Star Conflict 1.6.3а: Playing by New Rules

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Pilots! In today’s update, we add a massive number of balance changes proposed and tested by players on a special test server of the project. 

 

Long Range Frigates
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Disintegrator (does not apply to Synergetic disintegrator)
Projectile speed increased by 20%
Rationale: According to the testing results, the special long-range frigate module was declared ineffective against players.

 

Guided torpedo (does not apply to cluster missiles)
Torpedo flight speed increased by 20%
Torpedo manoeuvrability increased by 10% 
Module cooldown time reduced by 20%
Rationale: According to the testing results, the special long-range frigate module was declared ineffective against players.

 

Weapon Overcharge and Tachyon Charge
Module cooldown time reduced by 31%
Rationale: The change is designed to increase the effectiveness of firing at enemies with long-range frigates.

 

Energy sharing
Ship acceleration and speed while the module is active is additionally increased by 50%
Rationale: during the tests, the acceleration of the ship affected by this module was recognized as very weak and made it possible only to accelerate to maximum speed for the entire duration of the module operation.

Recoil-compensated cannon
Shooter recoil speed reduced by 36%
Rationale: According to the testing results, the recoil of the weapon was considered too significant, which made the gun ineffective.

 

EM Scattering Field
Module duration increased by 20%
Rationale: During the tests, the ship’s visibility time was considered too long, which made the long-range ship virtually defenceless for a very significant time. 

 

Sniper drone “Partner”
Module operation range increased by 66.6%
Drone durability increased to 6 thousand.
Rationale: According to the testing results, the drone was found unsuitable for use in both PvP and PvE.

 

Guard Frigates
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Plasma Devastator
Projectile speed increased by 30%
Rationale: According to testing, the weapon was considered suitable only against guard frigates, which made it very situational and practically unsuitable for use against fighters and fast frigates.

 

Missile Shield
The frequency of destruction of missiles is increased by 30%
Rationale: According to the testing results, the effectiveness of the missile defence system was recognized as weak and did not fulfil its intended function 

 

‘Dag’tnith’ Launcher
Negative effect time reduced by 50%
Rationale: According to the testing results, due to homing and unique mechanics, the weapon, as a means of slowing down, was considered too strong. 

 

Energy systems destabilizer Object NY’18
Debuff time reduced by 50%.
Module cooldown time reduced by 20%.
Energy consumption increased by 100%
Rationale: According to the testing results, the module was found to be too strong. The change is designed to make the module more active and only used when it is essential and not permanent. 

 

Engineering frigates
Autonomous Charging Station
Module power increased by 45%
Rationale: according to the testing results, the module does not stand up to any competition, compared to any other repair modules.

 

Autonomous Repair Station
Module power increased by 45%
Rationale: according to the testing results, the module does not stand up to any competition, compared to any other repair modules.

 

Nano-devourers
Module damage increased by 300%
Recovery radius increased by 100%
Rationale: according to the testing results, the module was found to be completely ineffective.

 

Amplifying Shields
Shield strength increased by 49.8%
Rationale: according to the testing results, the module does not stand up to any competition, compared to any other repair modules.

 

Gunships
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‘Ignis’ blaster
Time of fire effects from projectiles is reduced by 57.1% (new value — 3 sec)
Damage duration when staying close to the fire is reduced by 75%.
Rationale: According to the testing results, the duration of the negative effect of this weapon was considered too long, allowing to deal 4235 damage pts. of EM damage in just one hit. With a rate of fire of 400 rounds per minute, the refresh of the negative effect should not be difficult, on the other hand, the enemy can at least retreat.

 

Magnetic disruptor
The time of harmful impact application is reduced by 71% (new value — 3 sec) 
The negative effect’s damage is increased by 15%
Rationale: According to the testing results, the duration of the negative impact of this module was considered too long, allowing 4690 pts. of thermal damage to be dealt in just one hit. In the current crafts with weapons for instantly dealing damage, refreshing the negative effect should not be difficult, on the other hand, the enemy will be able to retreat. 

 

Command Fighters
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Quantum Railgun
Projectile speed increased by 30%
Rationale: According to the testing results, the effectiveness of the weapon was found to be too low in combination with its other parameters, such as the spread and the ratio of overheating time to cooling time, making the weapon uncompetitive to other kinetic counterparts.

 

Diffusion Shield
The amount of damage taken per unit of energy increased by 15.38%
Rationale: This change will increase the effectiveness of silver command fighters.

 

Energy Cube 
Module operation range increased by 46.66%
Rationale: this revision is intended to increase the popularity of this module.

 

Tackler Fighters
Beam disintegrator
Module cooldown increased by 30%
Module range reduced by 11.11%
Module preparation time decreased by 33.33% (new value — 1sec) 
The module’s power consumption is increased by 30%

 

Trap mine
Cooldown reduced by 28.6%
You can place up to two minutes
Rationale: this revision is intended to increase the popularity of this module.

 

CovOps Interceptors
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Quantum defence
Module operation time reduced to 5sec

 

Thermoprojector
Damage frequency increased by 100%
Rationale: this revision is intended to increase the popularity of this module.

 

Plasma Arc
Cooldown time reduced by 34% (new value — 35sec)
Arc length increased by 10%
Rationale: this revision is intended to increase the popularity of this module.

 

Reactor overload
Module cooldown time reduced by 58.3%
Rationale: this revision is intended to increase the popularity of this module.

 

Recon Interceptors
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Crystal mine
Negative effect time reduced by 50%
Explosion radius (not detonation!) decreased by 40% (new value — 300m) 
Rationale: Since the mine is extremely effective in modes with beacons, the change was designed to reduce its effectiveness slightly. 

 

Proximity Mine
Activation time since launch is reduced to 1 second
Rationale: According to the testing results, sensor mines were found to be ineffective.

 

Inhibitor crystal
Escort radius reduced from 750 to 500m (-33.3%)
The upper limit of the blast radius is reduced by 10%
Cooldown increased by 36.36%
Crystal projectile velocity reduced by 13.63% (475 m/s)
Rationale: the module shows exceptionally high efficiency on recon ships, with the majority of kills being made by pilots with this module. The change was designed to reduce the effectiveness of this module. 

 

Tai’Kin Satellite crystal
Flight speed reduced by 30.7%
Maximum range from carrier reduced by 40%
Rationale: this module shows high efficiency, so the change is intended to reduce the effectiveness of use, allowing retreating. 

 

Covert Ops drone
Shield transfer power increased by 10% (528 pts/sec)
Active time reduced by 16.66% (10s)
Cooldown increased by 33.3% (20s)
Rationale: according to the testing results, the module was found to be too effective, due to the power of depleting the shield and the ability to use it almost infinitely.

 

Side booster
Cooldown increased by 100%

 

ECM Interceptors
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Karud Weapon systems sabotage
The module’s active time is now affected by Proton Wall and crew 2-3.

 

Protocol regulation
Using a module drops a bomb
Rationale: there are similar mechanics in the game that drop bombs, the change is designed to make this module the same. It will also eliminate the invulnerability of ECM when planting bombs. 

 

Suppressor Destroyers
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Coilgun
Projectile speed increased by 17%
Rationale: The purpose of this change is to increase the comfort of the game with this weapon without a ship bonus for kinetic weapons. 

 

Ze’Ta Landing platform
Drone flight speed reduced by 33%
Maximum drone distance reduced by 36.36%

 

Wormhole projector
Module cooldown reduced by 33.3% (to 60sec)
Wormhole flight speed increased to 800 m/s

 

Augmented Cooler
Module power increased by 20%
Rationale: this change is intended to emphasize the uniqueness of the modifier compared to the “Shared Cooler” modifier.

 

Blaster Turret
Reduced manoeuvrability time shortened by 30% 
Rationale: this module shows reasonably high efficiency. 

 

Universal modules

Energy converter
Return damage reduced by 10%
Module cooldown increased by 30%

Repair Kit Small / Medium / Large
Module cooldown time reduced by 20%
Rationale: The change is designed to increase comfort when playing on a ship with one universal module. Currently, the old value of reloading speed was considered not relevant.

 

Implants

Alpha-inhibitor “SP-25” (5-3)
Implant power increased by 233% (new value — 10%)

 

Neuroaccelerator “Oculus II” (11-1)
Resistance reduction increased by 25% (new value — 10 pts.)

 

Neuroconnector “WPN-F70” (13-3)
Maximum implant effect enhanced by 50% (new value — 15%)
Effect step is enhanced by 50% (new value is 1.5%)

 

Weapons and modules

Vulcan
Spread reduced by 12.5%
Rationale: According to the testing results, the weapon was considered not competitive enough

 

Heavy Blaster
Spread reduced by 25%
Rationale: According to the testing results, the weapon was considered not competitive enough

 

RF Blaster
Rate of fire increased by 60%
Damage reduced by 33%
Spread decreased by 10% 
Spread increase rate reduced by 50%
Rationale: The change is intended to return the weapon’s unique feature — the rate of fire. It aims to improve the comfort of the game with this weapon significantly. Mathematically, the damage of the gun remains unchanged. 

 

“Horizon” Module
When activated, weapon damage is reduced by 7%
Now the primary weapon’s range grows by 40% 
Only one modifier is allowed
Rationale: This modifier is present in almost all ship assemblies. This edit should increase the dynamics in battles. Also, this change will increase the variability of using other modifiers in the slots of the ships’ CPU.

 

Archangel
Missile turn speed is reduced by 35%
The power is increased to 30% (x1.2)
Rationale: the module is too strong and deals too much damage with the push of a single button, so it was decided to increase the chance of missile evasion. The boost to overcharge was given as compensation.

 

‘Twins’ barrier
Active time increased by 66.6% (new value - 5s)
The module can be used without obstacles
Rationale: According to the testing results, the module was considered too difficult to use.

 

Meson Cannon
The maximum spread is reduced by 12.5% (x0.875)
Rationale: the weapon is ineffective without two assistance modules and an implant.

 

“Kai” fission launcher
Swarm recovery 1500 for 1 hit
Rationale: The change is necessary because now the swarm is restored in one hit of a weapon, which makes it virtually immortal. 

 

Balanced Swarm. Attack mode
Attack distance reduced to 4 km
Rationale: This is too great a range for an aim assisted and dangerous module. 

 

Pirate Mass Shield Generator
Passive Shield Charging 90 pts.
Rationale: The module has many drawbacks, and at the same time, it does not have any significant bonuses compared to the standard equivalent.

 

“Meteor” accelerator module
Energy threshold reduced to 50%
Rationale: at the current energy threshold value (90%), the module is very poorly applicable.

 

Waz’Dum
Durability restoration — 15% of the damage
projectile flight speed —4500 m/s
Rationale: The weapon is now very weak: it is challenging to aim, and the regeneration effect does not give any significant benefit. 

 

Special module boost
Damage increased by 14.29%
Rationale: The current damage increase is too weak and does not have a significant effect on installation.

 

“Echidna” processor
Speed threshold increased to 15% (x3)
Rationale: The change is designed to increase the comfort of playing with this module, excluding accidental disconnection of the module with the slightest movement.

 

Emergency regeneration
Hull recovery takes 10 seconds instead of 25
Rationale: the recovery time is too long, which is why the effect itself is very weak, which does not correspond to the calling of the module.

 

Destabilizing Field
Energy consumption 2000 power.
Rationale: The current power consumption is too large and absolutely uncompetitive compared with any other destroyer module. 

 

Kinematic shield adapter
Regeneration effect reduced by 30%
Rationale: The change is designed to reduce the excessive survival of fighters, thus, forcing them to go into recovery, and not to recover directly in battle.

 

Vacuum resonance laser
Firing range increased by 15%
Rationale: The change is designed to equalize the performance characteristics of the weapon for the “Horizon” system change

 

Thermoactive weapon
Firing range increased by 8%
Projectile speed increased by 5%
Rationale: The change is designed to equalize the performance characteristics of the gun for the “Horizon” system tweak, as well as to improve the possibilities of hitting enemies this gun since they were considered too weak. 

 

“Kai” fission launcher
Firing range reduced to 4500 m
Rationale: A gun with one horizon and an implant is capable of developing a range of precisely 9 km, and using 3 horizons it can develop a range of 11,448 m, opening the possibility to destroy even long-range frigates. 

 

Pulse Laser
Rate of fire increased by 30%
Damage reduced by 23%
Rationale: The change is designed to increase the comfort of playing with this weapon.

 

Heavy Repair Drone
Effect strength increased to ~400 pts/sec 
Rationale: we want to provide a certain level of regeneration for the Destroyers, and we believe that this will improve the experience.

 

Nano-devourers
Recovery power increased by 6.84% (x0.0683761)
Hull recovery time reduced to 5 seconds
Rationale: in tests, the use of the module was considered too low, and the recovery rate was recognized as ineffective.

 

Side boosters
Drop a bomb.
Do not work when affected by tackler modules: inhibitor beam, heavy drone.
Rationale: although technically, the module does not use the mechanics of ultrafast movements, in fact, it is, providing an incredible advantage in combat. 

Movement distance reduced by 25%
Rationale: the module is too good since it allows you to move 2 km every 14 seconds, while its effect cannot be disabled. 

 

Overclocked Blaster
Damage increased by 10%
Rationale: The current value of energy consumption is too high, while the effectiveness of this weapon compared to the plasma gun was considered doubtful, especially given the fact that Karud has problems with the ratio of energy recovery to energy afterburner.

 

Crystal drone
Projectile flight speed increased to 6 km/sec
Rationale: during the tests, the use of this module was found to be extremely low due to the slim chance of hitting the drone projectiles. 

 

Infobarrier
The linear dimensions of the barrier are doubled (x2)
Rationale: during the tests, the use of the module was found to be very low.

 

Engine Suppressor
Module recharge time reduced by 16.66% (х0.8333)
Rationale: during the tests, the use of the module was found to be very low due to a large number of anti-retarding effects, as well as a very long recharge time. 

 

Phase demodulator
For each time the host is locked as a target, the shield charge additionally increases by 996 units in 6 seconds
Rationale: the efficiency of the module in tests was considered weak since the resulting shields do not give any significant survival effect when used. 

 

Coating Polarizer, Aegis System
Module power when activated increased by 30% (x1.3)
Rationale: the modules have an active mode that is too weak, a relatively passive increase in resistance, moreover, at present, the values of the active mode were considered insufficient.

 

Resonating shield
Damage increased by 35.13% (x1.3513514)
Rationale: the efficiency of the module during testing was found to be almost zero.

 

Matter Absorber
Range increased to 1250m
Rationale: The change is intended to improve the efficiency of the use of the Thar’Ga ship, since, when tested, its overall effectiveness was considered weak.

 

Tai’Kin Return Crystal
Manoeuvrability reduction lowered by 100% 
Jump preparation time reduced by 33%
Rationale: with the current restrictions, the module cannot be used either as a means of moving other ships, because the delayed response and the manoeuvrability limit do not allow to approach the target, nor as a means of self-preservation in combat, because the ship is destroyed by the enemy during the response time with very high probability. 

 

Wolfhound
Shield reserve reduced by 15%
Rationale: The change is necessary since the volume of the shield of this ship is equal to the value of the Jericho fighter. 

 

‘Conformist’ booster
Maximum resistance reduced by 21.05%
Rationale: in close combat, this modifier completely replaces modifiers with thermal, kinetic, and EM damage, which makes them less in demand.

 

Defence program ‘Wave’
The module’s effect now lasts for 25 sec.
The shield boost is now 250 pts.
Rationale: now, after use, only shooting is blocked for 7 seconds, but during this time the ship manages to take a lot of damage and recover quickly, which makes it almost unkillable. 

 

Sawtooth
Bonus to primary weapon damage reduced from 20% to 10% 
Reduce the bonus to the range of the barrier modules from 50% to 35%.
Rationale: the minelayer must first slow down the enemy, and not kill it without giving a chance.

 

‘Wounded Beast’ protocol
The threshold for the boost has been reduced from 50% to 35%, but now the gain in speed, manoeuvrability, and energy recovery is additionally increased by 40% 
Rationale: this modifier is intended primarily to retreat with a small amount of durability, and not to continue to kill with even greater force.

 

Micro-locator
Module recharge accelerated by 15%
Rationale: now even on T5 in the purple version, the micro-locator recharges for 41 seconds. At the same time, it does not work through obstacles, but in the open space, it is quickly knocked down. 

 

Repair projector 4-8
Module ranks changed to 4-7
Rationale: the need to remove the projector from the modules available to the ship Phoenix. The Phoenix already stands out with its enormous vitality and firepower for an engineering frigate. Bottom line: Phoenix still has a vast selection of various modules — including its unique ones. At the same time, without repair projector, it will not be able to restore 1700 hull per second to itself all the time the module is in operation, which, combined with its hull strength, as well as three modifiers for it, made Phoenix unreasonably tenacious for an 8th rank ship. 

 

Kinetic wave
Module ranks changed to 7-9
Rationale: the need to remove the module from the ship Stingray. Stingray is not designed to use these modules, warp makes it many times more efficient, breaking any balance.
Bottom line: at 9 ranks, premium fighters still have a unique warp module, the balance at these ranks will not change much. In this case, Stingray returns to balance, still remaining a capable fighter. 

 

Repair system sabotage
Speed bonus reduced to 17% (now 35%).
The negative effect of the module is reduced to 70% (now 80%)
Removes the effects of control from the player, but does not interfere with the imposition of new ones.
Rationale: the module shows a rather high efficiency compared with other control modules, besides it has an anti-control, which, according to the name, should not be there. It could also be used after stopping the special module, which led to even greater invulnerability to any control.

 

Emergency jump
Forbids jumping, teleportation, and warps for 20 seconds

 

Jump crystals
Damage from the use of a special module is increased.

 

Game Modes

Automatic Tournaments
Battle time increased to 12 minutes
Rationale: The change is designed to adapt the time of the battle in tournaments since the current amount of time makes tactics using 8 recon interceptors vital and does not give any opportunity for the defending team to change the outcome of the battle due to insufficient time. 

 

Pirate weapons bundle

Pirate shrapnel cannon:
Critical hit chance reduced by 17%
Critical damage reduced by 20%." 

 

Pirate Gauss Cannon:
Damage reduced by 26%

 

Crafting
Pilots! UMC reports that scientists have fully mastered the production technology of the Crystalline Neuron and now the research of the Ze’Ta ship is possible practically without its help, and where there is no way to avoid the use of Crystal Neurons, their number is minimized. The production technologies of Crystalline Neurons themselves are also being improved, and the number of ingredients is reduced. Scientists report that after 3 weeks they will no longer need them, so we recommend that all mercenaries try to maximize their reserves as effectively as possible while there is still time. 

  • Revised research prices for Ze’Ta ship nodes
  • Crystal Neurons are no longer required to learn nodes of lower ranks
  • Changed the number of resources obtained in the processing of Axons and Dendrites 
  • With the start of the second phase of the Moon race, the Axons and Dendrites will no longer be used in the production of Crystal Neutrons and in trade operations between players.

Miscellaneous

  • Introduced special achievements for participants in the Moon race.
  • Added the option to remove a lot from trading via the context menu.

Bug fixes

  • Improved stability of game servers.
  • Fixed a drag & drop mechanic bug when refusing to sell a product.
  • Fixed the problem of automatic transition to the store upon receipt of the reward, which implies its arrival in the Store.