I rest my case. Can’t be arsed discussing this anymore. But for any people who come looking here, unless this topic is completely rewritten, DO NOT FOLLOW THIS ADVICE (except in t1 maybe).
Still u think about this as experts would, since u are experts. But you have to think like a teacher. Consider that a Ace would look at the forum. He is unable to understand most of what we talk about…u think a Ace would understand what a gunship special module is? Or what sensor range is? No way.
If the one being “taught” by this guide is an 8 yearold child.
You press it literally once and discover “oh everything is a lot faster.”
Anyone who has common sense can figure out what the stats are just by looking at them or at an in-game tooltip.
*Had to check your stats*
games 833
already T5
K/D 0,45
W/L 0,69
Kills/game 1,25
dmg/game ~50k
Best ships for each line:
Empire(only 2 lines out of 6)
- Deimos 2 (T2)
- Dvergr Knight (T2)
Federation (3 lines out of 6)
- Lion Mk2 (T5)
- Wolf (T3)
- Alligator-M (T2)
Jericho (2 lines out of 6)
- Katana (T3)
- Templar S (T3)
So Mr xerrio you want to tell us that you are a theorycrafter(or something) but didn’t even experience each class in T2 and didn’t use every class module which is in game(aka you have no idea how they work - description won’t be enough m8).
Out of 833 games you won only 340 games. Your dmg/game is just hilarious… not mentioning K/D. Hmm what’s next… oh right when you use Lion mk2 you can’t play any other ship you have(even if it’s in line up, 4ranks below rule) so after half of T4 and your entire T5 game play you were just letting enemy team get easier win(T5 has small games + Capture The B@con which don’t allow respawns in same ship = when you have one ship you are mostly useless to the team).
I find it funny that THIS guy is trying to teach newbies how to play when only thing he do in games is making battle easier for opponent.
Well go to T2… look at new players. Do they follow basic stuff an 8-year old could understand? No, they dont. We in germany say “Man muss die Leute da abholen, wo sie stehen.”
And I’m saying the T2 players you are referring to, are not the kind of players looking for and reading guides. At best, this guide is for someone who is looking at the game and doing research, not even have installed the game yet. And even then, information here is incomplete or erroneous.
I have take in account all you said.
I didn’t see the “draft” button but I would have used it if I were aware of it. \o/ (meeee baaaaddd xD)
I will writte it better and correct some mistakes. (like the Empire description… don’t kill me… >.> )
Gizmomac have proposed something better organised like I did in my previous post with the blue list, so in addition to putting the link at the end to understand how I figured out, I will modify the part 1.
New parts talking about basics of the game will be added but some of them already exist on forums. I will put links sometimes. Leveling is pinned in topics list for example.
The part about modules is comming.
Recon being able to defend in addition to capture objectives will be added.
LRFs as gunboats: look at the game dev picture at the end of the OP :006j:
Newbies really need something clear and putting colors with clear ideas are the best way to be understood.
ErikErikson said it quite well
For those only looking at my stats in-game:
Do not confuse the bad artist and his masterpiece.
Ok mate, here’s a bit of help.
You’ve got three levels of breakdown for each ship. Weight Class (Inty, Fighter, Frig), Role (Tackler, Command, etc.), and Faction (Empire, Federation, Jericho).
Those factors give you the general playstyle for said ship based on overall strengths/weaknesses.
Then you have two sub-levels to explore. Slot Layout (Engines, Capacitors, etc.) and Synergy Bonuses (+ 5% Damage, + 35% Hull Strength, etc.).
These factors help you refine the general playstyle into a specialized playstyle based entirely on the ship. If all of your ships of a given role are fitted the exact same way, you are doing this wrong.
From there, a player must decide how they want to build on these unique features. Does the player want a Balanced build (all stats generally improved), an Exception build (focusing on stats other than the ship bonuses since they are already boosted), or a Cranked build (boosting the unique stats even further to maximize them)?
In Soviet Russia, the player does not build the ship, the ship builds him.
A beginner’s guide should be less about telling pilots how to fit their ships (since this varies so much), and more about teaching them how to read the ships. If you give a man a fish, he will be fed for a day; if you teach a man to fish, he will never be hungry again. That is, unless he sucks at fishing.
Reflect to Tillo, one of the biggest mistake what a newbie can do is the TierRush.
The other one is:
“I’m leveling this ship so I just bring one with me and I’ll fly it no matter what.”
IMO TierRush is acceptable until R9, since T3 is the last Tier where is no Realistic battle.
Realistic battle = you can use each ship only once.
If you are the idiot who brings less ship than 4 or at least 3 ships in T4-5, then brace yourself since you’ll get multiple rage and hate private and public messages.
If you like to rush, do it at least with 1 ship/ fraction to unlock the contracts, otherwise you’ll never have blue items or higher.
good things to add!
I will talk about the fleet score. (in addition to your comments)
good things to add!
I will talk about the fleet score.
Mate, fleet score means absolutely zero when fitting a ship.
It’s a measurement of the bonus amount of synergy you are earning with each fully synergized ship, and nothing more. It doesn’t affect anything else. Only individual ship synergy level matters. You should really focus on the other aspects that I listed above…
I know
It is a “plus” to explain ^^
Some people was asking me in-game what did this do.
Also, please look the part 1 (and the link)
for the Synergy Bonuses, it is in the part III, 1)
Slot layout: I said I would not give any premade build and yes I can add your sentence because I find it right:
“From there, a player must decide how they want to build on these unique features. Does the player want a Balanced build (all stats generally improved), an Exception build (focusing on stats other than the ship bonuses since they are already boosted), or a Cranked build (boosting the unique stats even further to maximize them)?”
Edit: Part III edited in the OP
Part II edited
Part I re-edited
Someone said that the green sentences in the Part II are not alright. Can some experts gives me some advices?
OP should be read by a Moderator (one with experience and knowledge about the game) and should be moved to any section but “Guide Section”. Because misleading information and advice only hurts the game. While the effort you put in this is good, you’re only going to make it worse for beginners.
I sent MP to a game dev for their point of view. I didnt had any answer.
Further more, you should know that moderators read every posts. (moderators play a lot star conflict I guess)
This don’t need to be moved for the moment.
Edit: Part I and II merged.
OP should be read by a Moderator (one with experience and knowledge about the game) and should be moved to any section but “Guide Section”. Because misleading information and advice only hurts the game. While the effort you put in this is good, you’re only going to make it worse for beginners.
c’mon resi…
Frigates: Huge ships / slow / low damages
[…]
Frigate: Long Range Frigate (LRF)
* Simple way to be played: Stay away from the battlefield and take kills with your special module. (sniper)
* Counters: Avoid being spotted, or you will surely die.
He knows what’s he doing!
If you think I made a mistake for some information, please tell me and I will change it. I said it so often that you are starting to annoy me.
We are here to make a decent tutorial not for fighting each other. (I hate sarcasm)
I do not play LRF, if someone have a better blue sentence to put here, tell me.
I base my judgement on the special module and modules.
Edit: Also, the LR is an exception to the rule “low damages” since it have… 6 TURRETS!
If you think I made a mistake for some information, please tell me and I will change it. I said it so often that you are starting to annoy me.
We are here to make a decent tutorial not for fighting each other. (I hate sarcasm)
I do not play LRF, if someone have a better blue sentence to put here, tell me.
I base my judgement on the special module and modules.
Edit: Also, the LR is an exception to the rule “low damages” since it have… 6 TURRETS!
Well if I would want to write guide I’d do it by now.
I’m just gonna come here every now and then to point BS explanations.
btw use this
https://forum.star-conflict.com/index.php?/topic/24645-a-guide-to-resistances/
Well if I would want to write guide I’d do it by now.
I’m just gonna come here every now and then to point BS explanations.
btw use this
https://forum.star-conflict.com/index.php?/topic/24645-a-guide-to-resistances/
Thanks for the link, i will use it in the Part IV (edit: for informational purposes because newbies will maybe not really understand all those boards)
You see? You can be someone cool >:)
“Fighter: Command - Priority Targets: Your Allies”
This makes no sense. You wanna be shooting the red ones ;)
No offense, but if you’re going to write a guide like this then please do yourself a favour and at least get some experience in the different classes/factions.
“Fighter: Command - Priority Targets: Your Allies”
This makes no sense. You wanna be shooting the red ones ;)
No offense, but if you’re going to write a guide like this then please do yourself a favour and at least get some experience in the different classes/factions.
Not shooting, protecting x) (I will be forced to edit it :p)
I try to play each subclasses now. And I have mates in my corp that can send me informations.
Also, I have the “help” section in the hangar (even if it is not complete).
Part IV heavily edited. I need xKostyan advices to be sure that I didnt make a mistake somewhere. (Not a sarcasm. For real.)