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UPCOMING 1.4 PVP CHANGES


NQ-Wanderer

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Hello Noveans,

 

Major changes are coming to PvP in Dual Universe with the 1.4 update! We've engaged in numerous productive discussions both with members of our PvP community as well as internally. The balancing changes being introduced to PvP are a result of these conversations.

 

Before delving into the specifics, let's discuss the reasoning behind these changes.

 

In the early days of our beta, we started without shields, leading to a majority of PvP being fought in large cubic ships, which were generally less aesthetically pleasing. Our goal was to cultivate a space where players could transition from using thick voxel layers, leading us to introduce shields into the game for the first time about two years ago with the 0.26 Apollo update.

 

Shields quickly became an essential aspect of PvP combat. Consequently, ships rapidly evolved from having vast voxel quantities to featuring sleek designs with minimal voxels, presenting smaller targets and evading most incoming damage. This led to the inverse of the cube situation, with ships built into long sticks, sometimes devoid of voxels entirely.

 

In several previous updates, we have tried to strike a balance, providing players a reason to own ships that are not just cubes or sticks, but amazing constructs of beauty and lethality with your own personal style!

 

With the 1.4 update, we've revisited many aspects and made changes you’ll want to know:

 

  • We have revamped the hit-and-miss formulas used in the back end.
  • Shields are less likely to serve as huge one-time batteries and will function more like periodic protection. The venting cycles are shorter and more frequent, allowing you to vent more often but for smaller amounts.
  • Weapon Tracking has also undergone significant change, damage evasion is now a trait more likely to benefit smaller, swiftly moving and highly maneuverable ships, while larger ships have access to more potent stasis weapons to combat smaller ships.
  • Honeycomb now has approximately twice as many hit points, enhancing its importance for tanking while your shields are being vented.
  • Hoverseats and Cockpits now have a higher fitting capacity, enabling you to equip more weapons or a larger radar.

 

We hope these changes will enhance PvP enjoyment for everyone. To help you better prepare for the update, here is a complete list of all PvP changes coming to Dual Universe in the 1.4 update, though please note that these updates are still subject to change:

 

Weapons


Cannon XS

  • Damage has decreased from 7000 to 6500
  • Optimal tracking has decreased from 10 to 2.75
  • Falloff tracking has decreased from 10 to 8.25


Cannon S

  • Damage has increased from 12950 to 13000
  • Period of fire has increased from 3.375 to 3.75
  • Optimal tracking has decreased from 5 to 1.1
  • Falloff tracking has decreased from 5 to 3.3

 

Cannon M

  • Damage has increased from 23957.5 to 26000
  • Period of fire has increased from 4.55625 to 5.625
  • Optimal tracking has decreased from 2.5 to 0.44
  • Falloff tracking has decreased from 2.5 to 1.32

 

Cannon L

  • Damage has increased from 44321.375 to 52000
  • Period of fire has increased from 6.1509375 to 8.4375
  • Optimal tracking has decreased from 1.25 to 0.176
  • Falloff tracking has decreased from 1.25 to 0.528

 

Laser XS

  • Damage has increased from 8000 to 8500
  • Optimal tracking has decreased from 5 to 1.75
  • Falloff tracking has increased from 5 to 5.25
  • Optimal Range has increased from 12500 to 14000
  • Falloff distance has increased from 5000 to 7500
  • Weapon capacity has decreased from 80 to 70

 

Laser S

  • Damage has increased from 14800 to 17000
  • Period of fire has increased from 4.725 to 5.25
  • Optimal tracking has decreased from 2.5 to 0.7
  • Falloff tracking has decreased from 2.5 to 2.1
  • Optimal Range has increased from 24000 to 28000
  • Falloff distance has increased from 10000 to 15000
  • Weapon capacity has decreased from 400 to 350

 

Laser M

  • Damage has increased from 27380 to 34000
  • Period of fire has increased from 6.37875 to 7.875
  • Optimal tracking has decreased from 1.25 to 0.28
  • Falloff tracking has decreased from 1.25 to 0.84
  • Optimal Range has increased from 50000 to 56000
  • Falloff distance has increased from 20000 to 30000
  • Weapon capacity has decreased from 2000 to 1750

 

Laser L

  • Damage has increased from 50653 to 68000
  • Period of fire has increased from 8.6113125 to 11.8125
  • Optimal tracking has decreased from 0.625 to 0.112
  • Falloff tracking has decreased from 0.625 to 0.336
  • Optimal Range has increased from 100000 to 112000
  • Falloff distance has increased from 40000 to 60000
  • Weapon capacity has decreased from 10000 to 8750

 

Missile XS

  • Damage has increased from 14000 to 26000
  • Period of fire has increased from 3 to 5
  • Optimal tracking has decreased from 12 to 3.5
  • Falloff tracking has decreased from 12 to 10.5
  • Optimal distance has increased from 10000 to 12000
  • Weapon capacity has increased from 24 to 30
  • Reload has increased from 45 to 60

 

Missile S

  • Damage has increased from 25900 to 37050
  • Period of fire has increased from 4.05 to 5
  • Optimal tracking has decreased from 6 to 1.4
  • Falloff tracking has decreased from 6 to 4.2
  • Optimal distance has increased from 20000 to 24000
  • Weapon capacity has increased from 120 to 150
  • Reload has increased from 45 to 60

 

Missile M

  • Damage has increased from 47915 to 52796
  • Period of fire has decreased from 5.4675 to 5
  • Optimal tracking has decreased from 3 to 0.56
  • Falloff tracking has decreased from 3 to 1.68
  • Optimal distance has increased from 40000 to 48000
  • Weapon capacity has increased from 600 to 750
  • Reload has increased from 45 to 60

 

Missile L

  • Damage has decreased from 88642.75 to 75234
  • Period of fire has decreased from 7.381125 to 5
  • Optimal tracking has decreased from 1.5 to 0.224
  • Falloff tracking has decreased from 1.5 to 0.672
  • Optimal distance has increased from 80000 to 96000
  • Weapon capacity has increased from 3000 to 3750
  • Reload has increased from 45 to 60

 

Railgun XS

  • Damage has increased from 16000 to 17000
  • Optimal tracking has decreased from 3.5 to 1
  • Falloff tracking has decreased from 3.5 to 3
  • Optimal distance has increased from 20000 to 22000
  • Falloff distance has increased from 20000 to 22000
  • Reload has increased from 20 to 25

 

Railgun S

  • Damage has increased from 29600 to 34000
  • Period of fire has increased from 9.45 to 10.5
  • Optimal tracking has decreased from 1.75 to 0.672
  • Falloff tracking has decreased from 1.75 to 1.2
  • Optimal distance has increased from 40000 to 44000
  • Falloff distance has increased from 40000 to 44000
  • Reload has increased from 20 to 25

 

Railgun M

  • Damage has increased from 54760 to 68000
  • Period of fire has increased from 12.7575 to 15.75
  • Optimal tracking has decreased from 0.875 to 0.16
  • Falloff tracking has decreased from 0.875 to 0.48
  • Optimal distance has increased from 80000 to 88000
  • Falloff distance has increased from 80000 to 88000
  • Reload has increased from 20 to 25

 

Railgun L

  • Damage has increased from 101306 to 136000
  • Period of fire has increased from 17.25 to 23.625
  • Optimal tracking has decreased from 0.4375 to 0.064
  • Falloff tracking has decreased from 0.4375 to 0.192
  • Optimal distance has increased from 160000 to 176000
  • Falloff distance has increased from 160000 to 176000
  • Reload has increased from 20 to 25

 

Stasis XS

  • Minimum Range has increased from 20000 to 30000
  • Maximum Range has decreased from 100000 to 80000
  • Period of Fire has decreased from 5 to 4
  • Effect Duration has decreased from 5 to 4
  • Fitting has decreased from 500 to 225
  • Ammo Capacity has increased from 40 to 60
  • Reload Time has decreased from 50 to 10

 

Stasis S

  • Minimum Range has increased from 20000 to 30000
  • Maximum Range remains unchanged at 100000
  • Period of Fire has decreased from 5 to 4
  • Effect Duration has increased from 5 to 6
  • Fitting has decreased from 2500 to 1125
  • Ammo Capacity has increased from 200 to 300
  • Reload Time has decreased from 50 to 20

 

Stasis M

  • Minimum Range has increased from 20000 to 30000
  • Maximum Range has increased from 100000 to 120000
  • Period of Fire has decreased from 5 to 4
  • Effect Duration has increased from 5 to 8
  • Fitting has decreased from 12500 to 5625
  • Ammo Capacity has increased from 1000 to 1500
  • Reload Time has decreased from 50 to 30

 

Stasis L

  • Minimum Range has increased from 20000 to 30000
  • Maximum Range has increased from 100000 to 140000
  • Period of Fire has decreased from 5 to 4
  • Effect Duration has increased from 5 to 10
  • Fitting has decreased from 62500 to 28125
  • Ammo Capacity has increased from 5000 to 7500
  • Reload Time has decreased from 50 to 40
  • Variants have received new bonus distributions and adjustments
  • Defense now gives Range and Cone bonuses
  • Agile now gives Damage and Tracking bonuses
  • Heavy now gives Damage and Cone bonuses
  • Precision now gives Range and Tracking bonuses
  • Variant values have been adjusted.
  • All debuffs removed.

 

Ammo

 

  • Precision Ammo has had its Optimal Range buff reduced from 1.2 to 1.1
  • Heavy Ammo has had its Damage buff reduced from 1.2 to 1.05
  • Defense Ammo has had its Tracking reduced from 1.5 to 1.25
  • Agile ammo remains unchanged.


Control Units

 

  • The Cockpit and Hovercraft seat Max fitting capacity has increased from 1000 to 1250

 

Shield Generators

 

Shield Generator XS:

  • Venting Cooldown has decreased from 60 to 30
  • Venting Regen per second has increased from 2500 to 9000
  • Max shield gain per regen has decreased from 0.5 to 0.25

 

Shield Generator S:

  • Venting Cooldown has decreased from 120 to 60
  • Venting Regen per second has increased from 10000 to 28000
  • Max shield gain per regen has decreased from 0.5 to 0.35

 

Shield Generator M:

  • Venting Cooldown has decreased from 240 to 120
  • Venting Regen per second has increased from 37500 to 64000
  • Max shield gain per regen has decreased from 0.5 to 0.45

 

Shield Generator L:

  • Venting Cooldown has decreased from 480 to 240
  • Venting Regen per second has increased from 100000 to 102400
  • Max shield gain per regen has increased from 0.5 to 0.55

 

Variants:

  • The Active variant will now have the hit points bonus.
  • The Variable variant will now have the mass bonus.
  • The Capacitor variant will now have the Volume bonus.
  • Variant values have been adjusted.

 

Voxel honeycomb healthpoints

 

  • All honeycomb HP values have roughly doubled (x2.08).
  • For example Iron Honeycomb HP has changed from 6000 to 12500 per m3.


We hope that this preview of the PvP changelog has armed you with the information you need to prepare for update 1.4, and look forward to seeing your new warships after the update!
-The Novaqark Team
 

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1 hour ago, Knight-Sevy said:

Description bug for Stasis L (i think)

 

Not really a bug, so much as a missing paragraph break.

 

Also, this says nothing about the differences in allocatable resist points between the variants, which were demonstrated on the live stream:

 

Variants:

  • The Active variant will now have the hit points bonus.
  • The Variable variant will now have the mass bonus.
  • The Capacitor variant will now have the Volume bonus.
  • Variant values have been adjusted.

 

Edit: I guess they're still the same as before, except adjusted by some amount? Unclear.

 

Edited by Tional
Added value.
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12 hours ago, NQ-Wanderer said:

Ammo

  • Precision Ammo has had its Optimal Range buff reduced from 1.2 to 1.1
  • Heavy Ammo has had its Damage buff reduced from 1.2 to 1.05
  • Defense Ammo has had its Tracking reduced from 1.5 to 1.25
  • Agile ammo remains unchanged.

Tier 3 ammo has 3x the cost of basic ammo. These changes do not reflect the additional cost for these ammo. 

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17 hours ago, RugesV said:

Tier 3 ammo has 3x the cost of basic ammo. These changes do not reflect the additional cost for these ammo. 

Tier 3 ammo is strictly better than tier 2 in every way but cost. Want max performance? Tier 3 ammo. Want to save some quanta? Tier 2.

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6 hours ago, Talocan said:

Tier 3 ammo is strictly better than tier 2 in every way but cost. Want max performance? Tier 3 ammo. Want to save some quanta? Tier 2.

Its not strictly better thow. Because dont forget Tier 3 ammo also has penalties on them. 

 

Lest take Laser M as an example.  The Tier 3 version is going to have a 5% increase in damage, but a 23% increase in weight over the T2 version. And the T3 version is going to cost 262% more then the T2 Variant. 

 

And the thing to remember here is the cost and the penalty where balanced when the damage bonus was at 50%. And this nerf will reduce the bonus by 90% of the original. 

 

I dont think the cost should be reduced. As PVE is going to be the main resource sink ingame. However I feel the penalties should be removed if the minimal bonuses are reduced so much. 

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Ammo doesn't have penalties, and ammo currently weighs about the same amount. Weapon variants also weight the same amount, and all debuffs on them are being removed. I have no idea what you are talking about here.

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