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.
- Saturday: 18:00 MSK - 22:00 MSK.
- Sunday: 18:00 MSK - 22:00 MSK.
Reduced base roll, pitch and strafe by 10%.
Tai'Kin is one of the most maneuverable ships in the game, with flexible parameters. It is currently the best scout with the highest degree of mobility superior to Federation scouts.
Speed bonus was reduced to 10%.
The ship has excessive survival for a fighter due to its high speed and maneuverability. The tweak is designed to reduce the speed with which the ship stands out too much.
The node on the hull restoration during activation spends more evolution points.
The ability of Ze'Ta to recover effectively, and enhanced by the resistance of the swarms, including during the battle, is very high.
Weapons, ammunition and missiles
Damage increased by 10%.
This weapon should be effective against heavy targets (explosive damage, low rate of fire), but in comparison with other specialized weapons it does much less damage.
Damage reduced by 10%.
At the moment, Spike with this laser in PvP is too distinguished from all other ships in terms of damage; in 2-3 seconds, a Doppler laser under the Orion can, for example, destroy a tackler, or a gunship without invulnerability. Moreover, even without an Orion, the gun has too much damage, which leaves no chance for almost any target. This change allows other covops to at least compete with Spike.
- Range increased by 18%.
- Damage reduced by 10%
- The slow effect on hit is reduced
Due to the short range, the gun can not compete with other laser guns. This proposal will make slowing tacklers competitive against ships with other beam guns.
The ratio of the reduction in spread is tied to the cooling of the gun.
With full spread, the gun has extremely low efficiency. This change is designed to make the weapon more cost-effective.
Damage reduced by 10%.
The weapon has an average damage per second 10-15% higher than that of other guns, and at the same time has a greater range and speed of the projectile, which gives a strong advantage. In addition, the gun has a strong bonus to extend the operation of the special module. This change is designed to balance the weapon in relation to others in terms of damage.
- Maximum range reduced
- Slow bonus reduced from 75% to 68%.
The gun, fully modified for range, greatly interferes with enemy destroyers with low speed. Its standard firing range is 6500 m. In combination with the implant 2-2 and the Horizon modifier, 10408 m is the end result, which is an unreasonably strong advantage.
Aim assist rate reduced by 15%.
After a hit with this weapon, the target has little chance of getting away from further hits. The change is designed to reduce the excessive effectiveness of the weapon.
Now has a lead for allies.
The gun has similar mechanics to Eclipse, but the lack of lead for allies greatly interferes with treating them. This change is designed to increase the relevance of this weapon.
- Spread is reduced by 33.3%.
- The ratio “Decrease in spread to cooling of the gun” has increased by 33.3%.
In comparison with similar gun mechanics (plasmas, railguns), the turbo phaser has an insufficient projectile velocity. Also, the spread of the gun is high, and the ratio of spread to cooling is too low for a comfortable game. This change is designed to make the rare weapon more enjoyable for the game.
Destroyer damage increased to 20%.
Using this ammunition, sacrificing other characteristics, at the moment is not advisable. The shells are designed to deal with destroyers, but lose in performance to other shells.
Repair rockets, Inhibitor rockets
Flight range reduced from 7001 to 7000 meters.
This change is designed to remove the incorrect digit of the flight range.
Hull resistance bonus increased to 50 units.
Currently, Mjolnir is weaker than the rest of the imperial gunships. Improving one of his unique special modules can help it compete with other gunships.
Missile damage at low ranks reduced by 20%.
Abusing the special module, Waz'Got almost always killed the enemy coming at it. The change is designed to weaken it, because it is available from rank 5 and has the ability to inflict damage to enemies and heal allies constantly and in huge quantities.
- Increased shield charge to 35000 pts.
- Increased active time to 8 seconds.
- Passive resistance increased to 50 pts.
- Increased cooldown time by 50%.
The Bastion shield has always been extremely ineffective in protecting a ship and often collapses before its expiration with light damage from a single target or accidental damage. This change will allow the Bastion shield to work at full capacity.
Targeting complex “Attila”
- Speed bonus now affects turns.
- Speed bonus increased from 15% to 20%.
The special module gives a weak advantage against the background of the Federation energy router. This change will strengthen the destroyer and allow it to compete with Ze'Ta.
Portal size increased by 70%.
The wormhole stabilizer portal is currently extremely sensitive to ping, since your ship should be facing straight ahead, and if there is any amount of oscillation (mainly if you have ping above ~ 80 or exiting a turn), it is difficult to go through the portal due to its small size. If we make the portal larger, it will become easier to use and will be more lenient to people playing with high ping.
The initial reload of the module was increased from 35 sec to 40 sec and active time was reduced from 18 sec to 13 sec.
The module when upgrading to MK.4 has a recharge of 24 seconds and is active for 18 seconds, which allows you to have 2 holograms almost endlessly. The use of a micro locator did not allow the effective destruction of holograms due to a long recharge.
- Drone turning speed reduced by 15%.
- Drone acceleration reduced by 10%.
The drone is too hard to shoot down because of its speed (movements), while it constantly slows down the target, making it very vulnerable. This change is designed to increase the chances of destroying a drone before critical damage is received.
Weapon System Inhibitor
- Cooldown reduced by 25%.
- Effect is reduced by 20%.
An increase in the frequency of use of this module will make it possible to use it more effectively in small collisions, helping it compete with other ECM modules.
- Shield regeneration effect reduced by 25%.
- Cooldown time increased by 50%.
The module is too effective in conditions when many stationary objects are available at a time, providing significant regeneration of the shield. Stationary objects in the “Sector conquest” mode allow ECM to demonstrate abnormal survival.
Emergency Retreat, Tactical Warp
Now you cannot move to battle drones in Conquest mode.
The mechanics of the modules allowed to make warp jumps almost constantly in the conquest mode, without using the support of real allies. This change is designed to change the mechanics for team interaction.
- Damage to ships with a class below the destroyer increased by 40%.
- Negative effect extended by 33% (for 1 second).
This change is designed to increase the effectiveness of the module, including against light targets.
Pirate Mass Shield Generator
Shield regeneration upon activation increased by 30%.
The module was significantly inferior to the ordinary Mass shield generator in its characteristics. This change will increase the effectiveness of the module in relation to its counterpart.
Active time increased from 5 to 8 seconds.”
This module should be an analogue of the patron from Waz'Got, but has too long a recharge and a very short runtime, in comparison with it. The module is little used in engineer builds due to low efficiency. This change is designed to increase its popularity among ordinary engineers.
- Module reload increased to 35 sec.
- Increased reloading will make it more thoughtful to use the module.
In combination with torpedoes in the missile compartment, it allows you to instantly restore 100% of the shield and destroy or seriously damage the enemy.
Planting distance increased from 3,500 to 4,000 meters.
This module is rarely used, due to low efficiency and a large number of control modules, short range.
Shield regeneration increased to 4000, but hull restoration reduced to 2500.
The module has a very low recovery speed. This change will increase a command fighter's survival chances.
Booster “Conformist” 17
Ranks changed to 11-15.
The modifier gives the Boremys frigate great resistance in close combat, and together with the Wave special module, Pulsar and Energy Converter, the ship becomes extremely difficult to destroy. This change is designed to make this ship with the speed of a fighter and the strength of the Jericho guard less universal.
Level characteristics changed:
- Mk 1 (white): range increased from 500 m to 750 m, reload reduced from 60 sec up to 45 sec.
- Mk 2 (green): range increased from 1000 m to 1250 m, recharge reduced from 40 sec up to 36 sec.
- Mk 3 (blue): cooldown reduced from 30 sec up to 28 sec.
Modifications mk1, mk2 and mk3 are much weaker than mk4. This change will balance module modifications.
Increased collision damage reduction bonus.
The module receives advantages only in the secondary bonuses that it gives (maneuverability and rotation speed), but not in the primary, due to which the module got its name (reduction of collision damage). This module is rarely used and needs some improvement. Also, the rotation bonus is not very noticeable. The change will allow using it more often instead of 2 side engines
You can report encountered issues in this section.
Star Conflict Team