Star Conflict v.1.0.17

Star Conflict v.1.0.17

 

Pilots!

As in the recent past, in the next update you can expect changes associated with ideas already introduced in the game world. Work on the major upgrade is in full swing and distractions are a luxury. For this week we prepared a new portion of balance tweaks needed for comfortable gameplay in future updates. Administration reminds you that changes in the characteristics are not final and immutable, and the effectiveness of modules and weapons is constantly monitored and analyzed.

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Weapons

Phaser

It’s a new weapon so there’s a lot of changes: it was decided to reduce extreme damage from critical hits and from the ‘big’ charges. You can no longer destroy enemy frigates in 2-3 seconds. We also slightly slowed down the ‘small charge’ for the weapon not to be an uncontested sniper gun.

Large sphere damage reduced by 33%

Fast charge speed reduced by 10%

Critical hit damage reduced from 175% to 150% of regular damage

Plasma Cannon

This is a basic weapon. We decided to make it easier to use and more effective.

Rate of fire increased from 150 to 220 rounds per minute

Changed damage so that DPS remains the same

Spread reduction speed increased

Assault Railgun

This is a basic weapon. We decided to make it easier to use and more effective.

TIme to overheating increased from 4 to 6 seconds

Range increased by 7%

Rate of fire increased by 7%

Positron Cannon

Updated weapon mechanics.

No longer has barrel slowdown

Ion Emitter

Statistics analysis showed extremely high effectiveness of this weapon.

Maximum damage resistance value reduced from 100 to 65 pts.

Beam Cannon

Statistics analysis showed extremely high effectiveness of this weapon.

Range reduced by 10%

Pulse Laser

Statistics analysis showed extremely high effectiveness of this weapon.

Time to overheating reduced from 5 to 3 seconds

Gauss cannon

For the convenience of the players we decided to make charge accumulation smoother. Now the player can follow the enemy, not the charges.

Increased the number of accumulated charges from 2 to 8

Rate of fire increase fourfold

Projectile damage reduced fourfold

Full charge damage stays the same

Charge accumulation speed changed so that total full charge accumulation time does not change

Missiles

Unguided missiles

Interceptors had too much damage-dealing capabilities with a full missile magazine. We decided to reduce the missiles’ impact on the power of interceptors.

_ Small missiles : Reloading time increased from 4 to 5 seconds_

_ Plasma missiles _

Reloading time increased from 2 to 3 seconds

Magazine size reduced from 12 to 10 missiles

_ Piercing missiles _

Reloading time increased from 2 to 3 seconds

Magazine size reduced from 12 to 10 missiles

_ Slowing missiles : Reloading time increased from 2 to 3 seconds_

Modules

Energy Absorber

The module was too effective, so its effectiveness was reduced. But the recharging time of the module is now the same on all versions, and partially compensates for effectiveness reduction.

Recharging time of any version of the module is now 30 seconds

Active time reduced by 2 seconds

Effectiveness reduced by 10%

Reverse Thruster

The jump can now be interrupted and it’s also easier to understand where the enemy jumps.

Added a visual effect of getting ready for the jump

‘Horizon’ SYstem

Experience has shown that the module is too effective. It got a small fine to damage. In addition, up to this point the module changed ‘optimal’ and ‘maximum’ weapon range differently. We decided to get rid of this and simplify the mechanics.

Now reduces damage by 5%

Bug fixes

Fixed a number of battleground bugs

Fixed several key binding bugs

Fixed a bug with incorrect optimal range scaling with ‘Horizon’ System

[Update discussion](< base_url >/index.php?/topic/26262-star-conflict-v1017-discussion/)