



New Scoring Event: Tanking

New scoring event “tanking” - four variants: “Survivalist” – damage taken by current ship (long term) "Tank" - damage taken by current ship (short term) "Berserker” - Receive damage from multiple close enemies within a certain time “Damage Taken” - damage taken within a match



Improvements:

Weapon crosshairs have been overhauled to better communicate weapon range We felt that the previous color changes were way too subtle to recognize. Especially for new players, it is important to learn that these weapon ranges exist

Some scoring events now scale with the tier of the ship

Score and XP have been disconnected from each other This allows us to give players ship XP for participation without making them stand out as superior players in the scoreboard.

Chat window has been overhauled to look consistent with the new art style

Several changes to the pre battle orbit screen have been made: In Orbit the ship selection is now open by default Players can now inspect the ships and ship loadout of other captains in his/her squad

Several adjustments to the matchmaking and AI balancing algorithms have been made

Visual updates and performance optimizations have been made for Kappa Base and Rings of Saturn

Energy Missile V target destination and impact improved

German translations have been improved





Dreadnought

Chernobog

Optimal Range increased 1500m (1200m → 2700m)

Damage per projectile in optimal range increased by 35 (500 → 535)

Effective range increased by 1500m from 3600m to 5100m

Damage per projectile in effective range increased by 45 (475 → 520)



Gravis

Reduced weapon spread (increased accuracy)

Optimal Range increased by 1500m from (1200m → 2700m)

Damage per projectile in optimal range increased by 15 (215 → 230)

Effective range increased by 700m from (3600m → 4300m)

Damage per projectile in effective range increased by 25 (200 → 225)



Destroyer

Otranto

Optimal Range increased by 1500m from 2400m to 3900m



Damage per projectile in optimal range Increased by 15 (205 → 220)



Dola

Reduced weapon spread (increased accuracy)



Optimal range increased by 1500m from (1200m → 2700m)



Damage per projectile in optimal range Increased by 10 (185 → 195)



Effective range increased by 700m from (2400m → 3100m)



Damage per projectile in effective range increased by 20 (170 → 190)







Tier-III was in a tricky spot, it is a transition tier from Tier-II to Tier-IV. Playing a Tier-III that is up against fully upgraded Tier-IV ships can be tough and challenging. We want to make the road to Tier-IV less bumpy by making Tier-III more interesting. Instead of just increasing Damage/HP values, Tier-III will be in a spot where they are more effective at larger ranges than they used to be. Tier-III can use their maneuverability advantages over Tier-IV to utilize their primary weapon's increased effective/optimal ranges, with an increased damage output in these ranges. The difference in damage output between the "effective" and the "optimal" range has been decreased in Tier-III, to make it less important to get very close to the enemy.

Artillery Cruisers

All Artillery cruisers in Tier-III get an additional damage zone that extends the maximum range of the Tier-II/Tier-IV/Tier-V variants. In this range, their shots deal ~66% of their regular damage.

Vulcari

Maximum range increased by 700m (7000m → 7700m),

Damage per projectile at maximum range is 3500

The damage at their optimal range (<7000m) is unchanged: 5000 per projectile



Ballista

Maximum range increased by 700m (7000m → 7700m)

Damage per projectile at maximum range is 3000

The damage at their optimal range (<7000m is unchanged): 4000 per projectile

Changes to Oberon Artillery Cruisers

Increasing the maximum range for the Oberon (Light) Artillery Cruiser was not an option as they have a too big maneuverability advantage.

With Tier-III and Tier-IV a weapon falloff is introduced for the Oberon Artillery Cruiser. Unlike their Jupiter Arms and Akula Vector variants, it is not more advantageous to gain ground towards your enemy

The old damage at the maximum range is unchanged though - instead, getting closer to your enemy will result in higher damage than before



Virtus

Damage per projectile at 0-6000m range is 800 per projectile



An increase of 75 compared to pre-1.9.1



Damage per projectile at 6000m-7000m range is 725 per projectile



Nox

Damage per projectile at 0-5000m range is 920 per projectile



An increase of 35 compared to pre-1.9.1



Damage per projectile at 5000m-7000m range is 795 per projectile



Stabia

Damage per projectile at 0-5000m range is 1150 per projectile



An increase of 100 compared to pre-1.9.1



Damage per projectile at 5000m-7000m range is 1050 per projectile



Corvette

Kreshnik

The projectiles of the Kreshnik are more likely to explode on proximity to an enemy

Optimal Range increased by 700m (1200m → 1900m)

Damage per projectile in optimal range increased by 100 (375 → 475)

Effective Range increased by 500m (2200m → 2700m)

Damage per projectile in effective range increased by 100 (110 → 210)

Maximum range increased by 1000m (2400m → 3400m)

Damage per projectile in max range increased by 50 (110 → 160)

Machias

Effective Range increased by 1000m (2400m → 3400m)

Damage per projectile in effective range increased by 20 (85 → 105)

Medusa

Effective range increased by 1000m (2400m → 3400m)

Damage per projectile in effective range increased by 50 (200 → 250)

Maximum range increased by 500m (4000m → 4500m)

Tactical Cruiser

Palos

Effective range increased by 1000m (2400m → 3400m)



Ceres

Optimal range (Damage & Repair) increased by 1500m (1200m → 2700m)

Healing per tick increased by 20 (640 → 660)

Effective Range (Damage & Repair) increased by 1500m (2400m → 3900m)

Damage per tick increased by 60

Healing per tick increased by 40 (560 → 600)





General

A known issue that caused disconnects during hangar to match transition have been fixed



Improved UI elements for larger resolutions, up to 4K



Fixed camera functionality during Tutorial Mode



AI ships no longer explode when in Orbit



Improved map textures on Amirani



Improved map textures and collision on Kappa Base



Players can no longer queue with an empty fleet



Battle Bonus now works as intended after Proving Grounds matches



The research price from the Otranto to the Jutland has been corrected



Progression

"Fabled Fleet" quest now functions as intended

Gameplay

Fixed an issue where players were able to exceed the boundaries on Red Sands



Corrected an issue where players were able to exceed the boundaries and go underneath Ryugu Haven



Lockdown Module now stops ship movement as intended



Player now receives points for kills or damage done by Tier IV Fighter Module



Resolved an issue where deployed Fighters would be scored inappropriately in Onslaught when destroyed



UI

Player no longer receives a death with the destruction of a deployed Fighter

Back button now functions as intended on ship preview section of the tech tree

Buy button no longer disappears when attempting to buy Battle Bonus without enough credits

Invader Coating description has been corrected

Ship vanity is no longer inappropriately stacked when cycling through ship parts

Let us know what you think of these updates in the forums!