Posted: //
Jan. 31, 2018, 12:21 p.m.

Hey Captains,

PC Update 1.11 is not far out and we have already released all upcoming changes to the game balance. We did this in order to give you the chance to let us know what you thing about the adjustments prior to the release which will allow us to make changes before the actual update release.

So if you think that we went to far with something or that we missed something else then please let us know in this thread.

>Click here for the news article featuring all balancing changes and loads of developer comments.<

Best wishes, DN_Hardy

Hardy Schilling
Dreadnought Community Manager - German

"Anything worth doing, is worth doing right!"

Posted: //
Jan. 31, 2018, 12:33 p.m.

17 modules is a bit too much for Tier 5. I would suggest decreasing the requiered modules by two or three. Like 15 rquiered modules for t5, or even 14.

The new arming times are complete @×#%$, I want them removed. They are confusing and unnecessary.

The starling nerf was too harsh from my opinion.

Decrease the module xp.

The community should not be afraid of the developers- The developers should be afraid of their community. carrier

^I want to believe^

Posted: //
Jan. 31, 2018, 12:55 p.m.

R.I.P Artillery Cruiser - My little powerful ship

Simply amazing game

Posted: //
Jan. 31, 2018, 1:11 p.m.

I find the proximity mine cooldown to be a little much, especially with the use of reinforced further increasing cooldown times.

Also, I was hoping for the Tac cruiser -> artillery mines to be nerfed, but I can wait until the next update.


Posted: //
Jan. 31, 2018, 1:17 p.m.

Updated //
Jan. 31, 2018, 1:18 p.m.

Even with this buff, weaponbreaker torpedo will still outclass heavy torpedoes imo (no weakening effect and just 1k-ish damage more, same cooldown). I'd suggest to reduce the damage of the weaponbreaker torpedoes or increase the cooldown (+20%?).

Also still no adrenaline shot nerf (or removal ) and a buff to tac cruisers ? It will just make them harder to kill and I don't think they'll suddenly turn into corvette-hunters.

Otherwise it's a good patch, really looking forward to secondary loadouts !

TL;DR: delete tac cruisers.

Posted: //
Jan. 31, 2018, 1:34 p.m.

Updated //
Jan. 31, 2018, 1:40 p.m.

Nice to see an arts defence against corvettes nurfed. Kinda harsh imo. I welcome the light tac getting a speed buff. Kind of sucks being a Harwich trying to catch a corvette.

T3 buff is very welcome too, not that I have any T3's left to level, but should help T3's vs T4's and reduce the complaints about being food for T4.

i5 11600K @ 3.9GHz|32GB Corsair Vengunce RGP SL Pro 3600mHz|MSI MPG Z590 Gaming Plus|MSI GTX 960 Gaming 2GB|Corsair TX 650W|Win11 Pro X64| Corsair Spec Delta Case|

Dreadnought Support tool | Customer Support | Rookie Helping Hand Manuel

Posted: //
Jan. 31, 2018, 1:39 p.m.

Updated //
Jan. 31, 2018, 3:06 p.m.

Overall, proposed some good changes.

I know you mentioned you're not going to get to every change suggested in the Discord spreadsheet, but a few things I'd like to see in future updates.

Jutland/Monarch main guns (You guys must be sick of hearing this one) - I left a potential idea for how these guns should behave on the spreadsheet, I'd be over joyed if you took a look-see (cell A36).

Rams - There should be two damage values: damage for ramming at full speed, and at least 1/2 damage for "tapping" while not really moving at all.

flechette missles - It was said that all tiers of flechettes would get a range and velocity increase. This has yet to be seen.

Light Torpedos - Torps should come out of both ports on a dreadnought. Not really necessary for gameplay in my opinion, but it would be aesthetically pleasing.

Pulses - I'n not sure if this is a bug or a balancing measure, but if your shields are up you don't get the boost from weapon or armor booster pulse. Not to mention when active it prevents passive healing. I'd love to see a fix for this.

Dread Nukes - I completely understand why you guys did what you did to the Starling Nuke salvo, before 1.10 they completely outclassed regular nukes for damage and sometimes at range. However the damage reduction is just too steep even with module amplifier. Maybe what can be done is damage for Nuke Salvo could meet in the middle between 1.10 and pre-1.10, and then increase the cooldown to like 2 or 3 minutes. This will allow the Salvo to be a high powered & high cooldown module while giving the single nuke a niche with its faster cooldown and accuracy at range.

  • and the tilting bug (tiliting your ship and launching nukes makes them all hit locked on target) could be patched up.

And that is my two cents. Other than that, great job Devs and keep up the good work.

Posted: //
Jan. 31, 2018, 2:09 p.m.

Appreciate all the feedback and suggestions gents, keep it coming!

Having any issues and need some assistance? Our support team would be more than happy to help! You can reach out to them here!

Miguel "MiguelItUp" Rial - Six Foot Player Relations Specialist

Posted: //
Jan. 31, 2018, 3:29 p.m.

2 km range for Storm Missiles is still in place; the decrease from 3 km was way too much of a nerf, especially since Missile Repeater still only works about 70% of the time. Range should be increased to about 2.4-2.8 km; currently Storm Missiles are able to be used in a non-suicidal manner about once per match.

Posted: //
Jan. 31, 2018, 5:03 p.m.

Pls return to the beta ship mode, instead of the WG style of grind tree.

If not decrease the price of modes, it takes dozens of games just to get enough to unlock and buy 1 mode tree for a T3 ship.

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