Game Update 2.6: Galactic Starfighter PTS Patch Notes – Last Updated: January 9th o2e24

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The Public Test Server are not final and are subject to change.


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New Galactic Starfighter Ship Role: Bomber – The Bomber ship role has been added to Galactic Starfighter, with six new ships available for unlock/purchase!

  • Bombers are tough ships that drop mines and drones on the battlefield.
  • Mines detonate when enemies get into proximity, inflicting damage or crippling debuffs to all nearby foes.
  • Drones attack nearby enemies with a variety of weapons, while Repair Drones restore the hull of nearby allies.
  • Bombers can also place Hyperspace Beacons which function as mobile respawn points for their allies.

New Galactic Starfighter time expires or the score limit is reached wins the match. Team Deathmatch maps also contain a new feature, Power-ups!

Power–ups are spawned in the map at the start of a match, and once picked up will respawn at a random point in an area after a random amount of time. Power–ups provide boosts to the player depending on which is picked up, which last 45 seconds. Power–ups on PTS are as follows:

  • Engine Overcharge – Doubles engine power regen rate, increases ship speed by 30%, increases ship defense by 15%, refills engine power to full on pickup.
  • Weapon Overcharge – Doubles blaster power regen rate, refills blaster power to full on pickup.
  • Shield Overcharge – Doubles shield power regen rate, eliminates shield recently consumed regen delay, refills shields to full on pickup.
  • Damage Overcharge – Doubles damage from all primary and secondary non–drone weapons.

All power–ups are indicated on the minimap. The Damage Overcharge power–up is a rare spawn, however there is typically at least one up on the map at any point in time. Players that grab this power–up are identified to all players via a broadcast message and are indicated on the minimap.

New include detailed lifetime battle stats, and the ability to link each stat to chat.

New Feature: Detailed Scoreboard –Galactic Starfighter’s scoreboard will now feature new tabs containing information on:

  • Performance – Track stats including kills, deaths, damaged dealt/received, hit %, objective captures, and more!
  • Earning – A detailed breakdown of the Requisition you’ve earned during a battle and how it was earned.

New Flashpoint: Kuat Drive Yards – The Kuat Drive Yards is available to players levels 15-55, and it is bolstered so that a broad level range of players can be matched together.


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  • Typing “/squad” will allow the player to chat with players in their Squad and/or Group.
  • Quick Look functionality has been added. Players may use their keyboard’s number pad to quickly shift their camera’s view without affecting ship movement.
  • Players who only inflict shield damage to a target now receive appropriate Requisition for the assist when the target is destroyed.
  • Auto Roll functionality has been added. Press “V” (by default) to rotate the ship to the default orientation.
  • Targeted enemies are now highlighted on the Map and Minimap screens.
  • Queuing for Galactic Starfighter battles no longer block character changes.
  • If you have an enemy selected it will now show their target’s name in the Targeting Computer.
  • A confirmation dialog has been added before travelling to the tutorial level.
  • Combat HUD tutorial information on Enemy and Objective Indicators has been expanded.
  • Combat Controls tutorial has been updated to feature targeted defense drones.
  • Players will now be invulnerable to all hull damage while in the Galactic Starfighter tutorial. Ships and Hangar
  • The dialog for new purchases within the Hangar has been enhanced to show the exact breakdown of Fleet and Ship Requisition to be used.

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  • The “Increased Range” upgrade for Sabotage Probe now features a 10% increase instead of 500m.
  • Crew now animate within the Hangar preview window.
  • Crew abilities “Running Interference” and “Wingman” have had their area of effect ranges increased from 1000m to 3000m.
  • Bowdaar no longer wears a hoodie within the Hangar.

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Telekinetics

  • Concentration now additionally reduces the pushback suffered while activating * Disturbance by 50/100% (up from 35/70%). The rest of the benefits provided by Concentration remain unchanged.

Balance

  • Psychic Barrier now reduces the pushback suffered while activating Telekinetic Throw by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Psychic Barrier remain unchanged.

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Lightning

  • Subversion now reduces the pushback suffered while activating Lightning Strike by 50/100% (up from 35/70%). The rest of the benefits provided by Subversion remain unchanged.

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  • Reduced the activation time, cooldown, energy cost, and damage done by Orbital Strike.

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General

  • Lowered the cost of Hidden Strike to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
  • Increased the duration of Tactical Advantage by 5 seconds (now 15, up from 10).

Concealment

  • Surgical Strikes now increases the damage dealt by Shiv, Overload Shot, and Backstab by 5% (up from 4%).
  • Collateral Strike now has a 50/100% chance to trigger when Laceration is used (up from 35/70%).
  • Culling now increases the damage dealt by Laceration and Collateral Strike by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Collateral Strike damages an enemy target (down from 5/10).
  • Waylay now increases the damage dealt by Backstab by 5% (up from 4%).
  • Meticulously Kept Blades now additionally increases the critical damage dealt by Laceration by 10/20/30%, but no longer increases the critical damage dealt by Sever Tendon.
  • Calculated Frenzy no longer increases Alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.

Lethality

  • Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
  • Lethal Injectors is now a 2-point skill (up from 1), each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).

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Lethality

  • Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
  • Lethal Injectors is now a 2-point skill (up from 1), but each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).

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  • Reduced the activation time, cooldown, energy cost, and damage done by XS Freighter Flyby.

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General

  • Lowered the cost of Shoot First to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
  • Increased the duration of Upper Hand by 5 seconds (now 15, up from 10)

Scrapper

  • Scrappy now increases the damage dealt by Blaster Whip, Quick Shot, and Back Blast by 5% (up from 4%).
  • Flying Fists now has a 50/100% chance to trigger when Sucker Punch is used (up from 35/70%).
  • Turn the Tables now increases the damage dealt by Sucker Punch and Flying Fists by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Flying Fists damages an enemy target (down from 5/10).
  • Sawed Off now increases the damage dealt by Back Blast by 5% (up from 4%).
  • Underdog now additionally increases the critical damage dealt by Sucker Punch by 10/20/30%, but no longer increases the critical damage dealt by Tendon Blast.
  • Rolling Punches no longer increases alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.

Dirty Fighting

  • Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
  • Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).

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Dirty Fighting

  • Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
  • Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).

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Advanced Prototype

  • Prototype Flame Thrower now requires High Energy Gas Cylinder to be active.

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General

Arsenal

Stabilizers now reduces the pushback suffered while activating Tracer Missile and Power Shot by 50/100% (up from 35/70%). The rest of the benefits provided by Stabilizers remain unchanged.

Bodyguard

  • Kolto Shell may now be deployed on more than one target at a time, but a target may not have more than one active Kolto Shell. Additionally, Kolto Shell now generates 10 heat (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
  • The tooltip for the Bodyguard skill has been updated to indicate that it also reduces the rate limit of Peacekeeper, and the Bodyguard skill now requires Kolto Shell instead of Peacekeeper.
  • Peacekeeper has been moved from tier 6 down to tier 5 in the Bodyguard skill tree.
  • Cure Mind has been moved from tier 5 down to tier 4 in the Bodyguard skill tree.
  • Protective Field has been moved from tier 4 up to tier 6 in the Bodyguard skill tree.

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Tactics

  • Pulse Generator now requires High Energy Cell to be active.

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General

  • Commandos with Combat Cell loaded will now be able to use Hammer Shot to heal themselves.

Gunnery

  • Steadied Aim now reduces the pushback suffered while activating Grav Round and Charged Bolts by 50/100% (up from 35/70%). The rest of the benefits provided by Steadied Aim remain unchanged.

Combat Medic

  • Trauma Probe may now be deployed on more than one target at a time, but a target still may not have more than one active Trauma Probe. Additionally, Trauma Probe now costs 10 energy cells (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
  • The tooltip for Probe Medic has been updated to indicate that it also reduces the rate limit of Frontline Medic, and Probe Medic now requires Trauma Probe instead of Frontline Medic.
  • Frontline Medic has been moved from tier 6 down to tier 5 in the Combat Medic skill tree.
  • Psych Aid has been moved from tier 5 down to tier 4 in the Combat Medic skill tree.
  • Med Zone has been moved from tier 4 up to tier 6 in the Combat Medic skill tree.

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General

  • The 2-piece set bonus for the Field Tech’s PVP set now increases the range of Distraction and Takedown or Quickdraw by 5 meters.
  • The 4-piece set bonus for the Field Tech’s PVP set now increases the duration of Orbital Strike or XS Freighter Flyby by 3 seconds.

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  • Achievements have been added for the Bomber ship role.

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  • The Dread Forces of Oricon are more distracted by the madness of the Dread Masters, and therefore their aggro ranges have been reduced.

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