Concordant sequence regeneration amount doubled and lasts twice as long
Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
Overcharged and Efficient Blueprints now available for Beam weapons
Plasma Slug now available on Plasma Accelerators
More improvements to restocking weapons with engineer modifications
Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
Automatically update modified modules to the latest version of the recipe
Fix engineer names in inbox messages
Make default items slot aware to prevent modules that are usually core (basically just fuel tanks) having to be replaced when stored from an optional module slot
Removed option to remove modification when the module is stored
Reduce multiplier on Phasing sequence by 20%
When scaling Weapon Range up in a blueprint, we now display that the projectile speed has increased.
When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect. this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small difference
New Engineer Recipes
Grade 5 Burst Laser from Broo Tarquin
Grade 5 Beam Laser from Broo Tarquin
Grade 5 Mines from Juri Ishmaak
Grade 5 Missiles from Liz Ryder
Grade 5 Torpedos from Liz Ryder
Grade 5 Railguns from Tod ‘The Blaster’ McQuinn
Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean
Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean
Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi Vatermann
Blueprint Changes
Efficient no longer increases firing interval (reducing rate of fire)
Efficient heat reduction reduced (from -50-90% to -50-60% at G5)
Efficient WEP draw reduction range reduced and maximum reduced slightly (-15-40% to -25-35% at G5)
Overcharged damage increased (+30-35% to +35-45% at G5)
Overcharged Rate of fire increase removed
Overcharged now reduces clip size (-15-25% at G5)
(Changes to focused during beta were reverted entirely)
Rapid Fire Rate of Fire range reduced, maximum still 40%
Rapid Fire Damage penalty increased
Rapid fire WEP draw reduction reduced, (-30-50% to -30-40%)
Rapid Fire Hardness piercing increase removed
Rapid fire now speeds up reload times (-50-65% at G5)
Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs
Short Range: When scaling Weapon Range down in a blueprint, we no longer scale down the Damage Falloff start, nor the projectile speed
Short range no longer increases WEP draw of the weapon
Long Range now removes damage falloff from range on the weapon
Long Range no longer increases WEP draw
Long Range no longer reduces raw damage
Light Weight no longer reduces damage
Light Weight now reduces reactor power draw (-10-20% at G5)
Light Weight now reduces WEP power draw (-10-20% at G5)
Sturdy health increase doubled to +100-250% at G5
Sturdy now reduces heat when firing (-20-30% at G5)
Optimised Shields Reactor power draw reduction improved (20%-40% from 13-30%)
Optimised Shields Mass reduction doubled (16-40% from 8-20%)
Thermal/Kinetic Shields Module health increase added (+20%-40% at G5)
Kinetic/Thermal/Explosive Hull Reinforcements: Penalties for off-types reduced (to 10%-15% from 10%-20% at G5)
Kinetic/Thermal/Explosive Shield Boostersenalties for off-types on all single-type resistances reduced ( 4%-6% from 12%-13% at G5)
Resistive (Shield Booster): Resistance to all types reduced by 2% (to 10-13% from 12-15% at G5)