HWS Configs & EWS Archive

Changelog v112

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

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

Player

  • Adapted Epic Drill to Vanilla (boost)

HV

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

CV

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

SV

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

BA

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

Changelog v113

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

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

HV

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

SV

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

Changelog v114

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

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

General

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

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

Changelog v115

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

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

General

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

SV

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

CV

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

BAse

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

Alien

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

Changelog v116 | New Season Config

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

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

Shield Changes Info

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

SV

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

HV

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

CV

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

BA

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

Alien

  • Increased Health of almost all NPC enemies by 100%

General

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

Changelog v117

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

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

Blast damage rework

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

Carbon Rebalancement

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

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

Shield Update

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

SV

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

HV

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

CV

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

BA

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

Alien

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

Changelog v118

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

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

Alien

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

Changelog v119 | New Season Config

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

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

General

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

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

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

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

  • Added “Effective” EWS to all weapons against Heads

  • Added some crafting template to make it more logical

  • Rebalanced some Armor stats

  • Rebalanced Pentaxid Tank because of Solar Systems

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

  • Revert HWS block hitpoints
    CPU…

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

  • Revert HWS Mass values here and there

Aliens

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

HV

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

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

2 Likes

Changelog v120

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

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

General

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

CV

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

BA

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

SV

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

Dear HWS Community,

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.

3 Likes

https://github.com/B-iggy/HWS-Configs/commit/3644e73f0ad93c4a0c3df6e089dc55bd041d514a
some more tests

2 Likes

https://github.com/B-iggy/HWS-Configs/commit/88966fd45b2279cfaeae3b91235f629fa4e7ec9b

1 Like

https://github.com/B-iggy/HWS-Configs/commit/46ee5c63682a568c7d71fca64f9091dbc6372908

1 Like

https://github.com/B-iggy/HWS-Configs/commit/d1f3bf83cc6b3081d359abc41058fa441d0cb98f

https://github.com/B-iggy/HWS-Configs/commit/8c530460610d9b317e6286039c36138ea49d7789

https://github.com/B-iggy/HWS-Configs/commit/e574b761f8f462812d2b51da648538f27ee281f8

https://github.com/B-iggy/HWS-Configs/commit/4ed90b7a684611dffff09d9fd496a9d6413bf1bb

https://github.com/B-iggy/HWS-Configs/commit/ce0ace47736067bc24a5037a0102d4071134878a

https://github.com/B-iggy/HWS-Configs/commit/36ccfdb1fee525322d290e7a40901f91e1dde9ed

1 Like

https://github.com/B-iggy/HWS-Configs/commit/f3d823204bb08c720f6d61f1941786b02cb89a91