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A Clearer Shot At Victory

We improved the reticle (crosshairs) of your ships to give you a quick, easy understanding of weapon range and damage.

DN_Patch_Notes_DevNoteWe felt that the previous color changes were way too subtle to recognize, especially for new players. It is very important to get a feel for these weapon ranges, and we think these changes will help players do just that.

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For Tactical Cruisers, the reticle turns green when targeting allies and red when targeting enemies.

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Improved Short Commands

Short Commands now have a center "null zone.” This feature is designed to prevent you from accidentally selecting the wrong command (pressing down the Touchpad doesn't immediately highlight or input a command without you selecting it).


Revamped Module Screens

Get a clearer view of your ships’ modules. Simply go to any ship in your tech trees and click on a module to view an updated short description and some key stats.


Stats Page Overhaul

The statistics page layout in the Dashboard has been given a fresh coat of paint to improve navigation and legibility.

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Orbit Screen Improvements

Get a better view of your team’s ships before a match. On the Orbit screen, your Ship Selection is now open by default. This makes it easier to see your teammates’ ship loadouts and coordinate team composition before battle.

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Havoc Mode UI Update

We’ve overhauled the design of the screens that appear between each round in Havoc matches and allow you to select your next upgrade.


New Scoring Event: Tanking

This one’s for all the “damage sponges” out there. “Tanking” allows you to earn XP. There are four variants of this scoring event:

    • “Survivalist” - damage taken by current ship (long term)

    • "Tank" - damage taken by current ship (short term)

    • "Berserker” - damage taken from multiple close enemies within a certain time

    • “Damage Taken” - damage taken within a match


Additional Improvements

  • Some scoring events now scale according to ship tiers

  • Score and XP have been disconnected from each other

DN_Patch_Notes_DevNote
This allows us to give players Ship XP for participation without making them stand out as superior players in the scoreboard.
  • Several adjustments to the matchmaking and AI balancing algorithms

  • Visual updates and performance optimizations for Kappa Base and Rings of Saturn

  • Energy Missile V target destination and impact improved

  • Translations have been improved; more special characters are now supported

  • Load times for the Onslaught game mode have been reduced

  • The number of AI-controlled ships in Tutorial matches has been scaled back

  • Minor improvements to the Credits/XP Exchanges screen



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Dreadnought

Chernobog
  • Optimal Range increased 1500m (1200m → 2700m)

  • Damage per projectile in optimal range increased by 35 (500 → 535)

  • Effective range increased by 1500m from 3600m to 5100m

  • Damage per projectile in effective range increased by 45 (475 → 520)

Gravis
  • Reduced weapon spread (increased accuracy)

  • Optimal Range increased by 1500m from (1200m → 2700m)

  • Damage per projectile in optimal range increased by 15 (215 → 230)

  • Effective range increased by 700m from (3600m → 4300m)

  • Damage per projectile in effective range increased by 25 (200 → 225)

Destroyer

Otranto
  • Optimal Range increased by 1500m from 2400m to 3900m

  • Damage per projectile in optimal range Increased by 15 (205 → 220)

Dola
  • Reduced weapon spread (increased accuracy)

  • Optimal range increased by 1500m from (1200m → 2700m)

  • Damage per projectile in optimal range Increased by 10 (185 → 195)

  • Effective range increased by 700m from (2400m → 3100m)

  • Damage per projectile in effective range increased by 20 (170 → 190)

DN_Patch_Notes_DevNote

Tier-III was in a tricky spot, it is a transition tier from Tier-II to Tier-IV. Playing a Tier-III that is up against fully upgraded Tier-IV ships can be tough and challenging. We want to make the road to Tier-IV less bumpy by making Tier-III more interesting. Instead of just increasing Damage/HP values, Tier-III will be in a spot where they are more effective at larger ranges than they used to be. Tier-III can use their maneuverability advantages over Tier-IV to utilize their primary weapon's increased effective/optimal ranges, with an increased damage output in these ranges. The difference in damage output between the "effective" and the "optimal" range has been decreased in Tier-III, to make it less important to get very close to the enemy.

Artillery Cruisers

All Artillery Cruisers in Tier-III get an additional damage zone that extends the maximum range of the Tier-II/Tier-IV/Tier-V variants. In this range, their shots deal ~66% of their regular damage.

Vulcari
  • Maximum range increased by 700m (7000m → 7700m),

  • Damage per projectile at maximum range is 3500

  • The damage at their optimal range (<7000m) is unchanged: 5000 per projectile

Ballista
  • Maximum range increased by 700m (7000m → 7700m)

  • Damage per projectile at maximum range is 3000

  • The damage at their optimal range (<7000m is unchanged): 4000 per projectile

Changes to Oberon Artillery Cruisers
  • Increasing the maximum range for the Oberon (Light) Artillery Cruiser was not an option as they have a too big maneuverability advantage.

  • With Tier-III and Tier-IV a weapon falloff is introduced for the Oberon Artillery Cruiser. Unlike their Jupiter Arms and Akula Vector variants, it is not more advantageous to gain ground towards your enemy

  • The old damage at the maximum range is unchanged though - instead, getting closer to your enemy will result in higher damage than before

Virtus
  • Damage per projectile at 0-6000m range is 800 per projectile

  • An increase of 75 compared to pre-launch values

  • Damage per projectile at 6000m-7000m range is 725 per projectile

Nox
  • Damage per projectile at 0-5000m range is 920 per projectile

  • An increase of 35 compared to pre-launch values

  • Damage per projectile at 5000m-7000m range is 795 per projectile

Stabia
  • Damage per projectile at 0-5000m range is 1150 per projectile

  • An increase of 100 compared to pre-launch values

  • Damage per projectile at 5000m-7000m range is 1050 per projectile

Corvette

Kreshnik
  • The projectiles of the Kreshnik are more likely to explode on proximity to an enemy

  • Optimal Range increased by 700m (1200m → 1900m)

  • Damage per projectile in optimal range increased by 100 (375 → 475)

  • Effective Range increased by 500m (2200m → 2700m)

  • Damage per projectile in effective range increased by 100 (110 → 210)

  • Maximum range increased by 1000m (2400m → 3400m)

  • Damage per projectile in max range increased by 50 (110 → 160)

Machias
  • Effective Range increased by 1000m (2400m → 3400m)

  • Damage per projectile in effective range increased by 20 (85 → 105)

Medusa
  • Effective range increased by 1000m (2400m → 3400m)

  • Damage per projectile in effective range increased by 50 (200 → 250)

  • Maximum range increased by 500m (4000m → 4500m)

Tactical Cruiser

Palos
  • Effective range increased by 1000m (2400m → 3400m)

Ceres
  • Optimal range (Damage & Repair) increased by 1500m (1200m → 2700m)

  • Healing per tick increased by 20 (640 → 660)

  • Effective Range (Damage & Repair) increased by 1500m (2400m → 3900m)

  • Damage per tick increased by 60

  • Healing per tick increased by 40 (560 → 600)


MARKET UPDATE: LEGENDARY VESSELS AND A PAYLOAD OF NEW SHIP ITEMS

NEW TO PS4: TWO FAMED HERO SHIPS

Hero Ships are preconfigured loadouts of historic vessels from the Great Solar War. They contribute directly to your match rewards as Free XP that can be used for all other ships. While they cannot be customized, they do give you access to their appearance items for use on compatible ship classes.


THE ZILANT

Akula Vektor’s Zilants are named for a fierce, dragon-like beast. Tame one of these legendary vessels for just 1,000 GP!

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THE ORION

This line of tough Jupiter Arms destroyers is inspired by the original Orion—a vessel of grit and fortitude from the front lines of the Great Solar War. Command your own for 1,000 GP!

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THE CASTLE BRAVO BUNDLE

Turn any of your ships into fearless hunters. The items in the Castle Bravo bundle (2,800 GP) were inspired by the Pan-Colonial Fleet’s first bombing of the Transhuman stronghold on Titania, Uranus’s largest moon.

DN PS4 Market Update #6 Castle Bravo Bundle

This bundle includes the Castle Bravo emblem collection as well as the Castle Charlie coating collection. A collection enables to use an item on any of your customizable ships.


CASTLE CHARLIE COATING

Outfit your fleet with the fire and charcoal gray of the Castle Charlie coating for 500 GP. This coating was commissioned by a PCF captain who integrated warp technology into the powerful nuclear missiles used toward the end of the Great Solar War.

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CASTLE BRAVO EMBLEM

Mark your ships with a symbol of bombs and bravery for 200 GP.

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THE SHUGYOSHA BUNDLE

Dress as sharp as an ancient samurai warrior with the Shugyosha bundle (500 GP). This combat-ready clothing isn’t just warm—it’s famous for its tech-integrated hood that provides a seamless view of vital ships stats.

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BASTET COATING

Upgrade your standard steel: deck your ship in the snow-capped white of the Bastet coating (400 GP) or the Bastet coating collection (1,600 GP).

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The Bastet coating collection enables you to use this bright-white coating on any of your ships.


LASER BLOCKER

Although nearly a century old, you can still find these shipbuilding goggles for sale in almost any outpost’s market. They’re priced like it too: pick up this trusty tech relic for only 100 GP.

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1 DECAL

Choose the number of valor and victory. Get the 1 decal for 50 GP, or pick up the collection for 200 GP. Captains display numbers on their ships as an homage to the early days of the PCF, which used them to identify strike squads in the Jovian system.

DN_PS4_MarketUpdate6_ItemRenders_Number1Decal_3840x2160_V1.jpgThe 1 decal collection enables you to use the decal on any of your customizable ships.


DN_PatchNotesHeader_BugFixes

Note: We are aware of an infrequent known issue where during matches with a lot of activity, like Onslaught, performance will "hitch". We are working on a resolution to this ASAP.


GENERAL

  • Tech Tree inconsistencies have been corrected and now appear as intended
  • Orbit screen has received various improvements
  • Users no longer get stuck at loading screens when attempting to late join matches
  • Trident's nuke module now functions as intended
  • Improvements made to Squad system functionality
  • Players are no longer able to repurchase items that have been bought in the market

GAMEPLAY

  • Various VFX revisions and improvements
  • Toggling aim assist on/off now functions as intended
  • Fighter jet modules no longer reward the user a death when jets are destroyed by the enemy
  • Corrected Ribbon visuals and functionality
  • Fixed an issue where enemies wouldn't spawn on Wave 13 in Havoc
  • Players can rejoin a Havoc match after being disconnected
  • Players no longer see the voice chat indicator of muted players

UI

  • Revised and corrected menu text across all supported languages
  • Various visual improvements made to hangar and in-game UI/HUD
  • Improved & Revised in-game, hangar, and squad UI/HUD functionality
  • Various in-game & hangar UI/HUD visual issues have been corrected and now appear as intended
  • Fixed an issue where the Junkyard Prince was available but not appearing on the Tech Tree


STABILITY

  • Multiple system hard crashes have been fixed and no longer occur
  • Optimized various areas to decrease overall load times
  • Corrected Ribbon visuals and functionality


Let us know what you think about PS4 CR Update 1 in our Forum!