right section of the Store / Warehouse. Fixed a pyro-emitter bug
    4 Points
  7. TheDarkRedFox

    Wormhole Manipulator

    Name: Wormhole Manipulator Type: Active Module for all Alien Ships (Even destroyers, but theirs is much bigger) Recharge: 100 seconds Energy: 500pts Energy if destroyer: 2000pts Wormhole Diameter: 150m Wormhole Diameter if destroyer: 250m Wormhole Duration: 12 seconds Wormhole Duration if destroyer: 21 seconds Tooltip: Uses modified alien rift generators to form a wormhole 350m in front of the user. Once activated, the user will be prompted by a map of the sector. The user can then select any point on the map within 7,500-15,000m to open the other end of the wormhole. The wormhole will stay open and allow any ships and objects to pass through either way for a set duration. Includes enemy ships. Each ship must wait for 3 seconds after exiting a wormhole to be able to use it again, or else their ship will not be in phase and will be lost in subspace. In open space, activation will open the local map, but will allow the user to select any sector within 5 jumps to open the other wormhole in. Wormholes work in only one direction when opened in open space. (Local wormhole placement range is 7,500m for standard ships and 15,000m for destroyers.)
    4 Points
  8. gheni4

    Developer Blog. Invasion History (Part Four)

    I'm so eager to see updates in OS!! Go go SC team!!!
    4 Points
  9. CptDoss

    Limit range like you limit speed and RoF

    I might receive some rage or total dissagreament and all but i'll say it. Limit range of weapons to a max of 6.5km or so. Probably a whole re-scale of gun range would be needed, to balance it out. So many new guns and module, but no change to the core mechanics of range/distance. Now every class and type can act as Long range Frigates, shooting at 9km or more. I think it makes no sense to have a game with snipers that cannot return fire with their special abilty. Mid lvl jericho and empire lrf have 8km for jeri and 10km for emp. So yea, they do get shot without being able to return fire. Empire could but stay there, snipe while you eat shells or lasers, not so much of a pratical idea.
    4 Points
  10. TheDarkRedFox

    Save The Bees DLC!

    So I'm not sure about how many of you know this, but honeybees and bees in general are slowly fading out of existence due to pesticides, diseases, and loss of natural habitats. The lack of bees in the world would mean a dramatic decrease in food-crop pollination across the world in over 75% of our crops. This would, as you might have guessed, mean nothing but bad things for us humans (and fox.) Thousands of apiaries and beekeepers and bee fanatics across the world are doing their best to help bees get a foothold in the world again and start slowing down the decrease in their population. I am one such beekeeper. I bring to the table a very improbable but very important suggestion for a first "charity DLC" of sorts for the game. The "Save The Bees" DLC. I suggest that a $20-30 DLC be made that contains some bee-themed stickers or aerography or other content, and that a certain percentage of the profit from just that DLC be directed towards apiaries across the world to help fund development of new hives and supplies and workers to help keep them. The benefits for both parties are numerous. Not only would apiaries and beekeepers get a little boost in much needed funding, but they would also get more publicity via the game. The game would also get a huge boost in publicity because people all over the world would be writing about it and how much it cares etc etc etc. This would mean more players and more money and more publicity in a never-ending cycle of mutual benefit. This would also further an even greater good: the future of life as we know it. If bees die out, so do we. I have prepared some minor content suggestions for this DLC in case you need some ideas~ The FL-22 "Honeybee" Light Recon Interceptor (Looks like a honey bee, duh.) Ship effects: "Stinger" : If the rear of the ship makes contact with an enemy, the enemy takes 5,000 EM damage over the next 5 seconds. The sting recharges every 5 seconds. Each sting damages the user by 1,000pts. Special Module: "Hive Cell Generator" : Drops a cell that when collected by yourself or an ally will restore 3,500-9,750 hull and shield strength over 5 seconds, as well as increase max speed by 25%. If the cell is left to sit for longer than 20 seconds, it will heal 50% more and increase max speed by 35%. 20 second cooldown. (The cells would look like hexagonal pickups in space and would never fade away. After 20 seconds of being in space the appearance would change to that of three hexagonal cells in a bunch. They could possibly even be used by both teams on the field because bees are good for everybody! X3) Active Module: "Brood Call" : Changes up to two Hive Cells on the battlefield in to eggs that will "hatch" after 20 seconds in to AI controlled Honeybees with 50% the user's stats to help. 120 second cooldown. Primary Weapon: "Vespicore Launcher" : Quickly fires single yellow bolts dealing kinetic damage. Critical hits will deal +50% damage over 3 seconds. Secondary Weapon: "Propolis Field" : "Sticky propolis engulfs the engines of those who pass through the field, slowing them down by 30% for 10 seconds. The afterburners will burn off the propolis but at the same time deal up to 7,250 thermal damage to the user." Passive Engine Module: "Bee-Line Engine" : "Double-tapping the afterburners will activate the bee-line engine. The user will fly at 1,000m/s in a straight line forwards until they release afterburners or run out of energy. Energy regeneration is halved while bee-lining." Aerography: "Save The Bees" : Simple foiled black/orange with yellow/orange hexagonal pattern throughout. Stickers: "Honeybee" : A simple top-down image of a honeybee. "Hive" : Simple honeycomb like 3-7 cells. "Sting!" : A jagged stinger with a glint. "Honey" : A drop/jar of sweet, natural, pure golden honey! Nametags: [Bee-Brain] [Hive Minded] (I really love this one) [Earth Protector]
    3 Points
  11. ORCA1911

    Star Conflict 1.4.0b Discussion

    I always forget to say this, I dislike the Open Space mysterious cargo container change, it is not tied to any logical way of searching for something, it is not "hidden" nor possible to find several kilometers outside of the map where the scanner doesn't even trigger a signal. There, feels better.
    3 Points
  12. xlMaXlx

    xlMaXlx Video Section

    Hello Ladies and Gentlemans! I'm xlMaXlx, former SCL champion, now content provider for AlarmGG! Here i will post various videos that feature my gameplay. You will find much more on my channel. Hope you will enjoy. P.S. Any editing/music/recording advices will be greatly appreciated.
    3 Points
  13. GeMichi

    Battering ram

    I have been playing star Conflict now for a considerate time and I enjoy this game a lot. But i found one thing that this great game is missing. There is no single ship that deals significant ammounts of damage by, well it's in the title, ramming. Since i am no genius regarding balance the numbers in this suggestion may be too damn high or too low but this is only an idea after all. Special module: hyperdrive "lance" Effect: rises ships speed, strafe speed, acceleration, strafe acceleration by 200 % and activate a "front shield" with 10k shield strenght for 6 seconds. If the ship collides with an enemy ship during this time it recieves 10k instant EM damage and another 5k thermal damage over the next 20 seconds (thermal damage scales with your ships speed when hitting the target) also collision damage for both ships is doubled Active module: energy rerouter Effect: disables engines (any acceleration or change of direction) of a locked target in a 2.000m range for 3 seconds. In those 3 seconds enemy resistances to all weapon and missile slots is increased by 30 points for shield and hull but decreases resistances to any other damage sources by 20 (like active modules). Active module: spatial relocator Effect: deployes a spatial relocator on your current position, upon activating this module again your ships will be teleported to the relocator (but not further than 6.000m) if the relocator is destroyed before being activated the cooldown will apply. (i suggest the size of a micro locator increased visibility and a long cooldown to not make it an universal escape tool) (it should be used with the special module to not instantly die after ramming an enemy who is with a group) Well as told this is only a suggestion, so of course this is incomplete. If you consider doing something like that i'd of course try to work this out better but for the moment i'll leave it as it is. I hope you guys like (sincerely Flash0914 from FAITH)
    3 Points
  14. Shrike221

    Teamwork

    Head of ‘Ellydium Theta’ station Dr. Conrad Dimeni and UMC launch special contracts for all mercenaries. Pilots, win at least 5 PvP battles as a part of a squad and get a special ‘Manufacturing pack’ containing rare components, and a low chance of containing components for Dart and Gargoyle ships! Contracts are available for all pilots on ships from ranks 5 Contracts are available at all fringe sector stations Contracts can be completed an unlimited number of times per day ‘Manufacturing pack’ is only available for completing tasks Yours faithfully, Star Conflict team
    3 Points
  15. g4borg

    Here's my rant.

    I know the best ship lineup for SC First player takes Thar'Ga, because he can lead by charging in Second takes Thar'Ga, because he can support the first player, and fall back to the third if needed Third player needs something that has good regeneration, to tank while other players retreat, so he takes a Thar'Ga as ship. Fourth player could be a healer, but it is for this setup possible to replace him with a Thar'Ga. The rest of the players have to do the DPS, so they take Thar'Ga. It works with any amount of players, and can defeat any type of enemy.
    3 Points
  16. Zyp3r

    Stellar Marines [STEEL]

    Finnaly Thar'Ga
    3 Points
  17. PapyMcBites

    Salted Meme

    Do you dislike certain unbalanced things in Star Conflict? Are you salty about how overpowered most new stuff is? Well now I am here to give you an opportunity to express thyself by making a generic 'comic strip' about it. To express your distain, simply save the image, then replace the text with something that is stupidly over powered. To any developers, administrators, or moderators who see this, as I'm sure you will, keep in mind that this is just satire. Here are a few examples (just save one of these and change the text):
    3 Points
  18. Well duh. It was easy to see that the aliens were different from the start. The original invading forces were seen as just hunters and biomorphs, but the biomorphs were simply infected ships. Like a virus. The hunter was an actual crystalline ship with the respective survivability and damage output etc. The biomorphs seem to have also taken over other Jericho ships such as the Inquisitor, and the crystallids have grown a new ship, the "Scout". Both have definite differences and roots. What this means for the future of the game is unknown, but being humans, I see us taking the side of one of the factions and fighting alongside them in some sort of war. Though this may also be irrelevant, as the crystallids are simply an advanced precursors security system that we woke up, and the biomorphs appear to be more similar to some sort of virus within the crystal matrix that can affect other ships.
    3 Points
  19. CinnamonFake

    New Star Conflict Wallpapers

    Pilots! We have prepared new special desktop wallpapers for the adherents of ‘Ellydium’ and crystal technologies! The innovative ‘Thar'ga’ fighter, the ultra-modern ‘Ellydium Theta’ hanger and the elegant ‘Nightingale’ are ready to decorate your desktop. And do not forget the other great Wallpapers in the refreshed Artworks section! Yours faithfully, Star Conflict team
    3 Points
  20. millanbel

    Limit range like you limit speed and RoF

    I suggested it before that all of the ranges need to be reworked. My 3k optimal gauss tackler used to be a mid- to long-range engager, now it is pretty much short-range... Even interceptors have a very hard time using their close range weapons because as soon as they get close to any other ship or slow down, they get vapourised. And destroyers engaging at 8k is just pathetic balancing. There is literally no reason to not fly a destroyer. They can engage at long, medium and close range, they have AOE defensive mods such as the laser, point defense, and the fcking gravy hole if anything gets close to them, and the fed ones have the manoevrability and speed of an empire or jeri fighter, while being able to jump around as if they were a recon or an LRF. Once again, all I can say is that it's pathetic.
    3 Points
  21. JaVi

    Questions to the developers Winter 2017

    Will we get more storage place in the future? The 1500 starting to be not enough.
    3 Points
  22. I should do more gameplay videos...
    2 Points
  23. AdamWest

    Star Conflict 1.4.0b Discussion

    Give the Thar Ga More dps they said.
    2 Points
  24. EndeavSTEEL

    Star Conflict 1.4.0b Discussion

    Indeed and winning a battle in group with r13 and higher ships make the mission extremely hard to complete! Going by the fact you'll always face extremely strong team (nasa, storm, ninja, cccp..) so yea if at least we can do this in pve that would be great! Instead of playing 3 hours to get 1 win
    2 Points
  25. Swifter43021

    Star Conflict 1.4.0b Discussion

    Ok, everyone I did the test I literraly killed an antares with my Thar Ga (speed build but have the lower rank bonus) in 3 seconds The new alien intuition is. It is... ABSURDELY INSANELY OVERPOWERED 86% damage increase for 8seconds every 20 seconds at mk4. We're talking about a 25k damage crit against standard ships And 50k damage crit against destroyers ! And 1.5 times per seconds ! That's 40k DPS against standard and 80k DPS against destroyers !
    2 Points
  26. Koromac

    Star Conflict 1.4.0b Discussion

    Tell me, why don't you put optional objective for PvE wins in a squad as well? I am not in favorizing PvE, but I do know, that some people prefer to play it instead of PvP. Once again, you left them out! Actual objective for Teamwork should be: Win 5 PvP or PvE battles in a squad on rank 13 ships or higher. What do you think?
    2 Points
  27. Swifter43021

    Star Conflict 1.4.0b Discussion

    What's the problem? It's a gun-ship
    2 Points
  28. John161

    Star Conflict 1.4.0b Discussion

    CinnamonFake (Posted 1 minute ago) All major changes are in the patchnote But on t detailed enough, I don't know like anything without starting the game. And patchnotes should include all changes and not only major once. They don't have to be as detailed as from some FLOSS projects or like Enderal (they list like every damn fixed bug with ticket number and short description)
    2 Points
  29. Shotan

    Chronicle - Part 1

    The following is an extract from the recording from classified files stolen from an unidentified man. No claims have come forward as to who the people in the recording are; however, guesses have been made that this was recorded in a boardroom of roughly 5 people - a man we know as the Head, an Admiral, a male and female senator and a doctor. Begin recording. HEAD: Gentlemen, ladies... I'd like to thank you for meeting me at this important time - it comes to my understanding that each of you have prior engagements that you must attend to, but I assure you that this is crucial. Short pause. HEAD: As of this moment, nothing spoken of in this room is to be spoken outside. I have installed the classified files to only register to this room alone, so that there cannot be any possible intrusions. At 1437 hours Earth time, we confirmed that a crucial endeavour in his holiness's fleet was destroyed. My files state it was assumed that the selfdestruct sequence was initiated shortly after the ship was evacuated. I cannot name any further details as of present, but I have an understanding that you people will have an understanding of the matter. MALE SENATOR: I'm aware of your situation, sir. I have already sent a salvage team to the sector to investigate, but I haven't heard from any of them in the past few days. HEAD: Good. Then you have followed my orders as planned - well done, Senator. As for the rest of you, I need to know that you are with me in this operation before I disclose any further information. Admiral, are you with me on this? ADMIRAL: Two of my associates have already been informed with minimal information. They have collected limited intelligence regarding the matter, but we've kept these materials in a secure -- HEAD: -- Very well, Admiral. Let me see what you've found. Short pause, followed by typing and then a beep. ADMIRAL: We've discovered what appears to be ruins of a Nemesis class, somewhere only a few lightyears outside of the Velorum system. We believe they had an artifact -- a weapon of some description. An energy trail is already being traced to Velorum 1A, where we've found a small installation showing the following insignia. Typing, followed by a beep. No mentions of what is on the screen are stated. HEAD: Perfect. Then we may have a lead on who is behind the selfdestruct and possibly the evacuation. I would like it if you could undertake this operation yourself and find out who the person on that base is, how they got there and what happened to the weapon. If you come across him, go with your best guess that he knows everything, interrogate him and give me whatever findings you pick up. This is your mission, Admiral. ADMIRAL: Yes, sir. This'll be on our top priorities. HEAD: Good. Senator, do you have anything to present from your recent visit to Ellydium base? Silence. Then typing, followed by a beep. Further typing can be heard under the following speaking. FEMALE SENATOR: This. We've never seen anything like it before. We've cross referenced this with biomorphic structural materials and Crystallid growth specimens and nothing. Not even 'Ellydium' corporation is aware of this, as far as we know. Ironic, considering it's in their sector. MALE SENATOR: I have contacts within the organisation who can possibly identify what this is. I've seen this before. Typing stops. FEMALE SENATOR: And what do you think? MALE SENATOR: I think, you have no idea what you are dealing with, where all due respect is given, Senator. HEAD: You two will work together on this operation. If you can find out what that thing is, we may be able to link it to our friend on Velorum 1A. MALE SENATOR: With pleasure, sir. Short pause. DOCTOR: What can you tell us about the specimen, sir? HEAD: Oh, I assure you that this is not a specimen, Doctor. This is a fully functional weapon. DOCTOR: So it's already killed people? HEAD: I may be afraid so. This means that we don't have much time to find him; but I cannot have you out there on the front line with your work while we have a serious operation in progress. I'm sure you will miss your toys, but as we agreed, you work for me now. You will have plenty of studying time when we have retrieved these artifacts. DOCTOR: Certainly. I'm sorry I spoke out of turn, I was -- HEAD: -- Oh, that's understandable. You miss your friends in Velorum, I have every sympathy. But now is not the time to mourn their deaths by meaninglessly trying to gather all the paperwork you can to play detective. That's why I've called this meeting, Doctor. But you can help me here by staying quiet about the situation and finding out what you can about the ship's selfdestruct sequence from here. You will be very useful to us if you can find out more. Sigh. Then a short pause before the Head speaks again. HEAD: Any further questions? Silence. The Admiral speaks. ADMIRAL: How do we know when we find who we're looking for? HEAD: You will know. Check all of the entry and exit logs in that installation to find out who your lead could be. Ask the personnel aboard that installation and do not leave a single question unanswered. ADMIRAL: Yes, sir. Pause. HEAD: That will be all. You have your orders -- dismissed. Chairs moving. Footsteps can be heard as the room is cleared. The Doctor and the Head stay behind. DOCTOR: What's that insignia, sir? HEAD: That is not insignia, Doctor. What you saw on his jacket were the laurels from the Gold Star Medallion. But the star is missing. DOCTOR: Medallion? Nobody's earned the Gold Star in their lifetime, sir. HEAD: Only one. Pause. HEAD: It appears that L'Auro may have something to hide. End recording.
    2 Points
  30. xlMaXlx

    xlMaXlx Video Section

    New video:
    2 Points
  31. AdamWest

    All fine, nothing wrong here

    Never gonna happen. There are so many types of people out there what you're asking for is impossible. Example : Some people have less time to play games but they have money, they cannot win against someone who has more time on their hands, however, they can purchase the new ships that have advantages. . . on purpose to get a small edge for a short period of time. These ships main weapons will get a nerf just like we have seen in the past. And most likely after this nerf those players will look for something new that might help them get better / stay good. I think the game developers / marketing understand how to get people to purchase shiney new ships and right now are excelling at it. There is no doubt in my mind this trend will continue. If not grow exponentially across many games not just SC. Right now . . . What would you rather buy the Eagle B, with major capacitor problems or a R9 thar ga, with the most build choices and customizations that I have ever seen. And highest dps against destroyers yet.
    2 Points
  32. DonPewu

    Emergency Barrier or teleportation sphere issue

    Do not see reload the this module like on this video. This is normal ?
    2 Points
  33. Trynnun

    Questions to the developers Winter 2017

    Question #3 Can we expect in the near future (2017 or early 2018) updates to Open Space which force Corporations to set up a Base in the sectors they control that will hold their resources that if not protected, other players or corporations could mount attacks against said bases and steal those resources?
    2 Points
  34. I'm sure that you have already gotten complaints about this, but here's an actual discussion about it for you. The requirements to swap special modules on the Ellydium are absurdly high. Here is a screenshot of the "Condensing Crystals" requirements: Please, for the love of everything good and nice in the world, at least do away with the center missions. They are all crazy and exceptionally difficult and time consuming, even for people who have good stuff and lots of time. The other missions are just as bad, such as the "Hive" module. Not only must you complete 45 "Fire suppourt" missions in the Thar'Ga, but you must do it with a weapon that is basically pointless due to either low damage or crazy energy costs. The other middle missions are just as bad, and only get worse as the ranks progress. Please either SIGNIFICANTLY reduce the mission requirements, or do away with the middle ones. Also why in hell would you make the costs increase to such a degree on everything else as you unlock things??? What seems like every single new node that I unlock, the price for everything raises by 10%. Cease and desist good sirs; I do beg of thee.
    2 Points
  35. xKostyan

    Here's my rant.

    to bad 90% of current player base won't even make to the enemy lines , but sounds about right
    2 Points
  36. Apparently the devs removed this functionality in a previous version. Whether or not it was on purpose is up in the air because they never tell us anything useful. I really hope that we will be getting these cooldown timers back.
    2 Points
  37. Mecronmancer

    NASA

    Thanks for the great memories over the holidays, guys! It was fun watching Tillo suck in an LRF, reking nabs with Milf and Eug, and murdering destros in Leagues with my fellow 'Muricans. Good to see that NASA is still #1 - our Putin is still a good CEO Until next time guys
    2 Points
  38. Sinaka

    Stellar Marines [STEEL]

    Five months of regular farming =
    2 Points
  39. Basically what I get from it. I hear "help we're under attack" and I think "oh free cargo with no karma!" But if there was a reward for fending off attackers I'd do it. Especially if it had anything to do wth large sums of synergy or resources.
    2 Points
  40. CinnamonFake

    Updated development plan 10/01/17

    Will do More dev blogs are coming soon, about Sector Conquest rework, trading system and other new features.
    2 Points
  41. And now, imagine it with teleportation sphere and 3k shield regen per second. Because shield regeneration and combat shield are 1500 regen/second each for destroyers hahahahaha Add to this the fact that it'll have access to special modules with high hull regen. And enjoy.
    2 Points
  42. xKostyan

    A little, thanks.

    2 Points
  43. TheDarkRedFox

    Methods of getting Xenocrystals

    So I was thinking about some very low-dev-intensive ways that they could implement gaining xenocrystals. I would really hate to have xenocrystals become another "you may or may not find any while scavenging in open space" resource. Open space is a terrible place to gather resources because it's so damn time-consuming, mainly because of useless credit drops from -everything- and no stacking items. One way would be like I suggested a while ago, where there is a place or tab or something like the corporation dreadnought tab that shows a little "gardening" thing where you can plant and grow xenocrystals over time. Another is like a sort of "mining game" on the Ellydium base in Leviathan. You could buy different quality drills depending on your skill and endurance, and drill deeper and deeper in to Bion in order to get large amounts of xenocrystals. Better drills are more expensive to rent, but they also mean a better yield of crystals per session. Any other ideas?
    2 Points
  44. ORCA1911

    Destroyers balancing

    I came up with some ideas most people will not like but regardless i wanna hear some opinions about it. So, since the plasma arc destroys pretty much every module in one go in most cases, i had this idea about the thrusters on a destroyer (the parts that help it rotate and stuff). 1- Would it make sense to make them into independent "modules" so they too can be blown out? 2- One life per destroyer regardless of the game mode? 3- Two active destroyers per team instead of 3? 4- A system that could allow more than 2 or 3 players in a team with destroyers installed in slots, but limiting the active numbers of destroyers in usage so others have to wait to use theirs until one of their teammates die in one? 5- Instead of aim assist aiming at the middle of a destroyer, should it focus on the elements/modules?
    2 Points
  45. millanbel

    9k range BS?

    So what's with this 9k range pink laser bull**** with 5k DPs or something? I thought I would come back to the game after a month and things would have been improved, instead I come back to find destroyers are even more OP than before?
    2 Points
  46. Juca_highlander

    Balancing and New Rider Index

    Original greetings, I come to bring a theme that I have come to realize that there are glaring differences, in the assembly of the players teams for PvP and the so dreamed Tournament. I'm not sure how the server does this balancing, but sometimes we get overwhelming victories, so I've been watching the indices that are in the player profile in order to find an index that best defines the level of each player. And thinking of that I realized that in the pilot's profile there should be an index or reason for the destruction of ships of destruction suffered. I understand that in this way players with a better index would be the best in the game and should be allocated to opposing teams in a random PvP, so that when groups are formed, this index should be made an average of the group, thus favoring Games more enjoyable. This Ratio should also be taken into account in the classification of each PvP battle, in a way a pilot that destroyed 10 ships and was destroyed 20 times, should not be better classified than a pilot who destroyed 5 ships and suffered no destruction. Regards, JucaHighlander Legionaries Corp
    2 Points
  47. millanbel

    SC in the Animal Kingdom

    2 Points
  48. Mecronmancer

    Star Conflict 1.4.0 Evolution (Discussion)

    Evidently you are so incredibly dense that you are incapable of comprehending what I'm saying. Let me put it in simpler terms. EVERYONE has a chance to participate AND WIN in a weekly tournament. THEREFORE, you have a possibility to gain GS based on your performance and whether or not you choose to do participate. This GS is obviously not just a free handout for everyone in this game as you imply and obviously wish for, but it is WORKED FOR. If you and your buddies only want to play PvE, you are deliberately crippling yourselves of an option to gain GS even when the option is there. Therefore, you have ZERO right to complain about how little of the playerbase gets to take advantage of the free GS since you are willfully choosing to not take advantage of the GS and complaining about not having enough GS. I'm done here. You complain about things that are not even a problem, and all I'm doing is calling you out on your ignorance. Simple.
    2 Points
  49. AdamWest

    What more can I do?!?

    NOPE THE : Ellydium Cov ops. . . that will be the day I murder everything all day . . . probably book off work on the release date. . . I want to see disconnects when I connect
    2 Points
  50. TheDarkRedFox

    Limit range like you limit speed and RoF

    Or how about we just half the Vacuum laser's max range. That would solve most of the long range weaponry problems. XD
    2 Points