CinnamonFake

Top Guns: Tai'Al launcher

14 posts in this topic

66708b736c69fc6e61246fe8f008.jpg

 

Tai'al is in demand among mercenaries escorting transports in fringe sectors. Simplicity of aim gives recon ships the ability to control the distance of the battle and land the final blow in the dispute over the cargo.

 

Tai'al was developed by Ellydium shortly after the corporation built its foundations on Leviathan. During the creation of a trial batch Ellydium used materials obtained after the first Alien attack. For further mass production Ellydium used analogs obtained in a less remarkable way.

 

The gun is equipped with two coupled missiles with increased power and a homing system. One of the requirements of the technical task was increased power of the warhead. In this regard, the designers had to reduce the space under the cooling system. This was a forced measure, which allowed to increase the effective capacity of shells.

 

All these features make Tai'al the most effective at medium distance against small and standard size targets.It can also be useful if you need to avoid close combat.

 

UMC reminds you that Star Conflict universe weapon sketches in high definition are always available for viewing and downloading in the Art section on our website.

  • Like 1

Share this post


Link to post
Share on other sites

look like they where in bit of a hurry when they made this weapon, a imediate countermeasure to defend transport from aliens :)

i'm actually wondering, why ellydium defence security isn't using crystalid ships ? @CinnamonFake

Share this post


Link to post
Share on other sites

Perhaps it disables itself when you have less than 25% hull points left because it's turret-base' strength is lower?

 

You can ofc bypass this limitation with extra xeno-crystals ... *a small joke like that one in the OP XD*

Share this post


Link to post
Share on other sites

guys, check this out!

image.png.31cc38c0ac124a203ec13797078092

image.png.b1595def122b3ac46862d96f0be42b

 

i want to see these on my invincible!

the AA cannon would have plasma gun range, and a proximity explosive. on activation the firerate, proximity, and explosion range would increase

the HT laser cannon would be a thermal version of the photon cannon and would leave a large radioactive field

Share this post


Link to post
Share on other sites

just saying, these are in the concept art section, i did not make them

 

Share this post


Link to post
Share on other sites

The flak gun can be seen on the Captured Dreadnought, and the laser on Sector Conquest, not sure if destroyers would ever get a kinetic turret until the alien destroyer comes out.

Share this post


Link to post
Share on other sites

BULLLLLLLLL SHIIIIIIIIIIT

 

WORST TAIKIN GUN -509278392982/10

 

WASTE OF 80 MONOS I DEMAND REFUND

 

SCATTERGUN IS BETTER

 

USELESS BOTTLE ROCKET LAUNCHER

 

MISSES AND DOES NO DAMAGE

 

OVERHEATS IN 3 SHOTS

Share this post


Link to post
Share on other sites
3 hours ago, TheDarkRedFox said:

BULLLLLLLLL SHIIIIIIIIIIT

 

WORST TAIKIN GUN -509278392982/10

 

WASTE OF 80 MONOS I DEMAND REFUND

 

SCATTERGUN IS BETTER

 

USELESS BOTTLE ROCKET LAUNCHER

 

MISSES AND DOES NO DAMAGE

 

OVERHEATS IN 3 SHOTS

 

+1 Tai'Al is a peice of BULL SH*T now.

Overheats in 3 shots is fine, but the cooldown time should be 1 second instead.

 

But these green missiles are really beautiful. I'm willing to pay 80 monos for it. :lol:

Share this post


Link to post
Share on other sites
15 minutes ago, xKostyan said:

Put cooling ammo on it.

Not sure if that will fix the overheat issue, cooling ammo anyways work on many guns. I dont have this gun, not because of the at times negative feedback [I prefer to try everything and form my own opinion] but because of its high cost. Huge amount in credits, monos etc and the worse part, the cost of an insane amount of credits to get the module from Tai Kin and then to build popup a nice "learn" with an equaly insane credits cost as if its a Thesis at Yale....

Although for players suh as my self the forum introduction is informative along with valuable player feedback, its also a slap in the face in the sence that is not easily accessible. I assume the Ellydium ships were introduced to refresh the in-game content and find that very encouraging, however a ship module to cost 6 mil credits give or take and few millions to "learn" is mildly speaking outrageous ! Why a single ship is broken to 100 parts [matter of speach] where each part costs huge amounts of credits and in addition there is this "learn" thing....Although I may interpet the said method, I can surely say its not at all encouraging. How about the top floor will start thinking some measures that will get new players in and at the same time keep the existing happy so that they wont leave.

Not sure whether I should mention this but somehow I feel I need to get it out of my chest. Yesterday I picked up the last mono I needed to build a Fed Tackler, Jaguar. Had give or take 25 mil credits and thought would be enough, I was wrong ! Was mising a lot of secondary components like blocks, chips etc. Was glad to see the 500k boxes with ore, on one side that was great becuse I could build the ship, on the other side for me to gather these "secondry" mats I ended up grinding pve to get credits for the 6 mil build cost. For older players this might have not been an issue as they had the chance to build credits but for newer player is a major issue. Unless of course new players dont have the right to build some of these types of ships, its a privilege of the few.....

Share this post


Link to post
Share on other sites
3 hours ago, ComWittman said:

Not sure if that will fix the overheat issue, cooling ammo anyways work on many guns. I dont have this gun, not because of the at times negative feedback [I prefer to try everything and form my own opinion] but because of its high cost. Huge amount in credits, monos etc and the worse part, the cost of an insane amount of credits to get the module from Tai Kin and then to build popup a nice "learn" with an equaly insane credits cost as if its a Thesis at Yale....

Although for players suh as my self the forum introduction is informative along with valuable player feedback, its also a slap in the face in the sence that is not easily accessible. I assume the Ellydium ships were introduced to refresh the in-game content and find that very encouraging, however a ship module to cost 6 mil credits give or take and few millions to "learn" is mildly speaking outrageous ! Why a single ship is broken to 100 parts [matter of speach] where each part costs huge amounts of credits and in addition there is this "learn" thing....Although I may interpet the said method, I can surely say its not at all encouraging. How about the top floor will start thinking some measures that will get new players in and at the same time keep the existing happy so that they wont leave.

Not sure whether I should mention this but somehow I feel I need to get it out of my chest. Yesterday I picked up the last mono I needed to build a Fed Tackler, Jaguar. Had give or take 25 mil credits and thought would be enough, I was wrong ! Was mising a lot of secondary components like blocks, chips etc. Was glad to see the 500k boxes with ore, on one side that was great becuse I could build the ship, on the other side for me to gather these "secondry" mats I ended up grinding pve to get credits for the 6 mil build cost. For older players this might have not been an issue as they had the chance to build credits but for newer player is a major issue. Unless of course new players dont have the right to build some of these types of ships, its a privilege of the few.....

a) practically, with the current state of the game, there are some guns that only work with cooling ammo, like tailal

b) Tai'Kin or any Alien ship is a collection of all ships rank 5-rank15 for a class. Considering how Taikin can swing to covop place with DMG output (or rather used to) and how it has a Recon nature, you can compare it's cost to all CovOps + Recons in Federation ship tree rank 5 - rank 15. Get that and you will have easier time taking acquisition times of such ship in mind.

c) This is a free 2 play game, you can get all the credits you need with enough time invested, but if you inject some cash into the process you can trim your farming time tremendously.

 When I really need credits, I take my Black Dragon equipped with Coil Mortairs (Prem r15 LRF) - got it on sale for 2k gold + 1 day (or 3 day) prem license + 3 hours credit gains boost for a bit of gold and run Fire Support/ Defence Contract. You get 700-800k for a LOSS and ~1KK for a win, most of the times doable in 10 minutes solo and with a group of friends you can farm it in 5-6 minutes.

 

Share this post


Link to post
Share on other sites
16 minutes ago, xKostyan said:

a) practically, with the current state of the game, there are some guns that only work with cooling ammo, like tailal

b) Tai'Kin or any Alien ship is a collection of all ships rank 5-rank15 for a class. Considering how Taikin can swing to covop place with DMG output (or rather used to) and how it has a Recon nature, you can compare it's cost to all CovOps + Recons in Federation ship tree rank 5 - rank 15. Get that and you will have easier time taking acquisition times of such ship in mind.

c) This is a free 2 play game, you can get all the credits you need with enough time invested, but if you inject some cash into the process you can trim your farming time tremendously.

 When I really need credits, I take my Black Dragon equipped with Coil Mortairs (Prem r15 LRF) - got it on sale for 2k gold + 1 day (or 3 day) prem license + 3 hours credit gains boost for a bit of gold and run Fire Support/ Defence Contract. You get 700-800k for a LOSS and ~1KK for a win, most of the times doable in 10 minutes solo and with a group of friends you can farm it in 5-6 minutes.

 

In short, I'm aware that the Ellydium ships represent a full line tree ship and of course the cost of that full line, still I find the cost of building 1 of those ships extremely high.

There is no such thing as F2P game, any game that has microtransactions and that's absolutely fine on the basis payments fund the game development, hence F2P games have a much larger life span than purchasable games. Battlefield 3, a title that I have played since day one lasted [well populated] around a year and half while Battlefield Play 4Free over 5 years. And yes I agree paying some money cuts the horrid grind for both advancement and credits gain. However, playing a PVE mission just so someone will earn enough credits to cope with the in-game needs is far from entertaining. Some ships require huge amounts to repair, one of those ships are the destroyers and although I'd like to post a separate thread regarding the destroyers, they are the most imbalanced in-game ships as far as their cost to build, repair and in-game capabilities. During the 4 months I'm here I've seen quite a few changes in that ship class for the sake of this and that. Of course I don't agree with ANY of the changes and that is how I personally feel about it, their costs to build and repair continue as they used to be before guns, modules, respawn time etc got massively nerfed.

Back to DC PVE mission, a HORRIBLY boring task that someone NEEDS to repeat numerous times in order to finance other game needs.

I assume you are here long enough, seen the game how it was few years back and surely at this point can see there is a problem. The extremely low player count states the obvious anyway and in my opinion something needs to be done. Players that played this game from its OBT or even CBT that continue to be loyal to their game, for 1 or another reason, should see the problems new players need to deal with. After an old player accumulated 1 or 2 Bil. credits plus huge amounts of resources should see things not from THEIR perspective but from the new player's view. We are getting few new players, after a short while they are gone. I may not be a specialist and dont know how to deal with this issue but this is how things are.

Share this post


Link to post
Share on other sites
26 minutes ago, ComWittman said:

In short, I'm aware that the Ellydium ships represent a full line tree ship and of course the cost of that full line, still I find the cost of building 1 of those ships extremely high.

There is no such thing as F2P game, any game that has microtransactions and that's absolutely fine on the basis payments fund the game development, hence F2P games have a much larger life span than purchasable games. Battlefield 3, a title that I have played since day one lasted [well populated] around a year and half while Battlefield Play 4Free over 5 years. And yes I agree paying some money cuts the horrid grind for both advancement and credits gain. However, playing a PVE mission just so someone will earn enough credits to cope with the in-game needs is far from entertaining. Some ships require huge amounts to repair, one of those ships are the destroyers and although I'd like to post a separate thread regarding the destroyers, they are the most imbalanced in-game ships as far as their cost to build, repair and in-game capabilities. During the 4 months I'm here I've seen quite a few changes in that ship class for the sake of this and that. Of course I don't agree with ANY of the changes and that is how I personally feel about it, their costs to build and repair continue as they used to be before guns, modules, respawn time etc got massively nerfed.

Back to DC PVE mission, a HORRIBLY boring task that someone NEEDS to repeat numerous times in order to finance other game needs.

I assume you are here long enough, seen the game how it was few years back and surely at this point can see there is a problem. The extremely low player count states the obvious anyway and in my opinion something needs to be done. Players that played this game from its OBT or even CBT that continue to be loyal to their game, for 1 or another reason, should see the problems new players need to deal with. After an old player accumulated 1 or 2 Bil. credits plus huge amounts of resources should see things not from THEIR perspective but from the new player's view. We are getting few new players, after a short while they are gone. I may not be a specialist and dont know how to deal with this issue but this is how things are.

Greene's or Dessies were never meant as your 1st choice ship or only choice, even though in last 2 years farming for these entities has been made enormously easier than back then. I am not arguing that their costs are fine or not, but in any game the player should be smart about being self sustained, take EvE as an example - if your own gameplay in general, regardless of what you play cannot sustain replacement of your current ship, then you should not be aiming for bigger-better-more expensive stuff, that you can lose in a blink of an eye. It is a general philosophy for all games.

 

I have 4 slots, usually I have 1-2 Prem ships equipped and I only play T5, sometimes I have a license, sometimes I don't but I fly prem ships as often as other 2, which can be anything from prems to dessy, and flying this way I have sustained gain in credits, I get enough simple resources for ammo, and plenty of free synergies to put aside. 

A lot of problems, with progression, farming and balance can be avoided if you go smart about it and don't try to jump over own head to early.

Share this post


Link to post
Share on other sites

He's right tho. If you can't play it with positive income, then you shouldn't play it. Or at least always have a backup. If I bring my Tyrant out, I always have at least one or two good alternative ships. I allow myself one death in a dessy per battle to make sure I have gain. Two deaths leaves it even, and three or more almost guarantee you will lose money. Same for Star Citizen. Make use of insurance, and if you know there is a high risk for loss of a ship, don't bring the biggest and most expensive one. XD

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.