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  1. xKostyan

    xKostyan

    Space Explorer Beta


    • Points

      9

    • Content Count

      4,754


  2. Scar6

    Scar6

    Space Explorer Beta


    • Points

      4

    • Content Count

      731


  3. Original_Taz

    Original_Taz

    Mercenaries


    • Points

      3

    • Content Count

      643


  4. GatoGrande

    GatoGrande

    Mercenaries


    • Points

      3

    • Content Count

      669



Popular Content

Showing content with the highest reputation since 10/09/2018 in all areas

  1. 3 points
    here's an idea for the Dev's ..... REMOVE THE EXTRA BUFFS from the low rank ships and they will stop ABUSING the BROKEN MM ... nobody will fly a stingray into a R-17 PVP match if they die every time they spawn ... eventually they will fly a rank 15-16 gunship
  2. 2 points
    Pilots! An important update dealing with PvP battle matchmaking has been uploaded to our servers. Now the game has three matchmaking queues, depending on the rank of the ships placed in slots: First queue for ships of ranks 1–7 Second queue for ships of ranks 7–13 Third queue for ships of ranks 13–17 Respectfully, Star Conflict team
  3. 2 points
    But Blue had unstoppable interceptors swarm, how could they lose?!?!
  4. 1 point
    I got home from work today, turned on CPU and played few PvPs Well just to see how all PvP modes are dominated by small ship. Small ships have so much advantage against any other class that it is pointless to play anything else. I will not xxxxx much here even that game is so unbalanced since interceptors > any other class I will suggest here; to enlarge reload time from all interceptor modules to min 30sec.(and that is with all implants and all possible buffs) To reduce the duration of quantum defense to be same as gunship combat reboot. To reduce the speed of all interceptors by 15%-20%, to reduce max rotation of interceptors on 160 roll and pitch, To reduce Geyser 30% and Front blaster 20%damage To remove inhibitor crystal from Tai'kin, to remove crystal satellite from Tai'kin, remove auto healing from Tai'kin To reduce the duration of ECM modules effects. And if you do all these small ships will still be OP. Also please remove low R ships from max R PvP since I just had game against R4 and I was using R15+
  5. 1 point
    This topic is going to be painful xD
  6. 1 point
    Imho WazGot and Brok are the only engineers that even viable in the game, nerfing them is to make zero viable engineers in the game. Taikin has its window of opportunity to shine, but more than not I'd rather see a better recon with some new module running
  7. 1 point
    There arent any gamebraking ships like there used to be. Taikin and Wazgot do however still have a certain edge in their respective roles, since they are sitting at certain extremes. Taikin sits on the mobility extreme of recons (I count perma radar invisibility and regen towards 'mobility' aswell, since those often limit free movement for other ships.), while the Wazgot sits on the utility extreme of engineers (combat station acts as a great deterrant and buff aura, patron active defense is a much greater livesaver for fast ships than traditional engineers, gravi wave makes it difficult to engage it in closed areas). None of them are op af, both are perfectly killable. They are just ever so slightly better than most other ships.
  8. 1 point
    Just remove buffs and it will solve all nonsense about this.
  9. 1 point
    Nope, that restrictions has been removed awhile ago.
  10. 1 point
    Even Microsoft does not provide a support to Windows XP. Even Win7 is quite old by now, perhaps it is time to upgrade?
  11. 1 point
  12. 1 point
    Taikins are nearly unhittable by conventional weaponry, but they can get coutered by guard frigs effectively enough. One of the main issues of that ship isnt exclusive to the taikin though. It is the Inhibitor crystal + cloak combo which is bothering me. The sattelite crystal is a bit frustrating aswell. The Inhibitor Crystal should be cancelled as soon as the host is cloaking. Sattelite crystal needs a weaker slowing effect and maybe some cooldowns need to be stretched. Taikins are not dominating the game, but they do have an edge. Of course that only sums up my experiance with them and is therefore highly subjective.
  13. 1 point
    Bonjour a tous ! Vue qu'une image parlera mieux :
  14. 1 point
    I would like to see a few new things added to the customisation menu. First of all: new colours! Players generally like to customize their ships in a million different ways and having such a limited and dull selection of possible colours severely limits that. There needs to be a wider selection of metallic reds, dark purples, gunmetal grey, steel blue and so on! The Karud's base colours for example look excellent. Why not allow them to be used by other ships? Second: Stickers! The 'factions' tab is still lacking 'ellydium' areography. Just add the green faction icon to it. Also, I remember that there were 'glowing' stickers in the past, what happened to them? In general: make more areography, not just event based stuff. Add the new icons of the numerous subfactions to the 'factions' tab! Please give feedback!
  15. 1 point
    The trusty Diffusion Shield, the command ships primary defense module, has become a bit underwhelming, as many new ways to drain energy aswell as new high dps weapons have been introduced. I suggets a simple addition to its functionallity, that encurages the player to stay near to his team (like command ships are supposed to) without being completely overpowered: An active Diffusion Shield should regenerate ~50pts/s of energy for each allied ship in a ~3000m radius. That effect is similar to the way a guard's Emergency Shield Regenerator is functioning. The command ship would thus become more durable, but only if it is used in its intended role. Please discuss!
  16. 1 point
    We added special button for open bugreport form
  17. 1 point
  18. 1 point
    Commands usually have 200-250 en regen, and that is at35% capacitor volume, at 100% they regen about half of that. So flat 50eng would boost your regen by 25%-50%, and that is per ally, so potential is x7 with average x3-x5 based on a gamemode-map. That is practicaly immortal command. Even now if there are no energy drain effects diffusion shield is very durable and energy drain is not always present. So imho such buff is a wrong way of approaching energy draining effects problem. There are already some tools helping though New tetraxid engine allows more ships to use 7-3 implant and with tacklers being out of favor with community 8-3 is a very valid pick especially combined with energy converter being multi purpose module. Some perks for proximity to allies is cool, but it shouldnt make you immortal.
  19. 1 point
    This has to be one of the worst updates in a while. Yes, there were a few very good things brought in, but the bad things seem to overshadow the good. No need to rehash it, as many of you have already said what I would have said. Just glad I did not have to say it... The one thing I disagree with on what some of you have said is regarding Dread battles. The 1 vs 4 argument. I am not surer what is happening but it seems the team with one player gets a huge buff. I think after a dozen battles i would prefer to be on the 1 person side after losing every single battle by al and slide. The only time I won was when I was by myself vs 5 and I won somehow by a huge margin.
  20. 1 point
    Hold up... so you removed monocrystal rewards on tasks too? Why?! That was really the only I was getting them and I was SO close to getting 60 tasks complete to get 500 GS, only 5 tasks away! This patch brought a lot of unnecessary removals, nerfs, and changes. Please consider what players are getting and how they’re obtaining them before you start doing this kind of stuff. I really needed those monocrystal tasks cause obtaining them has also become difficult. I highly suggest reversing a bit of what has been done with this patch. It’s bad and does NOT need to get worse!
  21. 1 point
    First of all, you don't just turn on your CPU, you need to put it on a motherboard, second of all, you also need storage and memory, third, a monitor to get video output and speakers or headphones for audio output. Judging by your post you would rather intend that interceptors get removed altogether, a little biased against them must I say, just because you have Tai'Kin and a few modules as the bad apples it doesn't mean that all of them need to get toned down, your changes will render them as useful as destroyers in pvp. And completely removing modules or anything from the game just because some people don't like it is never the solution, but alas, as you said that there is no point to complain too much about it, and I will do the same about explaining as it counts as "hate speach"(yes, we can too recycle jokes, but I bet that is also bad). I'm a main interceptor player, so if you have any questions about them and how to fight with, and against them, I will gladly answer, and about balancing changes, I can also help out with that, but do be reasonable, and removing items is not something that can be done.
  22. 1 point
    Didn't have destroyers in mind lmao. Yeah that seems a bit much. But it would defo deter those pesky plasma blade Covies. Xp Edit: Now that I think about it, this might actually be a good addition for destroyers. Especially seeing that they really have no reliable way to self-heal or protect from zippy foes like that. (aside for killing them before the get too close)
  23. 1 point
    Ranks 16-17 don't have implants and really should get some about now. Here are a few ideas I had for some, with no particular balancing in mind. R16 Federation: When a missile lock is detected, automatically fires off flairs once every 20 seconds. R16 Empire: When the shields go down, a pulse is generated that damages enemies and objects within 1,000m for the shield volume. R16 Jericho: When the shields go down, they automatically begin to refill for the shield volume over the next 12 seconds. 24 second intervals. R17 Federation: Upon reaching maximum speed, weapons ignore 20pts of target resistance. R17: Empire: When the hull reaches 50%, it automatically starts to regenerate for the hull volume over 12 seconds. 24 second interval. R17 Jericho: Critical hits have a 20% chance to stun the target for (damage*.01) seconds.
  24. 1 point
    Complain when it's imbalanced, complain that you want it imbalanced xĐ can't please people lol
  25. 1 point
    Fast mini update on a minimum price for modules is commendable. (1000GS per bp was ridiculous) And that is how developers should always act. Fast and swift. Thumb up for this. I have also seen the change that removed monocrystals and brings some other resources instead. A better solution would be to leave those monocrystals here as rewards and change after the battle loot. If you understand what I think on. and I will be happy to help you to balance this to be user-friendly.