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Popular Content

Showing content with the highest reputation since 03/07/2017 in all areas

  1. 26 points
    Should have been posted in Suggestions, but I think I'd just get complained at if I did. Enjoy!
  2. 14 points
    Hello and welcome to my How to "Open Space" guide in which I will cover the basics of the free roam mode and some advanced points that could make any player into a successful/rich explorer! Let's begin with the basics! Players (beginners) need to know that sectors are divided by their danger rating, the higher the number, the more dangerous it gets. Currently, we have sectors with danger rating 1, 7 and 10. The levels also show the minimum ship rank you will need to enter the desired sector. PvP and PvE modes are similar in some ways but in Open Space it's different, the key element is survival. Don't rely on survivability points, it does not show you your skill at handling difficult situations. In open space, you will encounter pirates, cybers and aliens. Every group is dangerous in its own way and should not be underestimated. Always avoid direct conflict in which you can be shot at from more than 2 different angles because you will never know when a random hostile patrol will fly by and join in. Balance your build on damage resist and focus on regenerative abilities, don't roam the space with a ship that can't regenerate hull at least passively, especially not with a low shield regen. In space, you can either explore, collect various ores, plunder transports or do daily missions (yellow marker) and/or quests (blue marker). Exploring every sector and collection of trophies grant you additional GS (gold standards) and several achievements, ores will be needed for making new ships and equipment and the daily missions offer monocrystals as a reward (not just money). The Star Conflict universe is divided into 4 factions (3 of them having 2 subfactions by default), Empire (Wardens and Legion), Federation (Vanguards and Armada) and Jericho (Raid and Techs).The newest faction is called Ellydium and features a hybrid thing between all factions and alien technology. Every faction offers one daily mission (yellow marker) that rewards the player with credits, synergy (experience in other words required for leveling up a ship) and monocrystals on successful completion. To be able to do all 4 missions, the player must dock on each station first to receive the mission objectives and after completing them, return to the station to claim the reward. All four factions are connected, player wishing to change the faction/main station can either travel to the desired station and dock for free or pay the transfer with credits. Every faction space has a shortcut to their home station, Ellydium is the exception. The shortcuts are: Empire-Collapsed Laboratory, Federation-Cobalt Mines, Jericho-Ruined Station. Use them wisely for planning your open space route. (scroll down and take a look on the map if in need of orientating) Every faction has alien gates. They lead to alien sectors known as a)Leviathan, b)Otherworld and c)Inverter. (their locations are: Empire-Captured Dreadnought(a), Ontregos Pass(b), Federation-Research Center(a), Ice Pits©, Jericho-Outpost(b), Abandoned Outpost©. With the latest faction, every home sector now has a permanent gate to Leviathan above their station by default that leads to the Ellydium Theta station. Ellydium is now connected with each faction with just one gate/jump away and can serve as a shortcut to other factions. There is a KARMA counter that records everything you kill in Open space, therefore, if you kill a lot of enemies like pirates and aliens you get to be the "good guy" with a nice amount of positive karma, but if you kill a lot of allied ships like transports, escort ships and police officers, you'll end up on the dark side of the force with not so tasty cookies meaning you will get negative karma and the criminal status. While being a criminal, you won't be able to dock safely at stations any longer because the police patrol will shoot you on sight in home sectors (they deal an incredible amount of kinetic damage, cca 10k+ per shot), small note to the radar on the upper right side of your screen -> yellow players don't have station protection active, blue players have it enabled and red players are criminals. Station protection is a vital part of your open space adventures because it offers protection from collisions and criminals not being able to kill you. It can be activated MAIN>Options>Game. Sometimes while flying in Open Space you can encounter a message on your screen saying something about finding some secret documents, decryption ending in <minutes_here>. These documents are high-value loyalty vouchers (15000) from a random subfactions in the game. Don't miss out on the opportunity. Also, there is a catch, you can't send them via the cargo drones, once acquired, you need to go all the way back to the station to dock. Each Open Space session gain is limited by the rank of the ship you fly. Meaning, your synergy and (somewhat) loot drops are rank dependent. That does not mean you get less in lesser ranks or more from higher ranks in terms of loot, just different loot, but the synergy gained has a specific limit on each rank. The limit on rank 15 ships per session is cca 250 000 synergy points and once its reached, the notifications shows you a zero synergy gain each time you kill an NPC. For the rest of the ranks lower than rank 15 its cca -20 000 per rank (example, for rank 14 the limit is cca 230 000 pts). The limitation gets doubled if you are using a Premium License, meaning, the max obtainable synergy for a rank 15 ship in one OS session is cca 500 000 pts and the lower ranks get cca -40 000 lesser limit (example, for rank 14 the limit is cca 460 000 pts). Tip: Open space can be accessed through the LAUNCH button>Undock. Don't miss out on the fun! Once in space, press "M" to open the space map and "TAB" to see the current sector map. How Alien gates look like Example: On the map, hover with the mouse pointer over sectors to see their danger rating/ship rank requirements. Example: Here's a map Showing everything you might need to know or find useful in your exploration: =============================================================================================================== =============================================================================================================== =============================================================================================================== Now that we covered the basics, let's move on to the slightly advanced part! >Short intro< FUEL Every time you step out of a station you have 100 points of fuel. Many players find themselves in trouble because they don't look at their fuel levels very often and when they do, it's mostly too late. When out of fuel, the capacitor regeneration is low, making flight and usage of active modules hard to almost impossible, it's difficult to survive without fuel. How to find additional fuel? Easy! Just look for a pirate station or a transport wreck around you, each container has 50 units of fuel! Keep in mind that every jump costs 20 fuel units and the gate will not let you jump to another sector if u have less than 25 units of fuel in total. Anything that uses energy (afterburner and active modules) also uses up fuel, always have some reserve fuel in your cargo because you never know when you'll get into a difficult situation in which can't get additional fuel. Tip: How to refuel? Just press "o" to refuel from fuel containers in your cargohold. Tip: Planing a long trip? Every home sector has its own special spawn place for fuel besides from turret platforms, look for a wreck of a transport ship with numerous fuel containers around it. Each one u take gives 50 fuel units instead of 25 per container from platforms, take as much as you want/need. Examples: Ore Gathering and Transports Ore gathering and plundering/killing transports is essentially the same thing, the only difference is while farming ore you will only get the sector specific ore or credits and from transports you could get more varieties of ore and valuable items like loyalty vouchers or even iridium. More on transports can be found HERE! Tip: There are different kinds of transports, ranging from allied to enemy ones, from 2 to 4 escort ships. All of them are similar in loot drops except there are some that drop significantly better loot. They can be found anywhere, the danger level of the sector does not play any significant role in their spawning. Those transports can be only identified by high DPS escort ships and loot drops like 3 golden ores and one green (instead of the usual 2 green and one gold ore chunk). Needless to say that those golden chunks offer all varieties of items that can be, in their large part, of higher values than the rest. How they look: Points of Interest Every sector has a place where you can find fuel, ore, cargo containers and much more. Examples: Formations of objects can give you a hint if it hides something of value, examples above show sealed containers, pirate stash and other types of containers that can give a fairly nice reward for anyone with an eye for such small things. Don't overlook them. Example: Objects on the far edge of any given sector (far right in the picture above) can also be perfect hiding places for something of higher value than usual, remember to visit them sometimes. Here are some samples of what kind of ores players can gather in open space Tip: Looting cargo containers can also give ores as well as other items that are end-products of refining one or combining multiple materials together. They may prove to be of greater value than other items, make your own priority list before scavenging the space for materials. There are also some small colored booster packs which can be seen from a distance and they are hidden most of the time inside wrecks or between asteroids. Depending on the color they give various bonuses: green=hull repair blue=invincibility red=damage increase yellow=maximum speed increased light blue=shield repair Some examples of boosters in open space CargoDrones Surprisingly, some, if not most players, never thought that those small metal objects did anything useful since it didn't show on their radar. They are very useful, the cargo drones are there to help players so they don't have to travel back to the station every single time their cargo hold gets full, but it comes with a small fee of 10% of the total value sent. Just a small FYI, sometimes cargo drones are not located on the warp gates, those drones are as follows: Vanguard in fed space on top of a guard platform and Eastern mining station above a mined asteroid in the lower middle part of the map. Tip: Be sure to have some duplicators in stock from time to time. They can be useful in case there is no cargo drone nearby and the nearest one is too far away and when self-destruct as a station docking shortcut isn't an option because you're carrying valuable cargo. Simply press ESC and choose the dock option which will consume either one duplicator or 200 GS which is the value of one dupe. Also, there's a small warning, you will lose all the secret documents you collected while docking with a duplicator. Never send blueprints via cargo drone! Short explanation: TIP: How to eject useless cargo? Simply press enter to get into the free cursor mode, open your cargo bay with "i" and click the cargo you want to eject into space. Cargo drone Spatial Scanner Probably the best module in the game if judged by the income it could bring to one single player with at least some basic skill of operating it. If you want to spend money, this module is the best thing you'll ever need. With the spatial scanner you can find hidden containers in any given sector and they contain the most valuable loot obtainable in open space such as vouchers (random 15k), blueprints, credits ranging from 100K to 1M and several other valuable crafting materials. For more info about DLC's and GS items CLICK HERE! Tip: Tier 4 (rank 9-13) scanner can be used efficiently just as much as the tier 5 (rank 12-15) why&how? = You can use it in sectors above danger lvl 10 on a ship up to rank 13! Save up on GS for something else in the mean time. Some examples on how to use the scanner: Basics around the scanner: Press "X" to turn it off or on. Color signal representation: green=random average loot yellow=green loot with enemies close to it red=enemies blue=rare loot light blue=rare loot with green loot near it purple=rare loot with enemies close to it The wider the signal is the closer you are to the desired loot. =============================================================================================================== Open Space Daily Missions This is a short guide on how to effectively do the daily tasks that provide a steady income of monocrystals, the most valuable ingredient in the game. Start collecting them as soon as possible because you will be needing them a lot later on in the game for crafting bigger, meaner and more dangerous ships. The fastest way would be, of course, to pay to jump to the desired station. The cost for jumping to a station is 80 000 credits at most. How to compensate for the loss of credits? While in Empire, do a quick trip to Ontregos Pass sector that's right next to the Guardian (home) sector, go into the Otherworld and kill the Elite Hunter, reward=150 000 credits. While in Federation, go to the neighboring Ice Pits sector, go into the Inverter to scan the alien inverter, reward=300 000 credits. Selfdestruct in both cases to dock back to the stations faster. The max earnings possible from open space missions is 900 000 credits (300k each mission) without the alien assingments. Best case scenario: spent 160 000cr on 2 jumps with 1 350 000 credits earned back. All done in cca 20 minutes, depending on skill and ships speed. Worst case scenario: spent 160 000cr on 2 jumps with 690 000 credits earned (80k per mission is the lowest reward), all done in cca 20 minutes. =============================================================================================================== HOW TO STAY OUT OF TROUBLE Avoid attacking groups of enemies, especially in higher level danger zones, be smart, take them down one by one. Remember to use cover, never stay in one place for too long and time your active modules right. Take as less damage as you can, deal damage as much as you can, don't leave an opening. Tip: Your ship like any other in open space will deal 100% damage when you fire a frontal hit, 50% if you fire from sides and 25% if u manage to shoot behind you. Use that to your advantage when fighting NPC's. Common problems/hostiles that may prove difficult to beat in combat: bounty hunters and aliens. Lesser dangerous ones (but still not to be underestimated) are cybers and pirates. Their aggro range is between 2500m and 4000m. Pirates They are a bit more troublesome than cybers (cybers look like ordinary ships), they can be recognized by ship decals and skulls. Both cybers and pirates usually drop low credit loot (under 8k) and some ores of lesser value. Tactics for cybers and pirates: Since they move in large groups most of the time, the best way to deal with them is from a distance with a weapon that has AoE damage. Don't let them swarm you. Pirate example: Bounty hunters Bounty hunters (massive EM damage dealers) are not hostile in some sectors, but when they are, be prepared for a difficult fight (depending on the danger level of the sector you're in). Most common loot obtainable from bounty hunters are medium credit items (8k to 60k). Tactics: They are usually hull tanks with massive firepower, just stay behind them, that is their blindspot. They use mostly slow firing EM type of main weapon and a cruise missile that deals thermal damage. Both can be evaded with some basic maneuvers. Aggro range between 3000m and 4500m. Bounty hunter example: ALIENS Aliens=biomorphs, scouts, hunters, predators and defilers. Tip: From time to time a sector gets invaded by aliens, these aliens are much stronger than the default ones, it's best to avoid them. Biomorphs are the weakest ones and can be taken out relatively easy unless if they fly in high numbers. In that case quickly take one by one down before they get close. They use EM weapons and have no missile mounts. The damage is small if maneuvered correctly. Aggro range between 3000m and 4000m. Tip: There are two types of biomorphs, the first one is a derelict ship infected with a alien space virus and the second one is a much stronger full-fledged alien that appears only in a invasion scenario. Biomorph example: Scouts are a nightmare for almost any beginner who made the mistake thinking they were semi-easy to kill, they're not. They can take a fairly huge amount of damage before going down and they should not be attacked head on, especially not if there is more than one scout. Sometimes they can be stronger than the hunter. Best way to deal with them is hit&run. Pick one scout, spam everything on him and run until the cooldowns are up, ignore/avoid the rest until the main target is dead, repeat for the rest. Aggro range between 3000m and 4500m. Scout example: Hunters and Predators tend to fly together sometimes so be aware of that. In higher danger sectors they can deploy combat drones. Once in a fight with them, there is barely any chance to escape or hide. Hunters are easy to kill, BUT it requires at least some skill not be blown to pieces when they catch you. Avoid going in front or back, they can't shoot from sides, in that case they only use pulsar as a backup/defense maneuver which isn't as lethal as their main EM weapon. Aggro range between 3500m and 4500m. Hunter example: Predators are hard to kill and without additional help or skill not advised to attack, they are tanks and high EM damage dealers. They have a pulsar much stronger than the one hunters have. Killing them solely on 1 versus 1 basis is impossible without hit and run tactics and using asteroids and wrecks as shields/hiding places. Best possible solution is to pick something agile and small with high damage output, their main EM weapon deals tremendous damage but the trajectory is slow and if fast enough, can be easily avoided. Avoid taking damage from their pulsar. Aggro range between 5000m and 6500m. Predator example: Defiler is a gigantic alien ship that has countless turrets that kill anything that comes too close to it. DO-NOT-ATTACK. Important tip: NEVER get close to a Defiler, ever, which is probably 6-8000m. It can be killed only with a well-coordinated team of various types of ships. It's not as aggressive as the other aliens until being too close to it. Defiler examples: Biomorphs and Scouts drop credit items ranging from 4k to 30k. Hunters and Predators are a bit better, they drop credit items ranging from 16k to 60k, in rare cases only Predators drop 100-150k credits. ALIEN SECTORS Like I said earlier, there are 3 Alien Sectors: Leviathan, Otherworld and Inverter. While Leviathan offers no assignments, there are a lot of Aliens and loot for players to either shoot down, loot, or both. Otherworld and Inverter offer daily missions with some impressive easy2get rewards/credits. In Otherworld you can find an assignment that offers 150 000 credits for killing an Elite Hunter and in Inverter you can find a giant matter inverter, once scanned it offers you 300 000 credits. Easy money, 450k for barely doing much. Remember to look up the map I provided to make the best and fastest route combining your daily faction mission with assignments and shortcuts. Once in an alien sector, aside from aliens, there are other objects of interest like alien hulls (remnants of dead aliens) and ores called Ultruite. The alien hulls mostly drop items in a form of credits from 4k to 150k and in rare cases parts for manufacturing ships (which can be obtained elsewhere for far less effort/danger). It is worth noting that the alien hulls tend to have a higher chance of dropping monocrystals than most items of the other sectors, except for the higher danger level sectors nearby Fort Muerto. Ultruite proved to be the wild card of all ores. Most of the time it will give you silicon, crystal and osmium in an equal number. Other ores are not excluded, just a bit less of a common drop. =============================================================================================================== =============================================================================================================== =============================================================================================================== What ship to use in open space? Depends on what you need and like, best ships for starters would probably be tacklers because they offer the cloak escape in difficult situations. For plain switching stations, recons special module is the best for fast travel, it's fun and saves a lot of credits and time. If planing on killing transports, long range frigates, guard frigates or just engis would do just fine. But it would be difficult to travel long distances with them since frigates are pretty slow moving and can't just escape from combat like the rest. For fighting and missions, gunships and command ships are the best. Simple and fast ore collecting is good with ecm and covert ops, only downside cargo hold with 3 spaces as default, premium ships have more storage (+2 storage spaces by default). If purchasing premium ships is too costly for you, there are slightly cheaper options like hull extender module which grants additional storage space. Destroyers, well, only con - they are slow (the federation destroyers are best for open space because of their speed and everything else a destroyer can offer), the rest are all pros. =============================================================================================================== =============================================================================================================== =============================================================================================================== Thank you for reading my guide, I hope it was helpful! Star Conflict, ver. 1.4.0.98016
  3. 8 points
    Basically, it's a list of locations to help you finish the OS assignments. Shogun - Orange giant Razor - Transport Hub King - Barter Zone Roger - Iridium Mines Black Legionnaire - Scrapyard Gambler - Ice Belt Enjoy!
  4. 7 points
  5. 6 points
    Open Space Adventures by ORCA1911 Operation OSA will be a community based daily event with me (or anyone else interested here) as a host. It will cover raids on Alien worlds, material farming as well as mass synergy farming where everyone gets a piece of the "cake". Anyone can participate with rank 7 ships and above and it's a great way to promote team based behavior in every way and not just corporal based one, one for all and all for one! Some organised events will be streamed or posted on youtube as videos or both so if you are interested in custom stuff and exploration and explosions, hit me up, leave a comment and the event arrangements can start. Welcome to the OSA team!
  6. 6 points
  7. 5 points
    or just make them active module?
  8. 5 points
    According to analysis of information about conducted battles, the following changes were made:‘Thar'kth’: Slightly reduced damage from charge accumulation and reduced general damage by 5%‘Thar'Ga'tok’: Damage reduced by 16% Shouldn't it be reversed?
  9. 5 points
    the alpha thargas have, make effective tackling really hard. its a lot more than countering ceptors, because no ceptor has such an insane damage output, and gunships were always the hardest enemies of tacklers. They have damage. They tank. They escape tackling easiest. Cruise Gunships are untackle-able, if you play them right. It needs recons or cruise tacklers to individually hunt them down. You cannot do that with thargas. It will never add up, the only thing countering a tharga, is a tharga, or a proxy mortar. Or any of the more recent ship classes, like Darts and Gargoyles, Vigilants and Brokks in combination, to counter all these things aswell. of course, it is easy to say "good tackler!" if you have your own team of thargas. but it all comes down to the killing yet again, and actually, the thargas do not really need a tackler to kill other thargas anyway.. -- wait, this is a more dizz topic. so lets get triggered, once a year. and eat a tube of eminems. so. xeno-kosty. tacklers? you wanna go there? As if you can talk big about tackling? ha? To be honest, you should listen to millan, who in the tackler is skilled as cena, and really cancel your quite arrogant demeanor as he has probably more skills than the best NASA tackler you got and if you say but russians, i say mate, wot? srsly. in tackling, neither nasa galore nor russian community arguments will punch. But I got more. Not saying, some like SaladHate, aren't catching up, but in dealing the justice with tackling he still just is veggie lunch. You might have your little Renaissance there, but you are late to the game, besides wolves and the rage, even arctical radix beat you long to that fame. so what ya wanna say? russians took up that playstyle before international corps? i beg to differ, even years after gravi release i was tackling that esb corpse with much ease. So where is all that tackler experience suddenly coming from, you put me amaze, was it the Jaguar in Open Space? in your corp, you are among the early tacklers, I know. And in the past I said Sensei, I bow, to you often in many debates, but tacklers, nay, there I knowtheway. For us it was a doctrine for years. A doctrine which failed often enough, in tears. But experience is rough, it still makes us tough in dealing the slow delight, and I will show you in any next fight. Truth is, tharga kills tharga, fight fire with fire, the skill of the tackler needs only be average to get that killcount higher, but with all due respect there - what skill can do caps at some point, as fair and simply put..., the real deal why you think its the lack of a better tackler, is because you just joined and need to git gud.
  10. 4 points
    i find it great to have multiple tools, cmon this one has more info, frogswarm has their weird rating formula, russian is more russian... it's certainly a good task to test skillsets, and might be useful for some good job
  11. 4 points
    i believe you, but believe me, i am really deep inside this math atm. anyway, I am impartial, as the main topic is still annoying as a fact, imho!
  12. 4 points
    finally, someone to make star conflict great again.
  13. 4 points
    oh now i get it. haha. to be honest, you still didnt die I suppose, as that ominous tackler watched you probably blink out of range the next frame... hehe otherwise pretty much summed it up. we do have adequate channels now to participate in its future. can't vote coz last two options i say neither. it doesnt need more development cost, it just needs balancing. redesigning it.. if they start over, it will be back to op. let them tinker.
  14. 4 points
    Ellydium fighter Thar'Ga is getting a new active module ‘Reflected fury’ It removes all negative effects and grants invulnerability. Deals damage to all enemies, who lock the player's ship as their target. Damage ignores shields. Very bad idea, @CinnamonFake see video below why invulnerability is bad when combined with energy converter. If this module still get implemented, I can post a video afterward to show dev how I can instant pop a destroyer captain outside survival mode.
  15. 4 points
    All payments are only in Galactic Standards. UMC takes a percentage from each transaction. ""trade testing " ...I see typos.......correct format "Pay us for stuff that should be free in the game" A payed "trading" system isn't a trading system at all. Trading is from player to player with an agreed price between them in what ever form they choose whether it be other items, GS, credits, or just giving it away for free. The devs already get payed when you buy the GS no reason for them to be taking GS back from each transaction.
  16. 4 points
    Are you guys tired? Tired of Tharga chases that end in death as soon as their actives reload? of those downright annoying shipbuilds with no purpose if flying solo like the tackler long range gravi beam that just slows you down for no particular reason? of PvP games involving 20+ players where only 2-3 score big and the rest are imitating dead walruses at spawn with their guards? of survival on repeat whilst trying to play something you actually like and never getting a chance to do it? of those small loopholes and players exploiting them as if they are not decent/good enough so they have to do it to score? of PvE being a swarming mess with the latest buffs implemented in the only way so it's neither difficult nor enjoyable? of players that came all the way to rank 15 without at least a basic knowledge of the game and its mechanics? of trying to score that first win of the day in the first couple of hundred battles today and fail? Well, i got a bit disheartened by more than just this to say at least, so what i have to say is this: Join me in my Open Space stress free sessions every day where you can get synergy, materials, credits and much more for the same time but with more fun and enjoyment of having a decent wingman to talk to and shoot stuff together. It's a multiplayer game so why fly solo when you can fly yolo, with yours trully ORCA1911 PS check this out if you're interested or have doubts about this :D
  17. 3 points
    Hello everyone! Once again this is your eternal science blog presenter Marcus Chromakeycus! The upcoming editions of my blog, ‘Weird Science! At the galaxy's edge’ will be broadcast straight from ‘Ellydium Theta’, where I was invited by Conrad Dimeni himself, the famous scientist and the head of the station. Today, Conrad and I have visited the famous laboratory in Block 502, compartment RG7. Yes, the same one where a group of scientists discovered the incredible properties of xenocrystals. - Dr. Dimeni, what are the scientists in your laboratories working on now? - Marcus, it's classified information, and we would have to freeze you for 152 years. Just kidding. Some things we can not only tell you, but also show. At the moment we are exploring paradoxes in time. Well, you know, like what happens if you go back in time and marry your mother. - Just like that? Is it possible to go back in time? - Not for long - yes. Again I am kidding. It's very difficult to return to the past. Of course, we are still conducting experiments, but there are surprising results already. Here, see for yourself. - It's amazing, it's really moved to the point where it was before!It's incredible! - This is only the beginning!We are here to show you the real miracles! The thing is that singlet bosons can freely move in a hypothetical fifth dimension. This follows the so-called M-theory. Most of the physical objects in our universe are in our usual three dimensions. However, there are exceptions; and singlet bosons are exactly that. These products of decay of Higgs bosons can be made to interact with xenocrystal matter with our unique equipment. To be brief... let it be a return to the past for you. - Thank you, Conrad.Science can work wonders! That's all for today. Watch us next week. This has been Marcus.Stay tuned! To be continued
  18. 3 points
    Overview Corvettes would be a size between Fighters and Frigates, but their flight operation would be closer to that of a Destroyer. Weapon coverage would be equally balanced, with 3 cannons available for all directions. Secondary weaponry would be of light missile batteries and deployable inhibitors. The primary module would be automated turrets which can switch between 3 modes for each damage class, but the projectile being different for each mode. These ships would lack long range heavy-hitting firepower, and instead focus on repelling swarmers, orbiters, and lone solo ambushes on a valued ally (Such as an Engineer, Destroyer, or Captain) Example Primary Weapons EM - Fires a slow moving sphere of energy that discharges up to 3 times on a nearby target, once every second, before depleting. Kinetic - Flak cannon, fires a wide burst of several projectiles in rapid succession which can be manually detonated when surrounding the desired targets. Thermal - Sequentially fires beams that linger and cause AoE damage for several ticks (Much like a mini pyro emitter) Example Active Modules Shield Linkage - Makes a temporary connection to an ally, directing 50% of all damage towards yourself. Cancels after several seconds, or when your shields fail. Damage surpassing your shields is not redirected. Weapon Barrier - Deploys a small directional shield onto the enemy target for a short time, blocking all missiles and gunfire shot in that direction, but not most abilities. Direction is fixed and does not follow ship rotation. Initial direction is determined by the angle between you and the enemy target. This forces direct "yolo" attackers to approach and fire from a different angle. Servo Disruptor - Greatly increases the weapon spread of the targeted enemy for several seconds, making it difficult to hit smaller targets such as interceptors and fighters. Special Module The Escort role special module is an automated turret system, geared towards attrition damage on medium to short range attackers, comparable to a pulsar of lesser magnitude but greater persistence. The module helps make up for the lack of heavy-hitting manual gunnery, and would be an invaluable source of damage output in chaotic situations. This module can be cycled through 3 modes: EM - Fires bolts of plasma at medium range. High damage but easy to avoid. Turret tracking rate is greatly reduced as power is shunted towards heavier firepower. Kinetic - Fires wide blasts of shrapnel at moderate velocity. Can damage at moderate ranges, but only potent at close range. Moderate tracking speed. Thermal - Rapid fire pulses of thermal energy, short range and very high velocity, but damage isn't heavy. Turrets track extremely quickly, able to strike agile targets at close range.
  19. 3 points
    you do realize, that is exactly, why GS does make sense, as it is directly buyable, by anyone, even if he just started, and not a resource which is easily farmable as an old player? I am not defending it, as I stated I find its just very rudimental. But your arguments make no sense together, except the fact, you find it unfair, that most likely without paying money for GS you will not be able to buy anything. And yah that sux. Also, this is no player driven economy, and actually, there is nothing wrong with a player driven economy, as actually, price wars lead to cheap prices for common goods; but player driven economies usually have some kind of fabrication method. This is more a direct trading system for loot. As the loot comes to players slowly, buying up all stocks makes little sense, and would be a huge investment of probably real money. Not saying its an impossible horror future scenario, but I think it is a bit far fetched, especially because it is so simple. I would wait until we see how it does on live. I am also curious, as iridium has said to be a part of trading, so maybe it will be expanded further.
  20. 3 points
    i am okay with the occasional survival, but it is indeed almost every second game and i still prefer tdm over it.
  21. 3 points
  22. 3 points
    In the new Sector Conquest, the matchmaker puts wings, squads or solo pilots using ships of different tiers together in the same match. This way, T3 teams can face T4 teams, T4 teams can face T5 teams and previously it was even possible that T3 teams had to battle against T5 teams. Also teams can consist of a mix of T3 and T4 ships for example. I guess this was done to reduce queue times and to provide at least a human player instead of a bot. However, nobody likes to fight a full team consisting of higher tier ships. The technological differences between a T4 and a T5 Thar'Ga is too large for example. Such a match cannot be fair and it isn't. What I propose: The matchmaker should put only wings, squads or solo pilots together of the same tier. T3 vs T3 T4 vs T4 T5 vs T5 This may have the consequence that one or more bots are needed when there are not enough players available of the same tier like before in the old Sector Conquest system. However, this is still better than putting players in it using ships of a different tier. In fact, it makes players avoid Sector Conquest which doesn't improve the mode's popularity.
  23. 3 points
    hm, in those hot situations, making those decisions might be hard, so yeah, should be fixed before, since otherwise, I can also understand the feeling, that "play yet another" bursts nerves. Still, not condoning it, since you guys made a lot of effort to be actually very accessible as organisers. Which is important, as actually being in a team, there is a weardown, internal struggle, that might even hit teams that are funky cool hipsters. There is always a breaking point, where everybody just wants to go. I would not take it personally, if irrational behaviour comes out from this unfortunate turn of events, but also understandably human from both imagined perspectives. hope you guys can still smoke a peace pipe. so technically, 2-0 + 1 draw means, if it were 3/5, and the team didnt come, the end result would still be 2-2, which doesnt really underline the "we have won" attitude, while 2/3 would have meant, the third match was already a friendly match. Or was there just two? Anyway, next time, it will be even better And it was still very fun.
  24. 3 points
    That was my FIRST impression. Even if we made a mistake not stating finals win condition in regulations: 5. Team failed to enter lobby in 10 minutes after being called, or non-present team gets technical defeat. 10. All other rules are stated in the general rules of cyber activities. In any questionable situation tournament rules have top priority. 15. Administration decisions in any disputable/questionable situation are final. Match for third place were held until 3 wins with no complains from both sides, at the same time - it was not our "last-minute idea". And "НБ" was silent until the last moment, and then, ready for battle, suddenly left the room. There was a "deal with it!" approach - "We understand rules this way, so it must be". When team leading 2-0 suddenly decides to leave tournament - looks strange for me. There were two reasonable solutions at least - even at this last point - "HB" continue playing (and winning IMO), or both teams captains agree that "HB" is a winner. "HB" could even ask for match time change - because I do care about fairplay and some strong players were missing from a team. Stating this in "last moment" was almost looking like blackmailing us - "Give us victory, or we leave!" Was I against their victory? No. Were they winning? Definite yes. What was my reaction for my mistakes discovered in tournament progress? Find reasonable and honest solution. But if "НБ" are locked in their opinions - and just want things their way - we have rights to enforce our opinion. Perfectly clear.
  25. 3 points
    I know, and I used cruise extensively, as said, on many ships, but only a dozen ships have "viable" cruise fit "variations". In that particular use, they remind a lot of "Jets", meaning they can use their speed to move more distant to the battlefield, and attack from unusual angles, mostly using ranged weaponry or bomb effects. One of them was to flyby and drop 2 drones, which we call the drone-cruise-tackler, which is a troll fit, because it leaves the tackler vulnerable to another cruise tackler, or even a recon with a plasma gun, and basicly only serves to distract and annoy. It still is perfectly possible to fly such a fit, use it for this purpose, and it was always important to control your energy household and afterburner usage during flight, or plan ahead course corrections, attack and exit vector, and rely on multipurpose modules for close encounters, and concentrate as much of the rest of the build on damage. With the advent of guard slowing bubbles being permanent, cruise is actually even less smart, than it was before, as the main option, so I would definitely not use it on "many" fighters, no matter their role, and in the end, tacklers are still those which have the most individual ships which can benefit from cruise. If you however now say, afterburner uses too much energy after patch, I am questioning, whether your fit was used correctly as a cruise fighter, or basicly was just an uber-mobile fit which circumvented all the downsides of the cruise to make an incredibly agile ship, that cannot be caught. For me, someone using a cruise fit already has to know, he is a missing man in the team, just like a LRF in no mans land, and has to make up by being extremely present on the field, or helping in some way to make pressure on the enemy. A ship that cannot be caught is nice for that guy, but he isn't helping much. Don't be that guy. --- To be honest, you have a point tho pointing at the thargas, as thargas seem exactly what the early cruise wolf-m's were, but much more efficient at it... so if people hate cruise fighters so much, why do they endorse that tharga thing? It does exactly all the things a cruise ship does, and does it even better. I'd rather have the thargas cruise capacities even worse, than that of standard fighters, as they already pay a high price for that speed - The tharga even uses it together with a gun, that allows short windowed encounters to deliver high damage, with the thrakt, and has awesome engine modules compared to standard ships. --- and in this thought, I am amazed, why the thargatok is to be nerfed more than the thrakt. compared, the thargatok seemed actually reasonably balanced, harder to use, and only benefitted from main damages being kinetic and thermal atm., to become so dangerous in terms of damage. if the kinetic dominance would go back to normal, and EM holes were not as present, the thargatok might become extremely weak over time, but lets see. the thargas ability to increase its damage output from various circumstances make any weapon strong on it, but e.g. with a gauss, the same tharga feels a lot weaker, albeit still powerful enough to hold its own.
  26. 3 points
    You are missing one thing, Cruise engine originally was planned as a nice module for Open Space, yet it became abomination of PvP mode, with new energy consumption, it is still perfectly fine for OS, yet it is usability is greatly reduced in PvP, which is a really Great thing. hopefully Thar'Ga's cruise will follow the trend
  27. 3 points
    This is not a trade system or a market. Let the players set the prices and allow the free market to actually be free. With no tax Otherwise all you are doing is setting up a system where only those with deep pockets can trade. How is that fair? I understand the tax is currently 10%. CinnamonFake, can explain this? "Hey, pilots) Actualy, tardable items are available for iridium or can be found in trophy search. So, basicly, Star Conflict allows to earn GS right in the game by selling those items" If I have one of something that I need, and need to sell it to get some GS in order to buy something else I need, how am I getting ahead? And what exactly is tradeable in iridium crates that will be worth 100 GS? If SC takes a few GS per trade I get farther behind. It's just a circle that keeps getting smaller per trade because I will have fewer GS to use after each trade. I realize that you folks must be desperate for cash to keep the game operating. But forcing us to buy GS in order to trade isn't a good way to earn our hard earned $. Frankly, I'll never pay a dime. Nothing I have seen here encourages my spending. Why don't you figure out why people quit playing? Why do so many new players quit after a week or two? Find out. Fix those issues. Grow the player base. Make the game better not worse. Allow us to trade WITHOUT taxing it There is enough grind already. All this will do, in my opinion, is make people who are thinking of quitting do so. And it will hinder trade. You can't grow a game and it's player base by making the players angry. You can kill a game that way though. Is that what is happening here? Dastard
  28. 3 points
    Still no nerf on Thar'kth projectile speed...
  29. 3 points
    Could we have a way to upgrade standard ships to "premium" status? (20% free synergy, +2 cargo, 2x synergy, +20% credits/loyalty) This upgrade would only be possible once you have ranked a ship up through play. The cost to upgrade (Likely in Galactic Standards) would vary by rank or tier, since higher ships earn more overall. The upgrade would be comparable to the price of premium ships.
  30. 3 points
    Besides the fact that the current mysterious cargo spots are a downright denial of progress and not just a "nerf", i would like to suggest more options for the scanner regardless of said fact. Splitting the all-in-one mode radar into more, for the time being an ore mode and everything else mode would be nice, making a MCC mode would be making it too easy for players to search for them, we don't want that... The scanner has been around for quite some time and i would like to see it get at least some kind of menu in OS and more options for searching stuff individually. Making it work with the ships sensor range would be also a nice change. Maybe reworking the stretch lines into something fluid and rich in design, triggering a XYZ grid mode (instead of just X) where it shows you what u are looking for as a pulsing dot(s) instead of scrambled lines and color mixture, it's space tech and not ww1 after all. Nothing here should be taken as making it easier or allowing an abuse of any loopholes, just a simple upgrade suggestion of an already existing system.
  31. 3 points
    Can you allow the plasma and blaster turrets to be placed in pairs? Lopsided Invincible absolutely triggers my OCD. 2 Plasmas, 2 Blasters, 1 Plasma and 1 Blaster, but a maximum of 2 auto turrets in total. Also, um, it's been many months and the plasma turret is still only shooting out of one of two cannons. (Purely visual, but oh my god my OCD is screaming)
  32. 3 points
    I'm not kidding when I said I'm going for 420 of these.
  33. 3 points
    Here you go this one is even in 4k
  34. 3 points
    haha, milf u r totally xenoed tharga mcchicken reminds me only of this definitely the official song of the tharga.
  35. 3 points
    Meanwhile I'm busy spawn farming in another universe
  36. 3 points
    Agreed, from similar experience... The proxy mortar on an anaconda mk2 or similar, so fitted to make it as fast as possible, and some good guard module timing, can make a no fly zone for thargas, even in the overkinetic meta. Doesn't work every time, but if you get in range, it deals pain, and if you are lucky enough, they are arrogant enough to line up one by one and die with sweet private message unicorn tears. Fun part is, since some people started to sacrifice themselves with such fits, also like those similar to yours orca, the actual diverse classes returned a lot more, with actual gameplay being played! Yay! But a few commands can still kill the toughest guard, and there is still the nice window of posi or boson. RF being broken, guards can easily dispose of short range em attacks mostly. Besides, that covert ops are as glass cannon to a tharga, as a tharga is a glass cannon to a minotaur. Vigilant+Brokk however, with ecms, guards and commands, very strong, very very strong. Still, organized, thargas will dominate in points most likely, no matter what happens, in most game modes, especially if they are smart enough to counter the ships with damage first, still, they are not as easily op anymore. Their weapons still do waaaaay too much damage. And maybe to the users it might not feel tanky, but they are. In fact, the thing that kills thargas most, is their arrogance, not any class or ship or tactic. Played in a thoughtful manner, it is hell of a ship to kill.
  37. 3 points
    Yes, I will do 419 more of these each week, don't ask why, so let's start!
  38. 3 points
    carp? here
  39. 3 points
  40. 2 points
    (i couldnt find ur link mill, so i had to perform plagiarism!)
  41. 2 points
    point is, you get up to r13 with r9, and get into games with r6-r9s, if you go r11, where i expect hard (r15) interesting. what is its acceleration? as this information basicly only says nothing in a maximum speed simulation. so you need over 150m/s to escape its influence, but how much acceleration do you need to counter its force? Or is it that? Because then, not many have 150 m/sec² acc. yeah. i think he meant the acceleration here too, of course, in a maximum speed environment, slingshotting will not occur. you can still use it use its acceleration and boost into a perpendicular direction to the force vector of the singularity, which would use the same mechanics, until you reach the pull speed, as a slingshot manouver until you reach the caps, and basicly using it to rapidly change direction. This is just tiptoeing anyway. It's different, but it's still similar to a point in the slingshot, so why not nickname it like that. I like it. coz he is skilled as cena! srsly, take this to the twister club. also it's g4b, monsieur!
  42. 2 points
    I know I'm wasting my time in typing this up, as you guys clearly don't care, but here it is anyhow. It looks worse than I initially expected, I mean it primarily uses GS, has a 10% tax, and min prices, seriously? I'd never use it, for the same reason I never used the one in Warframe, as I'd rather play a game, than sit in chat spamming buy/sell messages for ages, over all the other people spamming buy/sell messages, as that's not my idea of fun, and I play games to have fun. As I've said before when it was first mentioned, this sort of trade channel thing is just an inconvenience, and really only benefits the well established player, as well as the people willing to no-life the game, or shove lots of money in the game. A proper marketplace is far more convenient for the player, negates language barriers between players (so long as both understand their translated UI, they're fine, even if both don't speak the same language), and is also more informative for the player, so they're less likely to get scammed, especially when it has past sales data. I'm sure they could have made a proper marketplace, just as the Warframe devs, or any other game using such a thing could have, but they don't want to, as making this sort of inconvenient mess is what they wanted. Cin told me that they may make a proper marketplace later, but it was worded with so little conviction to that goal, that I really doubt it'll ever happen, just as it never happened in Warframe, when so many players claimed it'd be right around the corner as soon as they released it, years ago. Then when a company says how here's this thing that will help put the cash shop currency in the hands of anyone, you should know they're just going to make the cash shop currency of even more importance down the line. They, and their supporters can then claim how since it's supposedly perfectly possible for anyone to get the cash shop currency with the oh so great trading system, all the new pay advantages yet to come, will supposedly be fine. Just release the long delayed open space update, so I can see that I was in fact wasting my time waiting for it, and uninstall the game for good. P.S. I won't come looking for responses either, as my concern for the game is too low now to care if people want to talk about my views. Talk about it amongst yourselves, or don't, I don't care.
  43. 2 points
    LF peeps to play around with at least once and while I got some Empire boats (not that high either) Would be nice to chat with people for assistance VOIP is critical (TS or discord preferred); forced push to talk is a cherry on top I play other games as well(because burnout or shiny red ball) I am nubcakes but willing to learn stuff by senseiz Let me know through ere or steam or in game or through science
  44. 2 points
  45. 2 points
    Ship parts should be automatically converted to monocrystals only! Yes, only monocrystals, not other, common resources.
  46. 2 points
    nope. most players on that level do not need faster synergy. i do not need synergy, at all. i have millions of free synergy at my disposal. and even in strong squads, you lose games, as the MM sometimes makes really unfair teams no matter the squads, and sometimes the teams are even and you just lose. if someone is this strong in the game, chances are high to certain, such practices are unneeded. also, you cannot go faster, as entering new games while you are in another battle is not condoned indefinitely. yes, you do. you need good players to follow, and learn. this is how we learned the game. corps like nasa have very old players from corporations which now do not exist anymore - and an opportunity for newer corps to get competitive enough to beat them. in fact, most usually squads do not carry games anymore, at all. getting to know the older corporations, and the current active corporations is mainly in pvp. just requeue - by now we finally have loot even after losing. get together, as we have missions for squads. there was a time, where squads were not allowed to play pvp for months, and the result was, that games did not get better. Most of the old players even know each other across corporations, and will play just as strong together in all-solo situations. But the games themselves get not fairer through it. Play long enough and you might witness the joy in a game, where a team you hate for making hard games loses. Finally, atm. we have a tharga infestation, so games are usually decided by tharga amount or counter strategies. I feel your pain, but do not blame the players - even if they give you a lot of losses, they also show you how the different roles can be played, fitted, and how teams can become really strong. It definitely is not helpful for them to disconnect, nor does it everybody on purpose. Also, if you ever were in a battle, where lots of weaker players suddenly found themselves and fight back - you will see those games forge you to steel. It's pvp. If you want it easy, go coop. But staying in pvp is like going to the gym, a few weeks of masochism, and you will see how you improve. Especially, if you have a hard time. Go on soldier! tournament: yes. but thats once a week, and yes, most competitive players are online around that time - you will find that pvp after tournaments is very vivid, full of squads, and very very close and intense games. you should ask for more corps to squad up instead! conquest: no. while it gives a bit of fun for organized play, its a separate group mode, that isn't enjoyed by everybody. It's also not high level play most of the time, nor even fair games - depending on the worth of the sector. leagues: hm. problem is, those small games are boring and full of cheese. but it already does reduce the players from pvp. the game would need more population for it to work, it might become more important in the future. It was introduced exactly to fullfill your whish of giving endgame options to players, same as destroyers allow you to play a more slow role in the battle.
  47. 2 points
    Well killing the defiler required a organized group so I don't think someone will be crazy enough and probably won't have the time to steal the loot A daily mono's reward for logins could be nice, like: -1 mono on day 1 -2 mono's on day 2 -3 on day 3 -4 on day 4 -and why not 10 on day 5 ^^
  48. 2 points
    rank 10 either get into medium or high, basicly in both queues, so it was an awesome way to practice. nearly every ship had some use now. when i tried through r4-r6 ships solo, they were nice to play. true, medium was still best played r9. but they are, and they do!
  49. 2 points
    Hallo! I want to invite you to event "Best of the best". The lobby will be created 15:30 UTC and start scheduled for 16:00 UTC. 10.03 1 lobby -- host gtnz 2 lobby -- host gadyuka Ship : Lion Mk II (15 rank) Missiles "doomsday" and attack drones are banned. Regulations: Prize fund: 1. place: 100 xenocrysts. 2. place: 50 xenocrysts. superprize will be played between 6 (12 if 2 lobby) best players randomly: I'm waiting for all comers! Anyone can win! RU forum
  50. 2 points
    I know why g4borg has so many points, but I won't say because it's a secret. It's also very funny