HWS Config / Effectiveness Weapon System (EWS)

Changelog MK96 (for HWS 9)

After hands down 6 hours straight, I updated the HWS Config to Alpha 9 (not including the tests). Comparing thousands of lines with new <> old config is very tiresome.
While we keep the Volume system (and CPU Unit system) off for now, we are free to change the values as we see it fits later on.
Along the way I changed some other things for HWS 9. (looks more than it is)

Note: All changes are based on many Twitch streams, Youtube Videos, chats, forum posts I saw from you.

Player

  • Improved slightly all Hand-held weapons. (Reload Time, Spread, Range, Damage) Level 10 enemies will be tough nevertheless - make use of our EWS. (please give me feedback nevertheless how Level 10 enemies are. Should we make them godlike or keep them as they are now?)
  • Reduced some degradation values from Hand-help weapons (Epics mostly)
  • Changed the Recoil values for some Weapons
    Please let me know how they feel in HWS 9

Ships

  • Increased the Projectile Speed of all guns slightly
    The less time traces travel in the Unity run-time, the better the performance
  • More performance gain by reducing tracer bling bling per bullet (e.g. Gatling, Cannon)

SV

  • Reduced some weight of some SV guns
  • Increased SV Homing Rocket Range slightly
  • Reduced damage of SV Rail Guns slightly
  • Reduced range of SV Rail Guns slightly
    to make it a bit more challenging to dodge the range of Base turrets
  • Reduced damage of SV Pulse slightly
  • Removed Effectiveness of SV Homing against Concrete blocks.
    Active Bases should become more meaningful in HWS 9. Nevertheless a good coordinated attack should still be a threat to any base
  • Reduced Reload Time of Dumb SV Rocket Launcher
  • Dumb SV Rocket Launcher is effective against Rocks/Stones/Terrain
  • Increased damage of SV Homing Rockets slightly
  • Started to rework the (useless) Jet Thruster in terms of Force power / Energy consumption / Cost

HV

  • Reduced ROF of some turrets slightly to improve Frames per Second
  • Reworked HV Rocket Turrets.
    HV Rocket Turrets have their dedicated missles / ammo finally (before they shared the same stats as the SV Homing Rocket). That means I can implement my planned idea, that HV Rockets have a similar function as Rail Gun: killing other turrets / Guns / Devices. Good HV design matters even more again and allows me to create dedicated HV vs HV Deathmatch events in HWS 9.
  • Increased damage of HV Artillery Turrets slightly
  • Increased projectile speed of HV Artillery Turrets slightly
  • Reduced HV Artillery Turret Reload Time slightly

CV

  • Reduced ROF of some turrets slightly to improve Frames per Second
  • Increased CV Plasma Turret reload time slightly
  • Increased ROF of CV Artillery Turret slightly
  • Increased Plasma Turret projectile speed in Space
  • Overall adjusted all CV Turrets / Guns in Space
    some numbers were really off until now. “Spam” turrets forces you in closer combat, Plasma and Artillery have the highest range with 1000-1100. Alien Turrets and especially Player space bases will shoot back properly now

Base

  • Reduced ROF of some turrets to improve FPS slightly
  • Increased the Projectile Speed of all turrets slightly
  • Increased damage of all turrets slightly to compensate the ROF
  • Increased Hitpoints of Armored Doors
  • Increased ROF of Artillery Turret slightly
  • Increased Turret ranges in Space

Aliens

  • Aligned the Turret Ranges properly in Space

Stuff

  • Added a new EWS column: Rocks/Stones/Terrain

  • Reduced Erestrum Gel craft cost

  • Reduced RailGunBullet craft cost

  • Adapted few things from Eleon for the new items (for now)

  • Reduced HV Plasma ammo craft cost

  • Set Return Factor of Deconstructor to 90% (still more than the 80% Multi Tool but I am highly against Eleons decision about that device. In no game you have a 100% return rate of an already used product. Maybe for their Single-player it’s nice, but I want a natural flow of interaction outside the infinite Recycler Loop Device in Multi-player)

  • Changed most frequent items to 1000 stacks for certain reasons.

  • Prepared a Pre-HWS Volume / Pre-HWS CPU system (again: still deactivated but we will change Eleons numbers)
    Together with your feedback we make use of these overall nice features. It should not feel like a punishment or inconvenience but rather motivate good designers and role players to fill their spot in HWS. Trader for example can focus on large transporter ships but have no CPU left for turrets anymore. They would hire Protection Patrols then. The other way around, a Fighter can’t grab millions of cargo.
    For example: Normal Core starts with 15000 CPU. Alien Core with 30000 CPU.

9 Likes

Changelog MK97 (for Alpha 9.3)

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.
This patch is about a slow shift to a new Meta, advertising faster battles and motivating more skill as well as refinements after Alpha 9 observations.

Note: for many items HWS uses double as much hitpoints as the Vanilla game. -10% is in most cases still more than Vanilla.

Player | Guns

  • Implemented the Personal Pistol Player Drone for your T1 & T2 Pistol
    If you press F5 and have the regular Pistol equipped you will shoot with it where the F5 Drone is looking at. This should create some interesting situations while not being too overpowered. Turrets will kill your F5 Drone.
  • Integrated a CZ75 from Counter Strike to HWS Empyrion: the Epic Pistol
    Pistols have a hard time in Empyrion in the first place. The progression is too fast to make use of them and skip them right away for Rifles. With that change you have a cheap alternative to Rifles with moderate damage.
  • Allow use of Chainsaw under water
    Will be useful for coming missions
  • Increased Pistol T1 damage from 42 to 50
  • Increased Pistol T2 damage from 50 to 60
  • Increased Epic Pistol damage from 62 to 70
  • Increased Epic Sniper Range by 10%
  • Increased Epic Sniper Damage by 50%
  • Increased SniperT2 Damage from 150 to 250
  • Increased Assault Rifle damage from 40 to 50
  • Increased Plasma Cannon Ammo Capacity from 5 to 7
  • Increased Epic Laser Rifle ROF from 0.25 to 0.15
  • Increased Epic Laser Rifle Ammo Cost
    While this gun is (even more) powerful, the Ammo cost additionally Fuel Packs now.
  • Increased Epic Assault Rifle damage from 80 to 100
  • Reduced Assault Rifle Recoil from 0.6 to 0.3
  • Reduced Pistol Recoil from 0.8 to 0.5
  • Reduced Pistol T2 Recoil from 0.5 to 0.4
  • Reduced Epic Pistol Recoil from 0.5 to 0.3
  • Reduced Plasma Cannon Recoil from 3.0 to 2.0
  • Reduced Plasma Cannon Reload Time from 7 to 5 seconds
  • Reduced Laser Rifle Reload Time from 4 to 3.5 seconds
  • Reduced Epic Laser Rifle Recoil from 0.25 to 0.15
  • Reduced Epic Minigun Recoil from 0.2 to 0.15

Player | General

  • Changed Volume Capacity of your backpack / inventory:
    • Light Armor: total of 10000
    • Medium Armor: total of 50000
    • Heavy Armor: total of 100000
    • Epic Armor: total of 300000
      In preparation for the Volume Activation in the future that should be our baseline for now. While the fa:supply package level 1 might get adjusted a bit nevertheless it will give you great decision possibilities in your Armor + Boost choice. An Epic Armor is already so powerful in other ways, that you might want to downgrad to a Heavy Armor + 4 Mobility Booster to be a walking Cargo monster.
  • Changed Multi Boost and Mobility Boost:
    • Add Volume Capacity to Multi Boost of 10000
    • Add Volume Capacity to Mobility Boost of 100000
      The maximum Volume Capacity with a Heavy Armor and 4 Mobility Booster will be 500k.
  • Increased Armor Boost Armor value from 54 to 100

Ships

  • Reduced hitpoints for almost all building blocks by -10%
  • Reduced hitpoints for all Turrets by -10%
  • The Xeno Blocks are excluded from the overall -10% change.
    With the highest hitpoints of 2000 they are the way to go for ships now.
  • Reduced hitpoints of all guns by -10%
  • Reduced hitpoints of Warp Drives by -10%

SV

  • Increased ROF of Rocket Launcher by 10%
  • Increased Rocket Launcher Ammo Capacity from 15 to 20
  • Increased Homing Rocket Launcher Range by 10%
  • Increased Range of Pulse Laser by 5%
  • Implemented Automatic fire for all missing SV weapons (Rail Gun, Rocket Launcher, Homing Rocket Launcher)
    Thinking about SV battles I find it quite annoying to spam the left mouse button all the time you want to shoot. While it forces you to aim more carefully now, it should also equal more the gap between Macro users, because a weapon switch works like a left mouse button
  • Reduced range of Railgun by -10%
    The balance of damage vs profit is still too high against bases. Turrets are that buggy / slow that you can take the turrets easy out before they even recognize you in MP.
  • Reduced Plasma Cannon range by -5%
    Similar to above except that HVs and terrain rendering in MP is also buggy, hence HVs are stuck sometimes. Making it devastating to destroy them with SV plasma

HV

  • Increased Plasma Turret ROF from 2 to 1.7
  • Increased Plasma Turret Projectile speed by 5%
  • Increased Plasma Turret Range by 10%
  • Increased Rocket Turret Range by 10%
    191m was just too short in the terms of the role of an Anti-SV turret with their own new rocket ammo.
  • Increase Rocket Turret ROF by 20%
  • Fixed Rocket Turret ammo EWS damage
    Only the splash damage had the correct EWS types

CV

  • Increased Rocket Launcher Ammo Capacity from 15 to 20
  • Implemented Automatic fire for Rocket Launcher

Base

  • Reduced hitpoints of all Turrets by -10%
  • Reduced damage of all Turrets by -5%

Aliens & NPC

  • Adjusted all Health values to a x2 factor of Vanilla
    Previously it was quite insane for some NPCs or Aliens. The Armored Golem had for example 30000 health. With the new level system, a level 10 Armored Goldem would have 60000 Health
  • Reduced damage of all Turrets by -5%

General

  • Changed the Player Core hitpoint from 250 to 200. Keep Alien NPC Core to 250
    Alien Technology should become in the long-term something Player thrive to. Motivating also to do the new PDA missions which give one Alien NPC Core as reward.
  • Reduced hitpoints of Large Ammo Container from 170 to 150
  • Reduced hitpoints of Ramps by -10%
3 Likes

Changelog MK98

With the help of the community and observations, we adjust values continuously to improve the gameplay on HWS.
This patch is about making SV fights more enjoyable and shift ammo convenience in the foreground as well as adjusting the Core hitpoints to reduce “lagshot” K.O.'s.
Very good observations were made during the new Deathmatch events!

SV

  • Increased Rail Gun Range by 15%
  • Increased Rail Gun Projectile Speed by 50%
  • Decreased Rail Gun ROF by 50%
  • Decreased Rail Gun Reload Time by 25%
  • Increased Rail Gun Ammo Stack Size from 500 to 1500
    The Rail Gun is a hybrid gun of luck shot in dog fights and Device cleaner. These changes should push it more in the skilled dog fight category but prevent click-and-hold Device cleaner actions

  • Increased Gatling Gun Range by 50%
  • Reduced Gatling Gun Bullet Spread by 15%
    The Gatling gun needed a bit of more attention regarding prefab ships

  • Increased Plasma Gun Projectile Speed by 50%
  • Increased Plasma Gun Ammo Stack Size from 500 to 1000
    Similar to the Rail Gun, this change should boost the SV vs SV capabilities

  • Increased Pulse Laser Damage by 15%
  • Increased Pulse Laser Ammo Stack Size from 500 to 1000
  • Increased Pulse Laser Reload Time by 30%
  • Reduced Pulse Laser Ammo Capacity from 250 to 200
  • Reduced Pulse Laser Ammo Promethium Pellets requirement from 3 to 2
  • Removed CobaltAlloy from Pulse Laser Ammo crafting
    It’s the most popular SV vs SV weapon. Legends and myth are spread around about it. These changes should make it a more consistent SV vs SV gun but prevent the absolute dominance over other SV guns and control the ammo management

  • Increased Homing Rocket Launcher Damage by 15%
  • Increased Homing Rocket Launcher ROF by 15%
  • Increased Homing Rocket Launcher Range by 10%
  • Increased Homing Rocket Launcher Ammo Stack Size from 300 to 500
    Since EWS this gun looked for a name. These changes should give him a legit role near the Pulse Laser and boost SV vs SV dog fights

  • Increased Rocket Launcher Ammo Stack Size from 300 to 500

General

  • Ammo Stack Size consistency:
    • Bullet Projectiles = 1500
    • Plasma + Laser Projectiles = 1000
    • Light Rockets = 500
    • Heavy Rockets = 100
  • Increased Player Core hitpoints from 200 to 500
  • Increased Player Core CPU limit from 15000 to 25000

  • Increased Alien (NPC) Core hitpoints from 250 to 600
  • Reduced Alien (NPC) Core CPU limit from 50000 to 30000
    While EWS and HWS boost the values of items, the Cores suffered a bit from it. While technically there should be no lagshots around anymore, the splash damage could ruin some great dog fights too quickly. As said in the previous HWS Config patch Alien Devices should get a +20% boost in certain values, motivating to achieve them.
5 Likes

Changelog MK99 | Active with the next restart

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

My tests about HV vs SV were not good enough. This patch should address this and some other observations.

Player | Gun

  • Decreased Epic Rocket Launcher Reload time by 10%

Player | General

  • Decreased Speed nerf from Armor Boost from -0.06 to -0.01

SV

  • Fixed Homing Rocket Launcher EWS
    Forgot to remove the 10x from Concrete

HV

  • Increased Rocket Turret range by 50%
  • Increased Plasma Turret range by 25%
  • Increased Artillery Turret range by 10%
    With MP lag and good Pilot skills you could avoid HV shots quite easily. This should make HVs more reliable against the agile Fighters
4 Likes

Changelog MK100 | Active with the next restart

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

Finalizing the ranges of HVs and BAses. All of that was needed because Alpha 9 changed the way Atmosphere is calculating the final ranges of weapons.

HV

  • Increased Artillery Turret range by 5%
  • Decreased Rocket Turret range by 5%

BA

  • Increased Cannon Turret range by 55%
  • Increased Pulse Turret range by 15%
  • Increased Flak Turret range by 10%
  • Increased Plasma Turret range by 15%
  • Increased Artillery Turret range by 15%
2 Likes

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%

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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