26 February 2015

Star Conflict 1.0.17

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.

 

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

 

Discuss on the Forums

Sincerely,
Star Conflict Team


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