Star Conflict 1.9.4

5bcdc73f785837dfcbc440951b61.jpg.1557b2c6e3f6d64bf0b9e73734d42b36.jpg

 

Pilots! UMC scientists record a decrease in the wave of abnormal energy. Halloween time is over this year.

Fight and earn xenochips! Get Premium ships!

From November 18 to December 15 inclusive, a new stage for collecting a special game currency, Xenochips, will begin! For a limited time, a number of Premium class ships can be bought with xenochips:

  • Mammoth
  • Atlas
  • Spirit
  • Black Death
  • Blade of Aressa

 

In addition, for those who already have these ships, the UMC offers special resource bundles to increase the power of your fleet!

 

Also, for the duration of the event, players will have access to the following sets for xenochips:

Fox’s contract

  • Portrait №114 Esme Betelgeuse
  • Decor “Blades”
  • Paint “Waves of danger”
  • Taunt “Were you waiting for the right moment? It’s definitely not it.”
  • 50% bonus to credits for 30 battles.

 

Sandra’s deal

  • Portrait №115 Sandra Perkins
  • Decor “Steel jaws”
  • Paint “Waves of joy”
  • Taunt “Did you see it?! I can’t do it again!”
  • 50% bonus to experience for 30 battles

 

Jose’s agreement

  • Portrait №113 Jose Espinosa Lozano
  • Decor “Iron Roger”
  • Paint “Firestorm”
  • Taunt “It’s incredibly invigorating when someone’s life is in your hands!”
  • 50% bonus to credits for 30 battles.

 

Iridescent set 2

  • Iridescent pink
  • Iridescent green 2
  • Iridescent turquoise 2
  • Iridescent blue
  • Iridescent lilac

 

Chest patch (a set of stickers)

  • Hunters
  • Iceberg Group
  • Drones
  • Enclave
  • Privateers

 

Sleeve chevron (a set of stickers)

  • Enclave Roger
  • Butchers
  • Brotherhood
  • Stalkers
  • Cartel

 

Pirate Mother’s jewellery box (a set of stickers)

  • Space Cthulhu
  • Baron’s Cobra
  • Shark
  • Overload
  • Enclave’s Hammer

All bundles are available for purchase in the game store. Xenochips can be received as a reward for completing special tasks.

Xenochips are added to the game for a limited time, and after the end of the event they will be withdrawn from the game and from the accounts of all pilots. Make sure to spend your xenochips before the end of the event!

 

Rank 15 Federation fighter “Joker”

 

 

Another modification of the ship manufactured by pirates - now at rank 15! All players who previously purchased this ship will automatically receive an upgraded version of the fighter on their accounts.

  • The ship has been given rank 15, which gives it access to modules and modifiers of that rank.
  • Parameters of the ship were accordingly adjusted
  • High-ranked versions of the “Plasmer” weapon and the “Thermal repulsor” module became available uniquely for the Joker ship

 

The “Star Conflict: Joker” and “Star Conflict: Joker. Deluxe edition” packs are now available in the official project’s store. The deluxe edition pack will be available for purchase until December 20. There are no restrictions on using the “Joker” ship in the game.

2214a2b4cb7a160a3d1791a31f80.jpg.990c5384880d2dea6090b6f82d9e3243.jpg

 

Star Conflict: Joker. Deluxe edition

This pack includes

  • Enhanced modification of the rank 15 ship “Joker”
  • Weapon “Plasmer 17” - can be installed only on the “Joker” ship
  • Active module “Thermal repulsor 17” - can be installed only on the “Joker” ship

Additionally, the pilot receives:

  • Permanent credit earnings bonus +10%
  • Decor “Golden pearl”
  • Patterns “Titan” and “Cerberus”
  • Unique portrait “Commander Jocund”

Additionally, the pilot receives the modules:

  • Singularity Cannon
  • Engine overcharge
  • Aiming overcharge
  • Combat reboot
  • Inhibitor swarm
  • Vernier engines
  • Emergency barrier
  • Auto-repair
  • Proton wall
  • Adaptive shield
  • Vulnerability probe plugin

 

Special bonus for everyone who buys the bundle — Premium license for 90 days!

Star Conflict: Joker.

This pack includes

  • Enhanced modification of the rank 15 ship “Joker”
  • Unique portrait “Commander Jocund”
  • Weapon “Plasmer 17” - can be installed only on the “Joker” ship
  • Active module “Thermal repulsor 17” - can be installed only on the “Joker” ship

 

Special bonus for everyone who buys the bundle — Premium license for 30 days!
 

Changes in the trading system

The parts of the following ships have been temporarily withdrawn from the trading between players:

  • Mole
  • Salyut-ST
  • Relic
  • Zhen
  • Wolfhound

The parts of the following ships have been temporarily added into the trading between players:

  • Project 1011
  • Granite
  • Singularity

 

Stay tuned to monitor the changes in the trading system. We will announce the changes in advance in the project news.

 

Weapons and modules

Added a new module “Structure analyzer” for the “Mole” ship

  • CPU modifier
  • Periodically scans space for the presence of asteroids
  • Additionally, it increases critical damage on a permanent basis
  • Can be purchased with galactic standards

Balance changes

Weapons, ammunition and missile slot

“Nailer” Gun

  • Projectile speed increased from 4200 to 5700 m/sec.
  • Reduced maximum spread to 1.5 degrees.
  • Increased cooling time to 1.5 sec.
  • Increased aiming time to 2 sec.

The parameters and accuracy of the weapon left much to be desired. It was difficult to hit the target with this weapon due to its low projectile velocity (about half that of the “Assault Railgun”) and strange projectile dispersion.

Coil Mortar

  • Increased range of fire up to 4000 m.

This change should increase the effectiveness of the weapon at long range. Now when using this weapon, players have to fly closer to enemies than it was intended.

 

Crystal defence drone

  • Drone’s active time increased by 5 sec.

Without implants to reload the modules, these drones work for 30 seconds and on the ship Ze’ta they are activated almost at the last moment. That is, after the first drone reaches the last seconds of its active time, you must not miss the moment and activate the next one in time, provided that you still have enough energy. This change will not affect the gameplay, but it will allow us to close this minor “gap”.

Special modules and implants

  • Emperor landing platforms
  • Drone damage is reduced by 50% when landing on platforms.
  • Drone attack radius reduced from 6300 to 5000 m.

The change is designed to reduce the destroyer’s defensive potential upon close contact with it.

 

“Stasis” protocol

  • Increased the speed aura’s bonus time duration

The speed bonus fades gradually towards the end of the special module’s active time and Polar Bear doesn’t have time to accelerate by the time there a large speed bonus appears.

 

Combat reconstructor

  • Reload time increased from 25 to 35 sec.
  • Now the damage radius does match the visual radius of the cloud.

When the module is used, the survivability of the ship increases if there is an enemy in range. With such a fast reload the ship received a strong survivability all too often.

 

“Twin” protocol

  • The recovery time of the second ship after destruction is increased from 25 to 35 sec.

This change should reduce the survivability potential of Tornado, which is especially hard to counter in “Combat Recon” mode, when one half flies to one end of the map and the other half flies to the other.

 

Adaptive resonator

  • Now it shows the number of allies in range.

This will allow players to choose the right time to activate the module

Wormhole Stabilizer

  • Reduced the time limit for repeated warp through the wormhole to 10 sec.

The players don’t use the opportunity to pass the wormhole in the opposite direction due to a long a penalty. These edits are designed to correct this issue.

 

Condensing crystals

  • Initial damage increased by 1250, final damage increased by 4250.
  • Cooldown has been reduced to 15 sec.
  • Increased the minimum size of the cloud up to 100 m.

Not popular, weak and very situational module, which needs an upgrade in comparison to its analogues.

 

Guided torpedo

  • Reduced duration of the radioactive cloud to 8 sec.
  • Cloud damage increased by 25%

This change is designed to make the cloud more useful. Now it is suitable only for beacon control.

 

Warp-vortex

  • Host damage reduced to 200 pts.

It’s a bit unfair that a non-damage special module damages the ship twice as much as a special module with a similar feature.

Crystallid swarm, balanced swarm

  • Time of impact on the target when attacking increased by 3 sec.

The attack time is mostly spent catching up with the target, after which the swarm returns to the ship. This is extremely inconvenient, as the first swarm in the special module doesn’t have time to catch up with targets, and it’s essentially not fulfilling its function of defense. The Special Module 2 attack mode also has this flaw, and this mode of impact on any target except frigates was extremely ineffective.

Special module Ze’ta cloud mode 3

  • Bonus to turns increased to 25%.
  • Bonus resistance reduced to 20 pts.

The edit will allow you to use the tactic of staying in your own cloud more effectively, in conjunction with the use of the speed balancer.

 

Special modules with orbital drones

  • The base durability of all Waz’Got drones and the Hive special module is increased by 30%
  • All other engineer drones, except for “Vanguard combat drones”: durability increased by 30%.

Drones ceased to perform their function of protecting the ship after the change related to the damage to small objects.

 

Active modules

Isotope Harvester

  • Recovery process is now proportional to the damage dealt, multiplied by 1.25.

In the current state of the meta game at high ranks, with the current strength of shield the destroyer has, the module simply can not restore the amount that is needed to at least cover the damage it receives. This change is intended to increase the actuality of the destroyer.

 

Mine network

  • Now the projectile explodes when the module is used again during the flight.

This will allow for more accurate positioning of mine networks and catching “fast enemies” using them, which was almost impossible to do earlier

 

Penetrating beam and mobile pulsar

  • Specified the damage type in the modules’ descriptions

 

Mobile pulsar

  • The module’s description now states that the module is invulnerable

 

EM Scattering Field

  • The module description now says that the inertia movement does not reset the effect.

 

Radioactive cloud

  • The module’s description now states the time the cloud lasts.

 

“Stretto” gun system

  • Resistance reduction time decreased from 30 to 20 sec.

One shot with this module at the target gives a very strong advantage to Tackler and other ships that are focused on it.

 

“Squall” launcher

  • Now no more than 2 missiles can be aimed at one target (used to be 1 missile).
  • The number in the clip has been increased from 3 to 4 pts.

The module had a low module efficiency even when used against 3 opponents in the guidance cone.

 

Cluster torpedo

  • Increased power consumption from 750 to 3000 pts.

This edit should slightly reduce the effectiveness and usability of the module

Landing platform*

  • Durability drone increased by 2 times.
  • Range increased to 2 km.
  • The range of flight (pursuit) is reduced to 3 km.

The drone has very good attack potential, but while on the platform, it most often acts as a target, regularly getting destroyed. The edit will allow the drone to be active after 1-2 shots in flight and better serve as a protective turret in his hemisphere, at the cost of reduced pursuit range.

 

Devastator beam:

  • Cooldown has been reduced by 3 sec.

At the moment the module significantly loses in damage to its main competitor - the pyro emitter, while having the same cooldown time. It deals almost the same damage to the drones, taking into account the multiplier, and does not live up to its name. This edit will allow you to destroy the barriers and battle stations more effectively.

 

Waz’Got battle station

  • In the second version of the development of the plant’s second stage, the regeneration is increased by 100 pts., but the basic number of pts. for its repair is increased by 30 pts.

200 units of additional regeneration does not give the same effect of survivability as 35 units of resistance. 100 regeneration units is an insignificant amount, but will still raise the efficiency of this option of upgrading the station and increase its survivability at the cost of energy consumption to repair the station’s hull.

 

Reflected rage (Hull damage effect):

  • The frequency of dealing damage is increased by two times
  • Active time reduced to 5 sec.

The module has a shorter duration of the main invulnerability effect (lower than the default overload has by 25%), instead the module was given the effect of damage through the shield, which was later changed to a growing damage. Now players often reset the sight after the first second of the module effect, which greatly reduces the effectiveness of the additional effect.

Modifiers

“Reaper-8” converter

  • Cooldown increased by 5 sec.

The modifier’s cooldown was too fast, making the saboteur to be over resilient.

 

Disaster recovery

  • Now gives invulnerability for 0.5 seconds when activated
  • Now it drops the bomb in “detonation” and “conquest” modes

Now the module has a decreased efficiency while delivering bombs, similar to the emergency barrier and the emergency capsule

 

Resonating shield:

  • Its maximum amount in the slots is limited to 1
  • Removed the dependence of damage on the range.

In a radius of up to 500 m., 3 resonating shields combined with a shield drop were able to do tremendous damage. The edit to limit the number of modifiers is designed to remove this significant advantage in this combination, and removing the dependence of damage on the range won’t “kill” this modifier by limiting its number.

Other

  • Reduced the effect of weakening auras of cover frigates in the “Portals” mode

Cover frigates in this mode have a too low survivability parameter - they are destroyed faster than the engineer. This makes them useless in this mode, which limits the amount of usable tactics.

Miscellaneous

  • The Sectors map now has an icon that indicates locations that are available only for squads
  • The descriptions of certain missions have been specified
  • Added the “Naglfar” ship modules to Atlas
  • The following maps have been added to the rotation of the “Survival”, “Captain battle” and “Beacon capture” brawls:
    • Pandora Anomaly
    • Threshold
    • Ancient ruins
    • Energy source
    • Ice Reef
    • Lava spines
    • Dreadnought debris
    • Destroyed Station
    • Devil’s Jaw
    • Monolith ruins
  • Removed a number of portraits that violated copyrights

Bug fixes

  • Fixed a bug related to the in-game physics on the map Special Operation “Destroyer”
  • Fixed a number of errors in texts and descriptions