Important changes

The Star Conflict team introduces some important changes that will appear in the 0.8.0 update.

We have already mentioned the new role system.

Due to the introduction of the new role system in 0.8.0, the ship tree will undergo a major transformation. Many ships will change their rank, get new special modules and have their basic performance characteristics changed.

What exactly will happen to the ships and modules?

  • All modules and missiles of MK1, MK2, MK3, and Premium quality, that are no longer available, but remain in the warehouses or ships of some players will be sold at the full purchase price.

  • All the “Military” and “Experimental” modules that are no longer available, but remained in the warehouses or ships of some players will be withdrawn. Instead, their closest equivalent modules will be given out.

  • Ships which, in accordance with the new system, have their tier increased, will not be sold if the player can own them in terms of reputation;

  • All modules and rockets of MK1, MK2, MK3, and Premium quality, installed on the ship, will be replaced by similar modules of the new tier;

  • All the “Military” and “Experimental” modules installed on the ships will be unloaded to the warehouse;

  • Ships which, in accordance with the new system, have their tier increased, will be forcibly sold at full price of the new tier, provided that the player does not have enough reputation to own these ships;

  • All the modules of MK1, MK2, MK3, and Premium quality will be forcibly sold at full price of the new tier;

  • All the “Military” and “Experimental” modules installed on the ships will be unloaded to the warehouse;

  • Modules in warehouses will not undergo changes.

  • Modules not suitable for the role of the ship to be unloaded to the warehouse.

A new special module will be added to the game:

Diffusion Shield
The player can surround himself with a shield for a few seconds. The shield absorbs all damage, but at the same time consumes energy: 1 point for every few points of damage. If the ship runs out of energy, the shield disappears.

All special modules will be used in the basic versions, with the exception of:
Phase shield — Raid modification will be utilised.
This modification increases the resistance to the chosen type of damage. During the absorption of the corresponding damage type, the shield temporarily increases damage dealt.

You will also see several new active modules

Plasma Arc
Activation of the module generates a powerful plasma arc, dealing thermal damage to the enemy ships are in range.
MK3 version is sold by Vanguard.
The module is designed for the role “Covert Ops”.

Adaptive Camouflage
While the ship is moving and not firing, it disappears from radars, can not be locked by the enemy and is not subject to directed hostile influences for a few seconds.
MK3 version is sold by Vanguard.
The module is designed for the role “Covert Ops”.

Inhibitor Beam
The module does not allow the enemy to use afterburners. You must be in line of sight.
MK3 version is sold by RAID.
The module is designed for ships role “Tackler”.

Mobile Barrier
Temporarily places a barrier to protect the ship from any damage. The barrier has limited time and strength and moves with the ship.
MK3 version is sold by ARMADA.
The module is designed for ships role “Guard”.

Aiming Overcharge
Activation of the module increases critical strike chance of the main weapon.
MK3 version is sold by RAID.
The module is designed for ships role “Gunship”.

IR Pulsar
Prevents all enemy ships locked on to you from locking any targets.
MK3 version is sold by ARMADA.
The module is designed for ships role “Long Range”.

Micro-locator
Deploys a locator uncovering all enemy ships in range, including invisible ships.
MK3 version is sold by Vanguard.
The module is designed for ships role “Recon”.

EM Scattering FIeld
While the vehicle is stationary, it does not appear on radars, can not be locked by the enemy and exposed to negative effects.
MK3 version is sold by TECHS.
The module is designed for ships role “Long Range”.

Combat Reboot
Activation interrupts all existing negative effects imposed on the ship, and prevents new negative effects. The ship receives a temporary immunity to damage.
MK3 version is sold by RAID.
The module is designed for ships role “Gunship”.

Weapon Overcharge
Activation increases disintegrator and guided torpedo damage
MK3 version is sold by LEGION.
The module is designed for ships role “Long Range”.

Engine Overcharge
The maximum speed of the ship is temporarily increased.
MK3 version is sold by RAID.
The module is designed for ships role “Gunship”.

And don’t forget, there are still more ships to come in the future!

We are confident that the new update will make the game easier to understand and easy to love.

Thanks for the heads up! I guess i’ll go back to T2 to test out the new stats when they hit.

 

also, wil lthere be a list of less important changes coming? 

Thanks for the heads up.  Can’t wait for Monday!

It looks great!!! Cannot wait

That is a metric poop ton of changes in 1 patch, have your spam filters ready for RAGE  =D

Gonna be kinda nice seeing a change up from the same 3 or 4 ships pretty much dominating the matches though.

Can we get a heads-up of what ships are changing?

sounds very good!

:005j:

Are you going to change premium ships?

All ships will be changed in the upcomming patch. Roles, Modules, Stats, Equipment and so on. Very big change this time.

Any intention to make changes to the matchmaking?

All ships will be changed in the upcomming patch. Roles, Modules, Stats, Equipment and so on. Very big change this time.

 

 

Are you going to refund peoples gold if the premium ships role is changed or for  any other circumstances?

I really don’t like the em-scattering field, it’s gonna buff snipers just the more, specially in conjunction with weapon overcharge.

You should really nerf it.

 

Eg. If the EM field is an active module, significantly decrease accelertion and turn speed while it’s active, if it’s a passive module, reduce themby a little.

Also: is the mobile barrier able to protect others too?
also also: The Plasma arc sounds great, exactly what interceptors needed since they significantly lack damage, I just hope it doesn’t get too powerful…

 

Also also: I already don’t like how only certain modules can be attached to ships, that’s gonna destry all creativity and tactics and just burn everything down to a game of chess, basically.

 

You should allow other modules either being freely equippale at a penalty, or just one of the other roles equippable without any bonus (Ie gunships can also carry tackler, tackler can carry command, command can carry gunship, but without the bonuses.)

I really don’t like the em-scattering field, … You should really nerf it.

You don’t really know what it does yet, it may have a cooldown or other restrictions not listed. Try not to jerk that knee too much.

You don’t really know what it does yet, it may have a cooldown or other restrictions not listed. Try not to jerk that knee too much.

Aye

Great!!!

New era has come!!

About the phase shield, can it also work for hull as well so it can support hull tanks? I think if it were placed on ships designed for hull tanking it would not be much of a use aside to patch up the low EM resistances on shields and getting a less time to use the raid buff as the shields take damage.

i’m rather concerned about the few modules for empire…looks like native jer / fed players will have a temporal advantage…

 

will you reintroduce t1 and t2 missile defence (support module) and t1 hull and shield mass regeneration?

new players don’t have any chance to play the frigate as a support ship at t1 which leads to excessive torpedo / desintegrator camping…

 

why give the mobile barrier a time limit?! it’ll die easy enough by enemy fire…same goes for the warpgate…you can’t use it to escape since it is shot down too fast

 

you’ll say: of course engineers are supposed to stay behind - yet some players like to use the ships the way they want even if they are not meant to be used this way

Please, please please bring back tier separation in this patch!

 

Seriously, if you want to know how balanced these things are, then you can’t go throwing mixed-tier battles into the mix; it will completely throw the numbers off! You need separated tiers so you can easily spot whether a certain combo is unbalanced at a certain level of play.

 

And for that matter, do remember that not all of us are flying Tier IV full-purple ships here; just because the no-llifers are happy doesn’t mean the bulk of the players are having a good experience.

Will wait and see, but there is a lot of changes designed for sniping ships.

And honestly im a bit concerned about sniping n00bs already, im not sure helping them is a good idea.

 

Anything about loyalty grind/contracts improvements…?

i’m rather concerned about the few modules for empire…looks like native jer / fed players will have a temporal advantage…

 

will you reintroduce t1 and t2 missile defence (support module) and t1 hull and shield mass regeneration?

new players don’t have any chance to play the frigate as a support ship at t1 which leads to excessive torpedo / desintegrator camping…

 

why give the mobile barrier a time limit?! it’ll die easy enough by enemy fire…same goes for the warpgate…you can’t use it to escape since it is shot down too fast

 

you’ll say: of course engineers are supposed to stay behind - yet some players like to use the ships the way they want even if they are not meant to be used this way

 

Don’t forget that these modules are added more or less as a replacement for modules that will be removed.

My guess is that Most Jer-owned modules just happen to be deleted.