Reduce gamage to SV\HV hull blocks from BA\CV weapons (blast damage from heavy weapons and damage from direct shoot weapons) by 15%
Light armored devices (cockpits, core, fuel, o2, warpdrive, pass seats, cargoboxex) now takes less damage from blast damage by 50-60% (To prevent possible lagshoots)
Correct damage stats for all weapons\turrets in the device description (to 95% because weapons use many types of damage to diffirent materials)
SV\HV weapons rebalance. Now it cause little more blast damage to all hull blocks (CV\BA\HV\SV) +10-20%. Manpads (PLAAW) cause little more blast damage to hull blocks.
All projectle weapons PRW (exept lasers) now have bullet spread. The more range the less chance to hit. It is reduce “lagshoots” in the space and shoots through terrain (before devs fix it).
Reduce overal PRW damage to players. Reduce damage to light armored devices,
All plasma weapons makes more damage to the armored blocks
BA\CV Turrets and weapons balance:
Flaks: Little nerf it shell speed, shell corrected speed (it homings), blast damage and overal damage. Reduce AOE to 3. Little reduce of ROF.
All artillery now have 1 ammo per magazine (to prevent some bugs with it more long reloading)
BA\CV arty -20% to ROF. (from 3 to 2.4 rpm)
Pulse laser turrets BA\CV make little less damage.
Changelog (29.12.2017) Version - V2.2(MK72Z-2) For Alpha 7.5.7
• BA\CV turrets:
Rocket turret - lowered the blast radius to 3. Corected damage for it. Lowered the ROF by 20%. Lowered
the damage to turrets by 10%. Lowered the range by 15m.
Plasma turret - corected damage for it to some full digit. Lowered the damage to turrets by 10%
Flak turret - lowered the damage to turrets by 15%
Rebalance in range placements (rotation) - BA\CV turrets - Flaks and Pulse.
• HV turrets: Homing Rocket Turret - lowered the ROF by 8%.
• SV Rockets (non guided): lowered the speed by 5m\s.
• SV\HV\CV Cockpits +40% HP.
• HV Thruster\engines rebalance power + \ force.
• Different ranges for planet\space. More ROF and less reload time to raise the damage of all weapons\turrets.
• Rebalance SV\HV weapons damage to hull large blocks (decrease a bit to mutch with new ROF)
• Energy consumption for weapons\turrets rebalance
• Templates and etc match to 7.6
• Changed shells speed for some turret\weapons
• Fix damage balance of CV weapons against largehullblocks
• SV rockets and railgun ammo magazine size rockets stack raised
• Fix OP count bug. Now only ONE Offline Protection per structure
A.F.T is currently busy with real life so I took a lot of feedback from the Survey, own observations and player feedback and implemented them.
Keep in mind that I have my own “vision” of PvP here and there (see Torpedos ). While A.F.T has more PvP experience than me I want to hear more feedback from you guys of what works and what not and change properly then. Thanks again for all Survey participations regarding this! Last but not least I can’t stress enough that NO Config change has the intention to favorite one faction more than another. That is just blind hate. Our ultimate goal is to have an awesome PvP + PvE experience for everyone!
nerfed BA Plasma Turret range from pure 725 to 650 to prevent BA sniping the current BA vs BA meta is worse enough
SV Rocket Launcher ammo capacity buff from 10 to 15 to make it a more used weapon again, also for siege attacks
SV Rocket Launcher pure damage buff of +300 to make it a more used weapon again, also for siege attacks
SV Rocket Launcher range buff of +85 on planets and +130 in space to make it a more used weapon again, also for siege attacks
SV Rocket Launcher speed nerf from 215 to 50 to make it feel like a slow but powerful Torpedo Launcher
SV Homing Rocket Launcher pure damage buff of +100 to make SV vs SV / HV fights faster
SV Homing Rocket Launcher damage buff to large Steel and Hardened Steel Blocks of +0.10% to make normal SVs vs CVs / Garage ships a bit more useful
BA Flak damage buff. They do +0.25% more damage to SVs and HVs to fit Flaks more into their “Anti Air” role
boosted CV drills damage from 35 to 100 CV drills should be in my opinion way more powerful and worth the risk to not have the radar map while sitting in the turret. Making Black Hole very lucrative now!
CV drill energy consumption from 1 MW to 10 MW Watt The exchange for such a powerful tool should be a good design decision regarding generators
Alien and Human NPC Blocks no longer give Gold Coins while deconstructing but instead 1 Water Jug (and 1 Xeno Substrate)* While it could make sense to “hire” NPCs with Gold Coins it isn’t logical regarding “crafting”. Water and some mysterious Alien component makes more sense. Xeno Substrate only in form of a blueprint > Keep blueprint resource
Change: Kavae Coffee requires now 3 instead of 4 beans To be able to craft them at the beginning in the Clone Chamber and overall better imo
Buff: Player and Alien Sentry Turrets damage increased To make it more fun in MP
Suvival
Change: EVA Boost from 190 to 110
Change: Insulation Boost (heat) from 5 to 75 (possible to survive lava planets now)
*finally Insulation Booster make sense and Lava planets are more interesting. You get some sideeffects like -15 cold, more food consumption and slower movement)
Change: 2x Spoiled Food requires now Dead Plants (1x small and 1x large) Seaweed should be required for Sushi not for rotten Food IMO. Dead Plants were currently not used at all
Buff: AutoMiner Devices HP (T1/T2/T3) from 200/400/600 to 5000/6000/7000 to make the Auto Miner Wars on Armageddon and Homeworld more real
Buff: Rate of fire of Alien Laser turrets to make them not that of a joke as before and forcing you to dodge more (training for PvP)
Buff: Faster Homing of green and red Alien Turrets and bit more damage
PvP
Buff: Almost all HP from SV guns and Structure Turrets are increased. too many values to list them here. Just check ingame
Nerf: SV Homing gun damage 450 to 400 I still want to see more use of other SV guns
Buff: HV Turrets have a slight higher range to make them fit more into their role imo
Nerf: SV Gatling damage to reduce lag shots
Buff: SV Pulse gun damage to see it more used
Nerf: Increased Bullet spread of bullet projectiles for Turrets
Buff: Increased SV Plasma gun damage and range a bit
Buff: Icreased Rocket damage a bit
Buff: Damage, range and homing speed increased for Base Artillery rockets
Buff: Damage, speed and range increased for HV Plasma projectile.
Change: HV Plasma projectiles do more single damage to Bases but less splash damage to them and SV/HV
Nerf: Base Flak projectiles do less splash damage to SV/HV
Nerf: Base Plasma projectiles do less damage to ships
SV / HV Cockpits are now limited to max. 2 per ship some guys were creative and built ships only out of cockpits because of the change below
SV / HV Cockpits Hitpoints are nerfed from over 1k to ~500 since I can’t create conditional items in the config you can still build 18+ cockpits. To just prevent abuses (and a possible fix of splash damage for Pilots in cockpits) this was needed
Alpha 8 changed tons of stuff. This time it was me doing all the changes and first of all updating to the new format. It took me couple of days…
To point out the most important things:
Some drill power got nerfed because we have to test the new planet voxel method first. With the old strong Drill I got too many “missing vertices” in the console. It is still bit more powerful than vanilla but not as in HWS 7.X.X
Keep in mind that you also have CV Drills now!
Water is used for Cement now, which means it is also used for Concrete blocks which means your blueprints need also Water now here and there.
First of all I decided to stick to reality that Cement needs water and second this was the first version to push Water to a more meaningful resource. It is way too underrated.
Rock Dust is used for Glass Plate, thus Blueprints with Windows now. Similar reason to above
The Damage of all Turrets is more or less the same as in HWS 7.X.X.
The only difference is the Blast Radius damage. After I spent almost a whole day testing the impact of Blast Radius damage I approved that this is causing your Client to FPS lag, Disconnect or even crash.
Hence I nerfed the Blast Radius of almost all projectiles a little bit. It’s still splash damage but before it was too much for an Alpha Game to handle. I hope this change is noticable in bigger fights
We have now officially a Semi Auto Shotgun with 10 rounds! Grab your Epic Shotgun and give it a try! You will like it for sure
Craft Times and Ingredients got slightly increased to fit better to our HWS late game story
Camera Shake got set to Zero for everything! I do not support this harlem shake non-sense for the cost of people with motion sickness!
Stack Size got adjusted to our NPC Trader template which means that all Device stacks are set to 100. While this boosts finally some items like containers this also nerfs items such as Constructor and Generators from 999. I saw the intention behind 1er Stack Sizes but think it’s too heavy. 100 however should keep the spirit to not spoil your blueprint factory any time but keep some inventory space decisions still legit.
After the Alpha 8 launch we got a better picture of what works on HWS and what not. While the PvP meta is still not that point in discussions other things are:
REVERTED “Component based Repair to Blueprint” instead of “Ingot based R2BP”. Even though bugs might get fixed about R2BP is not running while you are away in the next patch and I was one of the guy recommended to only use Ingots as input for repairing, I will run this test here on HWS to see if the Component way isn’t the better way. Because on MP you have big ships and ingots in its raw format is not very futuristic. I like more the component “repair & garage” logic. See a little comparison below with the same damaged SV and the time difference (56 seconds instead of 2:08 minutes). Please post in the forum or PM over the next week if it’s better than now or not. Thank you.
Added all type of Thrusters to be able to be repaired / placed if stuck in Pole or other Land Claim Zone we can allow / disallow certain items in the Land Claim Zone. For example to not place HV turrets but HV RCS to be able to fly away in an enemy Land Claim Zone
Changed max. Solar Panels to 25 As announced elsewhere already. Vanilla is 15 but this is based on small universes with all playfields near the sun. Since Strayom Sector is very far out from the sun we try to compensate the efficiency here a bit
Changed: Hangar Doors and Shutter Doors hitpoint. From 3000-8000 down to vanilla hitpoints They got abused in certain blueprints as damage absorber which was not intended