2018.4 release notes




Combat

  • Cerberus Destroyer now does Area Damage to all player ships when it is destroyed, and when the planet it is working on is destroyed
  • Increased number of max level planets on RS8+

Modules

  • New RS6 module: Blast Shield
  • New RS7 module: Delta Rocket
  • New RS10 module: Omega Rocket
  • Passive Shield: Decreased regeneration delay and total time to regenerate. These times are now constant and no longer increase when the shield is upgraded. Reduced shield strength on level 2 and up.
  • Mirror Shield: Increased shield strength on level 1 through 5
  • Stealth: Cooldown reduced to 5 min (2d 2h in White Stars)
  • Barrage: Maximum number of enemies considered for damage output has been increased (8 in White Star, 16 in Red Star)

Other changes

  • Research Station can be used to salvage all artifacts on docked ships (can be used to salvage when the station is full)
  • The distinction popup will show the total time a player has occupied the #1 spot on the leaderboards, for players who have the Admiral distinction (or better) 
  • Artifact Hunter achievement: Level 5 requirement reduced to 5000
  • Fixed an issue where setting multiple waypoints through warp lanes could cause loss of waypoints
  • Fixed an issue where a player's white star scanner was stuck to the old star if they left the Corporation before the white star ended (rewards will still not be given in that case as rewards require the player to be part of the Corporation when the white star ends)
  • New objectives for Shipment Drone and Crunch modules
  • Fixed an issue where the Use Entrust objective could show up for players who didn't have the Entrust module unlocked
  • New Warp lane hubs can now be placed any number of sectors away from the constructing planet

Comments

  1. Hey guys, really like the updates and the game, but can you please please finally put a delay on the rockets in white dwarfs or put an area on effect that damages friendly ships as well, 3rd time in a row that the enemy keeps jumping in and out with transports and spams 20+ rockets each day...

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    1. And what is the problem with this? You have to accommodate for all legít strategies.

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    2. I agree. It’s a strategy used that any Corp can use. So if the rockets are too much for you. Use them as well as the enemy.

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    3. yes, just use Barrier, this strategy only works with low lvl corps.

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    4. Rockets today in white star are effectively an abusive strategy that some corps use. The original poster has it right. Its a major hydro drain, and requires continual timed login to execute. You see it most with players trying to claim they are competitive. It's a train wreck for casual players who want to play all aspects of the game and not dedicate their daily life. Rockets are not strategic, they are an abuse. You see teams essentially firing rockets while using emp to shutdown ships to destroy them in a few hits. That's a technique, not a strategy and many players see it as game ruining for white star.

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    5. No, constant rocket spam is a weak strat that poses no threat to a well organized corp, even without staying online all the time.

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    6. Yeah you just need to start using better strata yourself. We got rocket spammers and got destroyed. Now we rocket spam and destroy. It's all part of the game my friend

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    7. Quadcore here.

      I would usually post the most factual and the intriguing facts regarding the Rocket Spam. But as other say, if you can't surpass it, use it to counter the enemy team. Just like Kilmonger intention in Black Panther :)

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    8. Rocket spam is easy to counter with barrier or mass battery and helps prevent a strong team from camping the spawn point

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    9. When the arguement is 'you need to do it too' its a good sign something is out of balance. When other people get defensive and insult other players, its a good sign something is overpowered and they don't want to lose their only edge.

      Looks like Rocket Spam fits those categories well.

      How can something not OP make it easy to defend your gate from an opposing force that overwhelmed your team and is sitting at the gate? By that arguement, rockets spam is so powerful you can't get near that teams gate and are at risk even approaching near planets.

      This comes down to there are a group of players that like rocket spam in the whitestars, and a group of players that don't. For those that don't want to use that technique, they are complaining that whitestars are not fun. Eventually many of them will leave whitestars, and maybe the game. Then the rocket spammers can complain there are not enough people in whitestars, wait that already happened and we need to reduce team size queues.....

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    10. Ive hardly ever seen rockets being actualy spammed against us, and when it did happen - it had no effect. I'm talking about the highest lvl ws here with top 15 corps as participants

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    11. In game right now and the team is a rocket spammer. We use rockets too, but use about a third of what they use. They are clearly overly reliant on them and we are crushing them.

      Easy to counter by moving, with mass or dual, or simply positioning ships to cut off rocket access; they always come from the gate so easy to plan for it...you don't even need barrier or a support module to stop.

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    12. So what you guys are saying is thats it not an abuse because you can abuse it yourself and thats called strategy?
      In my opinion strategy involves multible options which can all lead to a potential win and you have consider each and chose the one with the one which fits the current situation and your team the best.
      This game is fun because you can between more or less balanced options and equip your ships to fit a olay style you can enjoy the most!
      But if there is only one option to win and you dont like it what then?
      Plus if rockets is counterable and weak in higher lvls then what does it matter if its nerved?
      The problem here is lower lvls, in our guild we finally have 2 players with barrier and now we can cope with it, but its still annoying as hell, when the "strategy" of the enemy is to leave all miner and transport out and fly straight at the enemy with emp and spam enough rockets that it oneshots your ship if one volley gets through!
      We actually had a couple of guys quitting white dwarfs and eventual the game because they didn't want to stoop to such levels and now we are strugling to even get 10 people for white dwarfs or enough active players to fly red giants together!
      So yeah by all means keep it in the game if your intention is to get rid of casual players!

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    13. I mean it would even be enough if you decrease their speed or their blast radius so you can actually get away after using emp on them, so you have a valid counter for that strat in low levels^^

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    14. I think what most ppl are saying is that rocket spam is an easy strategy to counter and is not OP. I agree. We've crushed every rocket spam corp we've faced. Just takes a little imagination.

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    15. Even in the ultimate battle video both sides used rockets and people died by rockets. Rockets spam change the entire game and if they were weak, would both teams use it? Why didn't they send in their ships to use other modules? There were obvious deaths from the rockets. Pretty ridiculous to argue its a weak strategy. Can rocket spam be weak, of course people can mess it up. Its also the way many teams win, hence all the complaining.
      Arguements like defend with Mass Battery or Barrier imply people have to weaken their offense just to attempt to deal with rocket spam. That's pretty powerful. Have to use barrier or to stop rockets? Barrier is a strong module to control enemy movement and its now delegated to stopping rockets instead. Each counter to rockets spam forces teams to waste their weapons and modules, change their war planes, changes the whole game.

      The fact is, this is a really fun game without rocket spam. Many people think rocket spam is it not fun. Net is people are leaving the game because of it. Eventually everyone will rocket spam or forced to not play, and we are getting 3 rockets to do it with better.

      What is wrong with limiting rockets to be like any other module...you have to fly with your enemies for it to be effective and risk losing your ship. Many people would be satisfied if rockets damaged everyone including the friendly ship who emped the target. Increase rocket to emp range and hit everything with damage.

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    16. Can we just have a HS Lite for everyone who complains about rockets? How about no rockets and no cerberus and no pvp, and all upgrades are free and instant, and an AI assistant holds your hand and tells you what to do at all times? WS can be for cooperating so nobody gets their feelings hurt, and sanctuary comes pre-equipped on all ships.

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    17. A lot of people complaining about rocket spam, when from the look of their complaints its the team organisation and constantly active players that really cause them the problem, so really its not whether rockets are op'ed it's the organization of their opponents. Quite frankly the only slightly op'ed use i have ever made of rockets was a run on a planet where i point blank rocketed the planet as the only way to kill the enemy transporters (it worked but my battleship died for the privilege and if I remember correctly my corp also lost that WS what can I say the opponents were good) all in all rockets aren't really that op'ed as there are a number of counters to almost any method of using them. It's the player who spends his life playing HS that is op'ed.

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    18. If you look at the example game in the news it states the teams / players are one of the most skilled and dedicated teams. It also mentions it is a high level match. Both sides use rocket spam so I don’t think it is only a low level tactic as stated by quite a few people above.

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    19. I believe they have

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    20. They could fix the rocket spam thing instantly by making rockets only travel a limited distance of up to 3 sectors and at that point they just pop and die doing no damage.

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    21. Other countries have nukes. But since we don't like the strategy they can use with them we shouldn't have nukes. Sorry. Sometimes the counter to a strategy is the same strategy.

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    22. I agree with alot of people. Get smart and learn to strategize. You can place battle ships and install modules that work around rockets. That's like us going to war with another country, and not using air strikes because it is just spamming explosives... come on folks get real. It's a war out there, and war is hell.

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  2. If you’re decreasing passive shield strength I think you should return our credits as we’ve spent a lot of time, effort and credits upgrading these shields!!

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    1. This comment has been removed by the author.

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    2. If they decreased the shield strength it’s to keep a balance. As long as the shield regeneration is good then everyone should be fine, and I’m sure they didn’t decrease it too much.

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    3. Passive shields only work until RS6. At that point, your shields never recover and you cant take as much total damage. Omega shield becomes a requirement since you can activate it 3x per RS...which is 42k of shield vs a similar 14k passive shield. If the regen level allows for similar total shield strength with a lower max value, your investment is more meaningful. Otherwise, at RS7, you wont use Passive anymore anyways.

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    4. Why do you insists that passive is not valid for mid game? I do use passive at rs7 since always (lvl 5). Done over 300 runs and never complained about shield.

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    5. Trig
      You're getting a buff, not a nerf. passive was doubling most other shield strengths in white stars but it was a one time use thing...thank andreas for letting you actually regenerate the darn things now lol

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  3. Also agree with above comment..... WS’s are getting spammed by rockets which is causing players to cease WS missions

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    Replies
    1. easy answer: blast shield. get it and git gud lol

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  4. Decreasing passive shield is not ok! It was hard work to get enough credits for upgrading. Give us at least anything back for this!

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    1. This is a passive shield buff. Higher levels now regenerate hp at a faster and faster rate, plus they start regenerating earlier

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    2. But they are decreasing the strength of the shields. Question will be if the Regen makes up for the go nerf

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    3. Passive becomes obsolete past RS7... It was never intented to get upgraded to high levels

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  5. Love these updates. This is very exciting with the blast shield. Personally, I love rockets in WS, and happy to see that blast shield will be available for players in the RS6 bracket. Perhaps this will solve some of the mid range WS issues that folks are having while learning how to cope with JG artillery fire.

    Well done!!

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  6. Agree with comment on passive shield. Please give the opportunity to reset research progress and return credits.

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  7. Passive shield decrease not ok

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  8. are you fucking kidding me ? I have worked my ass out with this passive shield... and my plan along has been about that stupid shield... now a half year going to waste ?

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    1. What if someone, like me, kept passive at reasonable level to be used in RS only and upgraded up to limit omega with idea to be used at WS only? Assume its many players strategy.

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  9. Awesome. Just keep adding new features.

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  10. Completely agree about getting something back for nerfing passive shields so significantly!!!

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    Replies
    1. Significantly? The hp reduction values haven't been released. And the regen is buffed. Wait and see what happens.

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  11. Rockets are part of a ws. All you have to do is have ships in place to shoot them down. Easy as that. Good update. Keep up the good work.

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  12. Rockets are part of a ws. All you have to do is have ships in place to shoot them down. Easy as that. Good update. Keep up the good work.

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  13. Please, can I blog in Russian?

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  14. I really don't understand why people think rockets are a problem in white stars. They are an extremely effective strategy that corps should be using to thier advantage.

    The rockets are significantly more powerful the closer the fight is to the firing team's gate. This means you want to try fighting closer to your gate if possible. To do that you need to have the better mining tech/strategy to force the opponent to come to you.

    Also be sure to bring lots of modules that disrupt the ability to use rockets like emp and barrier. Both mods can keep the rockets out while your team can react by also firing rockets or teleporting out of the conflict. Check the opponents tech before the white star starts. Try to bring more emps and barriers than the opponent. That will give your Corp the ability to keep thier rockets out and let yours through.

    In general though if they have a rocket squad at the gate don't engage a ship with emp without having your team be able to support you. Choose fights wisely and assume that rockets will be a part of the fight.

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    Replies
    1. YES!!!!!! Preach it dude!!!

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    2. I agree sooo much. I hate how everyone complains about how annoying the strategy is when they could use it to their advantage as well.

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    3. You know who doesn't like rockets? Corps that don't have the communication or activity for coordinated BS attacks and rocket tanking. I.e. the opposite of my Corp (DadCorp) and just about every serious WS Corp out there.

      They rely upon a few support ship babysitters and a ton of mostly solo runners/jumpers to disrupt their enemy's relic production. Now THAT is something to dislike; this game is about working with other towards a common goal, not "every man for himself".

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    4. Every white star match I've played where enemy uses rocket spam, has been lost by that team. From memory, in that high-level ws match on News, the team that spammed the most rockets was the team that lost (left hand side). In our Corp, we use rockets sparingly, but they are easy to counter so we prefer to have a module that helps us WIN instead of a module that simply harasses the enemy team.

      The best counters to rocket spam are: always escort light ships; don't make long moves; be cautious about enemy emp and keep clear if you can. Don't waste your barrier on stopping rockets - use it to stop enemy battleships from closing on you. (Game name: TomPeregrin)

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  16. What are the specifics guys? Comon if you’re nerffing/buffing a mechanic we want numbers not generalities. How much is the regen/delay being reduced by. What was it before? How much cap are we losing?

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  17. Please, increase delay for re-entry to WS from 2 to (for example )8 hours. This will reduce problem with rocket salvo :-)

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  18. The problem I have with nerfing passive shield is that it can completely mess up a planned hydro strategy. Personally I was planning on using passing for red stars and Omega for white stars and that had worked for me pretty well. Because I was not planning on using Omega in red stars, I felt free to level it as high as I liked because I would not need it to be able to stay hydro positive in red stars.

    I have not yet seen the numbers on the passive shield nerf but if they are too bad I may regret having leveled Omega shield. If we are in a constantly changing environment it makes it impossible to create a long term plan. Unfortunately, the time scales in this game pretty much force us to make long term plans because going evenly slightly hydro negative can kill ones ability to farm red stars.

    If changing mods is going to be a thing please allow us to equip any level of the mod moving forward. That way we won't be punished by having made a decision without knowing how the mods may change in the future.

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    1. You have my sympathy, and I do like the idea of being able to select the level of module you’d be using. 👍🏼

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    3. No thanks on the being able to select the level of module to use.... I like that this game is hardcore and sometimes unforgiving for the mistakes that are made. There are months and months of gameplay left after any mistaken level up, and plenty of opportunity to adjust playstyle and builds for any given situation.

      I'm part of a team of with two corps worth of players, and no 2 of us agree on the best strategies to overcome an RS obstacle. Not being able to switch our module levels makes us have to work together to find the best solutions given our different levels of tech..... It invites more social opportunities into the game.

      My concern with being able to switch levels at will is that ultimately someone will come up with the "MOST" efficient way to run RS with some certain setup, then suddenly everyone is playing the same way.... The Meta gets simplified and stops evolving. The conversations about strategies and teamwork are lost...

      It's no Bueno in my eyes.

      Hades Star is to good for that watering down.

      No offense... Just, like, my opinion man.

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    4. Never thought of it that way Gleevil, but you're right. The discussion of how Vengeance works in an RS vs Stealth + emp+tele etc etc. are what make this game interesting anymore. ;)

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    5. I understand what you are saying and why you like it as is but if modules are going to be changing the only real strategy I see is overload on mining tech to be able to overcome any changes that may happen in the future. I honestly have no problem with a nerf to the shields. The problem I have is not having the ability to adjust strategies when a change comes. The answer shouldn't always be upgrade mining tech and make a hydro a alt.

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    6. I think we should give the developers and the game some space to develope further.

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  19. Still no PickUp All / Drop All shipments functionality... Disappointed.

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    Replies
    1. Agreed! But the research station QOL improvemnt I like a lot. ;)

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  20. Ok, everybody, calm down about those Passive Shields. Read carefully.

    Decreasing the regeneration delay time (now 1 minute in RS) means you don't need to wait that much time before it starts to recharge the shield.

    Also, decreasing the time to full recharging, make it constant over all levels means that if you have level 1, or level 10 Passive shield, it takes the same time to recharge, making it recharge not hp/sec on higher levels.

    This also means it is getting stronger on higher levels. Still, it is -possibly- going to be the highest hp shield in game, so overall it got better.

    So please calm down. ;)

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  21. I'm getting sick and tired of spending time and credits on developing and equipping modules only to have the rug pulled out from under me.

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  22. How about with the next update you guys dont make us pay to install mods into ships when we have already spent so mu h to unlock and upgrade them. It would be nice to not have to pay 30k in credits to switch mods out.... just saying. I think it's a pointless part of the game that would do nothing but make everyone happy if you took it out.

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    1. Good idea, give us something back.

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    2. It would be good for something like a dry Dock, where you could have mods installed and swapped out for free for like an hour or two delay? Or even if it was instant it would be good ...

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    3. It would be good aswell if you could buy extra ships and put them in a dry Dock/storage space but they can't be used until they get swapped out.it would help with swapping between ws and rs easier, need an extra bs there's ie ready to go but you have to sacrifice a ts or a miner for a bit or vice versa

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  23. It seems to be a good update! In the next one, could it has more ships usable for the players? Having different type of ships would make the game more strategic! Weapons with different range would be great too!

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  24. Can I get clarification on the Destroyer?
    "Cerberus Destroyer now does Area Damage to all player ships when it is destroyed, and when the planet it is working on is destroyed"
    Does that mean all ships in the blast area (like vengence) or in the entire map forcing me to not bring in any support ships until they are destroyed

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    Replies
    1. AoE damage in the vicinity only... but it's a powerful blast!

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  25. Most of players do not dedicate full time for this game, but considering the dedication of the developers and the interesting mechanics, they do login and plan out their long term goals in the game.
    I for example had maxing passive shields as one of the objectives. Suddenly nerfing it by reducing its strength hits that plan very badly.
    I used to play Poxnora and did spend quite a bit of money on it. While adding more cards to continuously generate interest in game was ok;the developers also started nerfing old cards so that players are forced to buy new ones to be competitive e.g. Akakios Dragon was nerfed down by deleting a key skill and replacing it with something mediocre. That sort of nerfing killed my interest in the game and I completely stopped playing it.
    I hope the developers of this game do not follow the same practise here.

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    1. I'm already losing corp members quiting the game because of the constant nerfing and increasingly stingy rs systems but if the devs want to kill the game that's their choice

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  26. Most of players do not dedicate full time for this game, but considering the dedication of the developers and the interesting mechanics, they do login and plan out their long term goals in the game.
    I for example had maxing passive shields as one of the objectives. Suddenly nerfing it by reducing its strength hits that plan very badly.
    I used to play Poxnora and did spend quite a bit of money on it. While adding more cards to continuously generate interest in game was ok;the developers also started nerfing old cards so that players are forced to buy new ones to be competitive e.g. Akakios Dragon was nerfed down by deleting a key skill and replacing it with something mediocre. That sort of nerfing killed my interest in the game and I completely stopped playing it.
    I hope the developers of this game do not follow the same practise here.

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  27. So autopilot into drone last update, passive shield nerd next update. Pretty uncool. I would have already switched to Omega if I had known. We don't use passive for it's Regen, we use it to conserve hydrogen and absorb as much damage as possible before rotating ships. It would seem more fair to offer 2 passives one as it stands and Nerf the regen, the other nerf the shield life and give better regen.

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  28. The updates are getting better. I hope future updates will feature improving star systems.

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  29. Could you please create an option to let me prevent my hydrogen miners from mining certain sectors? I am trying to increase the hydrogen content on the asteroids in some sectors but sometimes my miners, when I am not online, just go and mine those sectors and I am back to square one.

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  31. What about the corp leaderboards for distinctions?
    Or the relic leaderboard?

    Did you just make an update only for Profit?

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  32. If you look at the example game in the news it states the teams / players are one of the most skilled and dedicated teams. It also mentions it is a high level match. Both sides use rocket spam so I don’t think it is only a low level tactic as stated by quite a few people above.

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  33. Hey, um I've been playing this game and would just like to say how much i like it. I feel that for Hades star, how about implementing a Hades galaxy map? This way players do not need to use diplomacy and can do interstellar travel. The only problem might be the use of hydrogen. Perhaps each star system should have a permanent warp gate that can instantly establish link with a nearby star system.

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    1. So you kind of described diplomacy station xD

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    2. I think he wants the ability to cross over Corp spaces without diplo. Diplo would be then used for other players...

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  34. I usually don't mind balancing nerfs, but after playing the update, the passive shield nerf makes them too weak. The faster recharge is nice but does not make up for the loss of total shield.

    Going from soloing 2 colossus with ease to barely being able to solo 1 is a drastic change. Sure, I could run and wait a few min for the shields to recharge, but I still wouldn't have time to solo and harvest two colossus sectors.

    Nerfs should be gradual and small, not game changing.

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  35. WHOAAAAAAA

    i would like to state that the message u guys posted was that the passive shield was to be lowered in total value but total recharge time was to be lowered aswell as delay.

    so delay went from 1 min in rs and 10 hrs in ws to 1 min 12 sec in rs and 12 hrs in ws, soooooooooooo either im drunk or u guys lied in ur post (its a rhetorical question cause i am drunk) so rly maybe im wrong but also maybe im not. only sobriety will tell

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  36. Hello,

    Great game, I've been playing for almost a year, thanks for all the hard work.

    I live in Beirut, Lebanon and the in-game "day" doesn't seem to align with my actual day, so all my graphs and objectives reset at weird times, if you guys could fix that it would be awesome.

    As for the Passive Shield, I was slightly disappointed with the reduction of HP, but the regeneration seems to compensate for it. I need to "pressure test" it before I decide if the change was a good idea.

    Thanks again, keep up the good work.

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  37. Just tried jumping into a Corp red star. Kept getting error messages that I was jumping too many bs in. Was lv6 and was trying to jump 3bs and 3port. Still kept getting message when only jumping my ports with no bs. Ended up not able to jump any ships in at all. Then got docked 50 inf! Possible glitch?

    Any chance I can get my inf reinstated?

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  39. Passive shield is the best shield now. With new regeneration speed it can be used 4 times per RS and it costs less hydro than Omega.

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  41. With the amount of modules atm, i would recommend adding new ships and reworking the current ships to have certain bonuses to certain modules.

    Hauler: Low Cargo, fast speed, -50% to Cargo Bay Extension, decent bonus to modules that increase payout, bonus to modules such as Stealth and Time Warp and such, should be the first cargo ship newbies buy.

    Transport: All round cargo ship, moderate speed and medium cargo with small bonuses to all modules.

    Freighter: Extremely slow, giant cargohold with bonuses to Cargo Bay Extension and such(for balancing purposes perhaps, -bonus to payout)

    Frigate: Fast ship, (if wanted, low hp and takes .5 fleet size) bonus to Time Warp, Stealth, Teleport etc.

    Cruiser: Should be the support and logistics ship, bonus to repair modules, boosting modules, small bonus for drones. Moderate speed.

    Battleship: All-round ship with bonuses to all modules and more bonuses also leaning towards batteries and lasers, somewhat slow.

    Dreadnought: High HP pool, huge bonus to shields, exclusive "siege module", when out of siege, -bonus to weapons, shields, but in siege, bonus to shields, weapons but cannot move.(Yes I play Eve online)

    Carrier: Huge bonus to Drones, Remote Repair, cannot fit weapons nor shields, only support modules and can fit exclusive fighters that are more effective than drones.

    Miner: Obviously bonuses to mining modules. Cruisers can also fit mining boost modules only.

    Should add more options and strategies to the game and attract more old players into the game. These new updates are indeed nice, passive shield and such and about this rocket spam, honestly something needs to be done about it, it basically takes away the fun of white star because players are literally sniping ships across the map with rockets every 2 hours and it would be nice to see battleships actually shooting eachother instead of "oh no they are shooting rockets from their gate to my transports wat do leader". I know there are modules to counter it but seriously? What are you? American Sniper? Needs to be more "Ship V Ship" and not "Whoever has more rockets and Barriers win" When people see videos like "This is Hades Star", we dont want to see corporations rocket spamming eachother, wheres the content in that? I can provide more details on ships in a gmail later

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  42. I would like to have some count down after activating teleport and barrier like for traveling (i.e. 10 seconds). My phone is too sensitive and sometimes it miss clicks causing me to teleport to a different location without a way to cancel.

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  43. After having cargo space of 17, i wonder if you could add an button for goods on transporters like "load/unload all goods". Cause clicking every goods and seperate warp-lane-goods from non-warp-lane-goods is stressful after few transporters... just an idea i have in mind :)

    Rest of game is flawless!

    P.S. Objective with activation of Destiny without Sanctuary is uncool ;)

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  44. there is something with the update and a chrome OS update that has removed the text and icon command layer from the UI. I tryed reverting and reinstalling. neither worked. also, you have a great game that I tryed stuff then looked to notify you guys... I want this back on my massive 10 inch Chromebook flip screen again :)

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  45. My friend bailed the other day. The grind combined with the expense of losing ships around rs5, also the frequent hydrogen shortages and it takes ages to get the money for warp lanes. He spent 2 and a half hours just trying to get his shipments done. I'm sticking by it, but I understand his pain with the game and hope this gets addressed.

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    1. I personally quit for a few months at RS5 but shipment drone has made a world of difference and doing my shipments no longer seems like as much of a pain now that I have 2 warp lanes + drone

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  46. People keep leaving my Corp because destroyer area damage kills everything and no one can afford to replace their fleets of ships. How do we maintain players?

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  47. Annoyance: Having to click 9/10 times to get the rewards of researching a relic.

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  48. The destroyers aren't good but the other stuff is.

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    1. Yep. It really did detract from the desirability to play the game.

      Hopefully they fix it.

      Delete
  49. How nice our ships can be so easily taken out by a planet destroyer and no way to rebuild them. Uninstalled. Bye.

    ReplyDelete
  50. Hope that we can extend the duration of warp lanes before they expire, up to a maximum of maybe 2 days. This quality of life improvement will definitely help as players cannot possibly always be around when warp lanes' duration ran out to prolong them for one more day. And of course, make warp lanes cheaper or increase planet credit storage would be highly appreciated.

    ReplyDelete
  51. Delta shield doesn't increase my speed in white stars anymore. Haven't checked elsewhere yet. It's at level 6.

    ReplyDelete
    Replies
    1. Same here, no difference in travel time frin what I can tell in ws. That makes it useless... And I've spent cash for lvl6

      Delete
  52. Can you please either give me the option of turning off sectors for mining or allow me to lay a certain course for my miners (up the max sectors).

    I cannot let my miners mine alone and have to be logged on because I have several sectors I built up to 21000 hydro and farm from that. But because I cannot risk a miner taking the whole lot I cannot set my miners to mine in my absent.

    Defeats the purpose of having those maximum sectors.

    ReplyDelete
  53. for everyone worried abut the update to the passibe shield i have to say it is a very good buff. the main problem i had with it even in red stars was that it was a one time thing and it was gone, the fact that it was stronger didnt compensate and made trade it for omega. but with the new update i dont think should want their money bavk, they should be happy cuz it comes back so much faster! the numbers are good, the decrease i minimal at lvl 4 it gives 8000 and takes roughly 5 min to come back which is amazing… so dont demand your money, be happy!

    ReplyDelete
  54. So i guess im limited to a set number of planets to colonize because i have no other adjacent hexs to scan that really sucks because half of the allure for me on this game was the expansion part of it

    ReplyDelete

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