Let's create our own HWS PvPvE meta

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I’m really liking the changes so far, thanks AFT!

I propose we also change the RCS on CVs, most people agree CVs turn way too quickly. T2 RCS currently has a ridiculously small power draw (1), if we increase this to something like 5000 there will be an incentive to operate with fewer RCS (in tests 5000 is significant but not crazy). We could of course just reduce the torque, but I prefer this energy route since it’s still possible to turn fast, just more costly.

Summary: RCSBlockMS_T2 -> EnergyIn = 5000 (Possibly combined with torque reduction.)

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Ok so can we solve turret cliping mode by seting area required to place turret large enouh to prevent this cliping? One less rule and pretty clear, no argue.

Turret needs exactly free space its barrel can be in. no shooting trough blocks and such turret can be covered at will, build inside hull and just small space left for fire.

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We could, but we would have to make the 3x3 turrets 5x5, which will mess with pretty much every ship design. Increasing their height might be ok…

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yeah probably too anoying. Its would be just workaround complicating building.

Well i tried on artilery and thats some space, but theres still something about it, also not all turrets has long barrel.


fortified with some concrete…

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Ah that’s a good point, it’s only flak, plasma and arty with the long barrel isn’t it. In that case I could probably handle it. We could also make it longer on just one side, so that it’s open in at least one direction, that or make them 3-4 blocks high so they have to go on the outside of a ship.

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You could build nice pillbox around…

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Oh! These are official changes for EGS7.5? Thought they were custom changes for only HWS… Great news then! :slight_smile:

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I’ve noticed some odd behaviors with Multi tools of all kinds. For example you can remove a CV Flak turret in 3 hits with a hand held T2 multitool, whereas it takes dozens for any other CV turret. However the BA Flak turret also takes dozens.

A bug/oversight obviously, but it might give you some ideas on how to speed up the multitool if you compare the config.

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But, why reduce awesome things like tanks to a support? Those should be compensated for their lack of mobility with some siege capabilities.

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In the real life tank it is a battlefield support vehicle. Its supprort infantry its support airforces on ground attacks, it can make rush attack to enemy positon. So all of it we have in mepyrion too. Before it i see it used mostly to blame the SV’s… Now without HV you hard to take enemy bases. So HV it is some sort of MBT. Alone MBT lives 5 minutes on battlefield (militaly used it when planned attack) - One Helicopter missile -1 tank. One babai with the RPG = -1 tank…

MBT:

reinforcement motorized troops (infantry) and other troops in all types of battles and operations;
the breakthrough of fortified positions; (yeah we have powerfull arty!)
destruction firing points;
the destruction of equipment and manpower;
fast organization of defensive lines.

So you all can leave your feedback after you TRY it in 7.5. Now you just read something and you imagine it is in your vision in you head. But belive me - we do not breaking the overal game balance - we just make it more complex and good. And we can maki little fixes with every server restart. We have now solid base and from it we can pish the balance more and more to the good way.

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We should really try removing auto shooting for turrets, leaving only one type with low dps to defend against drones for noobs/pve and let players control the rest so utility of a vehicule is tied to number of players, not size anymore. We could make SV bombers with controlled missile turrets by another player for example, he could cover the vehicule from all sides while the pilot is shooting something in front like usual.
No auto shooting is also good for players interactions, no more unintentional shooting, better chance of survival for players outside vehicules, more coordination required in team.
I think it’s really the best way to enhance multiplayer gameplay.
If you do so, you can increase ROF and damage of all weapons since there likely won’t be enough players inside a vehicule to control them all unless you want to make all weapons situational like heav hitting homing missile launcher with long reload to compensate for homing and damage, it would make fight more intense and decivise: you could approach ennemy vehicule out of sigth of controlled turret, if you’re able to avoid the missile you get a window to attack, if you don’t you’re obliterated by one player decision and action. Feeling of weapons will be enhanced if they are more powerful.
I think the best way is to have great burst damage with long reloads so if you fuck up you must change your behavior, no more meaningless 1-3 sec reload, for example if you emptied your railguns, you’ll need to evade for 30 sec or use pulse/minigun. Powerful actions with cooldowns.

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Ok test BA vs CV… CV is dead meat. It works great. And no lag whats at all when trying to attack 4 bases and 1 sv.

But we found 1 problem.

CV vs SV laser is not showing tracers for incoming unless you are within 150m from each other.

Its the same on both so SV cant see CV laser after 150m and CV cant see SV laser after 150m.

/Zappe21

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Its something like mounted weapon visibility from x meters. Turrets works fine. I can see my own fire coming out, but over some distance, still in effective range, i cant see zappes fire coming out, just sparks on hull.

Its not that important, just visual but it might stop Achilles space laser battle wish come true :smiley:

We did some BA vs CV and 2 all turet BAs and 2 pillboxes with missiles and flak wrecked some CVs.
I was in SV, able to outrun Artilery fire when i tried to, which is good, I saw CV avoiding it too when arty aims for something near edge of CV, thats also good.
When it aim for middle theres pretty nice hole in hull, 4 of those packs quite a punch. Seems liek space BA can be defended a bit when there are some human defenders too, and its quite fun.

And also i tackled Zappies CV, thats also good. Actually game is pretty much a lot of fun in normal frame rates.

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Yeah i cant fixed it by avaliable config settings. When i finish the release version of the config i try make some experiment. Maybe i can make weapons from another weapon base. For example make laser on plasma base. But remake it like lasers ))

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Yeah i waste big amount of time to let SV avoid some heavy weapons in the space. And some light Cv too have it. But if you build 25k blocks monster so you take all avaliable damage…

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Yep its well done, rockets hits SVs, but arties can be avoided. Rockets very rarly. CVs avoid arties also very rarly.

Its how it supposed to be, not 100% hit. And i like when you dont avoid arty in SV, you really know you made a mistake.= as some parts ar emissing here and there.

With BAs its a lot about what Rexxx will allow to be build. I think it should be up to 4 max for performance reasons also havig 10 of these together might be just too much. BUt thats ahrd to guess now, its still jsut few ppl testing.

But its as we talked about. For space i simply need more bases to defend against CVs.

Well its probably a solution, for space limit of BAs should be higher, number of ppl i can defend on planet with 2 bases I cant defend in space with 3 or something liek that, its much bore firepower avivable on CV.

If devs wont separate it we can counter that with BA numbers. Actualy we need to as class 7 CV can tank even these bases all day long while other 2 are killing turrets.

But as you can see, its possible to take out CV in space. That gry one was prefab, that went down fast.

so for space its more about BA and some BA satelite field and some CV and probably finaly we could be able to hold on for some time and do some dmg. Its good.

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And i make something like that with the flaks on planet… Fast maneuver can let you avoid hit or atleast 4\6 shells fly away.

And in the latest config i make it (posible avoid Arty sheel in space) more smooth. Now SV can take hit when start counting the crowns. Because in other way SV cant live in space. Now it is real interceptor. Want take some heavy BA’s and fly away into you CV with out giant holes… So send couple of SV to take out BA’s heavy defence…

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Well planets mostly everything is close to class 1(except BA) so maybe limiting max class from 7 downwards, might help space a bit.

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And finaly i want to say. Yeah i have expirience in making some balance (based on my thousands hours in SE modding) i have giant experience in Empyrion ( start playing from second little patch after first release) And i try do all my best. And i think i have some good progress in that matter. Yeah i want more avaliable setting to make perfect balance between space and ground combat - so maybe devs give to us that sometime later.

So what we have at the end:

No more no less but at least some good pefomance boost (now the battles must be a little more smooth - because we have a 1\2 load from the shooting).

The main gameplay do not broken. The devs line of vision of the game do not broken just good tuned. So you do not need make someting new or full remaking all of your ships.

Now we have some real weapons. It makes hits! Not shooting into the sky. Now battles must be more fun and have a chance go to the end of someone ship. Not 30 minutes pew pew then warp warp.

We have real BA’s now. And you have a opportunity to safe you loot and safe yourself. More people MUST live on pvp now! :grinning:

Now i little tired but i keep try to improve all of it. And my brain now looks like - :crazy_face: But after another experimental patch i will finish the major things and then we all can test and tune it on the HWS live server in alpha 7.5

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Still would like to see more ppl, we did 4 FFA CVs only on empty server.

For space BAs would kind of make sense double amount of bases + some bonus. On planet we defend only above ground hemisphere. In space whole sphere needs to be defended, its like you need 1 more base turned upside down in space. + Bonus as CV has completly different HPs.

But not sure what will happend as ppl will go 60 km away and build double + bonus number of BAs there. On planet its possible to find in space its a bit more difficult. Maybe limit on how far from planet base can be.

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