HWS Config / Effectiveness Weapon System (EWS)

Changelog MK101 | Activated 25 minutes ago

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

This is a small convenience patch I forgot to push earlier.

General

  • Increased O2 Bottle (Large) Stacksize from 50 to 1000
  • Increased Small O2 bottles Stacksize from 50 to 1000 & 25 to 50
  • Added Stacksize 1000 to more Blocks
2 Likes

Changelog MK102 | Active with the next restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Adjusting more stack sizes and improving the Tool Turrets for HVs and CVs.

General

  • Increased (Pentaxid) Crystal Stacksize from 300 to 1000
  • Commodity item stack sizes adjusted to 5
    After a lot of thoughts the Volume system is so difficult to handle on HWS that it won’t be turned on for quite some time. However the Commodity item stacks were so inconsistent and weird that I implemented a kind of own “Cargo System” to them. Regulating mass trades and forcing better organization of your travel routes.

HV

  • Fixed MaxCount for Drill- / Tool Turrets. You should but couldn’t place 4 of them. Now you can.
  • Boosted the Tool Turret significantly (Range, Damage, Rate of Fire)
  • Decreased Return Rate from 80% to 70%
    Even though you only pay with energy and had a 80% return factor instead of the 33% of the Handheld Multi Tool, the Tool Turret was too weak / time inefficient to make really use of it.
    This change made it even better than the handheld Multi Tool but adjusted the Return Factor slightly as a compromise.

CV

  • Boosted the Tool Turret significantly (Range, Damage, Rate of Fire)
  • Decreased Return Rate from 80% to 75%
    Even though you only pay with energy and had a 80% return factor instead of the 33% of the Handheld Multi Tool, the Tool Turret was too weak / time inefficient to make really use of it.
    This change made it even better than the handheld Multi Tool but adjusted the Return Factor slightly as a compromise.
3 Likes

Changelog MK103 | Active with the next restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

3 years… feels like yesterday.

General

  • Large O2 Bottle, Small O2 Bottle and Emergency O2 are now in the Components Category!
    image
    It annoyed me since 3 years that these items were in the Weapon Category. Why even? Nobody knows. It’s now finally consistent and findable in the Components Category.
4 Likes

Changelog MK104 | Active since 10 minutes

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

I forgot many correct Range values for Space and improved Homing SV Rockets.

General

  • Removed Recoil from Multi Tool

SV

  • Increased Homing Rocket Damage by 10%
  • Increased Homing Rocket Rate of Fire by 15%
  • Adjusted Homing Rocket Speed in Space
  • Adjusted Range of all weapons properly in Space

CV

  • Increased Range of Pulse and Rocket Launcher by 15%
  • Adjusted Range of all Turrets properly in Space

BA

  • Adjusted Range of all Turrets properly in Space
3 Likes

Changelog MK105 | Active since 5 minutes

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Armored Cockpits for SV & HV got implemented, we take care of.

SV / HV

  • Reverted HWS specific hitpoint values and adapt to Eleon values.
    Normal (old) cockpits have ~900 hitpoints, Armored Cockpits have ~1800 hitpoints.
  • Changed the Material on Cockpits properly
    Normal (old) cockpits have the Metal Material. Armored cockpits have the Metal Hard Material. Together with EWS it means Laser is not effective against the new cockpits but the old. Use Rail Guns against the new Cockpits
4 Likes

Changelog MK106 | Active with the new HWS 9.X season

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

A bigger rebalance change and correction of some thing.

Player

  • Increased Degradation of Epic Pistol

SV

  • Increased amount of H-Rocket Launcher for your blueprint from 4 to 6
  • Increased amount of Pulse Weapon for your blueprint from 4 to 6
  • Increased amount of Plasma Weapon for your blueprint from 4 to 6
  • Corrected Range in space to be aligned with other Turrets

HV

  • Increased amount of Artillery Turret for your blueprint from 1 to 2
  • Increased amount of Rocket Turret for your blueprint from 4 to 6
  • Increased amount of Plasma Turret for your blueprint from 4 to 6
  • Reduced T1 & T2 Drill Damage
  • Corrected Range in space to be aligned with other Turrets

CV

  • Increased amount of Artillery Turret for your blueprint from 2 to 3

NPC / Alien

  • Increased Bomber Drone hitpoint to 50000
  • Reduced Hitpoints for many NPCs / Aliens
  • Reduced Alien Turret hitpoints greatly
  • Reduced Sentry Gun ROF slightly
  • Reduced Hitpoints of Sentry Guns
  • Reduced Damage of Sentry Guns
    The Level Modificator for NPCs / Alien is already a challenge for many. I saw too many players struggled with high too strong enemies, especially if they tried to shoot with a Pulse Rifle on a Zirax…

General

  • Changed Commodity items stack size to 5
  • Reduced cost to craft some item recipes
  • Increased Trader hitpoints to 1000000 since their death is only followed by grief
1 Like

Changelog MK107 | Active with the new restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Minor improvements.

HV

  • Reduced HV Minigun Turret Rate of Fire to 1
    I basically forgot it. CV and BA had already a ROF of 1

Alien

  • Reduced Drone Bomber Hitpoints back to Vanilla
    maybe one day the AI Dev can work on his work

General

  • StackSize adjustments of Blocks
1 Like

Changelog v108 | Active with the new HWS 10 season

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

A new era of PvP and PvE coming with Alpha 10 / HWS 10 - the implementation of Shields, Mass & Volume and reworked Thrusters.

General

  • Reworked EWS for Shields
    EWS has a sub-level of effectiveness. The steps are now:

    • Not Effective = 0,1 of the base damage
    • Base Damage = base damage (factor 1)
    • Effective = base damage multiplied by 5
    • Very Effective = base damage multiplied by 10
      This allows us to make better fine tuning towards EWS.
  • Completely reworked Mass and Volume values
    The vanilla values of Mass and Volume for items are simply put: Singleplayer driven. Any MP server with mods like our OCD, can’t properly use Vanilla Mass & Volume. So I went ahead and changed every single value on relevant items. It should hopefully feel much better, less frustrating but still force decisions regarding ship design.

  • Changed Stack Size of every item to 50 000
    With Mass & Volume enabled there is no need of regular Stack Sizes anymore. It would not make sense to transport 50 000 Gold Ingots but only 20-100 Apples in your Backpack. Prepare your Armor / Booster and see yourself how much you can transport with you or your ship

  • Changed couple of template craft costs
    For example Pentaxid Refined. Before you needed 1 Raw Pentaxid to get 2 Refined. In HWS 10 you need 5 Raw Pentaxid to get 10 Refined. This should encourage trading and exploring in a better way due quantity

  • Era of Diamonds - reworked Carbon Blocks
    To give you a very special way to play around Mass & Volume, in HWS 10 you get very light but robust Carbon Blocks for your structures. Real life got ignored for too long that Carbon is ~3 times lighter than Steel but ~5 times stronger. This will be respected in HWS too now.
    But since there is no Chemistry in Empyrion and you can “craft” Carbon out of Wood and Stone, I enhanced the crafting process and 1 Diamond is required for couple of Carbon Blocks now. Diamonds in real life contain 100% pure carbon, so these blocks will be very lucrative to trade, build and find!
    Attention: the biggest weakness of Carbon Blocks are Alien Turrets! Every Turret do effective damage and should not be used against POIs!

  • Reduced Mass of couple of Ammo

  • All weapons should do no effective damage against terrain anymore

  • Increased Stargate hitpoints to 1000


Player

  • Adjusted almost every handheld weapon regarding damage and rate of fire
    Eleon started to give handheld weapons more love. We both inspired each other, so I took from vanilla what I thought could make sense for HWS. Please check ingame the changed values

  • Backpack Armor Volume rework
    The Volume system in Multiplayer is a hard challenge. Too high and it’s useless, too low and it causes frustration with features like OCD, OAM, EGS Recycle, etc. As a first start we are going with values around millions. The other reason for that is the stack size change of everything to 50000. This could attract massive cargo players transport from A to B.
    5 Million Volume still cause some decision to make use of the WiFi Logistic system and special Cargo Container.

  • Booster Volume rework
    To give you even more options to play around with Volume you can put Booster into your Armors to increase your backpack Volume Capacity. Mobility Boost = +2 million VC. Multi Boost = +1 million VC. But watch out, they have their own price with reduced movement speed and higher hungry values.

  • Increased Plasma Cannon ROF by 10%

  • Increased Plasma Cannon Epic ROF by 30%

  • Increased Plasma Cannon + Epic Damage by 25%

  • Increased plasma travel speed by 10%

  • Increased Plasma Cannon Epic Degradation by 30%

  • Increased Laser Rifle ROF by 25%

  • Increased Laser Rifle damage by 15%

  • Increased Laser Rifle Epic reload delay by 10%

  • Increased Laser Rifle Epic damage by 10%

  • Reduced Laser Rifle Epic recoil by 10%

  • Reduced Laser Rifle recoil by 15%

  • Reduced Plasma Cannon Epic recoil by 30%


SV / HV Thruster

  • Reworked every SV/HV Thruster to give especially Jet Thruster finally a purpose
    Current EXP version is a linar progression for every Thruster, starting from the smallest one. For the HWS 10 release it will be rather a little different formula, making bigger Jet Thrusters more efficient.

Reworked Shield

  • Reworked Shield Generator Hitpoints for all types

ShieldPerCrystal

  • SV = 100000 = 100 Pentaxid in total
  • HV = 33333 = 150 Pentaxid in total
  • BA = 35000 = 200 Pentaxid in total
  • BAT2 = 56000 = 250 Pentaxid in total
  • CV = 83333 = 300 Pentaxid in total
  • CVT2 = 142857 = 350 Pentaxid in total

===

Shield Capacity

  • SV = 3m
  • HV = 5m
  • BA = 7m
  • BAT2 = 14m
  • CV = 25m
  • CVT2 = 50m

===

Recharge back to 100%

  • SV = 10 seconds
  • HV = 20 seconds
  • CV = 30 seconds
  • BA = 40 seconds
  • CVT2 = 50 seconds
  • BAT2 = 60 seconds

===

Cooldown

  • 5 seconds cooldown for CV
  • 7 seconds cooldown for BA
  • 10 seconds cooldown for HV
  • 15 seconds cooldown for SV
    I didn’t like the same cooldown for every structure anymore. I think with Sci-fi movies in mind, big motherships are the way to go if thinking about shields. Hence the possibility to enhance and recharge the shield is always the top priority. The more agile the structure, the longer the cooldown basically

SV

  • Updated EWS to recent changes about Shields, Carbon and more

  • Increased Plasma travel speed by 110%
    this dramatic change should make plasma a serious threat and proper decision choice in dogfights or other combat scenarios

  • Homing Rockets do Effective damage to Shields now

  • Increased Homing Rocket damage by 10%

  • Increased Homing Rocket Launcher ROF by 20%

  • Increased Rail Gun damage by 10%

  • Increased Pulse Laser damage by 25%

  • Increased Plasma Cannon damage by 20%

  • Increased Rocket Launcher damage by 150%
    Due EWS Concrete blocks were too powerful - especially if build in ships (Garage). The rockets fly very slow, so make sure to dodge them. Otherwise it’s satisfying to see their destruction

  • Added Splash Damage to Rail Gun Bullets
    The Railgun is a mix of a projectile and explosion. To make it more effective against Carbon, I think splash is the way to go. It’s also a bigger threat to builders, clumping their devices together

  • Reduced Plasma ROF by 10%


HV

  • Rocket Turrets do Effective damage to Shields now

  • Updated EWS to recent changes about Shields, Carbon and more

  • Increased Homing speed of Rocket Turret by 20%

  • Increased Plasma travel speed by 110%
    this dramatic change should make plasma a serious threat and proper decision choice in dogfights or other combat scenarios

  • Increased Plasma Turret ROF by 40%
    to catch the little birds better

  • Increased Rocket Turret ROF by 15%

  • Increased Artillery Turret ROF by 10%

  • Increased Rocket Turret damage by 5%

  • Increased Artillery Turret rocket travel speed by 70%

  • Increased Rocket Turret rocket travel speed by 45%

  • Exponential Thruster Thrust formula than linear
    The Large HV Thruster is like the old one now


CV

  • Rocket Turrets do Effective damage to Shields now

  • Flak Turrets have the same splash damage as base damage now
    *Flak has a similar role as Railgun. Partially piercing, mostly explosive splash. On HWS, every splash explosive weapon do half damage of the base damage. Flak Turrets have now a special role.

  • Updated EWS to recent changes about Shields, Carbon and more

  • Increased Rocket Turret rocket travel speed by 70%

  • Increased Rocket Turret Homing speed by 50%

  • Increased Plasma Turret projectile travel speed by 10%

  • Increased Plasma Turret reload delay by 15%

  • Reduced Plasma Turret damage by 50%

  • Reduced Plasma Turret ROF by 10%

  • Reduced RCS T2 Torque by 50%
    Since I reduced the Mass of almost every relevant items by 30-70% I also have to take RCS in mind. Otherwise CVs behaved like crazy agile lizards

  • Reduced Artillery Turret rocket travel speed by 25%
    See Base Artillery Turret info


BA

  • Rocket Turrets do Effective damage to Shields now

  • Flak Turrets have the same splash damage as base damage now

  • Updated EWS to recent changes about Shields, Carbon and more

  • Increased Rocket Turret Reload Delay by 10%

  • Increased Rocket Turret rocket travel speed by 10%

  • Reduced Plasma Turret damage by 30%

  • Reduced Rocket Turret damage by 15%

  • Reduced Artillery Turret rocket travel speed by 50%
    Base Artillery Turrets have not only the highest damage output in the game but would also remove a lot of the approaching enemy’ shield. To make them still a threat but punish bad movement pilots the rockets fly much slower now


NPC / Alien

  • Reworked Xeno Block stats and crafting template
    They are a very good alternative to Carbon Blocks. Cheaper to make, similar stats.

  • Aligned some NPC hitpoints to Vanilla values
    As always I discovered that some values can be changed but some values are hardcoded from Eleon. And certain hitpoints just can’t exceed a specific amount of number. Otherwise the game do bunch of weird things. So I observed and tried to adjust many values to Vanilla to not cause any issues on HWS anymore. I try to increase the difficulty in other ways

  • Reworked Alien Turrets in combination with EWS
    Until now the Alien Turrets were kind of random regarding EWS / Damage multiplier etc. To make it easier how to deal with them, I aligned them to the Player Base Turrets. A Laser Alien Turret has the same EWS data like the Player Pulse Turret for example.
    Some Alien Turrets could cause some serious damage now.
    Since Aliens do not have a real projectile turret, every turret does effective damage against Carbon Blocks! Watch out!

  • Alien Laser Turret damage against Shields is 5 times more effective

  • Increased Green Alien Turret (IonCannon) damage by 10%

  • Increased Alien Laser Turret damage by 50%

  • Increased Rocket Turret travel speed by 150%

  • Increased Alien Laser Turret Ammo Capacity from 60 to 100

  • Reduced Rocket Turret damage by 50%

  • Reduced Artillery Turret damage by 50%

5 Likes

Changelog v109 | Active with the next server restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

PvP is slowly starting and taking feedback also from the EXP phase earlier Shields are going to be addressed.

EWS

  • Implemented an “Ultra Effective” category with a factor of 100
    To balance some very specific shield situations, the Ultra Effective property should solve specific issues

SV

  • Applied Ultra Effective to Pulse Lasers
  • Reduced SV Shield back to 100% duration from 10 to 20 seconds
  • Reduced SV Shield Capacity from 3 million to 2,5 million

HV

  • Increased HV Shield back to 100% duration from 20 to 10 seconds

CV

  • Applied Ultra Effective to Pulse Turrets
  • Reduced Pulse Turret damage by 25%

BA

  • Applied Ultra Effective to Pulse Turrets
  • Increased Pulse Turret ROF from 2 to 1
  • Reduced Pulse Turret damage by 25%

Player

  • Applied Ultra Effective to Epic Laser Rifle

Changelog v110 | Active with the next server restart

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Micro PvP SVs still trying to establish a Meta and were successful against CVs to do so. Shouldn’t be possible though to win against a big CV Mothership - at least without Starwars Luke Skywalker skills

CV

  • Increased Rocket Turret projectile speed by 25%
  • Increased Rocket projectile homing speed ability by 75%
    This was almost an oversight. As comparison: SV has the value 4 for dogfights, HV Rocket Turret has the value of 3,8 and CVs have now 3,95.
    SVs won’t have an easy chance to dodge the Rockets of CVs now
1 Like

Changelog v111

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Benchmarking the Config / PvP fights with Eleon revealed issues in the HWS Config. The next updates will address those.

HV

  • Reverted the 21 LargeAttachment Drills back to Vanilla = 1
  • Reverted the damage + range of the LargeAttachment Drills back to Vanilla

Changelog v112

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

Benchmarking the Config / PvP fights with Eleon revealed issues in the HWS Config. After a lot of time invest there will be dramatic changes to boost the performance again.

Player

  • Adapted Epic Drill to Vanilla (boost)

HV

  • Decreased ROF of weapons which were too high
    The higher the ROF, the worse the performance
  • Adjusted Reload Delay to adapt to the lower ROF
  • Reverted Drill Damage, Range and Radius to Vanilla - respecting our amount boost of 10 instead of 6

CV

  • Increased Cannon Turret damage from 190 to 700 (Vanilla)
  • Decreased ROF of weapons which were too high
    The higher the ROF, the worse the performance
  • Adjusted Reload Delay to adapt to the lower ROF
  • Reverted Drill Damage, Range and Radius to Vanilla - respecting our amount boost of 10 instead of 6
  • Decreased Space Ranges of some weapons/turrets to not outrange Bases

SV

  • Decreased ROF of weapons which were too high
    The higher the ROF, the worse the performance
  • Adjusted Reload Delay to adapt to the lower ROF

BA

  • Made sure that Bases always have higher Range in Space than CV
  • Decreased ROF of weapons which were too high
    The higher the ROF, the worse the performance
  • Adjusted Reload Delay to adapt to the lower ROF

Changelog v113

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

After more tests I started to work on the damages to try to compensate the new ROF + Drill Radius

HV

  • Drill damages were boosted to a degree where no stutter lag was caused as before

SV

  • Increased Pulse Laser damage to compensate the reduced ROF, it’s a bit higher Damage output than before now
  • Increased Plasma Cannon damage compensate the reduced ROF

Changelog v114

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

As announced we start a new era of mining slowly.
On top of these changes a feedback got finally implemented to normalize the Core hitpoints.

General

  • Changed Gold Material from medium to hard
  • Increased drop chance per tick from 20% to 25%
  • Increased drop amount per tick from 1-3 Ores to 1-4 Ores
    The long term goal is to make Gold an ultra hard material to drill away but more profitable than before.

  • Reduced Player Core hitpoints from 500 to 350
  • Reduced Alien Core hitpoints from 600 to 350
    That Alien Cores had more hitpoints than Player Cores were not that liked by some players. The Alien Core gives already enough advantages over the Player Core.
    The reduced Hitpoints were also suggested by some to not only address “Device Ships” but also motivate good Core placement in your ships as well as faster fights.

Changelog v115

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

The Carbon and Shield Meta got established for 2 months now and good feedback got gathered.

General

  • Drilling got significantly improved
    The HV T2 Drill has now 1000 instead of 900 damage again and every Ore gives you 30% chance to get resources instead of Vanilla 20%. Gold especially got boosted a lot to give you 1 - 5 instead of 1 to 3 Ores per tick and damage.
    The goal is to make you drill the same or more amount than before in a shorter time window to improve overall server performance strain

SV

  • Increased Homing Rocket damage by 20%
  • Reduced Pulse Laser reload delay by 10%
  • Reduced Plasma Cannon pure damage by 10%
    Balancement feedback of SVs vs CVs/HVs

CV

  • Increased Flak Turret ROF by 15%
  • Increased Flak Turret Homing Speed ability from 0.16 to 3.00
    A flak is meant to be an “Anti SV” weapon. But dodging those Turrets was too easy. CVs and BAses has now better abilities against SVs, which were too aggressive against CVs and BAses.

BAse

  • Increased Flak Turret ROF by 15%
  • Increased Flak Turret Homing Speed ability from 0.15 to 3.00
    A flak is meant to be an “Anti SV” weapon. But dodging those Turrets was too easy. CVs and BAses has now better abilities against SVs, which were too aggressive against CVs and BAses.

Alien

  • Increased the EMP Turret damage against Shield drastically
    This Turret is the hard counter against any Shield now
  • Increased Xeno Block hitpoints from 1500 to 2000
  • Increased Xeno Block Mass from 500 to 1000
    Xeno Blocks are still trying to establish their position in a Meta. Pushed away by Carbon Blocks, they should be a good alternative to them now.
2 Likes

Changelog v116 | New Season Config

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

The HWS 10 season is over and a lot of feedback was given. The first attempt of Shields and Carbon Blocks became popular and more or less accepted. However there is big room for improvements and the HWS 10.X season will change couple of things to provide a hopefully better gameplay.
That being said, the biggest change is the revert of HWS specific overlimit attachments to the exchange of a big damage boost to still keep the fast paced fights you all like.

Shield Changes Info

As you can see on the very top, the Shield Meta on HWS will change – based on your feedback and my observations.
Before ships were like bees, which could fly around and get a new shield in 5-30 seconds again. Bases however needed a long time. Rethinking this logic shows the issue.
Objects which move around needs a higher cooldown + recharge rate cause they have the possibility to fly around in the first place. Bases however are like monoliths. They can’t move around and if you are not able to start a coordinated attack against them, they regenerate faster now.
The higher cooldown + recharge time for especially SVs + HVs will also force a new Meta of planning ahead. You need a good escape plan now cause recharging the shield needs more time. Gorilla tactics will get punished better now.
This will also tackle the Mini-Shield Bees. Combined with a slight increased energy consumption.

SV

  • Shield adjustments. See on the very top
  • Splash damage does now 1/3 of damage
  • Homing Rockets are Very Effective against Carbon now
  • Increased Damage of every weapon by 70%
  • Reduced Speed of Dumb Rocket by 10%
  • Increased Damage of Dumb Rocket by +20%
  • Increased Range of Dumb Rocket by 5%
    Dumb Rockets are even more like Torpedos now. Slow but boom

HV

  • Shield adjustments. See on the very top
  • Increased Damage of every weapon by 70%
  • Splash damage does now 1/3 of damage

CV

  • Shield adjustments. See on the very top
  • CV Rocket Launcher are Effective against Carbon now
  • CV Rocket Turrets are Effective against Carbon now
  • Increased Damage of every weapon by 70%
  • Splash damage does now 1/3 of damage (except Flak. Flak = 1/2)

BA

  • Shield adjustments. See on the very top
  • Increased Damage of every weapon by 70%
  • Splash damage does now 1/3 of damage (except Flak. Flak = 1/2)

Alien

  • Increased Health of almost all NPC enemies by 100%

General

  • Rebalanced some crafting recipes
  • Decreased Deconstructor return factor from 90% to 50%
  • Increased Mass of all Commodity items from 1 to 100
  • Increased Volume of all Commodity items from 2 to 100
    This is just a first quick proof of concept that Commodity trading requires from you dedicated transporter ships in the future
4 Likes

Changelog v117

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

The HWS 10.X season revealed already some valuable feedback about the Carbon Blocks and overall PvP gameplay in terms of duration.
The following changes try to greatly improve the experience in PvP, penalizing bad mistakes in PvP which reduce the combat time by a lot. Addressing also some EWS logic.

Blast damage rework

  • Artillery and SV non-homing rockets do now the same blast damage as initial damage
    If your hull is hit directly it will be devastating. It was 1/3 blast damage before.
  • Flak rockets do now the same blast damage as initial damage
    It was 1/2 before
  • SV Homing Rockets and Rocket Turrets do now 70% blast damage from the initial damage
    It was 1/3 blast damage before.
  • Plasma and Rail Gun blast damage is now 50% of the initial damage
    It was 1/3 blast damage before.
  • Same logic applies to Alien Turrets
  • Increased self inflicted Blast damage of Jet Thruster based on their size. It’s shown when hovering over them now.
    While the Jet Thruster have finally a purpose on HWS and being used again due the previous rework of hitpoints <> thrust, the vanilla blast damage made no sense and they were quite invincible about chain explosions. Because of their hard material they are still more robust than normal thrusters.

Carbon Rebalancement

  • Reduced BA/CV Carbon Hitpoints from 1500 to 750
  • Reduced SV/HV Carbon Hitpoints from 250 to 125
    Unfortunately the attribute “plastic” is not respected in the Config anymore. Every weapon does Base Damage. A bug which will be fixed soon. Since Carbon is still a special block, neutral to our EWS and super light, it’s still very lucrative for many situations. The reduced hitpoints will force just more decisions before attacking and give other blocks a greater use again.
  • Increased CV/BA Combat Steel Blocks hitpoints from 1000 to 1250
  • Increased SV/HV Hardened Steel Blocks hitpoints from 100 to 175
  • Increased HV Combat Steel Blocks hitpoints from 200 to 250

Note: some of the changes above are a preparation for Alpha 10.6…

Shield Update

  • Doubled the Pentaxid input for all Shield types. See at the very top for all Shield values.
    This not only boost some economy decisions about Pentaxid but should make it more noticable in PvP to take care of the shield

SV

  • Reduced Rail Gun blast radius from 3 to 2
    to focus more the role of device sniper killer, rewarding good aiming
  • Rocket Launcher are Ultra Effective against (Armored)Concrete now
    Since Bases got a shield boost with 10.X, the goal is to get that shield down at all cost to do massive hull damage now - with a coordinated attack at least
  • Increased Homing Rocket damage by 5%
  • Homing Rockets are Effective against Hull blocks now
    With the increased hitpoints for hull blocks and reworked splash damage, Homing Rockets are happy to be found in an arsenal of a skilled pilot
  • Fixed that Thruster Jet M wasn’t adjusted to our HWS Thruster Logic
  • Plasma Cannon is Effective against Concrete and Wood now
    Plasma is still too underutilized in terms of cost/usage ratio. It is now a semi powerful base killer, Shields inclusive
  • Increased Pulse Laser damage by 100%
    The issue with current competitive manual fire PvP is the duration combined with desync issues of the shield. While Turrets are still nagging on shields, manual fire will be rewarded in a better way

HV

  • Increased Artillery Rocket blast radius from 3 to 4
    make it consistent to the other big Artillery Turrets
  • Removed Very Effect for Artillery Turret against Alien
    Aliens have mutated into a second evolution stage with better armor
  • Artillery Turrets are Ultra Effective against (Armored)Concrete now
    Since Bases got a shield boost with 10.X, the goal is to get that shield down at all cost to do massive hull damage now
  • Plasma Turret is Effective against Concrete and Wood now
    Plasma is still too underutilized in terms of cost/usage ratio. It is now a semi powerful base killer, Shields inclusive

CV

  • Damage of Rocket Turrets were not aligned to BA Rocket turrets
    They are more powerful than before, watch out
  • Removed Very Effect for Artillery Turret against Alien
    Aliens have mutated into a second evolution stage with better armor
  • Cannon Turrets got sharper bullets, doing Very Effective damage against a Head and Body now
  • Artillery Turrets are Ultra Effective against (Armored)Concrete now
    Since Bases got a shield boost with 10.X, the goal is to get that shield down at all cost to do massive hull damage now
  • Plasma Turret is Effective against Concrete and Wood now
    Plasma is still too underutilized in terms of cost/usage ratio. It is now a semi powerful base killer, Shields inclusive
  • Increased Pulse Laser Weapon (not turret) damage by 200%
    The issue with current competitive manual fire PvP is the duration combined with desync issues of the shield. While Turrets are still nagging on shields, manual fire will be rewarded in a better way

BA

  • Removed Very Effect for Artillery Turret against Alien
    Aliens have mutated into a second evolution stage with better armor
  • Cannon Turrets got sharper bullets, doing Very Effective damage against a Head and Body now
  • Artillery Turrets are Ultra Effective against (Armored)Concrete now
    Since Bases got a shield boost with 10.X, the goal is to get that shield down at all cost to do massive hull damage now
  • Plasma Turret is Effective against Concrete and Wood now
    Plasma is still too underutilized in terms of cost/usage ratio. It is now a semi powerful base killer, Shields inclusive

Alien

  • Aligned damage of turrets to 50% of the “Player” Turrets counter part
8 Likes

Changelog v118

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

The above changelog became very accepted but the very last change about Alien Turrets were too ambitious, which will get addressed now.

Alien

  • Damage of Turrets reduced by 40%
  • ROF of Turrets adjusted to slower than before but still bit higher than Singleplayer / Vanilla
  • Increased Artillery Turret Range by 7,5%
  • Increased Rocket Turret Range by 9%
  • Increased Laser Turret Range by 5%
    Range adjustments for better HV <> POI interaction. Only the HV Artillery can outrange Alien Turrets now if shot manually - except from the EMP Alien Turret.

Changelog v119 | New Season Config

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

A new season, a new Config. Because of CPU, the Flight Controller and the new Solar Systems, I had to work hard on the Config as well. Please see this as “experimental”, because I couldn’t calculate and test everything for sure. Please let me know detailed feedback once possible here #hws-general-discussion

General

  • I resigned and adapted the Epic “Laser” Minigun from Eleon to HWS… make sure you use the proper ammo “Laser Rifle Cells” for your “Minigun” now… :sob:

  • This counts also for the Epic “EM” Pulse Rifle. It uses the “Laser Rifle Cells” ammo as well now…

  • 10% boost to ALL damage values (except Entities like Zirax, some Drills, Alien Turrets and Player Base Turrets - Bases are already very strong)
    HWS Config had all hitpoints from Blocks reduced by 50% before. Since this results in different CPU values, because Eleon hardcoded it (CPU Output = Block % Hitpoints), I had to revert it to Vanilla. Making ships more tanky again. So I tried to counter it with higher damage output where needed. Exception are Xeno Blocks, which should become the new Meta in HWS now.

  • Added materialhard to CPU Extender to make them more robust
    In combination with EWS, this should give players more options for defense and offense

  • Added “Effective” EWS to all weapons against Heads

  • Added some crafting template to make it more logical

  • Rebalanced some Armor stats

  • Rebalanced Pentaxid Tank because of Solar Systems

  • Reduced Hangar Door Hitpoints
    The math is simple: size x 100. The massive hitpoints in vanilla were obviously not thought out for PvP MP…

  • Revert HWS block hitpoints
    CPU…

  • Revert HWS Carbon logic, because the game implemented a “downgrade” feature
    Also, because of CPU, many using Carbon now as no-brainer. So we stay aligned with the workshop

  • Revert HWS Mass values here and there

Aliens

  • Aligned all Alien Turrets to the same range as Player Turrets. HVs can’t outperform POIs anymore
    I just wanted to make it finally consistent and not so cheese with HVs anymore to capture POIs without big issues. I hope it’s not too difficult for you on planets. Coordinate attacks best with friends

HV

  • 20% damage boost to HV Rocket Turrets
    Combined with the more expensive ammo, this turret should feel like your MVP for now.

  • Increased all HV Turrets Range by 5%
    SVs and BAses were still too strong against HVs from my observations. This should give HVs more options

1 Like

Changelog v120

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.

The new CPU turns out to affect some fundamental HWS Config gameplay logic about PvP.
CV Turrets for example do massive damage, destroying other CVs within few minutes.
Since CVs should be seen as motherships imo, I have to adjust that.

General

  • Changed Xeno Blocks material from fake “Alien” (this was Combat Steel Block) to Plastic (Carbon).
    Idea coming from @DarthMyrten here: Xeno overhaul for season 11
    I did some tests and it was not that bad and gives Xeno the special extra spice I was also looking for. Let’s give it a try.

CV

  • Reduced Plasma Turret reload duration by 2 seconds
  • Reduced Rocket Turret damage by 50%
  • Reduced Flak Turret damage by 30%
  • Reduced Pulse Turret damage by 50%
  • Reduced Artillery Turret damage by 50%
    All Turrets are still more powerful than Vanilla but should drastically make fights more realistic

BA

  • Reduced Flak Turret damage by 30%
  • Reduced Artillery Turret damage by 30%
  • Reduced Rocket Turret damage by 30%
    Same as CV, they are still more powerful than Vanilla Turrets but should give HVs more chance to take them down in an active fight

SV

  • Reduced Plasma Cannon projectile speed by 30%
    They shot too fast to see the projectile even. Invisible shots should occur less often now.
4 Likes