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  1. TheDarkRedFox

    TheDarkRedFox

    Forum Moderator


    • Points

      19

    • Content Count

      8,539


  2. Weylin29651

    Weylin29651

    Mercenaries


    • Points

      8

    • Content Count

      265


  3. Xzerberus

    Xzerberus

    Mercenaries


    • Points

      7

    • Content Count

      52


  4. xKostyan

    xKostyan

    Space Explorer Beta


    • Points

      5

    • Content Count

      4,859



Popular Content

Showing content with the highest reputation since 04/04/2019 in all areas

  1. 5 points
  2. 4 points
    My only wish is just option #5 to come true some day. You know... when а enemy engage you in Open Space, the music changes. I hate when this happens, it's annoying! Yeees, yes, someone will suggest to disable the music from the game and just play the Star Conflict soundtrack from SoundCloud... It's not the same! Changing the track manually when I go into another zone or when I return in the hangar? naaah I like every sound and music in the game, but when this combat engagement music starts... fails everything.
  3. 3 points
    "If the players are unanimous they will be free, and it appears very evident the devs in general are more afraid of the players than the players are of their usurpt power to tax them, or their threats to inforce taxes by compulsive measures, they have a weapon much more deadly than the sword to the Mother Land, which will keep them free and make them a happy people.”
  4. 3 points
    And one more thing - it will be good to have a option volume for ambient sound in space. I mean the screeching sounds of space stations, debris etc. It is awesome, but I barely hear them. The problem is when I increase the sound volume up, the ship sounds go up too... guns, engines, blast...
  5. 3 points
    Since every ship has a primary weapon that is default equipped on the ship, and since the active modules on destroyers are essentially their primary weapons, I think that destroyers could use a "default" active module turret. When a module is not installed, a very low-damage PDT needs to be on the module slot to compensate. It should be weak enough to say "use actual modules" but strong enough to compensate for new destroyer pilots' lack of active modules. -Point Defense Turret Damage: 310 kinetic RoF: 240rpm Range: 3,000m Projectile speed: 8,500m/s Recharge: 30s Energy: 1,200pts Tooltip: Passively fires a minigun at nearby enemies and drones. Activation increases damage by 25% and allows the turret to knock out 3 missiles.
  6. 3 points
    It would be a great development if the swarm could have a function to automatically retrieve containers within normal reach. In actual life that is one of the features we would design into real world swarm type technology - retrieval. I happen to enjoy Open Space! What do you think about this idea pilots? I don't know about other Pilots but I have a suspicion that fidgety thumbs cause accidental engagement of the 'teleportation sphere' resulting in too many 'close encounters' with asteroids and derelicts. How about allowing pilots to customize keys for these unique modules, instead of just using spacebar-up? Thanks!
  7. 2 points
    You can't use identical modules on destroyers but honestly I wish you could. It would allow symmetry again.
  8. 2 points
    I may have suggested this long ago, and the Ze'Ta was the closest thing to it to emerge years later. With the command of swarms and ship-to-ship docking I would like to see 'Carrier' type ships for the 3 main factions, each specializing in different squadron types and utilities. In terms of size and durability, they would behave similarly to current destroyers. Direct firepower would be less, but more evenly spread to all arcs, and more defensive in nature so as to repel close attacks effectively. Active modules would be focused more on team support and commanding fighter squadrons, rather than downrange firepower. As fun as the Ze'Ta looks in function, I absolutely hate the fibrous crystalline alien aesthetic. I would love to hear your comments, suggestions, and elaborations.
  9. 2 points
    I'd pay for an ellydium reskin. Keep the clean white and black shapes and ditch the green tumors.
  10. 2 points
    Ugh... I have been dealing with this issue for more than 3 weeks and I can't handle this anymore. For the past three weeks or more, I have been forced into dogfighting 3 to 4 SADOs trying to blast my Dreadnought, with me being the only human out of 4 "pilots" on my team. My Corporation's Dreadnought is a "Liberator" with Shielding Catalyst (seen in the top two images; the bottom-most and middle-right is on a random Dreadnought), so with 2720 points versus 2000 points, that's still very bad odds, especially when you consider I'm teaming up with 4 dumb AIs. The result? Defeat with 0 to 1000 pts. And this is what happened during the course of just a few weeks: You may be asking: "Ry, what about the battles 2 weeks ago?" Well, my 1TB SATA hard disk crashed because ants literally made a nest in it probably because I left it on for weeks on end. So there goes all my precious proof. Also, this seems to happen SPECIFICALLY with SADO, being the cheaters that they are. I have no issues with other Corporation's troopers. What does the Matchmaker think I am, some kind of space-age John Cena? I hope something will be done about this within a week. Next Monday, if I see any more solo versus 3-4 SADOs, I am so giving this game's Matchmaker a lovely showcase on a Facebook post. And I have 400 or so friends, so that's bound to be an impact.
  11. 2 points
    You could get perhaps 2 seconds refunded for every unlaunched missile, with a minimum recharge time of roughly 15 seconds, even if you aborted after firing just a couple of missiles (So you can't easily keep re-engaging it to bypass the 2 per target lock-on rule) I generally find the tempest to be more of a burst weapon for very large or stationary targets, but the long cast time, fixed launch angle, and 2 per target limit on lock-ons tends to mean that 80% of the missiles go to waste. With this setup, you can be a bit more economical with your launcher if you so choose, firing only enough to lock on to the given number of targets, or continuing to launch dumbfires for lucky hits or splash area denial.
  12. 2 points
    Tapping the primary key fires quick 5-round bursts of high velocity EM or Thermal projectiles over 1 second, the weapon can fire another burst after 0.5 seconds of completing a burst. Holding down the primary fire key will fire the 5-round burst, followed by a 2s charging period where an energy projectile is formed in front of the ship. Upon releasing the fire key, the projectile will fly directly forward, or seek out the currently locked target, exploding on impact and damaging a small area. The alternate fire has inferior single-target DPS to the primary fire. I'm tempted to suggest that the weapon be locked to the hull of the ship, requiring the ship itself to aim the weapon, or at least have a highly restricted gimbal range, but that may make it completely unusable on agile targets, and would have to be accounted for as substantially increased DPS compared to other weapons of its class.
  13. 2 points
    Yes pls But maybe just click to fire the burst, then hold to charge the homing blob
  14. 2 points
    I propose a new PvP battle mode where two smaller dreadnoughts are on a smaller map and players in random PvP queue can fight just like in conquest battles. The new Ellydium dread is the perfect size for a smaller dread battle and honestly is the best looking one of them all. Give it a small shield generator and control tower and weapon cooler and it would be the perfect dread for the job. Just have two of them like in normal dread battles, and let it be an option in random PvP queue so that players can actually have fun in a dread match instead of focusing solely on corporate matters. It would be a nice refreshing change to the normal PvP modes as well, and give some new life to PvP.
  15. 1 point
    Controls won't work here... IGN: Notrusty
  16. 1 point
    Im not amused by the news much myself, its meant to be a temporary thing, for all its worth.
  17. 1 point
    if the actual system can just don't take the vote of a loading/disconected player, this will be a really good step in the right direction.
  18. 1 point
    They want people to buy gold with money.
  19. 1 point
    Bring back the container!
  20. 1 point
    Well, locking anything behind spec ops grind especially where you need a coordinated wing(r13+ mission)is insane. I know that these new resources will be removed but how long will we wait? Half of a year like it was with Pilgrim? Will it be like that with every next ship? Will every next ship added to the game be like "Yay, new ship added to the game! I will be... waiting many months?". Also, reducing monos from 15 to 10 is an unwelcome change.
  21. 1 point
    It depends on your goal. Using multiple passive modifiers works just the same as on other ships.
  22. 1 point
    Is it a viable to use identical modules on Destroyers? Was looking for info about this in some guides and couldn't find anything. Also, show me your builds if possible. Would like to compare mine with the rest of you guys.
  23. 1 point
    10x Crystal Neuron Also a bunch of random node items. 1x Crystal Neuron = 100x Dendrite 10x Axon
  24. 1 point
    Thus everything falls into the perfect balance.
  25. 1 point
    I'll compensate for his againstness and make it known that I will always be for carrier type ships in Star Conflict.
  26. 1 point
    Hello, I'm posting this SC prices.pdf here. It contains someuseful info about prices of certain items.
  27. 1 point
    green sector IGN : Vengeance1999 
  28. 1 point
    There is always something, some way other than the direct way hidden in plain sight that would get you what you want. It's just that you have to think outside of the box sometimes. For now im at 30ish monos per day so that gives out like 300ish GS daily. It's worth mentioning that the OS tasks appear every 3 hours and last 6 hours until completion or until the time runs out so you have like 8 chances daily to get at least one monocrystal task that gives out 2, 3, 5 or 8 monos. I try to catch as many as i can, most i got in one day was 34 monocrystals without any other missions, just open space tasks. In the end, those ships are considered to be premium ships, therefore their primary design is to generate revenue in some way or the other, so it's only natural to seek a fast way to generate the ingame currency in heaps worth. All of the games i've ever played had the same approach, in the days i played WoW i focused on farming easy stuff so i could buy stuff i need on the auctions since i couldnt do raids on my own nor find proper reliable groups for instance, that's where and when i learned to take different routes to get stuff i wanted. "Unstable ships" like the ones you mentioned are as viable as the meta lets them, outside of that they are as worth as any other premium and that can easily happen at any time so investing in the "latest broken thing" is not advised imho. So far i found a good use for all of the collectible premium ships and dlc ships alike, but you really have to be versatile in all of the roles and even meta builds you come up on your own to take advantage of all the ships in the ships tree properly.
  29. 1 point
    If it's interesting to u, only Stingray and Nightingale are worth to be crafted. Other ships (t2 and t5 Karud) are non-usefull in real-time reality.
  30. 1 point
  31. 1 point
    Pilots, today we celebrate the Cosmonautics Day, the greatest holiday that opened to humanity the way to new horizons and research! In honor of this event, we invite you to take part in our screenshot contest. In this contest, you need to make a screenshot, which would most closely match the contest's theme - "Investigation of secret and unknown". And post it to special thread on the forum! Conditions of the contest: The screenshot must be created in the Star Conflict game. Only one screenshot is permitted per participant. Minimal image editing is allowed. The screenshot should not violate the Rules of the Forum and the Game. Post your screenshot to special thread on the forum. Don't forget to specify your nickname. Screenshots are accepted until the April 28. Winners will be announced on April 30th. The authors of the best entries will become the owners of one of the unique patterns to choose from: “Liquid metal”, “Invasion” or “Iceberg”. Traditionally, the entries with the highest number of likes will get the Th'ak'len cannon 11-17!
  32. 1 point
    The other empires have unique weapons associated with their T14 destroyers, so why not the Federation? 'Hurricane' EM suppression cannon Low DPS High rate of fire Fires sequentially (Like coil mortar) Average stats in range, spread, crits, and velocity Special effect: Deals bonus damage against targets moving towards you, up to +100% damage on targets moving at 800m/s directly towards the source of the projectile. 800m/s: +100% 400m/s: +50% 200m/s: +25% This only calculates the rate of change in distance between you and the target. A target moving at 800m/s sideways will take no extra damage. Fleeing targets will not take reduced damage.
  33. 1 point
    Max rank Light Hull has +4.5% speed +20% turn rate -2% hull Seems a bit useless as it not only has a -2% hull penalty, but also stands in the way of substantial gains in durability. Add to the Light Hull, on top of existing bonuses: Acceleration (+20%?) Reduced afterburner energy (-10%?) A lighter hull should improve all handling aspects across the board, but it's difficult to summarize the benefits of better maneuvering in a concrete way besides 'gut feel' and lots of recorded game data
  34. 1 point
    The one thing that makes me sad is how 'sitting behind a rock, spamming swarm control' is a viable tactic.
  35. 1 point
  36. 1 point
    Maybe those who participated in the event with brokk can keep the skin and stuff, and those who want it after the event can buy it as a DLC. That would be cool and also comp for the effort put in to it. (best April 1st addition to date)
  37. 1 point
    It depends entirely on your ship and how you use it. You are fine using a destroyer against non-ellydium teams and you will likely dominate bots with that. Flying an interceptor is wrong unless you are extremely good in it but still heavier ships would be better. Full Ellydium bot teams are always a trouble but are doable. It's easy to beat even full Ellydium bot teams in TDM with a result ~27-0 if you have a team that takes correct ships. Good Guard will be able to easily get 3k+ Efficiency points and 10+ kills. Properly built Guard will beat Thar'ga bot in 1vs1 without losing shield. You can win in guard against few Ellydium ships at once but you need to have correct loadout and a good cover. Use cover when possible and when fighting against frigates exploit their blind spots to reduce damage. Use fighters only when you know what you want to do with them. Destroyers are bad against full Ellydium teams if there's nobody to support you. I'm not telling that bots are fine, no. Ellydium bots need nerfing and all bots should have some sort of jitter to prevent them from having 100% accuracy all the time, this makes laser bots annoying, laser bots can destroy interceptors and fighters too easily. However bots aren't impossible to beat.
  38. 0 points
    Pilots! As part of the fight against market speculation, the UMC informs you that in the near future the tax on the sale of high-value goods will increase: Vitreous Dendrite - up to 30% Crystal Axon - up to 30% Enriched monocrystal - up to 60% Xenocrystal - up to 60% Composite alien block - up to 40% This will reduce the number of suspicious trading operations on the market and protect pilots from price manipulations. UMC engineers are closely monitoring the situation. Yours truly, Star Conflict Team
  39. 0 points
    Im just gonna cut it short and say im against all types of carriers in general.
  40. 0 points
    Buffing other Destroyers are reasonable to combat the Ze'Ta's imbalance in PvP, provided they're buffed appropriately and not too much/low. But as I said, using a Covert Ops ship is practically useless since they can just i) blast your ship with their Swarm or ii) warp away. And 75% of my battles take place in Russia (preferred server region is set to "Any Region", which usually give me 400 milliseconds of latency, and sometimes up to 60% packet loss and 460ms in rare cases, as opposed to USA's 250 and Europe's 225, so in the delicate "sneaking-up-and-spearing-them" process, if an Engineer (Combat Drones) or any other ship with weapons that can attack cloaked enemies sees me, I'm dead before I can even react. That applies to Gunships, too. I went 1v1 on a Ze'Ta ((values are for Kinetic, EM and Thermal resistances respectively) 39%, 55%, and 58% for hull and 37.5%, 35.3% and 23.1% for its shields) and depleted its shields and was left with 38% of its hull remaining before I blew up. I was using a Phobos gunship with 8.1k hull, 4.5k shields, (resis: 4.8%, 39.4% and 25.9% for hull, 37.5%, 0% and 23.1% shield resistance), armed with a Mk.5 Ion Emitter 9, (only active modules used during combat are specified) Mk.4 Magnetic Disruptor 9, Mk.4 Aiming Overcharge 8, and a Combat Reboot 9.