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  1. xXConflictionXx

    xXConflictionXx

    Mercenaries


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      42

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      1,104


  2. ORCA1911

    ORCA1911

    Forum Moderator


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  3. TheDarkRedFox

    TheDarkRedFox

    Space Explorer Beta


    • Points

      30

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  4. Koromac

    Koromac

    Space Explorer Beta


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      28

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Popular Content

Showing content with the highest reputation since 07/23/2017 in all areas

  1. 5 points
    The remains of turbid goo splashed at the bottom of the mug. Nick sat on a small metal structure, which was probably conceived by its creators as a bar stool. Two hours passed, and the owner of the institution was already looking askance at the gunner, who was sipping on one portion of condensate water all this time. — Aren't you bored here? — Sam's voice rang out. Nick shuddered, he gave up expecting the mechanic to appear. Without waiting for an answer, the girl snatched the mug out of his hands, finished the contents and dumped it noisily on the table. A circular saw hung on the belt behind her back, so Nick did not protest much. — Your advance payment — he handed her a slice of protein bar, — let's go. — So what are you up to? — We need to open the Seventh Seal. Sam bit a piece off the bar and put the remainder in the pocket of her overalls. —How's that? — Well... we'll cut the lining with your saw. — Seventh Seal, is it a ship? — Sam guessed. — A Jericho cruiser, — Nick once again measured the girl-mechanic with a glance, but this time not on the subject of the width of her thighs. He did not know yet whether she could be trusted. He decided not to tell her about his true intentions just yet. — It may have full access codes, — the gunner muttered. Sam looked at him. Mistrust was clear on her face. Nick did not know how to lie. — As you say, — she shrugged, — just remember that you still owe me. They went to their objective, going from airlock to airlock, from one ship to another. The Seventh Seal was in the furthest part of sector 17.When four earthly months ago the cruiser was found drifting without a crew, it was obvious — the ship was infected. It was taken into tow, and put in quarantine. Then the station had a severe shortage of electricity and the still-sealed ship was used as an external generator — cable-attached to its shield system. But time passed, and traces of the virus were never found. The quarantine was removed, the ship was partially looted. But nobody dared to go deep into its systems and even more so — to settle in the dark corridors of the cruiser. Too mysterious was the reputation of Jericho. Too much the Station's residents were afraid, mostly imperials, of mysterious fanatics. The gunner knew only one thing for sure about the Seventh Seal — the ship was still in working condition. — Is this it? — passing by the viewing window Sam pointed to the ship docked to the Station. Against the background of the vast blackness of cosmos, the dark red of the cruiser was almost invisible. Weapon towers, several landing decks for small ships, protective systems — all this was hidden by an elegant, but no less terrifying Jericho hull. The hull was rippling with light from the almost disabled shields. It seemed that the ship was breathing. Nick just nodded. A lump came to his throat, and he could not utter a word. Having reached the lock room, the gunner froze. Sam stopped beside him. When the ship docked with the station, no one could open its doors and then the hull of the cruiser was burned with plasma. Now this hole, as expected, was tightly welded with sheets of metal and reinforced with cross beams. It was in order to reopen this passage Nick called Sam. But next to this clumsy design, in the segmented panel of the Jericho ship, an open doorway gaped. — Is this normal? — Nick asked Sam. She dismantled half the station and had to have experience with such things. The girl had already removed the circular from the belt and tightened her grip on the handle. Looking at the gunner, she shook her head. Nick pulled a knife from the worn army boot. One of the two souvenirs that he had left from the suddenly interrupted service in the imperial infantry. — Stay here, don't let anyone in, — he said, trying to be as quiet as possible. Sam said something to him in return, but the gunner was not listening. Having caught the knife with a back grip, he moved into the darkness of the Seventh Seal. It was completely dark in the airlock, except for the dim glow that poured through the half-open door. But a red fluorescent light flickered in the depths of the cruiser. In all other ships, the red light was emergency, in Jericho it was the main one. It was somehow related to eye implants, as far as Nick knew. The worn out soles softly rustled over the metal floor. Somewhere in the belly of the ship the reactor was buzzing, the grilles of the air recirculation system rattled rhythmically every few seconds overhead. In this restless silence, a distant voice began to be heard. With each step it became more and more distinct. — Your name is in the singing of microcircuits, oh Thousand-Handed, — somebody said slowly, — your truth is in the network code. You observe us with the eyes of the lenses and direct with the set of diodes... O Prophet, lead me to the true path, for I am lost in darkness. The strange mantra ended and began again. Then again. And again. By the fifth repetition, Nick had already descended into what he considered a machine room. The walls were covered with shallow lime. He did not recognize the language in which the text was written. However, he did not want to know its meaning. Gradually, primitive horror settled in the soul of the gunner and now each step was difficult. The mantra sounded again and again, and its words seemed to get stuck in Nick's head. Involuntarily he began to repeat them.
  2. 5 points
    Without a doubt, Star Conflict was the best game I ever played and my favourite. I spent hours to grind, grind and million times more grind, but even more cash than hours xD. I was trying to stop that addiction madness vainly. Now I gived account to my friend and I freed from this game. I loved it even too much and that was blocking me to realize my dreams. I haven't got enough willingness and I have to work on my weapon*. Thank you all Star Conflict team, I wish you best luck and soo much cash which you really looking for . Bye, my thousands of gs, overpowered F.u'Kin, tons of monocrystals, all resources for vigilant including modules, useless Thai'Thaq, premium spark and beloved Mjolnir with Ion Emitter (cry here). I'll stay on forum, it's not very addicting. Bye Star Conflict 8'((
  3. 4 points
  4. 3 points
    Finally, a bluish gleam appeared in the red twilight. A conventional electric lamp stood in the center of the vast hall at the foot of a strange kind of black pylon. Next to her the one who read the mantra was sitting on his knees. It was a shapeless figure in a hood. Its voice, now distinct, was emotionless, it seemed mechanical, unnatural. Nick held his breath and, as slowly as he could, went ahead. His lips repeated the mantra silently, and somewhere deep down he knew that what was happening right now was not right. But fear seized his mind as much as his fingers seized the handle of the knife. The gunner raised the blade to strike and sharply lowered it. There was a metallic clank, the blow landed on something solid. The next second, the figure twisted, dropped the robe and forcefully pushed Nick away He immediately struck another blow, but the knife got stuck. His gaze met the gaze of one human eye and an eerie group of cameras in place of the second. To his horror, Nick found the blade of the knife trapped in the thing that this monster had instead of his left hand — a rough hydraulic manipulator. The knife flew out of his hand when the creature twisted the manipulator, and launched somewhere into the red darkness. Nick cried out, hit the enemy with his hand and jumped aside. — Blasphemy! Growled a mechanical voice coming from a rough implant, replacing the left half of the lower jaw, — how dare you step on this holy deck!? Nick looked convulsively in search of at least some kind of weapon: a piece of pipe, plating, wires — anything. But his eyes could not find anything. — This is the Seventh Seal. The last resting place of the great servant Bartle. The holy tomb! Suddenly, Nick realized that there was no monster in front of him, but an ordinary Jericho, yet incredibly ugly. The gunner heard about a Jericho pilot with such implants at the station, but he never saw him. — It's just a ship, calm down, — Nick said, but he himself would do well to stay calm. — There is no forgiveness for those who shed blood in a holy place. — Jericho's words were threatening, but he stood still. It seemed he was afraid of Nick just as much as Nick was afraid of him. — I did not spill anything. Not even a machine oil smudge. — You attacked me — a less mechanical tone appeared in the voice of the half-man-half-machine. — It was an honest mistake, — Nick began to retreat to the exit, but suddenly realized what a unique opportunity he had — how did you get here? Do you have access codes? The servant frowned with his only eyebrow. — Dr. Al-Khali said that we will pay the temple for his service. He said that... — Enough, Dariusz. Sergeant Finigan does not need to know all the details, — The doctor appeared from the twilight holding Nick's army knife in his hand. — Now I do, — he almost growled, he had not had time to calm down after the fight. — My boy, — smiled the doctor, who was not much older than the gunner,— you don't quite understand who gives the orders here. — I'm the only one with army training here, — Nick retorted. — I was a senior research officer at Ellydium Corporation. However, you must not have heard of combat neuro-programming. — With these words, the Doctor flicked the knife from hand to hand and back with the agility of a juggler. — You will not shed blood in a holy place! — the Jericho resolutely clicked his steel claw. — Yes exactly. You won't. — Sam walked into the circle of light, a circular saw was howling in her hands. The girl did not look particularly pleased. Nick quickly assessed the situation. He was the only unarmed man here. So he had no choice but to resort to diplomacy. Dariusz and Sam did not have a clear position, but the doctor was definitely against the gunner. What to do? He was bad at lying... so only the truth remained. — He wants to take the ship away! — Nick shouted. — Nonsense! — Albert cried a little too nervously. — He filled the jump engine with iridium fuel from the drones, — Nick stressed. — Why do you think so? — Sam asked. The gunner turned and looked into her eyes. — That was my plan, too. There was a silence. The doctor gritted his teeth, the pilot was clearly embarrassed and could not understand whether it was sacrilegious or not. Sam was silent for a while, then suddenly smiled and said: — We can save hundreds of people! — We can evacuate them out of the Flotilla! — Look around you! It's a flying coffin! — exclaimed the doctor, — it only has an emergency life support system. This damned trough was on autopilot! In the best case, there's only enough air for the base crew! The Jericho's eye implant lit with a scattering of purple lights. Nick did not know what he was afraid of anymore — his claws or another tirade about holiness. But he did not have time to do anything, as the information board lit up with sixteen points approaching the station. — Receiving a signal from the automatic fleet, — said the female voice of the on-board computer. — Identification completed. Await extraction. Relic protocol activated. When the board dimmed, the light went out in the eyes of Dariusz. — Oh no,— he mumbled, — oh no... — What? What does this mean!? — Exclaimed the doctor. —Answer me! — Relic protocol means a complete sweep of all organics, — said the Jericho, — they will not stop while someone is still alive near the Seventh Seal. With a ringing sound the knife fell to the floor from the hands of Dr. Al-Khali. He looked at Nick and said: — You were right.
  5. 3 points
    Suggestion: There should be the option to buy a permanent Premium license. Discuss.
  6. 3 points
    Team: We need you to self-sufficient You: I can't, I'm an hybrid, healing effect is 50% Devs: Try this module You: Baes: Come over to our house Enemy team: Can't, trying to shoot down Milf Baes: Our parents aren't home Enemy team:
  7. 3 points
    Bug report: Arlene Sokar's tasks to get Waz'Got components will not increase its rewards in credits and xenocrystals when Premium license is active. Screenshot: (These are default numbers. Premium license should increase these rewards by 50% to credits and xenocrystal.) (An active Premium license must increase credits rewards from 60k to 90k and xenocrystal rewards from 2 to 3.) Logs: 2017.08.12 12.05.26.zip
  8. 3 points
    It would be nice if you guys could stop insulting each other outta nowhere.
  9. 2 points
    Suggestion: Special Operation: Defiler and Destroyer should be both available each and every day, not exclusively on Sundays. Each mission should switch or rotate every 2 hours, without any cooldowns. People really want this, so I've made this suggestion. Vote and comment!
  10. 2 points
    I wish there was a face palm option to like button
  11. 2 points
    How many years late? But really, why did it take this long for this to happen...
  12. 2 points
    Star Storm is an old, powerful corporation focused on Sector Conquest, PvP, Leagues and Tournaments. We've won many wars between corporations and alliances and our wings participate in Spec Ops and Sector Conquest every day. We have the highest corporation PvP rating. Star Storm owns the most valuable sectors: If necessary, we perform training for newcomers. Our pilots trade at minimum prices between themselves, or simply exchange items. If you wish to join our corporation, these are our requirements: Participate in Sector Conquest every day You must be in our TeamSpeak (lord.service-voice.com) when Sector Conquest begins. If you can't talk you must at least listen. Our wings for Tournaments and other events are organised 15 minutes is advance. Be a team player and listen to your commander's orders. Report the battle situation and your status to commander in battle, there's no place for spam during games. Don't self-destruct in any game modes. Minimum Statistics: >1000 PvP battles Ships — tier 3 (7-9rank) and higher. Average kills — 2.5+ Win rate > 0.9 Storm is coming.
  13. 2 points
  14. 2 points
    https://invisioncommunity.com/news/invision-community-42-r1030/ Here's a complete list of patch notes. This is already released 3 months ago, it was in beta phase and now it's final, although this forum don't have all the features implemented.
  15. 2 points
    Item you listed for sale with price, will remain in "i am selling items list" even after selling this item. This just happend to me. I hope screen is not needed. (i know that this item will dissapear after some time but it shouldn,t be on that list when you already don,t have that item)
  16. 2 points
    Premium licenses should considerably increase or even remove the item cap. Especially for ellydium evolution items. The increase should be at least 5-10 times the base amount. If base cap is gone over and then the license lapses, all items stay, but you can't get more.
  17. 2 points
    Instead of having the options of "Destroy" and "Take" on items in mail, it should be "Sell" and "Take". This would let players still have some nominal gain from the F***ING AWFUL item caps without having to go through their inventory and manually sell the exact number of that exact item that is in the mail then take the mail items. That's just silly. Then again this whole concept of item caps is silly but apparently they are here to stay and drown the game, so we might as well make the best of it.
  18. 2 points
    The onliest game that i know so far that offered a kind of "lifetime" membership is Star Trek Online and costs 300 bucks for the perma thingy. Don´t know exactly what the membership in Star Trek offers but it seems like the devs of the game decided to give this offer for player who really wanna play this for a very long time However in terms of Star Conflict these Perma Licence would need something else next to the 50% bonus that makes it worth to have. Some ideas i would like to throw in here would be: Full Loot chances - Every node can be searched after a victory (in case of a los 50% can be searched) Daily Licence Container - No real idea here what this one could/should contain aside from materials or eventually 1 rndm item from every container that is part of the "regular" shop (so event crates don´t count) Synergy Free Transfer - Pretty self explanatory i think. Synergy can be transfered without of any GS costs into Free Synergy (may defy the purpose of flying the other ships but hey if you spend 300 bucks for an lifetime licence you would convert it anyway) To tired to have some more ideas atm but those are some that just came into my mind what it could include.
  19. 2 points
  20. 2 points
    to summarize Spongejohn's average daily state of the mind.
  21. 2 points
    Cryptogram 36H-13.F To: Top secret! Only for executivewith AAA access Копия: Kwai Wong. Status: Guardian Subject: Unexpected guests As you know, not so long ago the so-called ‘Guests’ came from the Metropolis. Simultaneously, an AI has invaded our contract support system from our inner worlds. This network calls itself the ‘Sentinel’ and, judging by the electronic signature, it comes from the AI managing complexes of Techs. Data sent to us by the Sentinel requires additional verification and we are not yet ready to share it with representatives of other factions. However, there are indirect confirmations that the Sentinels act independently, without a group of human operators. Details are still unknown to us. Sentinels plan to actively cooperate with the UMC, using the services of the Broker. As a reward, they are ready to supply a huge number of destroyer components for the rank 14 Tyrant. I think it is in the interests of our Family not to hinder the evolving situation and to continue studying the behavior of the Sentinels. The decision, of course, is up to the Guardian. Let Bartl be with us! Special Agent SV007 of Mendes family Security Service, Jericho Cryptogram BBIМ44-208547 To: all@star-conflict.com Subject: Urgent: Project ‘Tyrant’ Urgent alert for all pilots engaged in combat operations! UMC leadership considers the likelihood of an attack from our ‘friends’ as extremely high. Agents report that in the very near future they will switch from words to deeds, therefore, we urgently need to strengthen the fleets of destroyers with the rank 14 ‘Tyrant’ project. The representatives of the Mendes Family contacted us and confirmed their readiness to supply additional materials in order to prepare for the threat. The ship's unique special module and its active modules and modifiers will also be shipped. The time window for production of the destroyer is limited! UMC Administration Destroyers With this update the rank 14 Jericho destroyer becomes available to all pilots once again. We remind you that destroyers are a new class of fire support ships with significant fire power that can use additional energy shields and special weapons. All new destroyers are of the Suppressor class. Rank 14 destroyers have 9 modification slots. To build 14 destroyers you need a special ingredient — Electrum. Electrum can be obtained in special container bundles. Electrum can be obtained as a reward during post-battle trophy search. You also need a unique component — Jericho destroyer activators Jericho destroyer control unit can be obtained as a reward for completing UMC tasks. Jericho Destroyer Tyrant Class: Suppressor Class Destroyer Allegiance: Jericho Rank: 14 The first Jericho destroyer, Tyrant was created in XLII century, shortly before the third Bartle sector war. It was created under the watchful eye of the Oracles, as a counterweight to the imperial Invincible. The powerful Tyrant was used in conjunction with low-tonnage vessels during raids on undefended colonies deep in the rear of the former ‘Direktorium’. Despite the age of the destroyer, most of its parameters are up to modern standards, and in some ways even surpass them. Features of rank 14 Jericho destroyers Accumulates 5% free synergy Hull strength 81 000 points Shield volume 48 000 points Energy reserve 3 600 points Faster shield recovery (+90 units per second) than destroyers of other factions Reduced energy costs for activation of ‘Static field’ compared to other factions Additional bonuses for increasing synergy level Upon reaching level 2: increased resistance to kinetic damage Upon reaching level 4: choose one of three during assembly Upon reaching level 8: choose one of three during assembly Special module: Warp-reflector Accumulates charge when receiving damage. When activated, the charge dels significant damage to enemies within 3 250 m. Not more than 1 target can receive damage from one activation. Damage depends on target size. The bigger the target, the more damage it receives. At the same time the destroyer's shield is partially restored. Weapons: Thermoactive weapon Unique weapon available only to Tyrant destroyer. Inflicts kinetic damage and increases the chance of critical damage as the weapon heats up. The closer the gun to overheating — the higher the chance of critical damage. Active module: Isotope Harvester Unique module available only for Tyrant ship. A special drone generates a field with 500 m. radius. The drone begins to approach the destroyer at a given rate, dealing damage to all enemies who get in the field. The damage is greater against the enemies closer to the drone. Upon arrival to the ship the drone recovers shields proportionally to the damage caused. Shield modifier: Warp-stream detector A special modifier. Mounted only on the Tyrant. When an enemy dies in a radius of 2000 meters, the destroyer's shields are partially restored. New Broker missions UMC announces the start of special missions, dedicated to building rank 14 destroyers. The Broker offers new tasks for all pilots. His employers are interested in the speedy strengthening of rank 14 destroyers. Every day, new tasks from the Broker will be added. Tasks will be available from 10.08 to 23.08 inclusive. As a reward you will get valuable resource Electrum required to build rank 14 destroyers.
  22. 2 points
    he11cat5 aske me to move this from the PM back to the thread, so here it goes: I have to say - I commend you on your willingness to share your knowledge. However - this advanced build video could use some improvement . You are making a mediocre ship from crazy agile frame - it doesn't have enough survivability to justify use of armor plates or galvanized for example. You forgot to mention which mods you should get higher in quality ASAP and which can still be white without reducing the global effectiveness of the ship. Your lack of experience is shown even with the Anaconda-M build for the Defence Contract, but don't worry - you will get there with time. One more thing - experience taught me something here - there are people here that spent months (sometimes years) in honing tactics, squad play etc. It is wise to use their experience, otherwise... you will have to spend similar amount of time just to get to their level in that single aspect. If you want to cover multiple aspects in your guides - I would consider contacting some of those people for help, otherwise your guides will lack detail or will even show basic errors (testing your builds in PvP? With a single ship? ). Overall - not bad for a beginner. PS. I assume you watched video tutorials on Wiki already? They are pretty decent and were made not too long ago. Your advanced build video is a direct parallel to lesson 6. PS2: It was pointed to me that wording used in this entry can be received as aggressive or even as an attack at the he11cat5. This is not my intention. Just pointing out some issues.
  23. 2 points
  24. 2 points
    I call for a pirate (sub-)faction! What do you say? Open Space overhaul is coming. We have two sub-factions per station, right? What about a pirate faction zthat is rather independent and build is all crazy stuff (also ellydium crystals) in their pirate ships.
  25. 2 points
    I hope they move the loyalty back to across the top. That was far more intuitive and friendly when looking at mods because I could click a mod to see what loyalty type it requires then look up to see how much I have. The loyalty where it is now on the assignments page looks very crowded.
  26. 1 point
  27. 1 point
    Corporation's should have a share resource pool for neodium,berylium, electrum, etc... (Maybe mono as well) like corporate iridium players would donate their extra resources to this pool. All members of that corporation would be able to take from it. The CEO and vice president's would be the ones with the ability to regulate the amount of each resource players can take per day.
  28. 1 point
    They are doing this for balance purpose, that way they can ask us what's wrong with the ship and also give them a easier work. Instead of releasing a op ship that will take several patch to fix
  29. 1 point
    Pilots, weekend begins! Time to prepare the fleet for new victories! Special weekend offer! х2 Synergy transfer rate +50% synergy in battles x3 loyalty vouchers in battles +40% on Galactic standards purchase Strengthen your fleet! Together we can win! Yours faithfully, Star Conflict team
  30. 1 point
    Name: Necrobot Pulsar Type: Active Engineer Module Energy: 350p Recharge: 60s Tooltip: Passively regenerates hull of allies within 1000m by 250p/s. Upon activation, any ally that is destroyed within this radius for 2.5 seconds is instantly restored with 1/4 hull strength.
  31. 1 point
    Suggestion: 'Additional devices' rework My 'Additional devices' rework suggestion would allow to rent or hire ships from other players, an AI-wingman, or large protective drones (e.g. for open space travel) for GS. My suggestion relates to the recent Rent A Ship feature suggestion by @Koromac and the AI Wingman feature . The rent-a-ship is an idea from @Koromac, see: Rent A Ship feature . I only tried to integrate his idea into the current UI. The hire-a-wingman means that a player can rent an AI-controlled wingman ship that will fly in formation with the pilot's ship (like a wingman does) and will attack a target on command. In battles it would respawn after some time period like any normal player's ships. In open space it would leave debris that could be revived by using a duplicator via the 'C'-key if the player's ship gets near to the debris. The 'Destroyer Buster' is a large crusing torpedo that will fly in formation with the pilot's ship (like the AI-wingman ships do) and will attack a target on command. It is too big to be loaded onto a ship (interceptor, fighter, frigate). It is a very large slow guided missile that can avoid abstacles in flight and has armor and can be targeted and destroyed. Its attack would be that of a missile: explode on contact. After hitting a target it will explode and would be consumed for good, after that it would respawn in battles just like any normal ship. In other words it may be regarded as a torpedo shaped ship that does impact/collision damage plus explosion. The protective heavy drones are ship-size large drones roughly the size of an interceptor or smaller, that can be hired from corporations, factions or whatever makes most sense. It is a rather standardized AI-controlled wingman-drone that flys in formation with the player's ship and will attack or defend on command. It also will respawn in battles but not in open space: here it will leave debris that could be revived by the player using a duplicator and the 'C'-key. In case it would be rented from corporations the pay could be Iridium that would benefit the corporation. It might be a module for the Dreadnaught that could produce 10, 50 or 100 protective drones which the corporation could rent to players. Background: The 'additional devices' or 'Booster module' selection at the bottom of the SC user interface (UI) is imho partially used seldomly. I for example never bought a booster module for gold standards (GS) to get additional loot attempts after battles (accessible through the left click-box), see: While the right click-box of the 'Add. devices' field of the UI is rather often used by me. Here the player can buy buffs for credits: Optional: (For some items pay in credits could be possible - not decided by UMC, yet.) What do you think?
  32. 1 point
    Hello everyone! For those of you interested in Open Space mode and how to better yourself there, I will be dedicating my free time into streaming my gameplays there together with any other info some of you may ask of me. Visit my twitch channel HERE Youtube channel is always there for extra info!
  33. 1 point
  34. 1 point
    A zavaros ragacs maradványai a bögre alján locsogtak. Nick egy kis fémszerkezeten ült, amit a készítői valószínűleg bárszéknek szántak. Két óra telt el és a létesítmény tulajdonosa már ferde szemmel nézte a lövészt, aki a kondenzált vízadagját kortyolgatta egész idő alatt. — Nem unatkozol? — hallatszott Sam hangja. Nick megborzongott és feladta a várakozást a szerelő megjelenésére. Választ sem várva a lány kikapta a kezéből a bögrét, kiitta a maradékot és zajosan az asztalra dobta. Egy körfűrész lógott a háta mögött egy szíjon, így Nick nem nagyon tiltakozott. — Az előleged — átadott neki egy szelet proteint, — gyerünk. — Szóval, mi a terved? — Ki kell nyitnunk a Hetedik Pecsétet. Sam letört egy darabot a szeletből és a maradékot az overallja zsebébe tette. —Hogyan? — Nos... átvágjuk a szigetelést a fűrészeddel. — A Hetedik Pecsét egy hajó? — Sam találgatott. — Egy Jerikó cirkáló, — Nick még egyszer felmérte a szerelőlányt egy pillantással, de ezúttal nem a combmérete miatt. Még nem tudta, hogy megbízható-e. Úgy döntött, hogy még nem mondja el neki a valódi szándékait. — Lehet, hogy teljes hozzáférési kódja van, — mormogta a lövész. Sam ránézett. A bizalmatlanság tisztán látszott az arcán. Nick nem tudott hazudni. — Ha te mondod, — vont vállat, — csak emlékezz rá, hogy tartozol nekem. Elmentek a céljukhoz, egyik légzsiliptől a másikig, egyik hajótól a másikig. A Hetedik Pecsét a 17. szektor legtávolabbi részén volt. Amikor négy földi hónappal ezelőtt a hajót megralálták, legénység nélkül sodródott és nyilvánvaló volt — a hajó fertőzött. Bevontatták és karanténba tették. Ezután az állomásnak elektromos problémái voltak és a lezárt hajókat külső generátorként használták — kábellel hozzákapcsolták a pajzs rendszerhez. De az idő telt és a vírus nyomait soha nem találták meg. A karantént feloldották, a hajót részben kifosztották. De senki nem mert mélyen belemenni a rendszereibe és főleg — a cirkáló sötét folyosóiba. Túlságosan misztikus hírneve volt a Jerikónak. Túl nagy volt az állomás lakóinak félelme a legmagasztosabbaktól, a misztikus fanatikusoktól. A lövész biztosan csak egy dolgot tudott a Hetedik Pecsétről — a hajó még működőképes. — Ez az? — a kilátó ablak mellett elmenve Sam rámutatott a hajóra, ami az állomáshoz volt dokkolva. A kozmosz hatalmas feketeségének hátterével a sötétvörös cirkáló szinte láthatatlan volt. Az ágyútornyok, a kis hajók különböző leszálló helyei, a védelmi rendszerek — mindez elegáns, ugyanakkor rémítő Jerikó hajótest. A páncél hullámzott a szinte kikapcsolt pajzsok fényében. Úgy nézett ki, hogy a hajó lélegzik. Nick csak bólintott. Egy csomó volt a torkában és nem tudott megszólalni. Elérték a zárat, a lövész megdermedt. Sam megállt mellette. Amikor a hajó az állomáshoz dokkoilt, senki sem tudta kinyitni az ajtaját, ezután a cirkáló páncélját plazmával égették. Ez a lyuk, mint várható volt hegesztett fémlemezekkel és keresztgerendákkal volt megerősítve. Itt kellett megnyitni a folyosót, ami miatt Nick Samet hívta. De közel ehhez a zavaros helyhez a Jerikó hajó szegmentált paneljében egy nyitott ajtó tátongott. — Ez normális? — kérdezte Nick Samet. Ő már szétszerelte az állomás felét és látott már ilyent. A lány már levette a körfűrészt a szíjról és megmarkolta a fogantyúját. Ránézett a lövészre és megrázta a fejét. Nick kivett egy kést a kopott katonai övből. Egyike a két szuvenírnek, ami megmaradt, amikor hirtelen megszakította a szolgálatát a császári gyalogságnál. — Maradj itt, ne hagyd hogy bárki belépjen, — mondta, megpróbálva a lehető legcsendesebbnek lenni. Sam válaszolt valamit, de a lövész nem figyelt. Megmarkolta a kést és elindult a Hetedik Pecsét sötétségébe. Teljesen sötét volt a légzsilipben, kivéve egy halvány fénysugárt, ami a félig nyitott ajtón tört be. De egy vörös fénycső villogott a cirkáló mélyén. Minden más hajóban ez vészjelzés volt, de a Jerikóban ez a normális. Ennek valami köze volt a szem implantátumhoz, ahogy Nick tudta. A kopott talpak finoman zörögtek a fémpadlón. Valahol a hajó hasában a reaktor zümmögött, a levegőkeringető rendszer rácsai ritmikusan csörögtek néhány másodpercenként. Ebben a nyugtalanító csendben egy távoli hangot kezdett hallani. Minden lépéssel egyre határozottabb lett. — A neved a mikroáramkörök énekében van, ó Ezerkezű, — mondta valaki lassan, — az igazságod a hálózati kódban van. Figyelsz minket a lencsék szemével és közvetlenül a diódákkal... Ó Próféta, vezess engem az igaz ösvényen, eltévedtem a sötétségben. A furcsa mantra befejeződött és újra elkezdődött. Aztán újra. És újra. Az ötödik ismétlésnél Nick már leereszkedett a gépházba. A falakat vékony mész borította. Nem ismerte fel a nyelvet, amin a szöveg íródott. Azonban nem is akarta tudni a jelentését. Fokozatosan ősi félelem telepedett a lövész lelkére és minden lépés nehezére esett. A mantra újra és újra felhangzott, és a szavak Nick fejébe ragadtak. Önkéntelenül elkezdte ismételni őket.
  35. 1 point
    offtopic reply to koros pain :/ i actuallly came back to vote, as i didnt yet.
  36. 1 point
    Suggestion: 'AI Wingman' feature The 'AI Wingman' feature would allow you to have a wingman ship on autopilot which is controlled in its state by you : attack target, defend me, auto mode, etc.pp. Other games also have it and the SC AI is already very good. It could be implemented in the already existing matchMaking (MM) system for all battle modes in easy (r1-5) and medium (r6-19) tiers. The higher ranks 11 until 15 do not need this feature at this time. It would provide that a rank 10 ship, that is the highest rank in medium tier, could join a hard tier battle with its wingman-ship (in this case, all bonuses would apply to both ships, player controlled and AI-wingman). The 'AI Wingman' feature could be implemented through the introduction of a special standard wingman-class ship. Or through the use of standard and premium ships. It would be especially appealing for beginners. This will help fill up the queue slots in battle search and MM. It's unclear, if this system should include any Ellydium' ships at this time. The 'AI Wingman' feature could become an integral part of the current trading system. For specs and prices, see the Rent A Ship feature poll by @Koromac. New active module — ‘Neurocybernetic-AI’ In lack of pilots in the outer rim sectors of the galaxy, due to losses by hard hits from the alien attacks and pirate raids, gifted private technicians started experimenting with AI controlled wingman ships. Quickly this technology proved to be useful for pilot rookies and as fleet support. Today, all factions experiment with their own technology of artificial intelligence in space ships that came to be known as the ‘Neurocybernetic-AI’ module. Put into both ships, the plilot controlled one and its associated AI-controlled wingman-ship, this technology proofed to be useful and is now hard thought for on the market. Pirate versions exist that tweak the ‘Neurocybernetic-AI’ in some rather - to put it politically correct - 'maverick' ways effecting reaction speed, range and damage/defense output. UMC decided to make a new standardized module to introduce more variety into battles at lower and medium tech levels, and tried to rally pilots into more focused attack squads with AI-wingmen as support. For this a new module was created that synergises with allied ships, allowing them to survive in exchange for an active module slot to be occupied by the ‘Neurocybernetic-AI’ active module. Using this module only makes sense in lower and medium tech level of ranks 1 to 10, which means that pilots of the upper tech levels of ranks 11 to 15 ('hard') do not receive this module. Basic mechanic: (active module) A special active module put into both ships, into the player controlled vessel and into his AI-wingman ship, would make it possible to cycle through the basic modes: attack my target, cover/defend me auto mode (50 energy pts per activation) New Crew implants — Neurocybernetic-AI Each faction delivers different AI software cybernetic-modules which can be implanted in the ‘Neurocybernetic-AI’ mainframe of each ship. Therefor UMC has decided to make the new Ξ (Xi), Δ (Delta, Ω (Omega) implant system available to all pilots from ranks 1-10 besides the Crew implant system. Optional: (Introduction of a new standardized AI-wingman ship class - not decided by UMC, yet.) If you bear with me, please discuss! P.S.: See also UI 'Additional devices' ('Booster module') rework
  37. 1 point
  38. 1 point
    I am just smiling - these all were wonderful answers
  39. 1 point
    other meta stuff would be which ships you pick in a group ("dedicated engineer") which dammage*/resistance is most prevalent ("thermal meta") etc. u get the idea. sometimes the "metas" players choose lead to the further "refinement" of the game, so not saying SC had no meta at all, e.g. the dedicated engi was very player driven, as far as kosty once said i think. so i didnt want to sound negative. i just mean... oh cmon you are in this boat a long enough time to guess... *) yeah. two m. for the rakza.
  40. 1 point
    Sorry to break it to you but: a) You never had that many worthy players to keep "continuously asking" there are hardly anybody to ask b) Pretty much all that joined us came on their own - they came to us, not the other way around.
  41. 1 point
    imho. the game is built around progression custom games give no progression, so they only get used very few times. progression got disabled, because some abused the custom games to farm stuff usually games which are just "fun to play" without any progression work better with this. you will notice, custom lobbies and inhouse gaming usually do not come with progression based games, except sometimes "unlocks", like in some dota variants, or hero arenas. in a way, you can't have both, i guess. with every bit of more complicated progression we have, we are actually walking further away from a custom battle being interesting, especially, since you still got some farming to do! i am getting a bit curious why the "matchmaker" is being a "problem". i mean yes, obviously, it isn't really smart and seems to not really make fair teams by players most of the time or starts a 2v2 on a huge map and decides not to add any further players until 2 minutes before the end of the game but sometimes it also makes good teams the question - imho - is rather, if the game is only played because of progression, what is its value? if everybody would have access to everything in star conflict, just theoretically, would you play it? would it be fun and fair, with every ship offering something for the bigger picture? that is how the meta should be designed, and that is where the problems can be located.
  42. 1 point
    But that would be boring.
  43. 1 point
  44. 1 point
    Hi niripas! I appreciate that a game master wrote to me regarding my work for Star Conflict. I would love to see your spectre falcon build! Can you take a few screenshots of the spectre falcon build you suggest, upload those to imgur.com, then give us the link? Can you tell me more about what having the blue text "game master" for Star Conflict means? Thank you for mentioning adding mod leveling priority to my future videos! Wow. I'm watching the video here - https://www.youtube.com/watch?v=nbnljuR_kA8. I think it's interesting that I picked to use the spectre falcon before watching this video since it's one of the first few ships shown! I come from playing a game called "Path of Exile," which includes a massive passive skill tree ( http://www.pathofexile.com/passive-skill-tree ). In Path of Exile, players can modify their abilities in many different ways, along with their gear. I've also played MOBA games (obvious from other topics I've written about) which gives me a hand up over players who might begin Star Conflict without such experience. Because of this, I believe I've picked up the core gameplay of Star Conflict quickly - I started playing on April 27th, 2017. I have only 113 hours in battle. Am I still a beginner? Absolutely, and I might never get out of beginner status due to physical constraints. But, I understand the mechanics of gameplay. I've seen players tout their length of gameplay time, but that's not going to attract new players. Calling newer players "n**b" or "scrub" doesn't coach, help, or encourage those players to advance their own gameplay either, and unfortunately I've seen that happen in game more than I'd like. It seems to me the high rank players want to keep their secrets, and don't make themselves available for discussion about ship builds. Sure, I might get a few to respond to me if I ask, and I probably should ask so that I can bring this information into the light. I want to point out too, that while you commented that the build I show in the video could use polishing, you don't offer changes that would benefit the ship build more. I understand you've got good intentions with your comment. I think it would be helpful if, instead of taking the short route of, "it's just bad." or "it could use improvement," to instead point out corrections to my thinking, or module suggestions that would benefit. But, that takes time away from other things - from playing games, to working or spending time with family. I hope to stimulate more in-depth conversation about teamplay mechanics and ship builds from players like DeleteD, Alexorsk, or MIDGARD, but top players want to stay on top. I think new players would enjoy seeing constructive comments or build guides from players in the top 20 (or even top 50) in both pvp (victories and effectiveness) and pve, but those aren't available, or aren't easy to find. At least, not in English. I've not checked other languages because I'm not qualified. One thing I'm certain the top 50 players would agree on is that the Star Conflict community needs an education on teamplay mechanics, and for new players, it should be the focus from the first day. I plan to layout what I understand about teamplay in a guide. Then after having done so, perhaps these players and teams can comment instead of taking time to make or revise guides, and other players' who have resources I don't know about can provide links. To attract new players, Star Conflict must be easily relatable, and not seem to have too massive of a learning curve. MOBA players won't find the learning curve unfamiliar, and they'll also recognize many of the teamplay mechanics. People who play Team Fortress 2 or Overwatch might also have interest if they can get past the complexity of ship building. Whereas, as I've mentioned before, Star Conflict might not hold the interest of a hardcore Call of Duty type player, or someone looking for a simple space shooter game. While I might never play at the level of the high ranking players, I understand teamplay and ship building enough to write out the foundation with enough detail that it could get the attention of those with higher ladder positions. I guarantee that if someone comes to play Star Conflict who has a high elo in League of Legends or Dota 2, and who plays Overwatch or Team Fortress 2 well, that someone will give players who've been around a long time an unexpected challenge. Those who come from those backgrounds and who have a following are those who can best represent Star Conflict to a broader audience. Whereas the lack of broader gaming experience is where others who've played Star Conflict longer will fail, and I don't see any players who have a following currently playing Star Conflict. Check twitch, youtube, or plays.tv. Now to explain to readers my thinking for taking resistance over speed or increased hull. I came up with this from two ways - I thought about how the standard damage output from interceptor, fighter, guard, and destroyer dps would effect the extremely limited damage pool provided by the spectre falcon. Since the base hull is 3756 at level 7, reinforced beams at mark 4 only provides 1202 additional hull points, bringing the total to 4958. Sure, going this route will add to the computed survivability score, but the spectre falcon still won't survive long against a destroyer using gravitational lens, G'Thar'Du, and photon emitter, nor will computed survivability score matter much against homing weapons on the PVP battlefield such as those found on tai'kin or the gunship Thi'Lith Beam when considering teamplay tactics. [I finally remembered to add this back in, hours after publishing - I did say I came up with it from two ways...] I also did some testing in open space against hunters. I found that I survived longer if I split rotation and strafing, and used resistance over speed or strength. With one test, I took down five of the six hunters surrounding me. Sure, move speed could help interceptor players survive. More movement speed and more rotation speed, which doesn't show in the calculated survivability score. You can build around this, and you might do far better than I would because I lose control over interceptors with an extremely high rotation speed. In the "Advanced Build Techniques" guide, I instead focus on thinking about what you plan to face, and how you might survive personally. I mention in the video that I don't have great aim, so I take scatter gun, as example. I didn't intend to imply that a top ranked player should use the build shown, although I play it successfully in SCL when not facing tai'kin. With "Advanced Build Techniques," I intend to show new players how to build around their own weaknesses. For me, I've had two strokes, so I have to account for a few different factors from how my awareness, response time, and general movement has changed when compared to before my strokes. I hope that my guides stimulate other players to share their builds, and explain their reasoning behind such. I don't focus on the calculated survival score, but actual survival in relation to taking damage. Example: the spectre falcon has 3756 hull at level 7. Without resistance, a destroyer with coilgun can tear through that in under a second if they hit you, and you happen to be running around without shield, which is common on interceptors and gunships unless you have an alien ship or carry around a shield booster, or happen to have an engineer who can quickly repair shields at long distances. Yes, that's a run-on sentence, but I hope it carries the same sense of exasperation and running out of breath that you might have on the battlefield when facing what could feel like insurmountable odds. If you have high reaction time, or you have a ship that can micro warp three times to escape death, disappear and microwarp when down to a set percent of remaining hull, then sure go for maximizing speed and rotation, as long as you can handle it. Giving someone a jedi starship who doesn't have the reactions of a jedi will only lead to self destruction, unless the jedi starship also comes with error correction. I guess that's why the collision guard exists for tai'kin? If we remove that, I bet we'd see a lot more tai'kin deaths on the battlefield. So far, I've not created guides explicitly for pvp. I did notice yesterday that I had a 6980 pilot efficiency, mostly attained from my SCL play. I wish Star Conflict allowed players to select different pvp modes, similar to how you can select the pve missions, because I enjoy beacon capture pvp the most. I don't find myself checking my pilot rating often, and seeing my rating at 6980 compared to the five thousand something I had before getting involved in Leagues shocked me. I would most definitely love it if people bring me guides, comments, etc. so that I can gather and organize all the good juicy details the community wants. I would also love it if you want to challenge me with questions about teamplay such as "what would be the best way to handle xxx when xxx is happening?" I hope you've enjoyed reading this as much as I've enjoyed writing it. And when you die, remember to scream.
  45. 1 point
    Cruisers are bigger than destroyers
  46. 1 point
    Still no buff for poor Isotope Harvester? That thing is borderline useless atm!
  47. 1 point
    Criptograma 36H-13.F Para: Sólo para ejecutivos con acceso AAA De: Kwai Wong. Estatus: Guardián Asunto: Invitados inesperados Como ustedes saben, no hace mucho tiempo los llamados "Invitados" vinieron de la Metrópolis. Simultáneamente, una IA ha invadido nuestro sistema de apoyo contractual desde los mundos internos. Esta red se llama a sí misma "Centinela" y, a juzgar por la firma electrónica, proviene de los complejos de gestión de IA de los Técnicos. Los datos que nos envía el Centinela requieren verificación adicional y todavía no estamos listos para compartirlos con representantes de otras facciones. Sin embargo, hay confirmaciones indirectas que los Centinelas actúan de manera independiente, sin un grupo de operadores humanos. Los detalles todavía son desconocidos para nosotros. Los Centineles planean cooperar activamente con la CMU, utilizando los servicios del Broker. Como recompensa, están listos para suministrar un gran número de componentes para el destructor Tyrant de rango 14. Creo que es en el interés de nuestra Familia no obstaculizar el desarrollo de la situación y continuar estudiando el comportamiento de los Centinelas. La decisión, por supuesto, depende del Guardián. ¡Que Bartl esté con nosotros! Agente Especial SV007 del Servicio de Seguridad de la familia Mendes, Jericó Cryptogram BBIМ44-208547 Para: all@star-conflict.com Asunto: Urgente: Proyecto 'Tyrant' ¡Alerta urgente para todos los pilotos que participan en operaciones de combate! CMU Los líderes de CMU consideran que la probabilidad de un ataque de nuestros 'amigos' es extremadamente alta. Los agentes informan que en un futuro muy cercano cambiarán de palabras a hechos, por lo tanto, necesitamos urgentemente fortalecer las flotas con destructores de rango 14 'Tyrant'. Los representantes de la Familia Mendes se pusieron en contacto con nosotros y confirmaron su disposición a suministrar materiales adicionales para prepararse para la amenaza. También se enviará el módulo especial único de la nave y sus módulos activos y modificadores. ¡La ventana de tiempo para la producción del destructor es limitada! Administración de CMU Destructores Con esta actualización el destructor Jericó de rango 14 se vuelve a poner a disposición de todos los pilotos. Os recordamos que los destructores son una nueva clase de naves de fuego de apoyo con importante poder de fuego, escudos estáticos adicionales y armas especiales. Todos los nuevos destructores son de la clase Supresor. Los destructores de rango 14 tienen 9 ranuras de modificación. Para construir destructores de rango 14 necesitas un componente especial - Electrum. El Electrum se puede obtener en paquetes de contenedores especiales. El Electrum se puede obtener como recompensa durante la búsqueda de trofeos después de la batalla. También necesitas un componente único - activadores de destructor Jericó. Los activadores de destructor Jericó se pueden obtener como una recompensa por completar las tareas de CMU. Destructor Jericó Tyrant Clase: Destructor de clase Supresor Lealtad: Jericó Rango: 14 El primer destructor de Jericó, Tyrant fue creado en el siglo XLII, poco antes de la tercera guerra del sector de Bartle. Fue creado bajo el ojo vigilante de los Oráculos, como contrapeso al destructor imperial Invencible. El poderoso Tryant fue utilizado en conjunción con naves de bajo tonelaje durante las incursiones en las indefensas colonias de la parte posterior del antiguo 'Direktorium'. A pesar de la edad del destructor, la mayoría de sus parámetros están a la altura de los estándares modernos, y de alguna manera incluso los superan. Características del Destructor de rango 14 de Jericó Acumula 5% de sinergia libre Fuerza del casco 81 000 puntos Volumen del escudo 48 000 puntos Reserva de energía 3 600 puntos Recuperación más rápida del escudo (+90 unidades por segundo) que los destructores de otras facciones Reducción de los costes de energía para la activación de 'Escudo estático' en comparación con otras facciones Bonos adicionales para aumentar el nivel de sinergias Al alcanzar el nivel 2: aumento de la resistencia al daño cinético Al alcanzar el nivel 4: elija uno de tres durante el montaje Al alcanzar el nivel 8: elija uno de tres durante el montaje Módulo especial: reflector warp Acumula carga al recibir daños. Cuando se activa, la carga causa daños significativos a los enemigos en un rango de 3 250 m. No más de 1 objetivo puede recibir daño de una activación. El daño depende del tamaño del blanco. Cuanto mayor sea el objetivo, más daño recibe. Al mismo tiempo, el escudo del destructor se restaura parcialmente. Armas: arma termoactiva Arma única disponible sólo para el destructor Tyrant. Inflige daño cinético y aumenta la probabilidad de daño crítico cuando el arma se calienta. Cuanto más se acerca el arma al sobrecalentamiento - mayor es la probabilidad de daño crítico. Módulo activo: Cosechador de isótopos Módulo único disponible sólo para naves Tyrant. Un dron especial genera un campo con 500 m. de radio. El dron comienza a acercarse al destructor a una velocidad determinada, causando daño a todos los enemigos que se meten en el campo. El daño es mayor contra los enemigos que están más cerca del dron. Al llegar a la nave el dron restaura los escudos proporcionalmente al daño causado. Modificador de escudo: Warp-stream detector Un modificador especial. Montado sólo en el Tyrant. Cuando un enemigo muere en un radio de 2000 metros, los escudos del destructor son parcialmente restaurados. Nuevas misiones Broker CMU anuncia el inicio de misiones especiales, dedicadas a la construcción de destructores de rango 14. El Broker ofrece nuevas tareas para todos los pilotos. Sus empleadores están interesados en el rápido fortalecimiento de los destructores de rango 14. Cada día, se agregarán nuevas tareas del Broker. Las tareas estarán disponibles del 10.08 al 23.08 inclusive. Como recompensa obtendrá un valioso recurso Electrum requerido para construir destructores de rango 14.
  48. 1 point
    I would like to know how they do that. Its so unfair. I will come in and it be one Nasa guy on opposing team. As more feeds in, more Nasa guys feed in, but they all end up on one side. before you know it its 6 Nasa on one side and bunch of randoms on the other. I am sure having devs in their pockets help them manipulate matchmaker. I would like to know the exploit they are using to get al on the same side. I know it aint squading because they feed in one at a time.
  49. 1 point
    Another thing to keep in mind, is that even if you face some "top" wings, where you get stomped hard, be it in the same tier or not, as long as you are conquesting different locations, it does not matter too much - all you have to try to squeeze couple more points from the battle, delay the game, try to get couple of kills and even if you lose, your team still gains points towards your location and you don't care that those that won against you gain more point in their location. So the battle is all about gaining point, not even about winning or losing, while the sectors are about conquering rather than holding them. If you see you are going against very strong team and you have to run "getasmanypointsaspossible" tactic - just EM torp + range implant, the hell out of enemy dreadnought, it will give you some points from destroying structures
  50. 1 point
    are you think of more or less separated mm planes: like easy/newbies (r1-5) -- ecperienced/medium (r6-10) -- hard/pro (r11-15) so that pros/endgame/hardcore would be separated group (also the newbies/easy ones)? Is the number of players enough? What in times of low player base (aka longer mm queue times)? And yes - these rank restrictions are not very practical.