Let's create our own HWS PvPvE meta

,

1 Plasma. AOE = 5 AOE DMG = 1000 DMG = 0. Like you see. Sentral 3 blocks takes the same damage. But the into all directions we have the same damage.

See short video https://youtu.be/3QpADeDg0Dw

p.s. AOE distribution is not the same for some weapon. Homing goes to right up corner from the hit center. Plasma have some random and etc…

1 Like

I’v seen this random as well but I think I figured it out, if you shoot from an angle the opposite side you shoot from gets lower damage, but overall damage should be similar, but yea it’s weird Ba Arty 3 Aoe is 5x5 blocks and flak 3 Aoe is only 4x4 blocks… really weird.

1 Like

Arty have too big direct damage. So maybe some blocks do not calculated for AEO damage (because they vaporised)

1 Like

Here is an example:

What we have been using for forever:

BA Arty:
Damage: 2212
Blast Radius: 3
Blast Damage:80 (This doesn’t seem to do anything?)

The Damage of blocks in the arty aoe:
Arty Damage numbers

The % of the 2212 Damage for each block:
Damage %

What % extra damage does each aoe level add to overall damage:
Arty Damage aoe %

How much more blocks are effected by the aoe. (lag):
Arty Damage blocks effected

Current RoF for Arty is once every 13 seconds.
So Damage at 3 aoe is 100% + 296% + 404% = 2212 + 6547 + 8936 = 17695
DPS at 3 Aoe is 17695/13 = 1361.
Blocks Effected per second = (16+8+1)/13 = 25/13 = 1.9/s

If we try keep same dps, lower aoe and increase RoF does it cuase less lag:
Damage at 2 Aoe is 100% + 296% = 2212 + 6547 = 8759
Changing RoF for same DPS at new aoe: 8759/Rof = 1361 Rof = 8759/1361 Rof = 6.4
blocks Effected per second = (8+1)/6.4 = 1.4/s

1.9/1.4 = 1.35 you can speed up performance for the turret by 35% by changing aoe from 3 to 2 and upping Rof to get same dps, that’s the point i’m trying to make :] lets try keep aoe at max 2 so we can have nice fast 20man fights, but otherwise your changes are looking good A.F.T I like it.

2 Likes

LOL where you take it? From device description? It is not a true value.

ARTY WEAPON

StackSize: 5
Mass: 2700, type: int, display: false, formatter: Kilogram
Category: Weapons/Items
{
ROF: 13, type: float, display: true, formatter: ROF
Range: 725, display: true
AmmoCapacity: 1, display: true
AmmoType: LargeRocket, display: true
ReloadDelay: 13, display: true
}
}

ARTY AMMO (DAMAGE HERE)

{ Item Id: 2204, Name: LargeRocket
StackSize: 50
Mass: 1, type: int, display: false, formatter: Kilogram
Category: Weapons/Items
{
Damage: 18100
BlastRadius: 4
BlastDamage: 18100
Speed: 130
Range: 725
Ballistic: False
DamageMultiplier_1: 0.1, data: head
DamageMultiplier_2: 0.1, data: body
DamageMultiplier_3: 0.01, data: stone
DamageMultiplier_4: 0.01, data: dirt
DamageMultiplier_5: 10, data: rock
BlastDamageMultiplier_1: 0.1, data: head
BlastDamageMultiplier_2: 0.1, data: body
BlastDamageMultiplier_3: 0.05, data: stone
BlastDamageMultiplier_4: 0.05, data: dirt
}
UnlockLevel: 1
TechTreeNames: Hidden
}

You calculation are little wrong. The AOE do not add extra damge. The more AOE range the less damage take the latest block in it area.

p.s. About 18100 damage - you can \ 10 (or somrething)

2 Likes

I used in game and checked the block damage (but yes this is not the most accurate way) and looked at what was written in original config, but yes, I didn’t see arty ammo, thanks for that, calculations should still be good thou just numbers change ratio will be the same.

Was good old testing: xD

1 Like

Not complaining, but I haven’t played HWS or Empyrion for a couple of months. My reason for not playing is pretty much summed up with “It was boring”.

I’m a solo player, I feel like I spent all of my time mining. When I’d try to venture out to do something else, it felt like there wasn’t much to do. I’d venture into PvP zones and usually just get wrecked, living in PVP not really much of an option.

PvE zones didn’t offer much except resource mining and building. This also got boring quickly.

Now, I totally get anyone who plays solo or small factions are going to be at a huge disadvantage for PvP, that’s expected. But when PvP is the only option to do anything aside from mining, it doesn’t leave much on the table. Also, having a lot of the resources in PvP only was frustrating, because well I’d try to go get those resources and just end up getting wrecked and coming back with nothing but frustration.

How could HWS be better for a player like me?

  1. Having more PvE objectives would be nice. This would give me something to do in the off-time when I don’t feel like getting wrecked in PvP. Also, I don’t feel there was any really harsh environments for PvE. The starter planets actually had more base attack drones than when I ventured out into the system.
  2. I’d like to see more non-PvP options for getting at resources. I don’t mind harsh environments, but getting smashed by groups of players every time I need Est or Zasc just puts me further behind, to the point it just becomes boring. Not only do I never get enough of what I need to be even somewhat competitive, but now I’m back to grinding Iron to replace my ship. YES, that’s pvp and expected, but forced PvP to get at those resources is the issue for me.
  3. I wouldn’t mind seeing a PvP sector that is more solo or small faction friendly. Limit everything to 1 per faction like on HQ planets. Maybe this was out there this season, and I didn’t get that far, but this is something that might bring me back.

Overall, I know the HWS crew works really hard, and this is by far the best Empyrion server. But I just haven’t been interested in playing. I came back at start of season, then took a week off and all my stuff was gone (fair enough) but when I logged in and my base/cv were gone, I just said “screw it” I’ll try again next season. I’ve been having more fun w/ 7 Days, State of Decay, and replaying Skyrim, but Empyrion still interests me and I’ll give it another shot next season.

Keep up the good work and thank you for taking feedback.

2 Likes

You should remove auto firing for most turrets and decrease auto shooting range, undefended structures will be vulnerables without players to defend, thats not a problem with OP. I read the hws team is working on alarm messages when structures are attacked, that’s enough.

Autoshooting should only be for close range defense.
I would like to see multicrewing favored, there would be less structures in playfield, less lag.
I would greatly increase range of ALL player controlled weapons, even handheld because I’d like to see some pvp outside vehicules and because when your multicrewed structure is destroyed you should be able to fight.

I remember the days of pseudo ballistic shooting with hv artillery, I could hit the enemies more than 1km away, they would get in their sv, find me and destroy me, i remember manned HV artillery battles.

All projectiles turrets/weapons should be real projectiles with high damage and ballistic, no hitscan.
All energy weapons should be hitscan low damage, no ballistic and damaged reduced with atmosphere.

1 Like

:joy: Schedule who is on duty will have already made?

1 Like

You cant change hit scan to projectile.

1 Like

Apply Occams Razor, first double damage and half RoF. Then balance from there after seeing results in server. Also make Gatling Cannon/Minigun turrets and cannon turrets have zero damage till Eleon fixes them :smiley: You will go crazy trying to balance for frame lag/network latency and PvP balance at same time.

1 Like

So guys a HWS have big PVP’s community and somebody exept me try to make some good config? Or i was be like Microsoft? :joy: Any idias? (real ideas based on what we can do with config)

P.S. It is be verry good if the devs make more big penalty to turrets on the planet by increase the influence of the atmo density. Then i can make more good balance for a space. Atleast 1km range for CV weapons. And 1.2-1.3km for a BA. To make BA good in space too (but it is more good even now in my config). But for now i close to the finish of my balance. I think it is ready by 99%. Some more little tests and polish the balance.

And we got:

Core now have 250 hp.

Less lags in the battle (from 30 to 50%)
More strong BA’s. Artillery have a new giuded rocket-shells. BA core have more strong CPU and can handle with 3-4 Artys. Flaks developers steal the lates Russian technology - corrected shells (it is giuded at the last meters to target but you have some chance to avoid it). All targeting ranges are corercted (no nore arty snipers) Overal range for BA increase. Turets hove more good target tracking. Armored concrete have a little more HP.

CV. More big more slow - yeah! Now the big CV be a little more slow. Rebalance of all weapons and some new technology to Arty (AOE corercted to avoid to many lagshoots) and Flaks. Turrets tracking and shells speeds corrected - now it have more chance to hit the target. Most ot he devices have a HP rebalance. Return the real Hp to cockpits warp drive and pass seats ( devs - SV have 250 CV - 50? now is not). Rebalance some HP for major devices (fuel o2 generator ammo storage box).

BA\CV - how hangar gates - it is real armored gates. No more one shoot one hangar kill.

SV - Full rebalance of the weapons. Now we can find a way to use all the SV weapons. For example - rockets - low range heavy and expensive air to ground unguided missiles. Use for attakc BA and CV. Homings - multipurpose fighter weapon. Plasma - high speed energy weapons with good damage. Use to kill some enemy in the air and in the ground. Pulse - energy insta hit auto-cannon - use to kill high maneurable targets. Railguns low ROF but fast and dealy weapon with good range and penetration damage. Miniguns - use it for a spiders killing. Now all weapons shoot in the space (no more run from missiles) Cockpits and some device have a Hp rebalance too.

HV - Battle field support vehicle. Rebalance all turrets. It is good for attack the BA’s with some SV and it can makes SV lives shorter. (still under the modernization)

Aliens - they do not stay in one place too. So they are ready for “new you”.

And some other balance in the ammo and epics templates.

8 Likes

well done AFT.

1 Like

Well done AFT, thanks for taking the time to look at this, changes sound good!!

1 Like

This all sounds Awesome AFT, well played!!!

1 Like

Good job.
While testing yeasterday i noticed that higher hp makes it a bit difficult to multitool stuff. Might be good idea to boost that tool a little bit to compensate.

1 Like

Ok i’l check it. But multitools have some damage multiplier’s (so for it doesn matter what HP item is have)

1 Like

Multitool in general need a boost (1-hit combat block PLEASE?)?

As for the CV HP modifications, where can i check them?

1 Like

I have server runnig Fulgrim

1 Like

Was talking about proper patch notes, instead of having to spawn ever little bit to check values

1 Like