Star Conflict 1.4.0 Evolution (Discussion)

On 22/12/2016 at 5:46 PM, TheDarkRedFox said:

I noticed this too. Afterburners seem to only be activating for forwards flight now.

 

I am annoyed by this bug. Where can I report it to be removed? When you fly in Open Space you DO need afterburners. This way flying in Open Space constantly irritates me, and I am not such a slow learner when it comes to movements. This bug makes Open Space irritating. The pirates saying the same lines add pain to injury. ![:(](<fileStore.core_Emoticons>/emoticons/003j.png “:(”)
Also, it is perfectly all right to use afterburners directed towards the ship, because you cannot be sure it does not work as a vacuum cleaner.

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Lol at people thinking afterburners are disabled. Only the graphics and sound has changed, the functionality is the same

1 hour ago, RennieAshII said:

Lol at people thinking afterburners are disabled. Only the graphics and sound has changed, the functionality is the same

It does not feel as if I break. I can see that a lot of attention in this game is directed towards those who LOOK at the game. Whereas, I adore the sound. I can HEAR that my ship breaks and I like this sound. I need this sound to get some response from my keyboard.
Without this sound I break without that fast response I used to have. The movements do not feel so dynamic. If you were right about the afterburners working the same, than they should be HEARD or FELT, because I CANNOT SEE any change - I knock at asteroids. Why did they make this change? Consider Caltrop and how its engines roar when you accelerate with afterburners. this is pure pleasure to HEAR. Why kill this pleasant dynamic experience? Just what is the reason? There is no use, no positive changes from the change.
It is not late to change it back until nobody noticed.
Please, do not consider my an esthetic xxxx. It is simply not comfortable without them. The ship feels uncontrollable, non-stearable to say.
 

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I can tell you a thing or two about incoming trading.

 

Based on my observations, we can only expect one thing.

It may pretty well be GS-based trading, I am quite sure of it.

You pay for the service, not for the items that you wish to receive.

I assume, that if service is expanded for more certain components, you will pay more GS.

Problem is, that there may likely be no credits or Iridium alternatives for free, or free options at all.

So, no donations out of generosity. Without GS, trading will probably unable to be performed or allowed.

 

 

There are some bugs, that still need to get fixed.

 

Latest bugs:

  • gift icon still remains in the special section for the Store, even after you already redeemed all free or daily items in general (not reported)

  • Ellydium hangar has some graphical glitch, if you have your ship slot 4 selected in the background (not reported)

- afterburner issues, thrusters as well - no sound (feature, not a bug, but makes no sense, I do not like it) (reported)

  • Ellydium warp gate has no sound effect near the warp barrier (reported)

  • Vigilant special weapon beam texture (Vigilant’s weapon) is broken, because it fires not from the ship’s guns, but from empty space a kilometer or two away, out of nowhere (not reported)

  • Convoys in Open space hit by projectile weapons, or possibly other weapons (not sure about missiles), move or get pushed backwards, when hit with Singularity Cannon, Predator’s torpedo, etc. (not reported)

  • Emergency Barrier module no longer shows duration status, while on cool-down (not reported)

  • If you set to show “Effects” instead of “Modules” under Game Options, all of buffs, debuffs, implant statuses, bonuses, modules in general, etc., will show “NO DATA” icon for each and every effect (not reported)

  • Xeno chips are reset or set to 0, when you log in for a new day, until you actually spend a free container, only then it will show the appropriate amount of Xeno-chips in your inventory or Personal account (sometimes it will not even show it after you do that, it will still show 0) (not reported)

  • Pyro Emitter damage - not all damage ticks cause full thermal damage to Rocket launchers on the Cruiser, while in contact (PvE contract - Defence Contract) (not reported)

  • Pyro Emitter damage do not affects Destroyer’s generators in Special Ops - Destroyer (not reported)

  • Special Operation - Defiler, music will not start playing at the start of the match, but only when Defiler comes, unless if you enable music later (not reported)

  • Anniversary missiles do not have any sound during travel, only when they explode (not reported)

- Major issue: Tier 3 GS Tournament (on Sundays) - instant crash, when reloging, black screen with no GS and credit info displayed, hangar not visible (black screen), then crash to desktop again, reported by Stargem crash application as well, with sent data (reported)

Afterburner sound could be reintroduced as some thruster somewhere is on, even if not seen .

Point still stands. Afterburners are still working even if aesthetic needs are not filled.

Btw I also care about sounds. Probably have more sound equipment than most people!  :slight_smile:

This turned out to be an excellent Christmas season in Star Conflict. Excellent job developers. Merry Christmas. And this is my 4th time seeing Christmas in Star Conflict.

I bought myself something this time… a full synergy Dart with Quantum Railgun, Harmonic Drive and Reserve Generator.

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As i know this game, these devs will actually hold back info from us so that our long-term plans remain unclear, which eventually makes us spend money.

Every time i asked, my question wasn’t answered clearly so i attempt a last question in order to clear things up.

So lets say we can open 14~ xeno containers by the end of this event. I opened 3 so far. Does it mean that now I have 3 less containers to get the Alien fighter structure from, which is introduced on Jan 3rd? Do we actually miss chances of getting the required 10 of these structures, by opening xeno containers early?

2 hours ago, MiniCoflict said:

As i know this game, these devs will actually hold back info from us so that our long-term plans remain unclear, which eventually makes us spend money.

Every time i asked, my question wasn’t answered clearly so i attempt a last question in order to clear things up.

So lets say we can open 14~ xeno containers by the end of this event. I opened 3 so far. Does it mean that now I have 3 less containers to get the Alien fighter structure from, which is introduced on Jan 3rd? Do we actually miss chances of getting the required 10 of these structures, by opening xeno containers early?

I would keep them either way. Would only spend them, if they would be gone or get removed from the inventory.

If not, just keep accumulating them.

Unless my calculations are off because of some stupid money grab by the devs, we should be able to open 20 of these containers, and at least 10 days of these missions will grant the fighter structure.

The only problem I see is a lack of monocrystals because they seem to have amabdonned monocrystals missions for events in effort to make people buy lots of contraband containers.

i see lots of anxious looks at the coming trading. understandable, but hey, its not out yet. we don’t know anything - and trading can be a lot of things - lot of systems.

what i see is, obviously, that random container loots kinda bring a lot of frustration to the table.

2 hours ago, g4borg said:

what i see is, obviously, that random container loots kinda bring a lot of frustration to the table.

Indeed! They fail to see, that they are making people boycotting this game and it’s their own fault, not ours.

I can no longer support this game, nor can I recommend it, due to ridiculously stupid Store system.

I want to invest money, but with such “random lottery” schemes, they will only gain short-term customers and a lot of negativity.

Until that’s changed,  I see no other option. They never listen to the voice of reason.

 

Btw:

Someone bought 5 containers - 1250 GS and got everything for Dart and Gargoyle.

Someone bought 10000 GS and got only enough for one such ship.

Someone bought 20000 GS and did not get enough for neither of them.

 

On 12/22/2016 at 0:34 PM, CinnamonFake said:

Xeno-container consists all what is available right now for building Alien cabin. It costs xenochips and they are obtainable from missions. I see no misleading here

but they are also needed for some modules outside the scope of the alien ship

On 24/12/2016 at 10:20 PM, RennieAshII said:

Afterburner sound could be reintroduced as some thruster somewhere is on, even if not seen .

I also care about sounds. Probably have more sound equipment than most people!  :slight_smile:

I want the afterburners back! Without this sound I knock at asteroids, especially in Open Space. And then I lose my Invisibilty Cloak and those herds of Hunters and Predators teat me apart.
PS The Dart ship is too IMBA. It can kill me about EIGHT times per battle. ONE SHOT.
PSS [I want Afterburners back! **<u>Here</u>** &nbsp;](< base_url >/index.php?/topic/32249-afterburners-move-backwards-does-not-work-bug-or-feature/) is a separate discussion on Afterburners+ Move Backwards: [https://forum.star-conflict.com/index.php?/topic/32249-afterburners-move-backwards-does-not-work-bug-or-feature/](< base_url >/index.php?/topic/32249-afterburners-move-backwards-does-not-work-bug-or-feature/)

 

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Pilots! Great thanks for living discussion of SC 1.4 update. This was the first step to the future for the game. Many things are coming, more evolving ships, more Ellydium technilogical discoveries, trading system and more. And your feedbak is especially important for us. The detailed information about all the changes can be found in our [News Section](< base_url >/index.php?/forum/217-news-read-only/) as always.

Stay tuned! And don’t forget about [‘Tech Race’](< base_url >/index.php?/topic/32188-umc-announces-a-%E2%80%98tech-race%E2%80%99/) to get your own Thar’Ga among the first! 

 

Thar’Ga has a very slow start, initial research is quite expensive and there is currently no way to steadily obtain that many Xenocrystals to fuel progression, and at rank 5-8 i would just keep it in a hangar.

At rank 9 and after some nods and equipment usage ship becomes fairly good, but to be honest it is kinda easier to play Wolf-M than Thar’Ga at rank 9, but if you put some effort TharGa has much higher potential output than other competitive gunships.

I wish earlier ranks were not as painfully expensive to progress through, it would eliminate a lot of future people coming with an idea of how terrible TharGa is.

Can’t say for certain when just looking at descriptions, but it looks like it could end up being stupidly OP. I’d say I’ll wait till I can try it myself, but it still looks like way too much hassle for me to want to bother with, so wouldn’t be surprised if I never end up making any ships for this faction, ever. I’m sure the wallet warriors will be happy though, they can just buy all the Monocrystals, Xenocrystals, and so forth they want.

6 minutes ago, Phoenix_Shi said:

 I’m sure the wallet warriors will be happy though, they can just buy all the Monocrystals, Xenocrystals, and so forth they want.

You are welcome.

35 minutes ago, xKostyan said:

Thar’Ga has a very slow start, initial research is quite expensive and there is currently no way to steadily obtain that many Xenocrystals to fuel progression, and at rank 5-8 i would just keep it in a hangar.

At rank 9 and after some nods and equipment usage ship becomes fairly good, but to be honest it is kinda easier to play Wolf-M than Thar’Ga at rank 9, but if you put some effort TharGa has much higher potential output than other competitive gunships.

I wish earlier ranks were not as painfully expensive to progress through, it would eliminate a lot of future people coming with an idea of how terrible TharGa is.

Agreed. Anothe problem I see is that upgrading it further requires an incredible amount of xenocrystals and alien composite plates (which are both unobtainable without GS at the moment I’ll have you know!!!). This, combined with the completely insane special module missions makes levelling up and modifying the ship exceptionally difficult.

Its acceleration is also painfully slow. It could use another 50-75m/s^2 default acceleration.

Another rather silly factor is the multi-rank blueprint system. For a ship that changes rank, its modules should change with it. Both passive and active. And requiring so much more to craft the modules on top of what already is needed to unlock the blueprint is just a slap to the face. Just tar-flavoured icing on the already gruesome and rotting cake.

Never had to do any event to get all the jericho federation and empire ships. So i guess that 5months of farming is ok for 2 ship. Vigilante and this new gunship.

Also maybe change the description of the alien panels, saying it can be found in attacked sector. So people stop asking where to find them when i fly in OS. And because it’s a lie.

5 minutes ago, TheDarkRedFox said:

Agreed. Anothe problem I see is that upgrading it further requires an incredible amount of xenocrystals and alien composite plates (which are both unobtainable without GS at the moment I’ll have you know!!!). This, combined with the completely insane special module missions makes levelling up and modifying the ship exceptionally difficult.

Well, technically you get those via XenoChips, which are obtained free from daily missions and available until January 17.

Considering amount of XenoCrystals needed to progress anywhere on TharGa, after Jan 17 there will be some new missions or similar missions available to obtain materials directly.