
Nothing is Impossibru !

Nothing is Impossibru !
Nothing is Impossibru !
Only 50% crit bonus? That seems strange…
Only 50% crit bonus? That seems strange…
Because it’s not on the mauler but something much more OP 
Mauler build = 6900 dps (105% crit damage) or 7235 dps ( 70% crit damage)
Because it’s not on the mauler but something much more OP
Mauler build = 6900 dps (105% crit damage) or 7235 dps ( 70% crit damage)
But even on Inquisitor S (no bonuses) with purple HB, I got 85% crit damage boost, I thought 85% was standard
But even on Inquisitor S (no bonuses) with purple HB, I got 85% crit damage boost, I thought 85% was standard
Read the description of your Fed Implant Rank 6 
Read the description of your Fed Implant Rank 6
Hmm oops :fed014:
The vouchers… and I thought they were done trying to bilk us out of our money. Feels like another slap in the face to the community that has supported this game - in beta for how long? (Makes me wonder if the the CEO has a massive coke habit.)
Without a premium acct. it’s not even something I’d want to attempt. The grind has gone from daunting to “forget that!” ~ If I wanted endless grindage with little reward in sight I’d renew my Eve sub.
On the positive note; at least I don’t have to physically renew my contracts and I can purchase some rehashed DLC with a new crappy skin.
Thanks SC team!
It’s upgradable
Oh is it? Fair enough then, thought it would have been a premium weapon.
Without a premium acct. it’s not even something I’d want to attempt. The grind has gone from daunting to “forget that!” ~ If I wanted endless grindage with little reward in sight I’d renew my Eve sub.
I was good with the market in EVE, after about 4 months into the game I was so space rich that I was playing for free since, eventually owning at least one of every non-supercapital, all fully fitted. Fun times. Never had any grind in that game.
But hey, Elite: Dangerous releases this year, I’ll probably go pick that up.
Oh is it? Fair enough then, thought it would have been a premium weapon.
I was good with the market in EVE, after about 4 months into the game I was so space rich that I was playing for free since, eventually owning at least one of every non-supercapital, all fully fitted. Fun times. Never had any grind in that game.
But hey, Elite: Dangerous releases this year, I’ll probably go pick that up.
Point taken, it’s easy to earn in Eve… and once you’ve got a system down it’s not that hard to keep yourself in ships. I should have worded that differently. By grind in Eve I was referring to the fact that it requires constant attention and a fair amount of logistics to stay outfitted.
Eite looks pretty sweet - think I might be giving it a shot as well.
No, I know what you meant. Plus the economical risk of dying in EVE was always very real. Nothing like messing up and getting podded out of a few billion worth of implants. Damn I loved that game. 
Me too! Have a toon from '05. All my friends are trying to get me back in.
Okay, nevermind my defensive speech, that was before the new patch. After the first patch, vouchers seemed cool, and for the first time in forever, it seemed like a fair grind to come. It was still grindy, but it would have been “understandable”.
I would really say, the devs seem to lose their way. This game is too grindy. It should have more players already, and everytime they go in the right direction, somebody seems to panic and cry for the brakes.
I am too, very disappointed. The way the a1ma blueprint is removed, but the items remain, the way things are conservativly re-adjusted or made harder and harder - I am not wondering, why the rate of players coming, enjoying the game for a few weeks and going again is so high. It is really feelable across the board, especially if you are managing a corp, and if even we, players who have spent countless hours in forums, in game, some even finished unlocking most content, complain, it should really call for thinking about this approach.
It’s the fixation on “pay to grind less” that’s the problem. The really successful F2P games don’t do that; they monetise customisation and choice.
This is why I like the Pirates so much. Want a tanky Guard? F2P Jericho. Want a fast Guard? F2P Fed. Want a flying gun turret? Pirate Jerry. Want a glass cannon Guard? Pirate Fed. The players who want the quirky ships can pay real money, but they don’t get an advantage from that.
Okay, nevermind my defensive speech, that was before the new patch. After the first patch, vouchers seemed cool, and for the first time in forever, it seemed like a fair grind to come. It was still grindy, but it would have been “understandable”.
I would really say, the devs seem to lose their way. This game is too grindy. It should have more players already, and everytime they go in the right direction, somebody seems to panic and cry for the brakes.
I am too, very disappointed. The way the a1ma blueprint is removed, but the items remain, the way things are conservativly re-adjusted or made harder and harder - I am not wondering, why the rate of players coming, enjoying the game for a few weeks and going again is so high. It is really feelable across the board, especially if you are managing a corp, and if even we, players who have spent countless hours in forums, in game, some even finished unlocking most content, complain, it should really call for thinking about this approach.
totally agree. this game is alot of fun, especially the pvp aspect. even pve can be fun especially if you are new to the game but with the increased grind that somehow grows every few patches i think alot of new players get discouraged and stop playing
Dear Devs,
I have’nt really written much in this forum, even if there were updates which made this game really unattractive.
I always found it a sign of good development if the team sticks to its ideas and developes their game and not the game some players would like to imagine. Right now however I am extremly unsatisfied by your policy of introducing stuff and then remove them silently.
You are bringing the perfect example of bad parenting, and players feel that no matter if bambi or veteran.
IF you introduce an item wich you are unsure if it will last more then a week, then PLEASE tell the player its in testing an you are unsure if it will stay in the game. And if you remove it, remove all traces of it, reimburse the players that grinded the stuff together but dont leave the item in their hands. What good is my stupid AIMA if i cant use it cuz it is just a ridiculous thing if there is a high chance the enemy has not even the chance to get this item. This is a fundamental thing in sports and competitive gaming. MAKE IT FAIR.
This contract change is the next ridiculous thing. Treating your customer like a meaningless number in your statistic, wont bring you new players ( WICH IS THE ONLY THING THIS GAME NEEDS). But thats exactly what this change feels like. " Here look, we removed the grind" 24 Hours later : “No, nope more grind.” Grow some balls. Good stuff gets created in uncertainty and risk, that is the order of things.
I could go on for ages, but I want to see whats left of this game and its nice and friendly community.
Lol you guys are making long speeches. The devs probably read this in the first few hours the update discussion thread is posted. I have seen 1snap(or whatever his/her name is) here only once in this thread and I have seen 1snap since.
Guys if you want to be heard do it early on.
Guys if you want to be heard do it early on.
If you want to be heard, go to the Russian forum.
If you want to be heard, go to the Russian forum.
If you want to be heard, vote with your wallet. Don’t fund a game you feel is going in the wrong direction.
InB4LockandDamageControl
If I am not mistaken;
Star Conflict OBT v.0.11.4 update 1
Changed contract difficulty.
Contracts
Revamped contract mechanics. Contracts now represent constantly active assignments, available in any PvP, PvE or Sector Conquest battle
All contracts are always active
You can’t cancel a contract
You can still choose contracts of other factions
When reading this I understood the difficulty changed. I had assumed it changed because of the listed “Availible in any PvP, PvE or Sector Conquest battle” part there. The thought being - you need more kills cause face it, you kill a ton of crap in PvE.
Yet I am finding the majority of what can be done is still split heavily between PvP required ship kills - as player ships are the only ships that seem to exist - and the PvE options are limited to just the Win, Beacon Capture and some effeciency options.
The rest is bugged and apparently unable to be completed.
Is this intentional? Or is this an ongoing problem of NPC ships unable to be coded as Interceptors, Fighters or Frigates for the kill counts? To say nothing of the obvious bug issues.
The major bugs encountered so far are the limit of how many battles; if it is more than 1 you cannot complete it as the requisite is not tracked? Or is it an issue on the formula telling you that the number needs to be completed within # of battles, but because you only do 1 battle at a time you can’t complete it in that one battle? As its impossible to not loose a ship 4x in a row in one battle, or earn 1,500 effectiveness 4x in one battle. Well, that kinda is, but it s not counting when I have 6k+ eff in the random crummy PUG I carry on a PvE.
I (and likely many others) woudl love to have this answered or fixed - as in being able to be credited for something inside that 159 kills I pulled off in one PvE fight…
On an alternative thought: Provide a requirement for the PvP, and a separate PvE requirement. Making PvP faster, and PvE harder.
Say, Win 4 PvP battles or 6 PvE battles.
Destroy 10 Player Fighters in PvP, or destroy 30 NPC fighters in PvE.
That could work too.
Like cutting the requirements instead of being “over 4 battles” if its bugged and unable to work, to either 1500 PvP effectiveneess in one battle, or 3000 effectiveness in PvE. Its usually rare to be much better than that unelss you farm the crap outta something.
This took me about 3 hours, games were T3 3v3-6v6 and Sec Con 4v4-5v5s with usually “awesome” queue time with <500 people online

With old system i would’ve had 2x less total vouchers for sure within that time frame. If you have 1500-2000 online these vouchers will be pouring in like no tomorrow.