Game Mode: Domination
* Changed the logic of scoring in “Domination”:
Each team has a total stock of domination points that are deducted if a ship from this team is destroyed.
When one of the teams captures more than half of the beacons on the field (for example, 2 of 3), the enemy also starts losing domination points.
If one team has captured all the beacons, the domination points of the enemy team decrease even faster.
If a team has only one beacon, domination points are not deducted.
The team which loses all control points, loses.
Ships: General
* Reworked the base ships dimensioning system. Changes are technical in nature and did not affect the behavior of ships.
Weapons and modules: General
* New module and weapon allocation system (previously purchased or found weapons and modules will remain with their owners):
== Technological level 1 ==
Assault weapon modifications.
Hull and shield recovery modules.
Mass hull and shield recovery modules.
Basic control modules.
Basic special modules.
Initial modifications of unguided, standard and heavy missiles.
== Technological level 2 ==
Rapid-fire, long-range weapons.
Advanced combat modules for recovery and resistance of hull and shields.
The command module affecting the opponents’ parameters.
Attack combat modules.
Modifications of the main weapons’ type of damage.
Modifications that improve primary weapons.
Additional modules increasing resistance of hull and shields.
Armor modifiers.
Missiles with additional types of damage.
Mines.
== Technological level 3 ==
Heavy weapons.
Advanced combat modules.
Modifications of main weapons in range, rate of fire and spread.
Additional modules for the ship’s CPU.
Add-on modules for the condenser vessel.
Drones.
Missile arms control with the effect of the enemy.
Multiple-launch rocket.
Nuclear warheads.
== Technological level 4 ==
Additional modules for the engine.
Scenarios: General
* Full completion of scenarios grants a special loot search zone, with a high chance of finding weapons and components of high quality.
Scenario "Sabotage"
* Decreased the power of attacking enemies in the first phases.
* Changed the 3rd phase of the scenario “Sabotage”.
Interface: General
* Added a player profile screen. The “achievements” screen is now a part of the “Profile”.
* Added more information in tooltips for ships (Characteristics, role, available slots, etc.).
Sound and Music: General
* Added special sounds and phrases for the events in the scenarios.
Bug fixes
* Tags of your squad members on the radar are now shown in green.
the empire ships getting slower with every patch…soon they will only be able to camp the own spawn because they fly at a speed of 1m/s…
the phobos aura and the deimos 2 both fly 167 at max. lvl…the phobos has 1000 hp less…pls redesign the ratio speed / total hp aswell as the capcitor volume
the same for the hydra 2 and acid hydra: speed 121 but the acid hydra has 2k hp less
bugs this far:
their is no mass hull regeneration module at tier 1
the thermal insulator (hull resistance for less thermal damage) still has % values in it’s description
the empire ships getting slower with every patch…soon they will only be able to camp the own spawn because they fly at a speed of 1m/s…
the phobos aura and the deimos 2 both fly 167 at max. lvl…the phobos has 1000 hp less…pls redesign the ratio speed / total hp aswell as the capcitor volume
the same for the hydra 2 and acid hydra: speed 121 but the acid hydra has 2k hp less
bugs this far:
their is no mass hull regeneration module at tier 1
the thermal insulator (hull resistance for less thermal damage) still has % values in it’s description
if you unequip the hull modifier “passive armor” you will not be able to requip it
The diffrence in Hull and Shield for all ships makes the ships diffrent. In the end, the lower stats usually have better resistances. Hover over the ships Icon and press shift and alt to see the stats.
Some info on the resistances and how they work:
1 Unit of resistance grants you 1% of your max shield/hull as bonus. E.g. you have 1000 shield and add 100 Units EMP resistance to it and you will be able to take 2000 EMP damage. But you only have 1000 displayed ingame. So regeneration will become very effective.
Yes, I agree that these requirement changes is not very good. All of the other updates are cool, but this higher reqs are awful. Follow up, I think it was unncecessary to change the domination rules, they were good in the previous state. And one more thing. The “random” scenarios is a bad idea too. It should be selectable for the players to what kind of PvE mission they wanna do. I think that is all so far.
In my opinion, this is a more linear (from weaker equipments to stronger ones), more newby friendly system, which i like. The new domination is awesome. The tool-tips are much welcomed. The profile screen is another cool thing.
At First the update sounded brilliant , until i played with my Wolf , when i try to to fly some maneuvers the ship gets out of control and well playing like this is impossible , i guess that happens to all ships now . Most of the changes are brilliant and exactly what we asked for but please the gameplay now is in my opinion completely destroyed , ships getting out of control. Well and some of my weapons and mods are gone , they were equipped on the ships and they are gone , and with this i come to my last point .
FINALLY lower the prices , it cant be that i go out of a match with just 13k profit and a MK2 gun cost over 600k . Either higher the amount of credits recieved in battle or lower the price .
More than the prices of the weapons my concern is the prices of repair the tier IV ships… They are pretty high and the reward for play in tier IV is not compensing. And how the hell cost the repair of an interceptor more than a Frigate?. Pay 105K for each dead i have is what is killing me and cant play battles in Tier IV.
I dont know if this patch make the wait time longer but i cant be waiting 7, 8 or even 10 minutes each time.
Yeah I agree with capkoko. Maybe they can lower the prices, but I think they could lower the reapiring cost. Or maybe change the insurance system. For example if you win a match you get a free insurance, and make more (like 5) insurance slot. I think it would work. Follow up, at least double the income that you get from the PvE missions, but I think maybe triple price could be the fair. Just because, after all, it is made for farming, right? You get lesser reputation and experience, but you get more credit. I think it would be affordable.
Matchmaking is still broken… When you fly alone it works…sometimes.But whenever i made a Squad “for example t2” we get t3 ore t4 SQUADS as Enemys.
Another Problem:
I fly alone only T2…Enemy is T3 but not 1 or 2 Player…NO half of Team is T3.
Ok i take my T3…because I fly anyway against T3…OHHH Surprise…T4 Squads.
Next try T4…Fly a little and after 1h i have paid so much Creds for repair that i must switch back on T2 to farm a few Creds so i can fly another few Matches with T4 Ships.
And another Problem: It gives 3 Fractions. But 2 of them are almost useless. Federation as the speed Fraction made so slowly that the advantage was gone. Jericho as the Shield Fraction: Ok they get more Shields now but resistance from these is much too low.
The only Fraction which is difficult to destroy is the EMPIRE. They have tons of Hull and the Resistance of this is much higher than a Shield.
My favorite Fractions wars Federation and Jericho but now i am only play with damn Empire to have a Chance in battle.