Welcome, dear pilots! You all started as fresh pilots a long time ago and many of you were searching for solutions in different situations. Now you are experienced and it’s time to provide some tips for your future wing men.
We begin the competition boards.
Terms for the contest:
Create your own advice that isn’t in the game tips yet.
The competition will last from 8 to 13 November.
12 November - last day for posting tips.
13 November - we choose the most valuable advice and announce the winners.
The tips that seem to be usefull will be used in the game and their authors will receive 500 Gold Standards for each accepted tip.
Rules for submitting tips for the contest:
Each of you can submit no more than five tips.
The phrase should not exceed 180 characters without spaces.
Your suggested tips should be posted to this thread in a single message.
Tips can be edited and used at the discretion of the administration.
The Council is awaiting your work!
Tips that are already in the game:
Use Federation fighters’ “Cloaking” to approach to the enemy undetected or to avoid combat.
Use repair modules to restore ship’s hull armor.
Activate the Empire fighters’ Overcharge mode to quickly overcome enemy resistance.
Imperial frigates’ Disintegrator makes excellent snipers out of them!
Armada frigates’ Drones protect them from missiles.
You can slow down enemy ships, as well as reduce the effectiveness of their weapons with the help of modules.
The ship has ‘dead zones’ - directions where some or all the ship’s weapons cannot fire.
Homing missiles are launched directly ahead of the ship. So it is best to launch them when the target is ahead of you.
Unguided rockets are good in close combat.
Using the directed shield generator module, you can restore the shields not only of your allies, but also your own.
Interceptor can be pretty easily stay in the ‘dead zone’ of a frigate.
Use the Imperial ‘micro-warp’ interceptor to quickly fly up to the enemy.
Approaching the enemy, you risk getting hit by a ‘Pulsar.’
High-level Interceptors have a chance to survive a nuclear explosion.
Disintegrators need time for the initial charge.
Drones can repair Vanguard ships.
Typically, the ‘dead zone’ is located below the ship.
Missiles have a remote detonator and do not have the ‘friend or foe’ system.
Unguided rockets are fired in the direction of sight, so they are always easy to launch.
You can restore shields quickly and by a great margin, but not often. Or you can restore them for a little bit, but the with module is working for a longer time. Choose what you like better!
When piloting a Frigate it is important to occupy a vantage point.
The damage from the rockets is scaled to the size of the ship: frigate gets the most damage.
Fly close to a beacon in order to capture it.
Shooting at the prediction point doesn’t guarantee the hit if the target is actively maneuvering.
You can hide from rockets behind obstacles.
Damage from the collision with obstacles depends on the angle of collision. The closer to 90 degrees, the greater the damage.
In the hangar, you can repair the vehicle free of charge, using the insurance.
If auto-repair is on, you will pay for the ship repair before the insurance is used.
You can change the type of combat slots to install ships of another class.
In game settings you can adjust the desired combination of control modes.
A squad is an unstoppable force.
Found a bug? Post it to the game forum!
There is a manual in the game folder. There is also a game wiki^|http://wiki.star-conflict.com
Using the Target Painter, you increase your own effectiveness and help your allies.
Pilot licenses give different bonuses and speeds up your progress.
If you hover over a module in the list, you will see a description of the module. If at this moment you press ‘SHIFT’, you will see a description of the module installed on the ship. So you can compare the features of the different models of weapons and modules.
Immediately before a disintegrator charge, the target is lit up by a laser pointer. Don’t miss it!
By repairing friendly ships, you increase your effectiveness and your team’s chances to win.
You don’t have to stay close to the enemy if you use the Plasma Web module.
You can interrupt the capture by damaging the attacking ship.
You repair beacons faster than a single enemy ship captures it.