In this patch we are simply tuning previous changes. Sidewinder and Artillery are being brought a bit more in line, Push/Pull wave as well were underperforming, and should be easier to justify damage or reload modding. Overall goals are a continuation of the previous, to ensure Artillery is used in a balanced fleet, and to decrease the power of single-weapon spam.
Artillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location. Rather than trying to minimize that, these changes seek to accept the area of effect, making artillery shots more rare and dramatic, therefore more dodgeable, but still very potentially powerful. PD and missiles are both rebalanced to reduce the impact on artillery from this change.
Additionally, shields and range are being changed to allow more long range spam as an option while also making it more counterable, increasing maximum range, reducing DPS at…
New Shadow Parts (for DLC owners only)
Added curved and front amor heavyweight shadowed pieces.
Stasis Field: Price from 15 to 10
This should allow stasis to be more easily placed on fighters and other small craft without making a serious impact on their cost effectiveness.
Spinal: -50 Range
The base range of spinal was quite strong, this should bring that power down a little while we think about the role of spinal versus rangemods in the long time.
Flamethrower: 1 normal dps to 2.
Flamethrower really only works as a niche anti-heavy weapon, a bit more base damage should help it kill units it would otherwise struggle to kill with it’s DoT, such as…
Single speed coils were giving a lot of velocity, and less than 6x speed coil has quickly become common, so preserving the same extremes at 6 coils is less important. This also lowers the max velocities achievable with things like artillery stacks.
With damage mods, you can now create a ‘push/pull wave bomber’,
previously wave push/pull was unaffected by damage mods.
Quickscore now displays the current available cash on hand, rather than
the total earned over this game. …
A weapon mod that reduces the speed of a projectile by 8% and the energy consumption by 25%
A light, long range projectile with an arming phase. Useful for bombardment against slow enemies. Able to strike heavily point-defended enemies, as it is not a missile.
A lighter spinal that gives +250m range, for $10 and 15T. Spinal now gives +500m range for $20 and 40T. Spinal range bonus now applies after the % bonus from weapon mods, reducing max ranges with range mods.
An EMP Warhead and nerfs to current explosive warhead
Changed effect scale. Has linear increase. …
Some rebalancing and bug fixes.
This is a blog about Istrolid