Questions to the developers of Star Conflict April 2016

If it is non piercing or explosive it will only damage the destroyer shield. Same with enemy destroyers. This is also a great tactic for capturing beacons.

Then I’ll put 4 ceptors inside my shield and let them be my personal high-damage turrets. 

Quick question regarding today patch. Today Brokk, Archelon and Stingray are not purchasable directly anymore, but description still says otherwise and displays a price in GS. Was it intended or is it a bug? If it was intended and those 3 ships are not purchasable anymore, will they ever be again?

CinnamonFake (Today, 10:55 AM): 

They are purchasable, but not directly from GS. By buying packs with it’s parts now.

 

Thank you very much for the answer. However by purchasing packs - 600 parts are equivalent to 55kGS to 75kGS. That’s 140-200 Euro for a single ship. As I cannot sacrifice few hours per day for grinding for parts I just wanted to purchase it around next week, however I cannot justify to spend that kind of money on a single ship in this game. 

Then I’ll put 4 ceptors inside my shield and let them be my personal high-damage turrets. 

Guys, please refrain from discussion in this thread. OT: also inties have shields which will stick out of the destroyer shields, so think again :stuck_out_tongue:

Will there be secret project ships added for the secondary class of each faction? Meaning Fed Guard, Empire Command, Jericho Spec Ops and so on?

Why did you change the way to obtain the 3 new premium ships?

First you made them hard to get and way more expensive than the premium ships a tier above them, which was ok

But now you make them only obtainable, as premium ships, from containers that give you a chance at getting parts?

Are you guys really sinking that low to put out a ninja update then make no mention of it to the players in the effort to get money???

Please if you can provide a fully detailed answer…I am being as direct as possible to convey exactly what i mean with this message

6.13 It is forbidden to attack the opponents at their own spawn points.

6.14 It is forbidden to publicly announce one’s intention to attack the opponents at their own spawn points. Spawn farm — is methodical elimination of the opposing team instead of ending the battle by completing the main objective.

  1. Penalties for violation of the Rules

7.1. These Rules apply to any game modes, mail, chat channels, including chat in battle, group chat, corporation chat and private messages, voice chat; as well as any other aspects of the game.

7.2. The following penalties are applied: (a) the prohibition to write messages in chat (mute) or (b) locking the player’s account (ban).

7.3. Sentence can range from 1 hour to 1 month, or may be indefinite (permanent).

a) how is Spawn defined

b) I can’t count how often I got killed while staying as ELRF in our spawn, and no one got banned or muted (OK this exact example was only once)

c) Why are GM’s allowed to just say this doesn’t aply to all game modes

d) these rules (6.13/14) are IMO just bullshit since they say that I’m allowed to sit in my spawn and kill everything and the enemy is not allowed to attack me

Could the “randomness” of the drop rate of premium ship parts and the monocrystal/neodium/beryllium materials be separated? Currently these seem to be in the same loot pool and when any of these is given in loot search the chance for getting the others is lower (or seems to be lower). I know, I know… Drop rate is random. But still. If the two types of ship parts would have two parallel loot pools, it would increase drop rate without changing the “random” drop rate philosophy.

First pool: premium ship parts + any other loot given normally (except mono/neo/berry)

Second pool: mono/neo/berry + any other loot given normally (premium ship parts excluded)

Both pools could give loot randomly the same way as before but chances of getting the desired parts would increase.

 

This way players would play more in more various ranks and would not stop playing after reaching the well known and speculated average “random” drop rate of these parts. 

I wonder if there will be any sticker contests or new skin stuffs… you know?

 

(honestly i need free GS because wanna paint my ships… but dont want to invest real money, because well… too much capitalism)

Already heard the noise about ‘Ellydium’ and ship smuggling? I must admit that in the middle of the Invasion this is a brilliant idea! If a transport with an assembled ship comes under fire you can say goodbye to your vessel. If you lose a shipment with parts — just wait for the next one! UMC decided to implement this technology, but some oppose the idea. We must fight back!

 

 

 

^^ From the latest news. 

 

What does it mean?? We can now find Ship Parts in OS?!??

Also, why did you change the font of all the written stuff in the game? I don’t like this one very much.

Is there an approximate time frame for rank 14 destroyers or the new faction? I kept hearing a few weeks ago that the rank 14 were only a couple of days away. I gave up on waiting and built then maxed out the Brave, the Ronin, and the Caltrop from my stockpiled parts.

 

Can we at least expect the rank 14s before June?

hello dev’s,

 

Is there a way that we can get a concept art of r14 destroyers ?

  1. What is the calculated/estimated time for farming all destroyer parts in OS(excluding mysterious containerloot)?

  2. What is your favourite ship(s) in the X-Universe?

  3. What can we expect for the OS-revamp?

  4. Can we expect additional raids(Spec Ops)?

  5. Do the loot in the lootingscreen depend on the dotlocation or is it randomly generated while looting it?

  6. Will there be ever a 2nd/3rd ship of the same class within a rank in a faction? For example 2nd tackler of R9 for federation?(I don’t count DLC/Premiums as one as they aren’t part of the normal shiptree)

This isn’t necessarily part of the normal game, but I cant seem to get the test server to work. The game says its open right now, and I would like to be able to get into it in the future. The Test server launcher just opens the normal game, I have an Arc account and can get into SC with it, and the TS launcher isn’t giving me any errors. I have the Test client files separate from the normal game files like it says but I can’t seem to get it to work.

This isn’t necessarily part of the normal game, but I cant seem to get the test server to work. The game says its open right now, and I would like to be able to get into it in the future. The Test server launcher just opens the normal game, I have an Arc account and can get into SC with it, and the TS launcher isn’t giving me any errors. I have the Test client files separate from the normal game files like it says but I can’t seem to get it to work.

If it is your first time using the test server, you will need to log in to your actual account first and “synchronise” your data between the servers. Otherwise, the test servers have not been made public for quite some time, so I wouldn’t expect to be able to enter them.

RE: Heavy Repair Drones 7-9/10-12 for destroyers (special ‘F’ key module) :

      * I deal 3 shields in Federation destroyers against 1 repair drone

      * I deal 2 shields (more durability) in Empire destroyers against 1 repair drone

      * I deal 2 shields (50% off energy requirement) in Jericho destroyers against 1 repair drone

Q: Would there be a fix of this misbalance?

 

RE: (auto) Blaster Turrets / Plasma turrets

Q:  Would there be the logical opportunity to mount more than only one of a kind of multi purpose modules for destroyers (like: 2 mounts with 2 plasma trs. + 2 blaster trs.)

 

RE: quasi main gun Photon emitter vs main gun

… this Photon emitter module acts as a main gun and manually directs fire to crosshairs.

Q: would there be the ability (key switch) to let the photon emitter auto fire to attackers (auto vs manual mode) like the engeneer drones do auto fire & attack?

Q: would there be the opportunity (key switch) to use the destroyer mainframe AI to direct main gun turrets’ fire automatically like the Blaster / Plasma turrets do (auto vs manual mode)? They may disassemble by key-switch-cycle as a coordinated gun (8 out of 12) and auto-aim & auto-fire in groups of 4 or 2 or solo at attackers / locked targets? So player could manage flight path, worm hole projector, Photon emitter etc.)

 

Q: would there be the ability (key switch) to let the photon emitter auto fire to attackers (auto vs manual mode) like the engeneer drones do auto fire & attack?

Lol, they are already one of the most powerful Destroyer module, with low cooldown, high projectile speed and enormous damage, and you want it to get also auto aim? This is madness

Q: would there be the opportunity (key switch) to use the destroyer mainframe AI to direct main gun turrets’ fire automatically like the Blaster / Plasma turrets do (auto vs manual mode)? They may disassemble by key-switch-cycle as a coordinated gun (8 out of 12) and auto-aim & auto-fire in groups of 4 or 2 or solo at attackers / locked targets? So player could manage flight path, worm hole projector, Photon emitter etc.)

Same thing, the Destroyers’ main weapons are already exceedingly powerful compared to other classes’ guns, and again you want to give them auto aim?

 

 

P.S I know this isn’t a discussion thread, but I couldn’t restrain myself. 

Lol, they are already one of the most powerful Destroyer module, with low cooldown, high projectile speed and enormous damage, and you want it to get also auto aim? This is madness

Same thing, the Destroyers’ main weapons are already exceedingly powerful compared to other classes’ guns, and again you want to give them auto aim?

 

 

You’re right! That would not be sufficient.

 

I also do not want (more) OP destroyers!

 

But: you might could have restrictions in turret accuracy and mobility - you could have ship design flaws like only canons at upper side of ship hull etc. - like realized in ship designs and AI ship opponents already (we got working AI auto-aim in PvE, PvAi, Spec ops, ships and turrets, that is not OP, mind you)

 

Logic here is: destroyers are big ships and have a crew and should not be an expansion of the model of smaller ships that are piloted by one guy from one pilot’s seat. I mean to say : 1 player piloting a huge destroyer mainly directing the main guns - is somewhat strange (free aim? - o.k.)

 

I wanted to suggest another concept: you switch the pilots seat in a destroyer for a captains management seat with a good help from AI main computing, so to say. Choosing flightpath, directing (multiple) target-locks, distributing energy a bit more than what is now implemented - that and nothing more.