



Hi folks,



PC Game Update 1.10 is going to hit the servers soon and will again contain heaps of balancing changes. Among other things we will generally reduce the effectiveness of high-level healing. We feel that the idea of being able to “overheal” anything can result in a static and boring gameplay. However, we are putting these changes out there prior to the release because want to hear your opinion on these changes and also to find out, if we overlooked something. Because of the changes we made to the way ships are unlocked we expect people to lay their hands on a lot of modules that they never touched before. We rebalanced many of these to make sure that you spend your hard-earned XP for items that are useful and fun to play with. With this update we hope to see a much bigger variety of ways how people are playing. We also hope that the Tactical Cruiser playstyle changes a little bit. We called that thing Tactical Cruiser for a reason. It is supposed to offer more ways of playing besides healing your teammates.



So here a complete list of changes and comments by the Dreadnought Game Designers Sergey and Sam.

Tier 5 Ships - Movement

• All Tier 5 Ships now have the same mass and speed as their Tier 4 counterparts.

Dev Comment:

We wanted to give tier V a bit of an Oomph. Right now all ships in this tier are painfully slow. Although the game gets slower in high tiers we don’t want it to be slower than in tier IV battles. With update 1.10. tier V ships will move and feel identical to tier IV maneuverability wise. They still have better guns and better access to modules though.

All Ships - Flechette Missiles (All Tiers)

Projectile Travel Distance standardized and increased to 7000m



Projectile Speed heavily increased.



Dev Comment:

We got some community feedback saying, that it would be nice if there were missiles that were specifically good at dealing with Corvettes. The Flechette Missiles did not have a real place in the game until now. We wanted to give them some kind of a theme and we did so by making them more of a close range (but fast) weapon. They needed to be good enough to scare a Corvette and this is where travel distance is important as Corvettes have the habit of ‘running away”. We therefore needed a missile that can cover some range in order to have enough time to catch up.

All Ships - Torpedoes (All Tiers)

Slug Torpedo (Dreadnought) has been renamed to Heavy Torpedo



Jackal Torpedoes (Dreadnought) have been renamed to Light Torpedoes



All Heavy Torpedo, Drain Torpedo, Weaponbreaker Torpedo ranges have been standardized to 2400m



All Torpedo Salvo ranges have been standardized to 3000m



All Light Torpedo ranges have been standardized to 3600m



This does not apply to Nuclear Torpedoes.



Dev Comment:

A general theme with this balancing patch is standardization. There are lots of tiny miniscule differences between tiers which just adds confusion. For example people have had a hard time memorizing where safe-zones end and where dead-zones are. The fact that there are for example heavy torpedoes than you can shoot form 700 meters away and then different heavy torpedoes that can be shot from 900 meters away makes things not easier. All these differences were hard to learn and that can be annoying and unnerving. This is why we decided to standardize certain weapons, modules and also names.

All Ships - Anti-Nuke Lasers (All Tiers)

Maximum Targets increased from 1 to 2



Range increased and standardized to 6000m



Shoots targets faster than previously



Developer Comment:

The Anti-Nuke Lasers were not very effective at destroying Nukes and that’s what they are made for. Players are giving up quite a lot of functionality by installing this module and we therefore want that module to be useful. Here is an example: A big problem we had in higher tiers was the Starling-Missile Salvo (the one with the four nukes). It was insanely strong and the Anti-Nuke Lasers were the only defense against that attack. We nerfed the salvo directly but also indirectly by making the Anti-Nuke lasers more effective. Now these lasers can deal with all kinds of nukes. If you activate it short before impact you might not destroy all incoming nukes but if you activated in time it will deal with the entire threat. The Anti-Nuke lasers have become a powerful module with PC 1.10.

All Ships - Pods (All Tiers)

All Pods

Lifetime after owner's death has been increased from 5s to 10s



Triad Pods (Dreadnought), Sentry Catapult (Artillery Cruiser), Artillery Pod (Tactical Cruiser), Tesla Coil Pod (Tactical Cruiser), Tractor Beam Pod (Tactical Cruiser)

Pod Health increased from 100 to 750



Developer Comment:

With the upcoming ship unlock changes players will be unlocking and using way more modules than before. We want to make sure, that with PC 1.10 modules that were not really loved and were underused will become more interesting and useful. That’s why we beefed up the pods. Also, up until now the pods were very vulnerable against Area of Effect damage (e.g. caused by various pulses). A well-placed pulse could wipe out an entire group of pods in one take. That’s why we beefed up their HP. A lot of these pods are primary modules (e.g. on the Tactical cruiser) and therefore they should be reasonably survivable.

All Ships - Debuff Pulses (All Tiers)

Standardized all radii to 1200m

Standardized all Pulse Speed (time to reach radius) to 1s

Standardized all damage to 500



Developer Comment

When for example a Corvette comes at you and wants to disrupt your modules you need to know when the time has come to use your Pulses and their threshold. Now you can disrupt people at 1200 meters of range for all classes. We standardized this, in order to make it easier for our players to master these pulses.

All Ships - Buff Pulses (All Tiers)

Standardized all radii to 1600m



Standardized all Pulse Speed (time to reach radius) to 4s



Developer Comment

We also standardized the Buff Pulses but we don’t think that a low range is as important when you are buffing teammates as it is for debuffing enemies. That’s why we went for 1600 meters of range for the debuffs.

Tactical Cruiser - Repair Autobeams

All Tiers

Time between heal applications has been increased by 50%



Developer Comment:

We significantly slowed down the effectiveness of the Repair Autobeam by increasing the time between each “tick” by 50%. But we also decreased the “amount of healing” with each tick because we felt that this feature was really broken. The way it is now, healers could heal multiple teammates at once and a bunch of healers working well together would make a fleet invincible. The Autobeams were the biggest cause of this problem. We looked at the data and found out, that the Light Tactical Cruiser has had a really good heal rate - which is weird because it does not have a healing weapon. But what it has are Repair Autobeams that would heal very much. These beams made that thing a super good healing ship. We then took a deeper look at it and decided that the way it was now it was just too strong.

Nerfing the Autobeams will also help with the turtle behavior that we have seen a lot recently (a blob of Dreadnoughts and Tactical Cruisers which is almost impossible to destroy). Now that we nerfed the Starling Missile Salvo (later more on that) this blob would be even harder to come by so we needed a way to deal with that.

After the release of this update we will find out what effect it has on how Tactical Cruisers are used and if people may pick different modules for that ship class. We have other cool stuff for that slot (e.g. the blast pulse to deal with Corvettes) and hope that our players will now try out some new combos.

If the current changes result in Tactical Cruisers not being played any more then we will look into them again.

Tier 0

Beam heal per tick reduced from 720 to 540



Range increased from 1000m to 1100m



Duration reduced from 35s to 30s



Cooldown increased from 50s to 60s



Tier 1

Beam heal per tick reduced from 720 to 540



Duration reduced from 40s to 30s



Cooldown increased from 45s to 55s



Tier 2

Beam heal per tick reduced from 780 to 585



Range reduced from 1200m to 1100m



activeTime reduced from 45s to 30s



Cooldown increased from 40s to 50s



Tier 3

Beam heal per tick reduced from 960 to 720



Range reduced from 1300m to 1200m



Duration reduced from 50 to 35



Cooldown increased from 38 to 45



Tier 4

Beam heal per tick reduced from 1200 to 900



Range reduced from 1400m to 1300m



Duration reduced from 50s to 40s



Cooldown increased from 36s to 40s



Tier 5

Beam heal per tick reduced from 1200 to 900



Range reduced from 1500m to 1400m



Duration reduced from 50s to 45s



Tactical Cruiser - Beam Amplifier

Tier 0

• Cooldown reduced from 55s to 50s

Tier 2

• Cooldown increased from 45s to 50s

• Healing modifier reduced from +120% to +100%

Tier 3

• Cooldown increased from 43s to 50s

• Healing modifier reduced from +150% to +120%

• Damage/Healing modifier duration increased from 7.5s to 10s

• Energy Drain on use increased from 25 to 80

Tier 4

• Cooldown increased from 40s to 45s

• Healing modifier reduced from +175% to +135%

• Damage/Healing modifier duration increased from 9s to 12s

• Energy Drain on use increased from 65 to 100

Tier 5

• Healing modifier reduced from +200% to +150%

• Damage/Healing modifier duration increased from 10s to 15s

• Energy Drain on use increased from 100 to 125

Tactical Cruiser - Tesla Coil Pod (All Tiers)

• Standardized Pod Beam Ranges to 1400m

Tactical Cruiser - Tractor Beam Pod (All Tiers)

• Standardized Pod Beam Ranges to 2400m

Tactical Cruiser - Artillery Pod (All Tiers)

• Projectile Max Range increased from 5000m to 7000m

• Projectile Speed increased

• Projectile Damage increased from 3000 to 5000

Developer Comment:

That pod was very weak. Now it is not as weak.😊

Tactical Cruiser - Blast Pulse

• Standardized all radii to 1000m

• Standardized all Pulse Speed (time to reach radius) to 1s

Corvette - Blast Pulse

• Standardized all radii to 1300m

• Standardized all Pulse Speed (time to reach radius) to 1s

Developer Comment:

The most important defense of Tactical Cruisers against Corvettes is the Blast Pulse. We standardized this but kept the range of the pulse for the Corvette higher because we don’t want the Corvettes to suffer too hard. Corvettes have been nerfed quite good with the last update after all. This time we will give the Corvettes the benefit of the doubt and if it turns out that we should make the gap smaller or remove it entirely then we will do so.

Corvette - Immelmann Maneuver

• Tier 4 Cooldown reduced from 7.5s to 6s

• Tier 4 Damage Resistance increased from 50% to 60%

• Tier 4: Added Damage Buff of +10%

• Tier 5 Cooldown reduced from 6.5s to 6s

• Tier 5 Damage Resistance increased from 75% to 80%

• Tier 5: Added Damage Buff of +15%

Developer Comment

This maneuver is quite cool but not very popular among our players. Part of the reason might be that many people did not realize, that it has a pretty good damage resistance buff applied to it. The ability was not widely used and requires some skill to make best use of it. We decided to buff it a little to make it more interesting and sexy. It’s a nice “get out of jail free” card and we hope that our players check it out.

Corvette - Kinetic Armor Amplifier (all Tiers)

Tier 4

• Damage Resistance reduced from 50% to 30%

• Damage to Energy ratio reduced from 0.02 to 0.0125

• Duration reduced from 15s to 10s

Tier 5

• Damage Resistance reduced from 60% to 40%

• Damage to Energy ratio reduced from 0.03 to 0.02

• Duration reduced from 20s to 10s

Developer Comment

This is another ability that was broken. Every time a player got hit he got enough energy given by that module so that he could put his shield back up. A Corvette shield blocks 100% damage so this resulted in some kind of flicker effect where players could raise the shields after every hit. This made the Corvette almost invulnerable. We decided to decrease its duration so now when people hit a Corvette that has this amplifier running they can at least count on the fact that after 10 seconds the ship will be vulnerable again. It is still good module but the way it was until 1.10 it was totally overpowered. We hope that it now is not an “auto pick” for high-level Corvettes any more.

Artillery Cruiser - All Autobeams

• Standardized Max Range to 2000m (2000m)

• Standardized Tier 4 Duration to 80s

• Standardized Tier 5 Duration to 90s

Developer Comment:

These were short range beams which felt a little bit misplaced on a long range ship. We think that these are a good example on how we distinguish between Pulses and Autobeams from now on. Pulses are supposed to be effective on short range and Auto Beams at medium range. We increased the range of the Artillery Autobeams to 2000 meters which is pretty much Corvette engagement range. Anything that attacks you as an Artillery Cruiser will now get hit by these weapon earlier.

Artillery Cruiser - Bomb Catapult (all tiers)

• Now has an arming time of 3s



Developer Comment regarding Arming Time

The arming times are basically a fuse for warheads. This means that the ordonnance from the Bomb Catapult will get active 3 seconds after the weapon has launched. In many cases people just flew under a group of ships and then shot the Bomb Catapult straight up - making it an inst-a- kill weapon. If not active yet then these weapons will at least do a tiny bit of damage upon impact.

Destroyer - Tempest Missiles (All tiers)

All Tiers

Projectile Range increased from 5000m to 10000m



Projectile Speed increased heavily



Tier 0

Cooldown reduced from 70s to 65s



Tier 1

Cooldown reduced from 65s to 60s



Tier 2

Cooldown reduced from 60s to 55s



Tier 3

Cooldown reduced from 55s to 50s



Tier 4

Cooldown reduced from 45s to 40s



Tier 5

Cooldown reduced from 40s to 35s



Destroyer - Rocket Turrets (all Tiers)

Projectile Max Distance increased from 2400m to 4800m



Projectile Speed increased



Projectile Hit Impact Force increased by 30%



Developer Comment:

These rockets were not very good. Now we hope they are viable again. It’s a thing where we will keep an eye open on how they behave. Last patch we updated the Light Particle Turrets – now it’s the time for the Rocket Turrets to be buffed. We hope that our players see these as viable secondary weapon. Until now everyone was using the flak turrets which is quite boring.

Destroyer - Storm Missiles

Tier 4

Range reduced from 3000m to 2000m



Cooldown increased from 50s to 60s



Tier 5

Range reduced from 3000m to 2000m



Cooldown increased from 45s to 55s



Developer Comment:

These were overpowered… They had a very short cooldown and a surprisingly high-range. To find a proper place for these in the game we made them more of a short-range missile compared to the Tempest Missile.

Destroyer - Scylla Torpedo (all tiers)

Now has an arming time of 2s



Destroyer - Goliath Torpedo (all tiers)

Now has an arming time of 5s



Developer comment:



Many people often killed themselves with the Goliath Torpedo by shooting it into a wall by accident. This will not happen anymore as these Torpedoes now also have an arming time.

Dreadnought - Endurance Mode

Fixed a bug that prevented passive health regeneration



Added Tier 4 passive health regeneration of 200



Tier 5 passive health regeneration increased from 200 to 400



Both Tiers passive health regeneration duration increased from 20s to 60s



Dreadnought - Starling Missile Salvo

All Tiers

Now has an arming time of 5s



Tier 4

Damage reduced from 15625 to 9375



Cooldown increased from 85s to 95s



Tier 5

Damage reduced from 18750 to 11250



Cooldown increased from 75s to 85s



Developer Comment:

That weapon was doing three times the damage of a nuke and had an even lower cooldown. We think that this was just too much. We decreased its effect and increased its cooldown. However, we reduced the cooldown of the regular nuke because we rather have player spawning nukes than nuke salvos. The salvo still does more damage than a nuke (if you hit with all of them) but as the warheads do spread out its very unlikely that all warheads will hit the same target.

Dreadnought - Nuclear Missile

All Tiers

Now has an arming time of 5s



Tier 2

Cooldown reduced from 110s to 105s



Tier 3

Cooldown reduced from 105s to 95s



Tier 4

Cooldown reduced from 95s to 85s



Tier 5

Cooldown reduced from 85s to 75s



Dreadnought - Tartarus Missile (all tiers)

Now has an arming time of 5s







We hope that you like these changes and that we were able to give you some context for certain adjustments.

Please let us know what you think about these changes and if you have the feeling that we might have missed something. We created a thread in the forums. Click here to get there and to post your feedback.