Ehm, since you don’t have an “Example” Config there and I guess you didn’t bother to delete it yourself I assume you didn’t switch to EXP version… just a guess
It’s really neat to see everyone coming together to fix stuff/work together on this. Great job all of you ^^ Special Thanks to @RexXxuS @A.F.T @Jascha @Achilles @DeeExpus I’ve been playing on the experimental to see what all has improved etc. I am really enjoying the health on BA turrets now… They are no longer one shots! xD I had a really long SV fight and it seems Homings do little to not much damage at all those are my go to SV fighting weapon, I have yet to try the Pulse out… ready to see what they have to offer seeing as they have 135 damage now! Should be fun… I see how you guys made the rockets travel faster it seems, that’s a great change! They also look less “laggy” as you could say. I am really enjoying seeing the community work together so thanks again to all contributing towards these changes!
Thanks, yea I forgot to load experimental.
Homings now is not a coolest weapon. Easy to hit but less some damage (p.s. but that dmg many more than in original game)
p.s. I already know how to tune it a little (after some deep tests) so after mass play\test in 7.5 we can make it little more biter
After the first CV battle we had with main CVs 1v1 these are the damage readouts.
First CV battle - roughly 10 minutes, weapons stripped, cockpit, generators, thrusters, ect intact enough to warp away.
Winning CV - Class 5
Losing CV - Class 3
–
2nd CV Battle - Identical Class 1 PvP Ships
Winning Ship
Warp Drive - 2%, Warp Drive - 85%,
I didn’t take screenshots of the rest of the fights we did. My thoughts on CV vs CV. The increase in turret HP was amazing. I still think a few weapons need to have more damage like the Arty. While we lost some armor we really didn’t have to worry about being able to warp away.
I would really like to see the defacto setting on turrets not be other turrets. I think increasing a few select low fire rate CV guns to do more damage while buffing turret HP will go a long way to that. These battles took roughly 10-15 minutes depending on the class size which is much better but when they were over all but 1 battle resulted in being able to warp away.
SV vs 2 BA
We did a few tests with a heavy SV versus 2 BA. The changes here we felt were great for bases. We were able to last a few minutes face tanking the bases but couldn’t stick around for 10-15 minutes like we could before stripping all the turrets.
We feel like this is pretty close to spot on.
2 HV vs 2 BA & 1 HV vs 2 BA
Again this is pretty good. We could get in and remove 3-8 turrets depending on how lucky we got with shots but the bases would shred our tanks. The range on the BAs really made a difference in heading in. We were getting lit up way before being able to return fire. We feel like this is getting closer to where it needs to be.
The one thing we did notice is the reduction in range to 15mm manual weapons. We understand why but the range is too short. We never really used them as you had to practically be on top of the enemy.
One thing we did notice in CVs. The reduction in rotation and slowing of acceleration didn’t really do much to improve CV combat for us. We still reached max speed for most of the fight with ease. I think that the decrease of rotation just makes it so near misses become collisions which hurt performance of the server in a fight. Sure in a perfect world if we collide we should take damage and all that but this isnt a perfect world.
Is there any way to decrease the actual max speed? We would love to see it halfed. CVs should be slow lumbering things. They shouldn’t be vessels you cross large systems or going down on planets for. Thats why you have faster SVs!
That is our opinion from our testing so far. I have provided RexXxus a few videos which he can give his opinion on at a later date if he so wishes. Great work so far and keep up the good work all involved. I can see this paying dividends in the future. We will try and test some SV vs SV combat tonight time permitting.
Nice tests btw, have you guys tested 1 person setting all autos to target weapon while the other ship target something else, to see if shooting blocks rather than weapons is an alternative now.
In the pampas grew dark. The evil Zulus went on the warpath.
We need the rocket launcher to shoot like that!
Now it is not a rocket launcher. Now it is Personal anti air weapon (PAAMS or MANPADS)
That’s not a man pad, that’s an AEPM - anti everything personnel weapon!
Wants!
It is on the test pahse. I tihnk we need have some weapons with opportunity to shoot HV or SV from foot. It is expensive and slow reloading. But it is a last chance weapon. (You cant raid poi with it - you just killed by yorself and by alien wneh you start reloading)
WE cant make CV too powerfull (to make battles more fast) because its need to be balanced vs BA’s. Before devs give to us that opportunity… But if you want i can make CV fights more deadly. But if it will be too hard and some people can take some dissapoint. Not all HWS players hard PVP’rs. If i will make config for my own use - i make DMG X 3 to CV. 30K blcoks CV? - 5 minutes and it is a wreck. But we can change it all. So more tests more good. About arty - i can make blast damage radius 5 but then we can start takes lagshoots again.
Any word on chainsaws?
I’m looking for insta-gib results.
: )
We did a couple different tests. Weapons stock settings, weapons set to only weapons. The first battle was actually winning ship set stock and losing ship set weapons. I wouldn’t take much from it though as the Class 5 ship is designed not to lose its weapons while the Class 3 ship hasn’t been updated with that tech yet. This is why we moved to identical ships and identical settings in our testing.
Tonight if I can get someone to help me I will do a 1v1 with identical ships and have one set stock and one set to only weapons and get back to ya about it.
I can’t express enough when you are working on the config the #1, #2, #3 things you should be working on is to reduce lag and increase FPS. So if something we want to try hurts those two things don’t do it. It would be nice for arty to wreck more of the ship but if its going to cause lag shots or drop FPS significantly don’t do it! Thanks AFT
Performance over anything!
Dont worry i do not broke something! And bacause of perfomance i do that all. But i have limited opportunities (need more “open” config). So and we cant make too many for perfomance - because you wont be happy if your CV will be shooting one time per 2 minutes I can do only one think - reduce lags when something is shooting. And at least 40-50% less lags from it - i make.
Alright after some thoughts we decided to share our config in a certain way, so you can prepare / test your ships on your private server.
It is also written in the HWS Connect > Hotview > Settings panel:
HWS PvPvE Config
HWS has its very own way of playing Empyrion in Multiplayer. The Config you will experience on HWS is very unique and changes the way you played the game in vanilla / Singleplayer completely. Still we made sure to not “break” the game by any means but really to enhance the PvP and even PvE aspect in every detail. For example Turret damage and Alien Turret Homing Projectiles rebalancements.
However A.F.T created this config in hundreds of hours and we see it as our Intellectual Property, thus we expect from any user of this file to not share it to anyone and only use it for private testing purposes.
If you want to test our HWS PvPvE Config on your private server with your blueprints please contact RexXxuS and ask for the file.
If you have any feedback - since it will be always a work in progress iteration - please leave us a note in the Forum: Let's create our own HWS PvPvE meta
Uh I just wanted to discourage the meta of everyone breaking off into 1 man factions and allying and then they will always most likely have OLP towers shooting, kind of kills pvp IMO but w/e maybe one day Don’t get me wrong I like OLP I just don’t feel like offline towers should be an unstoppable defense.
IDK But i maybe mke it like that! We have OP on timer right? - right! So we need turn off OP shooting. But we need add a timer for OP turn off.
Explain - Player (faction) go to online. OP field turn off, turrets turn on, base goes invictible for some time (5-10 minutes) but with some delay (2 hours) - to prevent jumping from offline to online.
So if somebody build the BA’s near the OP base he loose it! And we solved two problems. Shooting OP base and offline griefing by building the BA’s near the enemy BA under OP.
Nice, idea dev’s wouldn’t have to change a lot for that solution, and would be silly to abuse in a fight becuase of the initial op timer.