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April 30th @ 7pm UTC (3pm EDT)
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Chef xedeon's Potatoes au Gratin
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SCS is a 2v2, time limited, competitive event. Teams consist of 2 ships (8 players). The event lasts from 1-3 hours depending on how many teams sign up. Please do not sign up if you will not be able to produce a full 8 player team. 
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Feedback and Suggestions / Re: Phobos MkII Concept
« Last post by Solidusbucket on Today at 02:46:14 pm »
ahhh, thats right. https://youtu.be/q-CaxGU3FeQ?t=20s

Reminiscent of this beauty.
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Feedback and Suggestions / Re: Phobos MkII Concept
« Last post by MightyKeb on Today at 01:38:35 pm »
What does the heavy mine launcher do? I cant remember 100% but thought it did this.

It gives you the ability to detonate a flying mine launcher mid air, as opposed to "cooking". It's pretty similiar, but it doesnt run the risk of damaging your own ship, and it comes with it's own "arming time" before you're allowed to detonate.
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Feedback and Suggestions / Re: Phobos MkII Concept
« Last post by Solidusbucket on Today at 01:14:02 pm »
What does the heavy mine launcher do? I cant remember 100% but thought it did this.
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Feedback and Suggestions / Re: Alliance gun balance idea
« Last post by SirNotlag on Today at 11:17:06 am »
well that may be where we disagree then Naoura.

I am perfectly fine with them them reusing assets in any way they want, it provides more content with less work on MUSEs part. I am perfectly fine with them calling weapons mk.II if they do the same job, such as the current heavy flaks. If the weapon does a different job than its original version then i want the name of the weapon to be different to avoid confusion, such as a short range version of a long range weapon or changed damage types.

I am also okay with them using the Mk. I and Mk. II in the names as in the real world later versions of weapon systems arent always better just different. An example is lets say a mk.I is a big artillery gun, a Mk II might be the same artillery gun but much smaller, so the mk. II is weaker not firing as far or as big of shells but it is easier to move around making it more versatile. There are plenty real world examples of this but i do understand the feeling that a mk.II should be better as the majority of later versions are trying to upgrade on what came before it in some way.
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Feedback and Suggestions / Re: Phobos MkII Concept
« Last post by Naoura on Today at 09:51:04 am »
I had a weapon concept almost identical to this almost a year ago, buuuut I never got feedback for it so, meh.

Anyways, the concept is sound. My theory on it is to have it's arming time reduce by x amount of seconds every second after holding right click.

So, effectively, let's say it takes it 6 seconds for the projectile to reach it's arming time. Cooking the weapon every second reduces the arming time by each second. So, holding right click for 4 seconds would mean that it would detonate in 2 seconds in it's travel time.

That way, it works effectively like a grenade, cooked along it's timer in order to give greater control on it's detonation.
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Community Events / german Tournament - Deutschsprachiges Turnier
« Last post by Psi Crow on Today at 09:38:08 am »

Hi folks, this is an invitation to everybody who speaks german to join our upcoming Tournament, so I will continue in german from now on:

Turnier der
Deutschsprachigen Community

Wir richten am 28. April um 20:00 Uhr unser 2. Turnier aus

Alle Informationen zu Regeln und Anmeldung findet ihr in unserer >Steamgruppe 'Bootsmänner'<

Anfänger sind ebenfalls herzlich willkommen, da wir mit entsprechend zusammengestellten Crews spielen, sodass es möglichst fair und spannend wird. Ausserdem könnt Ihr dabei bestimmt noch ein paar Tricks lernen.

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Feedback and Suggestions / Re: Phobos MkII Concept
« Last post by Daft Loon on Today at 08:17:29 am »
can a MkII Mine trigger a MkI mine? That's an important aspect to think about and I guess it could unbalance like shit

I assume it would by default, depending on how much the AOE was reduced it could be non-trivial to do reliably though.
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Feedback and Suggestions / Re: Phobos MkII Concept
« Last post by MightyKeb on Today at 07:49:48 am »
I want to see that, but I don't want to be killed by my own gunner

Mine pyras and most mine ships with a silly loch gunner can damage themselves repeatedly. This is also good counterplay.
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