Star Conflict v.1.1.4 Discussion

Good day! yes ammunitions are definitely included.

Good work! Me and many, many others wanted this feature.

A number of states now disrupts beacon capture
Invisibility
Overload
Stasis
Metastable field
Sensor suppression

 

This needs more explanation.  What are the “Overlord” and “Sensor supression” you speak of? By “Metastable field”, do you mean when an ECM goes into metastable it cannot capture anymore? Or when a ship is affected by an enemy metastable field ending, it cannot capture anymore?

 

And thanks for the OWL and HOWL logos finally being put right :slight_smile:

Good day! yes ammunitions are definitely included.

Everyone give her a thumbs up and a thanks for this post. it’s on the bottom of page 1.

But i have one question… why do these ships have alien-like paintjob? They look odd in their tree

 

Yes these ships look distinct but the reason is that they had different story. ships were built using captured Biomorph samples, so they should look different. 

Everyone give her a thumbs up and a thanks for this post. it’s on the bottom of page 1.

 

Good work! Me and many, many others wanted this feature.

 thanks guys) :012j:

T3 System Hack for ECM?

It is only there for T4 and T5.

Is this intentional?

The other module is for T3 - T5.

Invisibility was already interrupting beacon capture… Only lrf and cov ops sensor cloaking wasn’t. Is that what you are talking about?

 

Yes from now on all modules giving invisibility effect will disrupt beacon capture.

 

Does the “sensor suppression” thing works with the IR pulse of lrf, for the full duration? 

It works all duration. But enjoy not uselessness but as we believe effectiveness)))) all 30 sec without disruptions.

 

Seriously? ALL items? Without targeting them? It’s a joke? I can say it’s too powerfull without even testing it in game and I’m mainly an ecm pilot. Or the trick is a small 50m radius effect, or a 10 min cooldown?

The radius effect is 80m and cooldown is 60 sec. And yes this is new but we believe that all pilots will enjoy this possibility but we will collect all feedback from players regarding this and in case needed we will implement required adjustments.

Thank goodness. The “tactic” of ECM rushing the subsystems on dreadnoughts was getting extremely annoying. Also, does that mean that the LRF IR pulse will prevent targets from capping beacons? Because that’s like ~30sec of beacon capture denial.

 

Whoa. Neat. I wonder what the percent chance of blocking is - that’ll really help dreads tank damage.

 

All in all, a good patch, judging from the patch notes! Great job, devs.  :012j:

 

EDIT: Statue down there did raise a good point about the Waki AE’s new beacon denial time. I sure hope this doesn’t mean that beacons are now going to be significantly more difficult to cap.

Hey! thanks for positive comment. we r doing our best!

speaking about 30sec, they stay for now.

The percent chance is 7%. this information is provided in the tooltip.

And speaking about Waki AE well yes for now it is like that, but we will keep an eye on the feedback and we will continue evolving.

Have a fantastic day)

Well, I was hoping for a craftable version without GS currency.

Is it possible, that we only need to buy it once and after that, we can craft it ourselves with our resources?

jjmebl.png

Well, I was hoping for a craftable version without GS currency.

Is it possible, that we only need to buy it once and after that, we can craft it ourselves with our resources?

jjmebl.png

 

Just switch the ship it is on! You can only ever fly one ship in Invasion…

This needs more explanation.  What are the “Overlord” and “Sensor supression” you speak of? By “Metastable field”, do you mean when an ECM goes into metastable it cannot capture anymore? Or when a ship is affected by an enemy metastable field ending, it cannot capture anymore?

 

And thanks for the OWL and HOWL logos finally being put right :slight_smile:

 

Overload and sensor supression are specific active modules.

Speaking about Metastable field, yes, it’s when ECM goes into it and it can’t capture after that.

Well, I was hoping for a craftable version without GS currency.

Is it possible, that we only need to buy it once and after that, we can craft it ourselves with our resources?

jjmebl.png

 

Nope, this is just like that GS scanner.

Well, I was hoping for a craftable version without GS currency.

Is it possible, that we only need to buy it once and after that, we can craft it ourselves with our resources?

jjmebl.png

 

So far it is not possible

T3 System Hack for ECM?

It is only there for T4 and T5.

Is this intentional?

The other module is for T3 - T5.

 

This feature is for upper ranks only. So far It is not available for T3.

So far it is not possible

We need only one anyway (interceptors might want 2, but it’s not really needed)

 

And yes this is new but we believe that all pilots will enjoy this possibility but we will collect all feedback from players regarding this and in case needed we will implement required adjustments.

Oh, I am enjoying it. A lot. Enemy pilots, not that much.

Targeting one system to hack it and reduce cooldown to 45 sec might be enough to make it interesting and not OP.

 

Thanks for the quick answers btw :slight_smile:

 

 

 Statue down there did raise a good point about the Waki AE’s new beacon denial time. I sure hope this doesn’t mean that beacons are now going to be significantly more difficult to cap.

Well, destructor’s guards already block totally beacon captures anyway. Waki AE’s won’t be bigger nuisance than this :smiley:

I had Triangulation with me as the only player in them coupled with immediate disconnects. After a relog and what seemed to be a quick update i can now see other players in the game but still get kicked instantly.

I had Triangulation with me as the only player in them coupled with immediate disconnects. After a relog and what seemed to be a quick update i can now see other players in the game but still get kicked instantly.

 

To prevent this problem all players should update their clients.

Is it me or do I sense that there will be hordes of recon holograms and ECMs trying to hack and reverse hack said holograms? XD

Extended Hull

Useful for those who love hauling trophies from open space. The main bonus is the cargo hold increase. Additionally, ships equipped with Extended Hull get additional hull strength increase in all game modes.

Multiple modules can be installed

Cargo hold space limit is 9 spaces

Can only be purchased forGalactic Standards

 

 

You can’t be serious. ANOTHER GS-only module??? And it’s the one we’ve all be requesting? Thanks, you just kicked the community in the nuts.

 

What is with you guys and releasing stuff that is only available for GS? BOOSTERS and COSMETICS people! That is where you make the most money! Not freaking Ship Parts that affect Gameplay! And you STILL haven’t monetized the cosmetics fairly, despite multiple user complaints because “there’s more important things” you’ve been working on. Like this module, I guess.

 

 

You know what? Nevermind. 9 slots is the max you can have and the ship I use to farm already has 7.  2215 GS so I can boost that number by 2 on a Tier 5 ship? Screw that. I’d rather paint my ships with that money than throw it away on an overpriced farming module. An increase of two slots on a premium ship I already paid money for isn’t even borderline useful, let alone worth charging me more money.

 

 

 

Oh, I almost forgot. Thanks for the new ships in Tier 3.

You can’t be serious. ANOTHER GS-only module??? And it’s the one we’ve all be requesting? Thanks, you just kicked the community in the nuts.

I might play devil advocate here… But it’s not really affecting gameplay. It’s at best a convenience item… And it’s not much now that you can earn 250 gs with a tournament.

 

Edit : 2215 GS for t5 ? It’s not even a cross tier item? I’d hope it would be 11XX for each tier…