People have been discussing a rollback of the most recent patch, but a lot of people only want a partial rollback, so I decided to create a poll which as I said in the title, more accurately reflects which changes players object to.
I tried to eliminate trivial changes and positive changes such as bug fixes from the poll. Please take the time to go through all the changes and review them yourself.
**I am aware that there is already a poll out on whether or not to rollback, but I believe that this will be much more effective than a simple “yes” or “no” poll.
Below is the list of changes made in the recent patch. Please review these before you take the poll.**
Gameplay
Weapon damage tuning.
Increased PvE missions difficulty.
Development
Slightly increased starting ships upgrade times.
Bug fixes
Fixed a server-crashing bug.
Fixed some game-crashing bugs.
Star Conflict OBT v. 0.9.0
General changes
Economy
* All ship prices, except for Premium-modifications reduced by 25% on average.
* Increased sticker and colour application periods.
* The cost of owning stickers and colours, calculated for 1 day, has been reduced.
Ships
Interceptors
* "Dwarf"renamed into “Neutron”
* “Elf 2” renamed into “Black Swarm”
* “Black Elf” renamed into “Magnetar”
* “Elf” renamed into “Swarm”
* “Nibelung 2” renamed into “Tempest”
* “Arigato AE” renamed into “Nodachi EW”
* “Arigato type A” renamed into “Nodachi type A”
* “Arigato” renamed into “Nodachi”
* “White Hawk” renamed into “Talon”
* “White Eagle” renamed into “Swift Eagle”
Fighters
* “Phobos Aura” renamed into “Phobos”
* “Hercules 2” renamed into “Hercules Rage”
* “Prometheus 2” renamed into “Prometheus X”
* “Kastor 2” renamed into “Spartacus”
* “King Kastor” renamed into “Argonaut”
* “Kastor” renamed into “Castor”
* “Short Sword” renamed into “Orelus”
* “Poni” renamed into “Flamberge”
* “Mouse” renamed into “Panther”
Frigates
* “Siegfried” renamed into “Sigurd”
* “Cerberus 2” renamed into “Styx”
* “Centaur 2” renamed into “Minotaur”
* “Ginger Centaur” renamed into “Chiron”
* “TOR R2 Mk.S” renamed into “Scimitar”
New T5 ships available
Intercepors:
* Viking. Affiliation: Empire. Rank: 13. Role: Recon.
* Storm Viking. Affiliation: Empire. Rank: 14. Role: ECM.
* Jarl. Affiliation: Empire. Rank: 15. Role: Recon.
* Wakizashi. Affiliation: Jericho. Rank: 13. Role: ECM.
* Wakizashi AE. Affiliation: Jericho. Rank: 15. Role: ECM.
* Wakizashi type R. Affiliation: Jericho. Rank: 14. Role: Covert ops.
* Grey Falcon. Affiliation: Federation. Rank: 13. Role: Covert ops.
* Falcon-M. Affiliation: Federation. Rank: 15. Role: Covert ops.
* Spectre Falcon. Affiliation: Federation. Rank: 14. Role: Recon.
Fighters
* Apollo. Affiliation: Empire. Rank: 13. Role: Gunship.
* Aura. Affiliation: Empire. Rank: 14. Role: Command.
* Lightbringer. Affiliation: Empire. Rank: 15. Role: Gunship.
* Sword. Affiliation: Jericho. Rank: 13. Role: Covert ops.
* Sword AE. Affiliation: Jericho. Rank: 14. Role: Tackler.
* Sword type S. Affiliation: Jericho. Rank: 15. Role: Command.
* Lion. Affiliation: Federation. Rank: 13. Role: Tackler.
* Piranha-B2. Affiliation: Federation. Rank: 14. Role: Gunship.
* Lion Mk II. Affiliation: Federation. Rank: 15. Role: Tackler.
Frigates
* Dragon. Affiliation: Empire. Rank: 13. Role: Long-range.
* Naga. Affiliation: Empire. Rank: 14. Role: Engineering.
* Archdragon. Affiliation: Empire. Rank: 15. Role: Long-range.
* Inquisitor. Affiliation: Jericho. Rank: 13. Role: Guard.
* Inquisitor AE. Affiliation: Jericho. Rank: 14. Role: Long-range.
* Inquisitor type S. Affiliation: Jericho. Rank: 15. Role: Guard.
* Osprey. Affiliation: Federation. Rank: 13. Role: Engineering.
* T-Rex. Affiliation: Federation. Rank: 15. Role: Engineering.
* T-Rex Mk II. Affiliation: Federation. Rank: 14. Role: Guard.
Optimized the structure of the ship tree.
Engineer
* Combat Drones: Ally repair radius reduced by 50%
* Nanodrone Cloud: efficiency increased by 30%
* Mass Shioeld Generator: efficiency increased by 30%
Weaponry
All weapons can now overheat
Revised damage, range, spread and overheating values for all weapons in the game
Revamped weapon effects
Changed various weapon mechanics
Changed the names of some weapons
Now every weapon is fixed for a certain class of ship
* All weapons, not fitting the ships on which they are installed, will be forcibly unloaded to the warehouse
* All Premium modifications will be forcibly sold at full price
More on weapon changes:
Pulse laser
* Used on: Interceptors
* Summary: A simple weapon that does not require aim tracking
* Brief description: laser with spreading
Shrapnel Cannon
* Used on: Interceptors
* Summary: Well-suited for long-range attacks on stationary targets
* Brief description: A powerful close range weapon with a low rate of fire
RF Blaster
* Used on: Interceptors
* Summary: very high damage per second
* Brief description: A powerful melee range weapon
Plasma Gun
* Used on: Interceptors
* Description: a simple entry-level weapon
* Brief description: decent damage with small spread
SIngularity cannon
* Used on: Fighters
* Summary: A powerful weapon against slow-moving targets
* Brief description: Low fire rate is compensated by area damage
Gauss Cannon
* Used on: Fighters
* Summary: This weapon is good at suppressing targets
* Brief description: low rate of fire is compensated by good single projectile damage and small scatter
Ion Emitter
* Used on: Fighters
* Summary: A powerful tool in the hands of an experienced pilot
* Brief description: laser capable of increasing damage as you keep the beam on the target.
Assault Railgun
* Used on: Fighters
* Summary: a great weapon for rookie fighter pilots
* Brief description: medium-range weapon with moderate damage
Coil Mortar
* Used on: Frigates
* Summary: a cannon that shoots powerful explosive shells
* Brief description: low rate of fire and slow turning of turrets is offset by a guaranteed explosion even when a projectile misses
* All guns fire alternately. Overall firing rate depends on the number of guns on the ship.
Heavy Blaster
* Used on: Frigates
* Summary: a weapon that creates a dense stream of shells
* Brief Description: slow turret turn rate, fire rate increasing with time
Positron Cannon
* Used on: Frigates
* Summary: a good weapon for finishing off damaged ships
* Brief description: an accurate weapon with the ability to charge projectiles
Laser Assault
* New name: Beam Cannon
* Used on: Frigates
* Summary: A simple and convenient laser, in the right hands it becomes a deadly weapon
* Brief description: an accurate weapon with decent damage
Missiles
Now, each ship has a single slot for missiles.
Missile size division has been removed
Each type of missile is assigned to its own ship class or role.
* Missile assigned to the role can be installed on ships of the 4th and higher ranks.
Missiles are bought in cartridge packs:
* One cartridge pack includes an unlimited number of missiles for 1 battle.
* The cartridge pack is removed at the end of the battle
* The cartridge pack is removed if the ship launches into battle
* If the ship was taken to battle, but never actually flown, the cartridge pack is not removed
* Autoreplenish function now replenishes cartridge packs
* You can only sell cartridge packs through Equipment
* You can sell cartridge packs through the Store / Warehouse
Rocket ammunition are carried in cartridges:
* Reloading a cartridge takes some time.
* Improved Pylons do not speed up cartridge reloading
Premium cartridge packs have the same amount of missiles
Distribution of missiles by class:
Interceptor
* Unguided missiles
* New name: Small missiles
* Now homing
* Available at 1 rank
* Increased speed, maneuverability
* Damagereduced by 20%
* Plasma missile
* Available at 5 rank
* Damage increased by 20%
* Armor-piercing missile
* Available at 8 rank
* Speed increased by 50%
Fighter
* Standard missile
* Available at 1 rank
* EMP missile
* Available at 1 rank
* Turn speed increased
* Armor-piercing missiles
* Available at 8 rank
* Speed increased by 50%
Frigate
* Cruise missile
* Available at 1 rank
* Torpedo
* Available at 5 rank
* Increased trigger and explosion radius
* Octopus
* Available at 8 rank
* Up to 20% reduced mobility
Distribution of missiles by roles:
ECM
* Missile with energy-neutralizing field
* Available at 6 rank
Covert ops
* Tactical warhead
* Available at 7 rank
Recon
* Slowing missile
* Available at 6 rank
* Sensor mine
* Available at 6 rank
* Damage increased by 25%
Gunship
* Firestorm
* Available at 8 rank
Command
* Ion-warhead missiles
* Available at 7 rank
Tackler
* Missile with slowing field
* Available at 6 rank
Engineer
* Attack drone
* Available at 6 rank
* Damage increased
* Speed increased
Guard
* Anomaly Generator
* Available at 6 rank
Long-range
* Minelayer
* Available at 6 rank
Most missile parameters were tweaked
Modules
Weapon modifiers
* Now the weapons have no modifiers
* Modifiers have been converted into munitions
* One pack of ammunition is enough for one battle
* Ammunition is removed at the end of the battle
* The ammunition pack is removed if the ship launches into battle
* If the ship was taken to battle, but never actually flown, the ammunition pack is not removed
* Autoreplenish function now replenishes ammunition packs
* Ammunition changing types of damage is no longer in the game
* You can buy ammunition only through the Shipyard
* You can sell ammunition in the Shop / Warehouse
* All modifiers will be removed with a refund:
* Mk1-MK3 fully refunded with credits.
* Premium version fully refunded with galactic standards.
* Military and Experimental versions are refunded with galactic standards at a cost of a trophy.
Additional Options
New booster module: Prospector Probe
* Provides additional try to find loot (only PvP).
Changed booster mechanics:
* Combat firmware
* Increases synergy gain by 40%
* Increases loyalty gain by 40%
* Hacked firmware
* Increases synergy gain by 200%
* Increases loyalty gain 200%
* Tactical Software
* Increases synergy gain by 30% for all allies
* Increases loyalty gain by 30% for all allies
All boosters with changed mechanics will be refunded
Hangar
Introduced a variety of hangars for different sides of conflict:
* Each pilot will be placed in the hangar of the corresponding side of the conflict, without regard to the jurisdiction of the corporation (for corporate pilots).
* Pilots can change the hangar.
* Hangar change is available in the Missions menu (PvE).
* Hangar change costs credits.
* The pilot can keep fighting for either side of conflict from any hangar.
Development
New implants are available
Rank 13
* Neuroconnector “Rapidus III”
* Clears module cooldown, if your opponent is destroyed by the damage done by you
* Affiliation: Empire
* Neuroconnector “Ant II”
* Increases main weapon damage by 25% if your opponent is knocked down by the damage done by you
* Effect duration: 15 seconds.
* Affiliation: Federation
* Neuroconnector “WPN-F70”
* Increases main weapon damage until the end of the battle if your opponent is destroyed by the damage done by you
* For each enemy damage is increased by 3%
* Damage bonus limit is 33%
* Affiliation: Jericho
Rank 14
* Neuroconnector “Gigas III”
* Neutralizes all negative effects and makes the ship immune to them if the shield is completely discharged
* Effect duration 7 seconds.
* Valid once per combat
* Affiliation: Empire
* Neuroconnector “SR-X”
* Increases hull resistance when the shield is fully discharged
* The increase is 75 points to all types of damage
* Effect duration 7 seconds.
* Valid once per combat
* Affiliation: Federation
* Neuroconnector “Albatross II”
* Activates the emergency invisibility generator if the shield is completely discharged
* Effect duration 7 seconds.
* Valid once per combat
* Affiliation: Jericho
Rank 15
* Neuroconnector “Gladius III”
* Accelerates synergy and credits gain and increases the damage of guns
* Gain is increased on the ships of all ranks
* Affiliation: Empire
* Neuroconnector “Owl II”
* Increases the credit gain, as well as hull and shield strength
* Gain is increased on the ships of all ranks
* Affiliation: Federation
* Neuroconnector “RB-X”
* Increases synergy gain and missile damage
* Gain is increased on the ships of all ranks
* Affiliation: Jericho
(UPD) Beta catalyst "Cheetah II»
Speed increase was reduced to 7%
Changed the mechanics of synergy
* Now, to buy the next ship in the tree, you need to reach a certain level of synergy with the previous ship.
* Introduced the concept of “free synergy” — synergy, not tied to a particular ship
* Synergy earned in battle receives a bonus of 5% of free synergy
* Free synergy can be used for upgrading any ship
* Ship synergy upgrade does not happen automatically
* When the ship reaches maximum synergy, it starts to accumulate surplus synergy
* The pilot has the ability to transfer surplus synergy from one ship into free synergy. Operation is not free.
* Operations with synergy are available in the Shipyard
(UPD) Re-adjusted synergy.
Some ships have another number of synergy levels now.
Re-adjusted synergy values.
The total amount of synergy on ships has not been changed.
According to Reputation and Loyalty:
* If the pilot at the time of the release of patch 0.8.0 had a reputation and / or loyalty rank either side of conflict or faction above the 12th, the rank will be restored
Gameplay
A new PvE-mission “Pirate base attack”
Now the game has no concept of “side of conflict bonus” which pilots chose at the start of the game.
* Side of conflict bonuses were moved to the implants of the 15th rank.
* “Forged ID” was removed from the store.
Changed the principles of effectiveness calculation
* Reward for supporting an ally increased by 67%
* Reward for weakening the enemy increased by 67%
Sound
Added new combat music tracks
Added different sounds for different hangars
Added sounds of new weapons
Bug fixes
Fixed a bug where the autonomous stations and warp gate could be installed inside objects
Sound editing errors
Small fixes
Update # 1:
* Adjusted damage for certain weapons.
* Increased difficulty for PvE-missions.
* Slightly increased the synergy requirements for the first levels.
* Fixed a problem with the game servers.
* Fixed some problems that caused random network problems.