21 June 2019

Testing balance changes

Pilots! The UMC launches a special test version of the game with balance tweaks proposed by the players. This version of the game will be available to everyone on a separate test server.

 

Public test server

Testing will be held on Star Conflict public test server.
The public test server is a game space independent of the live server where updates are uploaded for mass testing.
Instructions on how to connect to the public test server can be found here.

 

Mass test schedule

The public test server will run for a limited time. The server is intended only to test an update that is being prepared for release.

Friday: 18:00 MSK - 22:00 MSK. Tested on ranks 7-10.
Saturday: 18:00 MSK - 22:00 MSK. Tested on ranks 10-13.
Sunday: 18:00 MSK - 22:00 MSK. Tested on ranks 13-18.

 

Long Range Frigates

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 maneuverability 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 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 defenseless 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

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 defense system was recognized as weak and did not fulfill its intended function

 

‘Dag'tnith’ Launcher

  • Negative effect time reduced by 50%.

Rationale: According to the testing results, due to homing and special 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 used only when it is really necessary, 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

‘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 negative 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 effect 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

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 reduced 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

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

Crystal mine

  • Negative effect time reduced by 50%.
  • Explosion radius (not detonation!) reduced by 40% (new value — 300m).

Rationale: Since the mine is extremely effective in modes with beacons, the change was designed to slightly reduce its effectiveness.

 

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 extremely 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, giving the opportunity to retreat.

 

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

Karud Weapon systems sabotage

  • The module now prohibits the use of weapons for the selected target (instead of dealing damage).

 

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 ECMs when installing bombs.

 

Suppressor Destroyers

Coilgun

  • Projectile speed increased by 17%.

Rationale: The purpose of this chabge 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 maneuverability time shortened by 30%.

Rationale: this module shows fairly 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 reduced 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 significantly improve the comfort of the game with this weapon. Mathematically, the damage of the weapon remains unchanged.

 

“Horizon” Module

  • The 7% damage reduction is absent.
  • Now the main 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 distance 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 very difficult 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 weapon 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 exactly 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.

 

Suppressor Destroyers

  • 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, but in fact it is, providing an incredible advantage in combat.

 

  • Movement distance reduced by 25%.

Rationale: the module is too good, since allows you to move 2 km every 14 seconds, while its effect can not be disabled.

 

Karud Weapon systems sabotage

  • Add the effect of the “Proton wall” and crew 2-3 as anti-control effects that reduce the active time of the module.

Rationale: The change is associated with possible teams of three Karud and allowing you to disable the guns of the selected enemy almost indefinitely.

 

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 very low 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 the 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 1250 m.

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

  • Maneuverability reduction lowered by 100%.
  • Jump preparation time reduced by 33%.

Rationale: with the current restrictions on the jump, the module can not be used either as a means of moving other ships, because the delayed response and the limitation on maneuverability do not allow to approach the target at a working distance, nor as a means of self-preservation in combat, because with very high probability the ship during the response time is destroyed by the enemy.

 

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’

  • When using, it is additionally forbidden to use modules for 7 seconds.

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 easily, which makes it almost unkillable.

 

Sawtooth

  • Reduce the bonus to damage of main guns 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, maneuverability, and energy recovery is 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 huge 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 a 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 an effective fighter.

 

Repair system sabotage

  • Speed bonus reduced to 17% (now 35%).
  • Repair system sabotage 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 the obvious and only choice, and does not give any opportunity for the defending team to change the outcome of the battle due to insufficient time.

 

AI frigates in PvP modes

  • The beam cannon of the frigate bots in PvP is replaced with the weapons Vulcan and Positron cannon in the ratio 50/50.

Rationale: At the moment frigates in PvP do not leave a single chance to interceptors, fighters, and even weak frigates. This has an extremely negative impact on the gaming experience. With the weapon replacement, the absolute aim-bot will be perfectly compensated by the factor of non-instantaneous delivery of damage and a component of randomness that will not allow the frigate bots to deal all the potential damage to the enemy.
The change does not directly affect the PvP balance, since its object is not a player’s use item, but frigate bots are now destroying all the ships that are smaller than the frigate with very high efficiency.

 

Discuss on the Forums

Sincerely,
Star Conflict Team


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