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
Unified / Clustered Weapon Reload time + Rate of Fire
Display now Hitpoints and Mass to all Blocks for convenient reasons
Increased all Cockpit Hitpoints and Mass by x2
Increased Hitpoints of Steel Blocks S from 50 to 100 to match all other Tiers upgrades
Increased Hitpoints of Truss Blocks S
Increased Windows Shutter Blocks L Hitpoints and Mass
Increased Xeno Blocks Hitpoint to Combat Block value (hence removed from OCD)
Readded CameraShake from vanilla. Turn it off in your Game Settings if you don’t like it.
Rebalanced some EnergyIn values
Reduced Armored Window Blocks L Hitpoints
Reduced Xeno Blocks Mass (hence removed from OCD)
Reduced Hardened Steel Blocks S Mass
Reduced Window Shutter Blocks S Mass
Reduced Erestrum Gel craft cost amount for SV / CV rockets
Reduced max. Light Count to 61
(Reason: Too many lights are a massive strain to the Client (your) performance. Growing lights for your farm are not counting towards this limits!)
Removed Auto Fire from T2 Rocket Launcher
Removed Survival Tent since it has no use in MP but irritated players
Removed Minigun Turrets, Cannon Turrets and Gatling Gun from target system
(Reason: a lot faster and less lag PvP fights because turrets do not “search” for the decoy targets anymore, because player have buried them in their big layers of armor. It also force you to actively kill all remaining Minigun / Gatling weapons manually in case they still do damage)
HV
Pulse and Plasma Turrets have automatic fire now (using manually)
Increased HV Booster Engine Energy Consumption
Increased HV Drill radius
Reduced HV Minigun Turret Hitpoints
SV
Increased Plasma projectile speed, Rate of Fire and damage
Increased Plasma Cannon weapon Energy consumption
Increased Plasma Cannon Charge craft cost
Increased Pulse Laser Rate of Fire, damage and Reload time
Increased Pulse Laser weapon Energy consumption
Increased Railgun projectile speed and range and Rate of Fire
Increased Gatling weapon damage and Rate of Fire
Increased Rocket damage
Increased Homing Rocket Damage
Increased Wings Hitpoints and Mass and craft cost
Increased Plasma Rate of Fire
Reduced weight on some SV guns
Reduced Gatling Gun reload time
Reduced Railgun reload time
CV
Retracted Turrets have 20% more Hitpoints
Pulse and Plasma Turrets have automatic fire now (using manually)
Increased Pulser Laser amount from 6 to 12
Increase Rocket Launcher amount from 4 to 8
Increased Pulse Laser damage and Rate of Fire
Increased Rocket Launcher Rate of Fire, Damage and Homing speed
Increased Pulse Laser Turret damage
Increased Plasma Turret projectile speed and Rate of Fire
Increased Drill damage
Increased Drill radius
Increased Drill Energy consumption
Increased Multi Turret Rate of Fire a lot
Increased Flak Turret damage
Reduced Hitpoints of CV Cannon and Minigun Turrets
Reduced Plasma Turret reload time
BA
Pulse and Plasma Turrets have automatic fire now (using manually)
Increased Flak Turret damage
Increased Rocket Turret damage
Increased Pulse Laser Turret Rate of Fire
Increased Plasma Turret Rate of Fire
Increased Concrete Armored Blocks Hitpoints
Reduced Hitpoints of BA Minigun Turret
Mining / Utility
Increased Drill T1 speed, damage and range
Increased Multi Tool speed a lot
Increased Hitpoints of Large Ammo Boxes a bit
Player
Rocket Launcher T2 is now a “RPGH-7” Rocket Launcher with 1 shot, homing and 6 seconds reload time but heavy damage and fast travel time
Plasma Cannons shoot automatic now
Reworked Pulse Rifle stats
Reworked Laser Rifle stats
Reworked Laser Pistol
Reworked Assault Rifle
Reworked Sniper
Rebalanced Insulation Boost
Increased Multi Tool damage
Increased Plasma Cannon Cell craft cost, Rate of Fire, Ammo capacity
Increased Explosives Stack Size to 10
Increased Explosives Damage
Increased Epic Rocket Launcher (our version of a STINGER with 7 auto-shots) damage (it’s an Anti-Vessel defense weapon now, no joke)
Alien
Increased Alien Laser Turret Rate of Fire
Increased Alien Space ION Cannon Turret Blast Damage
Increased Laser Drone damage
Reworked and adjusted all Alien Turrets and Alien NPCs to the EWS system
All except ION Cannons have 50% more hitpoints than player turrets
ION Cannon green has the same hitpoints as the player Plasma turret
The first positive feedback from few players came in regarding the latest changes, especially about EWS - thanks a lot! But the Config is always subject of change and so we have another few changes after some tests, feedback and updates.
General
Fixed that weapons made too less damage to rocks
SV
Increased Rail Gun damage(to take out BAse / Alien Turrets faster)
Increased Rail Gun Magazine Capacity: from 15 to 20(to be able to take out 2 Alien Turrets in one round)
Increased Rail Gun range on planets and space (to make them even more effective)
Increased Rail Gun ammo craft cost slightly (to justify the boosts and make you careful to not waste the important shots)
Increased Pulse Laser Magazine Capacity: from 150 to 250(to let you more enjoy the spray and pray effect but resulting in fast empty ammo boxes)
Increased Homing Rocket damage a bit
CV
Increased Rocket Launcher damage, Rate of Fire and range a bit (to make them more powerul to use)
CV & BA
Rebalanced Cannon Turret for EWS:
New: Effective against Metal Hard and Hull
Old: Effective against Head and Body
In combination with CV Cannon Turrets are able to shoot on planets this creates more strategic gameplay to take out SVs / Turrets and give them a better separation from Minigun Turrets
Handheld Weapons
Reworked some guns after testing them in more detail
Pistol (EWS changes)
Pulse Rifles (EWS changes)
Rocket Launcher (EWS changes)
Assault Rifles (EWS changes)
Shotguns (Range + Damage changes)
Aliens / NPC
Boosted almost all NPC / Alien Hitpoints greatly(to reflect the EWS changes and make you force to pick the proper weapons against certain enemies to kill them faster)
Before you could kill a Ice Golem with a pistol without hesitation. Now, you would have to run + shoot at the Ice Golem with a Pistol probably a whole Class 2 planet long.
My favorite POI loadout: Epic Pulse Rifle => for Turrets, Doors, Spawners + Epic Shotgun => close combat killer + Epic Assault Rifle or Epic Laser Rifle or Epic Minigun => Spray and Pray Aliens
Some Aliens / NPC are now supposed to be real END BOSSES! Prepare for a new survival / PvE adventure!
Because of the upcoming Atlantis planet, underwater will be new defined - hence some changes
BA
Increased ROF of Base Artillery from 10 to 9
Reduced Player Sentry Gun Hitpoints from 500 to 250
Aliens / NPC
Rebalanced Alien Turrets - hitpoints were too high and some damage / ranges needed adjustments.
General
Reduced Core Crafting Cost
BA / CV Fridges give you -50 °C if you stand on top of them - might be useful for some hot planets
Handheld Weapons
Allow Epic Laser Rifle and Epic Plasma Cannon to shoot underwater
Rebalanced Drills. Epic Drill is really epic with very high rate of fire and damage but fast degration speed. Together with the Epic Heavy Armor one of the hottest items in HWS 8.X.
Increased Sniper T1 damage from 100 to 200
Increased ROF and Damage of Survival Tool
Reduced Ammo Capacity of Sniper T1 from 6 to 3
Reduced Assault Rifle Damage of T2-T3 from 70-100 to 60-80
Reduced degradation speed of Epic Assault Rifle - it was too high
Implemented the material info to all possible items to know better what and how the EWS is affected by. Thanks to @lirezh for the suggestion.
Reduced Degradation of Epic Drill a bit, to make it last longer.
Preparing a massive Thruster rework for the upcoming changelog. Jet Thrusters for example are currently totally useless / wasted. Soon you have to make great decisions to use big Thruster for better stats but other weaknesses, etc.
It was quite silent for long time, sry. There are still big topics on the plate. For example Thruster Jet rework, improving PvP / Raycast rendering.
This is just a little “fix” about Explosive Blocks. I warned Eleon before they implemented them, that there might be interesting situations. The latest one triggered a discussions about killing players in PvE with these blocks.
In general Explosive Blocks can’t be crafted. Players put them in their BPs in creative mode and spawn them on HWS.
This should be over now. Explosive Blocks are only reserved for POIs.
Blueprints with Explosive Blocks built-in can’t be spawned on HWS anymore
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
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.
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.
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
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.
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
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.