Star Conflict v.1.0.1 Discussion

 

 

Why guard doesn’t have warp gate?

Because they are too fat.

 

 

If I wanted to trully be logic, I would ask why a Ship Modifier that  can grant 42 Resistance Pts in 6 Stats (Aka 252 Raw resists Points) only need 110% of max speed to be triggered.

Because they are too fat.

 

 

If I wanted to trully be logic, I would ask why a Ship Modifier that  can grant 42 Resistance Pts in 6 Stats (Aka 252 Raw resists Points) only need 110% of max speed to be triggered.

Because when compared to galvanized armor, and how easy it is to break adaptive shield, it is needed.

If you don’t want hull resistances on a shield mod, than remove the hull resistances to give a shield strength bonus.

Because they are too fat.

 

 

If I wanted to trully be logic, I would ask why a Ship Modifier that  can grant 42 Resistance Pts in 6 Stats (Aka 252 Raw resists Points) only need 110% of max speed to be triggered.

because acceleration

because acceleration

So, acceleration is so OP?

If it was true the Shield Projection splitter should be must more powerful. (Because a -39.4% acceleration).

 

 

 

Because when compared to galvanized armor, and how easy it is to break adaptive shield, it is needed. 

There is nothing to compare, the Galvanized only “buff hull” on a “Hull Slot”, Secondly the Malus on the Galvanized Armor is stacking, not like the Trigger for the Adaptive Shield.

Why tacklers chameleon is invisibility and not the same as CovOps cloak? Why guard doesn’t have warp gate?

“logic” 

Because a Chameleon can almost hide itself in the background. In practice, you can still hear a Tackler’s engines if you stop your own. It’s easy enough to find them.

And Guards with Gates doesn’t make a shred of sense, gameplay-wise. The Gates themselves don’t make any sense…

 

galvanized armor give more resistance for a much lower malus.

The adaptive mechanic request a much bigger effect than just 33 shield resistances.

Even if hull resistances isn’t logic, at least it make it perfect for fed and fast tanked ships.

So use a Galvanized Armour, or whatever it’s called, I can’t remember. And yes, alongside the Adaptives. Why do you think Imperial Gunships ARE tanks?

Why does a Shield module have to boost Armour? What logic does this have? Can we,a t least, have this answered?

Gameplay logic.

It really was a bug.

We are sorry about that, but it was caused when we were doing some optimization for implants calclulations.

It will be fixed in the next patch.

 

Thanks for being on the forums mate. Your Public Relations rating just went up.  :006j:

So, acceleration is so OP?

If it was true the Shield Projection splitter should be must more powerful. (Because a -39.4% acceleration).

 

There is nothing to compare, the Galvanized only “buff hull” on a “Hull Slot”, Secondly the Malus on the Galvanized Armor is stacking, not like the Trigger for the Adaptive Shield.

because adaptive shield doesn’t stack (anymore)? at least, in open world, i received the same amount of damage with one and with 2 adaptive shields

I compared galvanized with adaptive because both of them give resistance in the 3 damage types.

If you remove the hull bonus on adaptive, then they give near than the same resistances bonus.

But adaptive can be disabled while galvanized can’t. And adaptive force you to always move.

So bigger malus means bigger bonus to balance the item.

because adaptive shield doesn’t stack (anymore)? at least, in open world, i received the same amount of damage with one and with 2 adaptive shields

Are you aware of the Degressive Yeld on Resistance? That could explain a lot.

Are you aware of the Degressive Yeld on Resistance? That could explain a lot.

Degressive Yeld?

1resistance = +1% hull pts

 

It’s degressive only % vise…

Gigas Implant Update is not valid. According to my Command guide (which has the old value of the effects of Gigas) compared to the description ingame, nothing has changed.

 

Before the effects were 25% and they are still 25%. 

 

:012j:

 

Edit: You mispelled the Rank 8 Jericho implant on the patch notes. should be CU-25b instead of SU-25b

I noticed that implants aren’t working in ‘Captured Dreadnaught’ PvE mission. Seem to work fine on other PvE though.

For some reason, my implants are different from what I have them set to, in game. I’ll make a bug report of it later, but seriously, that’s screwy.

Bug alert!!!

Implants are bugged!

May happen sometimes: you choose certain implants but in battle thy didn’t work and are replaced by others.

Just happened: rank 7 implant I use beta accelerator fortis. Has been replaced by cu type B, rank 8 cu 25b selected, replaced by rapidus; rank 13 rapidus III selected, replaced by wpn-f70.

Anyone else realized this?

Please fix.

Thanks :slight_smile:

Oh yes, with those implant bugs removing and adding ship to ship slot seemed to work.

Oh yes, with those implant bugs removing and adding ship to ship slot seemed to work.

Really??? I will try.

Thanks for the info 005j.png

I have a problem with this release:

 

There is a sort of gap between crosshair position in the screen, and ship direction.

But when I looked well, it’s like everything in the HUD is shifted about 30° to the left.

In order to keep my ship straight, I have to aim about 30° to the right.

No need to say it’s unplayable.

 

I’m I the only one?

I have a problem with this release:

 

There is a sort of gap between crosshair position in the screen, and ship direction.

But when I looked well, it’s like everything in the HUD is shifted about 30° to the left.

In order to keep my ship straight, I have to aim about 30° to the right.

No need to say it’s unplayable.

 

I’m I the only one?

no, others have the same that marks on the hud are off. not everyone, tho

I have a problem with this release:

There is a sort of gap between crosshair position in the screen, and ship direction.

But when I looked well, it’s like everything in the HUD is shifted about 30° to the left.

In order to keep my ship straight, I have to aim about 30° to the right.

No need to say it’s unplayable.

I’m I the only one?

No you’r not the only one,i have the same problem to :confused:

kt seems that it’s only in fullscreen mode,but if I change to windowed fullscreen or windowed I lose framerate :frowning: