Star Conflict: Getting Started

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This game is awesome. I don't like old tanks, so WoT is not for me, but this game is quite nice. Especially if you play it in short runs - start it, pop in to 2 or 3 battles is very relaxing :).
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Good arthicle, althou its wrong on few important details which are more related to current balance state of the game.Interceptors and frigates rule at any tier, empire has the best allround specials and fee for switching scales well above 100k. T1 is also currently not fun (compared to t2 and t3) because of the OPness of empire and jericho frigates at that rank.
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I figured contracts might scale higher but I haven't seen it myself, so couldn't comment.As for Tier 1 not being any fun, you're crazy sir.
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This is whats left of jumpgate evolution.
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I frequently have more fun in T1 than T2 because I'm terrible.
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For inties: Empire - good ewar/gtfo ability and great dpsFor fighters: Empire or Federation - I prefer the cloak but the boost to Empire ROF/agility is niceFor frigates: Empire or Federation - Depends on how good you are with that laser snipe. Note that the guided missile hits EVERYONE regardless of team.The ability to leave and re-engage at will usually proves best on the inties/fighters. The faction/ships I didn't list above I found to be lacking compared to their counterparts, but that's my play style playing a role in that to a certain degree.
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this is true, im rank 9 jericho, and i still go back to t1 when i want fun instead of moneys
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More wrong? Really?1. The damage boosters can be afforded for pub matches by people who pay rl money for them and their is nothing stopping them from doing so = pay to win2. Their may not be any armor to penetrate but the gold/blue ammo does do about 15% more damage and the blue ammo is more than 10 times the price of regular ammo so unless you convert standards into credits it is not affordable but yet still usable in pub matches = pay to win.3. you admit that the steam dlc ship are better and can only be bought with rl money = pay to win.The point I was trying to make was that these things could have been discussed in the article not that this f2p modal was worse than WoT.
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The game is actually pretty fun. Only strafing is somewhat senseless as it's barely noticeable.
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It's really not "pay-to-win". It's "pay to support the game's servers and existence, and in exchange receive a couple mild boosts to your stats".People paying money do not receive an "I win" button in this game (or in WoT, where premium tanks are often questionable and gold rounds can be purchased with in-game currency), they merely receive slight advantages and shortcuts in exchange for allowing the game to exist. As the combat in this game is highly skill-based, it would take really severe advantages to make a bad, paying player able to beat someone of even slightly better skill. Pretending that paying customers should not receive anything so broke ass teenagers can only blame themselves for sucking is idiotic.
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it may be my lack of understanding of the author's definition of sniping, but the federation frigates has almost no inherent sniping ability as stands. they deploy drones which pew at close ranges, and they effectively are big brawlers, designed to wade into a fight and cover its own blind spots via the drones. i've had several (albiet terrible) ceptor pilots try to circle behind me after taking massive damage passing me trying to stay in my engines, and getting stuffed by the drones.
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Dude chill!for the third time my point was "that these things could have been discussed in the article". Are you seriously suggesting that not discussing these aspects of the game makes an article better?
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Spot on. For tier 1, federation frigates are extremely hard to play. In tier 2 they are easier to play, and in tier 3 are decent/good-ish. The reason is because in tier 2 you unlock the pulsar and propulsion inhibitor. Pulsar attacks all enemies in a short radius and the inhibitor prevent enemy ships from using afterburners in a short radius. This helps a lot when it comes to dealing with fighters and interceptors. In tier 3, you unlock missile defense which helps keep your drones alive. TLDR: You need higher tier modules to make a federation frigate work.
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Since I can already see people wondering if this game is Pay 2 Win, here are my thoughts on the business model:There are currently three major things you may buy with galactic standards (paid money):Ships, Equipment and BoostsSHIPSIf you are aware of the ship system, using galactic standards you can buy a premium ship three ranks above your current rank. This means that you can still be in tier 1, but buy a tier 2 premium ship. It sounds amazing right? Not really. Matchmaking in this game is based on tiers. Meaning that you can only use your tier 2 ship against other tier 2 ships. In addition, premium ships have stats that are similar to standard ships with maxed synergy. Because of this, buying a premium ship is almost the same as buying a regular ship. You don't buy premium ships for power, you buy them for convenience of not having to rank up and spend credits.EQUIPMENTEquipment in this game is divided into three ranks per tier, MKI, MKII and MKIII. Although MKI and MKII are available by default, to get MKIII versions you either need to level up a sub faction, or buy the premium version. Premium versions are the exact same as MKIII, except they cost galactic standards. MKIII versions are indeed better than their MKII counterparts. This means that in order to have the best equipment, you need to level up a sub faction. However, since equipment is divided up between six subfactions, it will take a long time to actually unlock all of it. Alternatively, you may bypass this buy paying for it using galactic standards.This once again is a matter of convenience. Either you spend the time to level up sub factions or you pay and get them immediately. I will say though, it does border the fence, as you technically are buying power. Even then though, Premium equipments are only around 10% better than MKII equipment. While it will give you an advantage, it will not make you god-like.BOOSTSBoosts in this game give you some bonus. Currently combat bonuses such as extra weapon damage can be bought with credits. This means that anybody can buy a combat bonus, not just the players with galactic standards. The boosts that are galactic standards only are ones that give reputation, credit or experience bonus. This is once again a matter of convenience. If you pay for these boosts, you don't have to wait as long to rank up, level up sub factions or get credits.CONCLUSIONMost of the paid stuff in this game is really about convenience, not just giving raw power. Instead of spending so much time waiting to unlock stuff, you are able to unlock it outright or speed the process up. This is by far the fairest way to do micro transactions. As I mentioned in the equipment section though, being able to buy premium equipment is technically considered buying power. However, when you consider they are only around 10% better and that there is a way to MKIII equivalents for free, it is a grey area. All in all, I think Star Conflict has a mostly fair microtransaction model, that is far better than most other Free 2 Play games.
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My question is: does discussion of the potential P2W aspects of the game further a new player's endeavor in starting Star Conflict? The answer: no.
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You are quite right, however I still mentally consider them sniping platforms because at such slow speeds, you aren't doing much but trying to hit out at long ranges with specific weapon systems. However, good point and duly noted.
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Dude, don't backpedal: admit you don't know what you're talking about.No one talks about P2W in regards to this game because it's not an issue. Honestly, I don't even think my review on here touched on the idea; it's exactly like WoT. "P2W" is just a bad player's excuse more often than not.
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I completely agree, I see no reason why the above discussion should not have been included in the article.

 While Star Conflict—produced by Star Gem and Gaijin Entertainment—bills itself as an action MMO, it isn’t. However, that may be a good thing, given the recent track record of MMOs. No, Star Conflict is instead a sci-fi multiplayer space shooter that feels a bit like the love child of World of Tanks and EVE Online. It features fast paced combat in all three dimensions (though the physics aren’t exactly accurate to space) and a huge selection of ships, each divided into tiers and spread amongst three different factions.

The beauty of the game is that, from the moment you’ve completed your download (and requisite patching, if necessary), you can throw yourself into combat. Unlike EVE Online, there is no long lead time of training or researching necessary. There are, however, some things you can do to help ease your transition into space. Here is a quick rundown of things you’ll need to know.

Ship Types

In Star Conflict, you can pilot one of three different ship classes: Interceptor, Fighter and Frigate.

Interceptors fill a role very similar to that of the interceptor in EVE Online - they are fast, hard to hit, and typically a pain to deal with due to their tackling abilities. However, they are also soft targets on the battlefield. Their HP is the lowest of the three classes, and they take real skill to pilot without running headlong into death.

Fighters are the workhorse of Star Conflict. Not as fast as an Interceptor, but faster than a Frigate, these ships typically see use as a sort of ‘general infantry’ in space. They make for excellent learning platforms as they handle a little more solidly than Interceptors, but are more agile than Frigates. In higher tier play they fill either the role of heavy tackle or command ship (giving out buffs to your teammates).

Frigates are essentially the sniping platforms in Star Conflict. While each faction has a particular flavor of sniping mechanism, all Frigates boast large pools of HP, low agility and maneuverability, and little hope of ever planting a bomb or taking a beacon (more on that later). In the hands of a marksman, Frigates can provide excellent cover for advancing Fighters on the battlefield, while in the hands of madmen they make for tanking ships providing close range support.

Character Creation

You can choose to make a character from one of three factions: Empire, Federation or Jericho. Like EVE Online, what you choose doesn’t have much long lasting impact, as all characters have access to all ships in the long run - however it can have some short term impact. To switch to another faction there is a cost in credits which the new player will probably not be able to afford. Thus, it makes sense to go into things with a half decent idea of what faction to pick.

Empire

The Empire leans towards the armor spectrum of the tanking divide. As in EVE, armor means slowness - their fighters are a significant step back in speed from the Federation and Jericho variants. However, their special abilities are some of the best for all three classes.

Empire Interceptors feature the Microwarp Engine special. The Microwarp actually functions a lot like EVE Online’s Micro Jump Drive modules; they fling the Interceptor forward long distances nearly instantaneously. While excellent for snatching up bombs or snagging uncovered beacons, the MWD feature of these Interceptors can also result in comedic death should a pilot plow into a rock, beacon, or even another ship at high speed.

Empire Fighters feature the Overdrive ability, which massively boosts the fighter’s agility and rate of fire. This ability is great for both offense and defense: On offense it can give you the edge you need in a close fight against one or more opponents, while on defense it can give you the quickness and agility to slip away from your attackers.

The Empire’s line of Frigates boast, arguably, the best sniping platforms in the game. The Disintegrator ability is essentially a scoped laser rifle that can deal death up to 12 kilometers away (a fairly long distance in Star Conflict). The Disintegrator also scales upwards in damage based on whatever main weapon system you equip, meaning you can (in early tiers anyways, before everyone bulks up on resist) hit for over 3000 damage a pop. Against an Interceptor that has only 4-5k HP total, this system can prove frightfully deadly for the enemy.

Just a dude