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Star Conflict 1.5.0b (Discussion)

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29 minutes ago, SunnySweet said:

 

This was not nice or polite :( 

 

Oh so this was nice or polite?

1 hour ago, Original_Taz said:

And your an A$$ kisser !!! the whole server knows your wrong every time you post a comment

 

 

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20 minutes ago, Scar6 said:

Its amazing gow fast a topic can derail when Taz says something xD

 

I personally really like the weird controls and movements of the saucer, even the sound effects suit it well.

It should however get acces to the Reaper's Tractor Beam for cow abduction applications.

 

The new Tackler and LRF modules seem fine and are fun to use. Only the Recoil Compensated Cannon should have less recoil.

 

Its a good ship with a need to fix a few things ... but derail ??? no , these topics need to be discussed not passed over

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Hi, I'm "Rigel2016", Well, first of all, I congratulate you on the game, although I play with a very high ping, but I'm already a bit used to it ... 
good with respect to the new ships and modules, I think that the ship NY18 is slow, 
maybe it should be faster to be able to navigate in open space, the modules are very good, my ship is recently in range 8, 
to raise it level it consumes a lot of monocrystals ...
In short, what I do not like is the waiting time to start a mission.
Atte.
Rigel2016

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I do really like nearly every module you added, but i would tweak some things:

1. increase the damage of the guided thermosphere 15 (850 damage is way to little, even rank one guns deal min 1700)

2. show the value of the Particle flow disruptor (how much resistence does mit max go, a value in between, at least any indication if it even worth buying)

3. replace the Hindenburg super charger with a usefull perk (the longrange is already use full against destroyers). for example something to defend against fighters, so something like a pulsar, an active module that increases fire rate and rotation speed but reduces the firing range, or something like a A1MA with a little bit more damage. If you dont like my ideas how about a bigger explosion range for the torpedo.

 

I also love the saucer, but i am also missing some parts:

1. add on the bottom 2 more guns, so that it can shoot from any direction with 4 guns(else you always have to face every enemie with the top half of the ship....)

2. please add a cool new gun for that ship just to name a few suggestions: vampire gun(steals health from enemies),a shield depleting gun (sucks power from the own shield and creates an arc between close enemies)

3. i would like to see 3 shield slots and 3 hull slots (something like for the alien ships where you can choose what slots you want, it does not have to be a skill tree, just a menu where you can choose) 

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2 hours ago, _cssi_ said:

replace the Hindenburg super charger with a usefull perk (the longrange is already use full against destroyers). for example something to defend against fighters, so something like a pulsar, an active module that increases fire rate and rotation speed but reduces the firing range, or something like a A1MA with a little bit more damage. If you dont like my ideas how about a bigger explosion range for the torpedo.

meh, i like the hindenburg super charger,

 

 

2 hours ago, _cssi_ said:

I also love the saucer, but i am also missing some parts:

1. add on the bottom 2 more guns, so that it can shoot from any direction with 4 guns(else you always have to face every enemie with the top half of the ship....)

2. please add a cool new gun for that ship just to name a few suggestions: vampire gun(steals health from enemies),a shield depleting gun (sucks power from the own shield and creates an arc between close enemies)

1. the lack of guns on the bottom makes proper positioning necessary, plus it takes like, a second to tilt your ship so the top is facing the enemy

2. i love this idea, perhaps it could replace the relocation mechanism, or there could be a mechanic so NY18 could only use 3 pieces of special equipment at once

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NY18 is fine.

Guns position too. It'll force you to get better( xD) and attack from the bottom, which you should already been doing since most ships weapons can't shoot under their belly. Leaving only 2 weapons actively shooting unless it move it's nose.

Try the destructor or heavy blaster with focused lens...turtles are no problem even with laser, you easily go around their shield. It doesn't have to be able to mount explosive weapons.

But it does need comparable speed to the T-Rex mk2.

How can a saucer be much slower than a bulky piece of metal like the T Rex.

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Ohh and i forgot to say.

Nice work on the NY18 engine and special module sounds.

It's spot-on extraterrestrial sci-fy.

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On 29/12/2017 at 6:09 PM, xKostyan said:

Not using weapons that shoots one turret at a time is just a common sense.


Adding 2 additional guns on the bottom would be even more practical.

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35 minutes ago, inyazserg said:


Adding 2 additional guns on the bottom would be even more practical.

No ships beside the Support class destroyers has that. Even Lrf's has only 2 weapons mounted under.

 

This would give it the opportunity to shoot 4 guns at all  time.

But this isn't denying what you are saying. It sure would make it a lot lot more practical. Maybe too much?

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On 29.12.2017 at 7:16 PM, xKostyan said:

Statistically majority is not as smart as minority...

not true, you have standard deviation towards both ends : dumpness and smartness, so it should be: "Statistically majority is neigther as smart nor as dump as the srandard deviation-minorities...(see:"bellcurve")"

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20 minutes ago, avarshina said:

not true, you have standard deviation towards both ends : dumpness and smartness, so it should be: "Statistically majority is neigther as smart nor as dump as the srandard deviation-minorities...(see:"bellcurve")"

depends what test group contains, m8

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5 hours ago, SoulDeliverer said:

No ships beside the Support class destroyers has that. Even Lrf's has only 2 weapons mounted under.

 

This would give it the opportunity to shoot 4 guns at all  time.

But this isn't denying what you are saying. It sure would make it a lot lot more practical. Maybe too much?


But LRF's shoot like mad, they make about 6 shots per second, while the Objects makes only 1 or less. After all, this is a special ship with unusual mechanics, and only test can show if those 2 additional guns at the bottom are too much.
PS the rate of fire just sucks.

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On 29/12/2017 at 9:19 PM, Scar6 said:

It should however get acces to ... Tractor Beam for cow abduction applications.


Dear devs! Please, use this idea. This will look so epic!

 

object_abduction_cow.jpg

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2 hours ago, inyazserg said:


Dear devs! Please, use this idea. This will look so epic!

 

 

Spoiler

object_abduction_cow.jpg

 

 

Devs were faster:

 

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8 hours ago, niripas said:

Devs were faster:

Sure, but I mean the same visual effect in Star Conflict. And it's good they understand how it should look. Also, the ray should be wider and brighter; epic.

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