Star Conflict OBT v0.7.0

== Star Conflict OBT v0.7.0. Update # 1 ==

"Shipyard defence" mission

* Slightly reduced the difficulty of the scenario for the T1-T2 levels

Game balance: General

* Now, Mk1-2 modules and weapons are always available at the store, regardless of the current rank of the player.

Bug fixes

* The main window and the results window correctly display the reputation with with the side of the conflict (race), rather than the current faction. Reputation with a faction can be seen in the contracts window.

* Fixed a bug with incorrect ship models.

* All premium ships (which were acquired prior to patch 0.7.0) also receive maximum synergy.

== Star Conflict OBT v0.7.0 ==

General changes

* Happy New Year!

  • Added Christmas rocket fireworks and special stickers. These things will be in the store until the end of the holiday.

  • Special Christmas Offer: double reputation and double the amount of experience per battle.

* Added a ship development tree to the game:

  • It can be found on a special tab “Ships”.

  • Factions no longer affect access to ships. Reputation with the faction affects access to weapon modifications. The highest reputation with the faction will be converted to the reputation with the corrresponding side of the conflict.

  • Reputation gained from completion of contracts is awarded to the selected fraction.

  • Reputation with the current side of the conflict is earned, at the moment, only by participation in battles.

  • NOTE: Your side of the conflict (the Empire, Federation or Jericho) is determined by the faction you are fighting for at the moment. For example, if you decided to work for the Legion, it means that you are fighting for the glory of the Empire.

  • NOTE: Changing your personality through a “fake ID” do not change the side of the conflict that you represent.

  • To gain access to a ship, you have to earn enough reputation with the chosen side of the conflict.

  • Every ship can be purchased only in one copy. Sale of ships has been abolished.

  • For the purchase of the next model, you need to have its previous modification.

  • Hangar no longer has to be expanded, it holds as many ships as you buy.

  • PLEASE NOTE: Due to recent changes, the game removes duplicate copies of the ships, as well as previously bought spaces in the hangar.

  • NOTE: Those who managed to get them will automatically be compensated for their costs at the highest rate.

* Added corporations to the game:

  • They can be found on a special tab “Corporations”.

  • You can view a list of corporations, as well as information on your corporation.

  • To create a corporation you need 3000 standards.

  • Creating your own corporation, you automatically become its CEO.

  • The head of a corporation may invite or fire other players and appoint them as officers. CEO can transfer leadership to another officer.

  • An officer of the corporation may invite or fire other players.

  • To join a corporation, just let the CEO or an officer know, and they will invite you.

  • At the moment, you can see the number of ships that were shot down by pilots of the corporation. These statistics cover only the PvP matches.

"Shipyard defence" scenario

* Increased the difficulty of the scenario. Normal difficulty includes T1, T2, T3 ships, while high difficulty includes T4.

* Reputation is also awarded for completion of the scenario, although at a lower than in PvP-battles.

* Completion of only the first wave of enemies does not award loot, but the total award is calculated as before.

* Expanded the set of modules, which are used by Commanders

* The number of enemies that use “Ion beam” has been significantly reduced

Game balance: General

* Defeat awards more reputation than before.

Contracts: General

* Unavailable contracts are no longer displayed in the contract list.

Ships: General

* Premium ships now immediately have a maximum level of synergy.

* The cost of repairing ships premium has been significantly lowered.

* Improved visualization of thrusters for all ships.

Ships: Empire

* Damage of the main weapons for the Imperial ships increased by 5% (to 10%).

Ships: Frigates

* Slightly reduced maneuverability.

* Reduced the number of barrels shooting at the rear and side hemispheres.

Weapons and modules: Railgun

* Assault: reduced scatter.

* Rapid-fire: charges are charging automatically and there is a simultaneous volley of all charges. Added scatter. Overheating removed.

* Stabilized: increased rate of fire and reduced damage. Revised parameters overheating. Reduced charge speede.

* Heavy: greatly increased damage and increased speed of rotation of the barrels. Revised overheating

Weapons and models: Lasers

* Changed the settings for all lasers’ overheating.

* Rebalanced laser damage.

* Heavy: greatly increased damage and increased speed of rotation of the barrels.

Weapons and modules: Plasma

* Rapid-fire: slightly increased damage and spread.

* “Hail”: increased rate of fire and reduced damage.

* Heavy: greatly increased damage and increased speed of rotation of the barrels. The number of charges reduced to 2. Revised overheating.

Weapons and modules: Class Modules

* Reduced the range and strength margin drone frigate federation.

Weapons and modules: Combat Modules

* Fixed the “Propulsion inhibitor” use

Sound and Music: General

* Added a new music track

* Slightly louder hits from lasers

* Total loudness balancing

Bug fixes

* Fixed critical chance display

that’s why i love the devs - listening to the community… great!

Error you better be avialable this evening we got new toys for testing :smiley:

is there a chance to get the launcher background pictures?

Agreed, nice changes.

can we please get a general idea of what the devs are working on after each patch, like for example

after this patch they post

this next patch our goals are to make flying space monkies that attack themselves to your spaceship and explode. we may also add dancing unicorns on the asteroids.

There is some kind of error in this patch with one type of ship. I attached some screenshots to see it. Its also very dificult to aim to this ship because the aim doesnt seems to work well in it.

post-38993-0-03378400-1356612003.jpg

post-38993-0-16867000-1356612020.jpg

interesting changes cant wait to test it out

downloading~

edit:

oh my god…

ship prices… why Q___________Q …

sorry accidently double posted

Here go’s my suggestions. Enjoy!

  • Radar needs a fix, to make it show things at plus or minus altitude from you, rather then on a flat plan.

  • Add an option to “apply” to corporations

  • Add an option to View and “Accept” or “Reject” applications

  • Still need an “Armor” system (Third type of life)

  • Add Exp cost to ships (Skill list)

  • Fix corsair Bugs. In some ships its slow to catch up to the corsair, in some ships its off center.

  • All weapons need to be auto-fire if holding down left button (For example, Like the rapid fire weapons).

  • Add color coded identifiers to Group, and Clan members.

Radar Problem

its hard to identify if a target is in front of you, if its on your side, above or below you, we need a way to easily identify if they are above or below us on the mini-map… in this exampl,e you see them at +2 (Above) and -1 (Below) while you are at 0. The lines pop up to identify this in the sphere for you. The sphere should be the sensor range of the ship you are flying.

new_radar1648Pop.jpg

Corporate Recruitment

Adding a means to apply, and for the corporation to view and accept is a needed thing, and something lots of players

are asking about. we could also use a way to view info about the corporation. for example if we click on it, it expands, showing some info on it, and giving an apply button.

application_example3916Pop.jpg

Exp Cost On Ships

Would like to see at least some sort Exp requirement on upgrading ships. If not a full conversion from credits to Exp.

I really feel this is the best way to go with the ships. You can simply just add “rank requirements” to them on top of the EXP/Credit cost.

the objective behind this is to give the skills an upgrade mechanic (Like in skill tree’s where you have level 1-5). the purpose of that mechanic is to give each ship a passive bonus per level.

Identifiers for Group And corporation members in battle

this is to make it easier to follow, find and get to friends, and corp mates.

newexamples2887Pop.jpg

Armor HP Bar

One of the major problems with hull tanking at the moment is the corsair is coded into the ships mass which is causes the corsair to be dependent upon that mass which lowers or bugs the corsair’s movement speed. Also we have issues with tanking at low hull rates because modules become damaged. So the result of two problems is to add a armor hp type, and tweak the hull-corsair ratio to fix the mass problem. its probably better however to remove the tie between the corsair and weight and just effect the raw YAW turn.

All weapons Auto fire (when holding down the button)

this is just something that should be in the game to make it more stream line and fun, rather then making your figer get carpol tunnel faster.

More to come soon.

*forgot where to write the patch criticism*

first off all: thanks for the nerf of the sniper railgun - yet i’ve been told it’s worth sh*t, the damage is to low and the projectile speed too

second: the ship tree is quiet a nice idea but i somehow lost my t3-2 prometheus 2 …

2.1 the ship seems a little bit unstructured…why do i need 2 legion ships to unlock 1 warden ship?!

I didn’t change slot type. I only wanted to change Swift to 2nd level interceptor. I don’t know names of ships so i saw this when i couldn’t change it back. After this bug i have Fighters-Interceptors-Frigates insted of Interceptors-Fighters-Frigates

IBuRF.jpg

I didn’t change slot type. I only wanted to change Swift to 2nd level interceptor. I don’t know names of ships so i saw this when i couldn’t change it back. After this bug i have Fighters-Interceptors-Frigates insted of Interceptors-Fighters-Frigates

IBuRF.jpg

me to.

I now had to move again for credits on fighter slots. In addition, the cost of the ships are far too high.

T4 had to pay for modules with at least 11 million credits. Now I want a ship for what I do not want to pay 4.5 million only to be even more expensive to buy the ship I wanted? Had I known, I would have already bought it yesterday and saved me many millions.

In addition, the repair costs are too high. You get 80k creds and 70k and must pay more.

A friend has even 130k of his creds still have to put up on it because he has lost the battle.

The “Sniper Rail” has really become far too weak and slow.

Ship cost should just really go to EXP based. As well as adding levels to it like in skills. This way we can get passive effects, and really specialize the ships we have. it also gives the game less inflation at lower exp levels causing people to place points wisely furthering the value of builds and ships.

it’s also kind of fatal that you will start at a new faction with a medium ship as first ship…(price 1 C)

some ship paths might end in one t3 ship so you are forced to buy different ships which you might use one time and after this no more…

* Added a ship development tree to the game:

  • It can be found on a special tab “Ships”.

  • Factions no longer affect access to ships. Reputation with the faction affects access to weapon modifications. The highest reputation with the faction will be converted to the reputation with the corrresponding side of the conflict.

  • Reputation gained from completion of contracts is awarded to the selected fraction.

  • Reputation with the current side of the conflict is earned, at the moment, only by participation in battles.

  • NOTE: Your side of the conflict (the Empire, Federation or Jericho) is determined by the faction you are fighting for at the moment. For example, if you decided to work for the Legion, it means that you are fighting for the glory of the Empire.

  • NOTE: Changing your personality through a “fake ID” do not change the side of the conflict that you represent.

  • To gain access to a ship, you have to earn enough reputation with the chosen side of the conflict.

  • Every ship can be purchased only in one copy. Sale of ships has been abolished.

  • For the purchase of the next model, you need to have its previous modification.

  • Hangar no longer has to be expanded, it holds as many ships as you buy.

  • PLEASE NOTE: Due to recent changes, the game removes duplicate copies of the ships, as well as previously bought spaces in the hangar.

  • NOTE: Those who managed to get them will automatically be compensated for their costs at the highest rate.

This is not very clear. I’m now missing a T2-2 Legion fighter from my hanger. I have rank 7 with Legion. Confusing.

Also, that T2-2 Legion fighter shows up in the “My Items” section of the warehouse. That ship is also apparently able to be sold which the above quote says is no longer allowed.

Can anyone shed light on this confusion?

happend to me too…try to change the ship slot which is sopposed to hold your t2-2

it might is set to an interceptor / frigate slot which cannot hold be default any other ship :smiley:

happend to me too…try to change the ship slot which is sopposed to hold your t2-2

it might is set to an interceptor / frigate slot which cannot hold be default any other ship :smiley:

Thanks, Incendiary. Right on the nose!

Now the game owes me 100,000 credits for resetting my hanger.

I dont get the latest patch :

my frig with sniper rails deal max of 700 dmg ( this is ussless) i cant hit interceptors ( to fast for my bullets ) / cant deal dmg to fighters or frigs ( coz i got none dmg )

my fighter/intercept gets owned by lasers ( op all the time ). The weapon changes changed all gameplay. Now i do xxxx with my configs ( were awsome befor patch ).

Now laser dominate the game so all nabs play lasers/ plazma coz rail is so ussless. I loved the costomization the game gave now i have to play the way i must to get any wins. BTW the domination battles are boring for me ( def point or run like a moron from place to place). I really dont like the changes.

PS> Why i can use AM i havent skilled yet ??

I dont get the latest patch :

my frig with sniper rails deal max of 700 dmg ( this is ussless) i cant hit interceptors ( to fast for my bullets ) / cant deal dmg to fighters or frigs ( coz i got none dmg )

my fighter/intercept gets owned by lasers ( op all the time ). The weapon changes changed all gameplay. Now i do xxxx with my configs ( were awsome befor patch ).

I think being upset because your OP configs using sniper rails has been nerfed is a little silly. To be sure, the projectile speed could be upped a little, but considering how incredibly overpowered the snipers were before this patch, it makes the game far more fun now that everyone isn’t just sitting around sniping. In a game where your skill in maneuverability is half of the work, getting sniped by extremely powerful, extremely fast volleys killed most of the fun.

The playing style with sniper rails really shouldn’t be taking out a fighter in five hits. I think they’re best used now to pick off badly damaged ships that get away from the fighting.

Now, I think this patch is pretty good. The ship tree is a little weird though, it’s not very clear. I figured it out in the end, but the confusion over whether you need multiple models beforehand (like for instance, the Templar type S and Templar AE to get the Crusader) needs to be cleared up. Because it looks like you could just go with getting the Templar type S, but you would then miss out on the Katana AE since it branches out from the Templar AE. See what I mean?

Also, as much as I like burning critters out of the sky, the heavy lasers need a reduction in range. I can hit out to about 6k using the Heavy Lasers Mk2 type 1 with the Trihedral Crystal Mk2 type 1. Which is not only the sort of range you’d expect from the precision lasers and then some, it’s also not what the maths adds up to. This is without the laser focusing skill, by the way.

Cheers for the Christmas bonuses, by the way!

with the sniper rails nerfed i found myself surounded with lasers…it was sometimes hard even to see the enemy because of red beams blocking my sight…

bug (?): the hull regeneration (the armor mod) will only start working if there is a certain energy level at hand (~80% i think)

please reset the gunship’s manoeuvrability to the pre patch…right now it’s like moving an oil tanker (jahre viking style)

ok just registered another bug: if someone sends you a friend request your chat might get cleared and a extra channel will pop up - in my case another english channel

no pics