In today’s blog we’d like to tell you about a few major changes that are about to happen in our game! You are in for interesting announcements and a story about the changes to be made to existing aspects of the game! In addition to the introduction of new items to the game, we are constantly working on the existing ones. We have decided to change a few things that affect the balance of the game. Which ones? Read below!
Here’s the biggest announcement of today’s blog! We are pleased to announce the introduction of a new tier of ships! That’s right, pilots — soon you will see our brand new T5 ships! You have been waiting for them, and the time has come! 27 new ships with new parameters and models! Of course, it is quite obvious that with the advent of a new tier, we also get new implants , soon you will be able to try them out too!
Not bad, huh? Now the question is — are you ready for the next announcement?
A lot of players have been demanding this one: Very soon we’re going to have brand new hangars for all factions and a new PvE menu! That’s right — now each side has its own hangar with a unique design! Now you can change your hangar to the one with the look you like in the PvE menu. The PvE tab has also been made more comfortable but we’re still planning on expanding it further.
Moving on — we often hear from you that replenishment of ammunition after each battle is sometimes expensive. In addition, pilots noted that a limited number of missiles in combat lowers the degree of intensity. Therefore, this system has been redesigned. In order to avoid imbalance, we decided to give up several slots for missiles, but now the number of missiles during the fight itself is completly unrestricted. You can buy a missile clip in the hangar, install it and then use it for an entire fight! Before flying to the next fight you will only have to buy one “clip” — This will change the cost of ammunition replenishment after each battle, and the use of missiles in the battle!
In addition to missiles, changes were made to weapon modifiers — their concept has been completely revamped. Now modifiers are purchased for one battle , instead of being permanently installed on the ship. In addition, we decided to remove those modifiers that alter the type of damage done — these modifiers had a negative impact on both, the balance and the understanding of game mechanics. Those players that have a large stock of different modifiers do not have to worry — all modules will be sold and their price in gold or credits will be refunded!
And now we come to a major innovation, which we would like to tell more about — it is related to the weapon system. We noted the negative reaction of the pilots about weapon mechanics being generally similar in spite of the difference in special effects. It soon became boring to play with guns which works on similar principles. It is important that the game is varied and interesting to our players so that each role is perceived not only as “ships with different modules” but also as something special in terms of combat mechanics.
At the moment, there is a great amount of weapons in the game, which is not only bad for the balance, but they are also relatively rarely used by the players. A recent poll on the subject also showed that the players are much more likely to use one or two types of guns or even choose a specific weapon for a specific role.
In addition, almost all the weapons in the game are working on similar principles, so when choosing a new weapon, many will see not the differences in animation or damage but similar shooting mechanics.
Many people reading this article have probably asked the question: “So what are you going to do with all this? ”
The answer to this question is this: Some time ago, we started working on revamping the entire weapons system. It was decided to introduce more variety to the game and to replace existing weapons with new ones. Some will be a bit similar to the old weapons, but some will be brand new! With this update, each role, each class has its own personality, not just “Different modules” — because each weapon is unique and fun to use, which means there is no “best recipe”, players will be able to experiment and be equally effective with all kinds of weapons!
So, you can’t wait to find out what weapons will be waiting for you in the game? Then check the spoiler!
We start our little story about the weapon upgrade of 0.9.0!
The first new weapon will be the Plasma Gun — this type of plasma weapon will have medium damage and range. However, in the right hands and on the right ship this weapon will be a very dangerous tool to destroy the enemy!
It is followed by Pulse Laser , designed for quick fights with opponents of equal power that do not require fire prediction.
Incredibly powerful, but rather slow Shrapnel Cannon helps pilots destroy the enemy at close range. However, when you try to fire at distant targets, the effectiveness of this weapon is much lower.
RF Blaster — a very dangerous weapon for clashes at close range with high rate of fire and damage. However, pilots of Covert Ops ships have to remember — the longer they are firing the blaster , the greater its spread will become! This weapon will complement the hit and run tactics.
The next weapon, an Assault Railgun ,is a precision kinetic weapon for firing at medium range, but with below-average damage.
Moving on! The Singularity Cannon is a powerful weapon, delivering electromagnetic damage to all enemies caught within the effect field of the charge. Moreover, this weapon penetrates ships — so it can hit several ships located in a tight cluster!
Gauss Cannon. This type of kinetic weapon is ideal for focusing the team’s attack. It has above-average range, high speed particles and high damage. However, its rate of fire is rather slow.
Ion Emitter is ideal for attacks on large vessels and has brand new impact mechanics — the longer you hold the beam on the target, the higher its damage!
This is followed by Beam Cannon — it’s a laser weapon effective in all combat situations. Suitable for destruction of enemies at medium and close range.
Coil Mortar — a very effective kinetic weapon that has notable differences in its mechanics. The amount of damage it inflicts is the same regardless of the ship, but the rate will vary depending on the number of weapon turrets. Thus, its fastest (and most effective) variation can be found on long range frigates, and the slowest on interceptors. This type of weapon is great for damaging both groups of enemies, and the less mobile single targets.
In addition, ships can be equipped with destructive laser systems called Heavy Blasters — it keeps shooting more and more particles as you hold down the trigger. But do not forget about overheating!
Pilots also have access to Positron Cannons — plasma guns ideal for fire support as they cause serious EM damage, however, because of the long reloading time, it has a reduced rate of fire.
So, very soon you will find a noticeable change in the weapons system — 12 new weapons will replace the old ones. This change will make the game more diverse and further influence the balance of roles in the game! Well, now we are looking forward to the moment when the pilots will be able to try out new guns in action!
As you can see, very soon you will find a large number of extremely interesting and important changes. The introduction of T5, new implants, the emergence of race hangars, new weapons, refining the mechanics of missiles and modifiers — all this will undoubtedly make the game more fun! And of course, we would like to note that we will continue to work on the development of Star Conflict’s world, and its balance. We would like to thank all our players for their support and constant feedback on all aspects of the game!