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
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
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
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.
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.
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
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
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.
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…
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
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.
this popular Changelog diary will end in this format and will be replaced by a new one.
After some thoughts I’ve decided to make part of my HWS Configs public available.
Please read more information about it in the README file:
Still, reason for changes and more will now be available in my commit messages.
I create a webhook that Commits are displayed and injected here.
This process allows me to streamline upcoming bigger HWS Config changes in a better way.