The Elite: Dangerous update, beta 2.2.03 #3 is now available for you to test, if you have a beta access!
Let’s check what this update is made of. Don’t forget to send your feedback on the beta 2.2.03 forums.
General Enhancements
- Updated the bonus rewards from passenger demanded cargo – this makes the reward more worth while for the player
- Network improvements
Missions
- Fixed mission progress elements in the ancient ruins template to actually show the inbox messages as the data is discovered
- Reduced the reputation reward for the ancient ruin mission when handed in and not fully completed
- Added a bonus reputation reward for full ancient ruin mission completion
- Massacre Conflict missions will only accept conflict zone targets
Weapons
- Increased fighter weapon hardness piercing
- Experimental Rebalance of large ship durability issues and weapon hardness piercing:
- Shield booster diminishing returns cut in at about +80%, reaching a theoretical cap of +150% (in previous builds at least +550% was attainable)
- Hardness of Corvette Cutter & Conda roughly tripled (raised to 210,210,200)
- Base shield of Corvette & Conda increased by 10%, base shield of Cutter increased by 15%
- Hardness piercing of huge weapons, railguns, plasma accelerators and torpedos all tripled in line with big ship hardness increase
- Hardness piercing of large weapons (other than slugshot) doubled to partially adjust for the big ship hardness increase
- Adjust to how torpedos and ECM interact:
- Increase « drunk » time from 2-8 to 5-10 seconds
- Add a much more exaggerated kick off target when an ECM hits a missile/torpedo to make it far more likely to miss large ships even at close range (tested to cause ~70% of torpedos to miss a type9 when the ECM fires at a 500m range)
- All shields above size 2 have received substantial regeneration rate increases, with the size 8 getting the biggest boost. At size 8, regeneration rate while broken is doubled for normal shields and bieweaves, and +50% for prismatics. When active, regeneration is now 40% of the value when broken for normal shields and prismatics, or 80% for biweaves
- 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
- Internal statistics panel now has a combat defences section which should show:
- Shield health
- Armour health
- Armour rating
- plus the damage resistances to all 3 types for both
Powerplay
- Current Vote Status box doesn’t encompass all information heading correctly
- Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixed