Let's create our own HWS PvPvE meta

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I prefer having manual weapons have same range. Or players will just be encouraged to let the turrets do all the work, and as an experienced CV fighter i can tell you that recently it is almost impossible for auto-turrets to do any significant damage.

I’d prefer we mess with the thruster configs, see if we can make CVs more akin to the slow, bewildering behemoths that they are.

Unfortunately in this day and age no matter the gun range, a CV caught in space stationairy is a dead CV. I know this from experience as my faction attacked a load of stationairy CV’s (about 40 Battle CVs) with about eight ships. We only lost two ships. The enemy lost all 40. So manual weapons VS turret weapons is mostly obsolete even if they are both even in terms of range. Anyone with half a brain and even a quarter the ship will do a huge amount of damage regardless.

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Make all minigun, gatling cannon, and cannon turrets disabled until they are fixed. (shoot thru terrain, shoot thru blocks)

double the damage and cut in half the rate of fire of all weapons (except artillery rate of fire) (to help latency and server load) also increase projectile travel speeds about 20 percent higher.

Homing missile turrets need longer range and faster projectile speed.(They are to defend base/cv vs sv/hv but currently easy to just outrun them at edge of range.)

Artillery needs to have the AOE about doubled.

CV/BA turrets should all have their ranges extended into the 800meter/1k range(Before atmo density calculations)

HV turrets need atleast double their hp and range should be extended atleast 100 meters

Base blocks should all have their hp or damage reduction doubled.

No bases allowed on GG, allow CV to land again.

Max BA count of 1 per faction in pvp playfields.

No indestructible bunkers.

OLP bases/CV should not fire weapons(maybe not configurable ?)

Turrets need better tracking and faster target acquisition(perhaps Eleon problem?)

Should not be possible to place a BA within turret range of an existing BA(Eleon?)

No blueprint BA should be spawnable in pvp all must be hand built(Eleon?)

SV/HV spawnable in pvp only on cv or ba(Eleon?)

Disable respawn near death in pvp (Eleon?)

HUD radar should acquire targets about 200 meters further away and also show faction tags at that range.(Eleon?)

No indestructible terrain (instead have anti grief give high damage resistance to the terrain, or make it so breaching charges are only way to dig in anti grief, this was a good meta because it is time consuming and requires dismount vulnerability)

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It is all good. nd i can make good balance atleast for BA. BUT! Now with atmo density changes (from 7.0) we cant make 1000m range for CV. Becasue if we make the same for BA - it start kill from half of the planet ). But if we keep the BA range then CV kill any BA in the space. The exit is one - keep that ranges. Remake gamage and ROF. Add some more HP to turrets. I think rebalance some ranges (to prevent Arty BA sniping) and double the damage and ROF (less lags) And mae armored concrete 3000 HP maybe.

p.s. LOL but devs little cheat… The FOR in turrets description if less then in the real. Example - Laser - 0.4 but in real it is 0.6/. heh

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Keeping to editing my previous post to make less posts for people to read thru

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That doesnt matter at all. When someone finds your base, it gets bm’ed. And they will kill it, eventually or give that bm to someone that will. Space base defense is pointless until we can get the right to put far more defenses on them. Size should matter but atm it doesnt mean jack.

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I’m glad someone is making sense xD instead of “double damage half ROF” lol people are so lazy to balancing properly. The changing atmospheric density will change the game a lot damn i’m not 100% sure how it works but does that mean BA’s will have more range against air than ground?

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double damage half rof is to balance the lag people experience during large battles, less projectiles for server to send and calculate damage for

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Yes the lazy man way of balancing lag, Eleon has huge imbalance of turrets you cant use their existing stats for reference have to start from scratch. xD

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What do you suggest to combat lag then without developer changing the netcode and the way the server handles combat

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You will see in time, it’s not quick.

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So i make my full mod. And send it to the Rex. It mod for a lag reduce. Little range rebalance. And make BA more strong. BA have 30% buff for a turrets. Reduce all ROF. reduce tracers and etc. Change dmg for all weapons. Some rotations. Some shell’s speed. Little remake BA turrets for prevent Arty sniping.

IMHO if we start dig depper we can broke all the game. So i make some changes like i see it game. If we have more instruments maybe i can do more better. But idk only massive testing show how it be. But i try do not broke the devs line. Finnaly i have only one doubt - about HP of BA’s. Maybe not +30% to other turrets (it have already x2 buff in HP). But now BA can live for a while. If make some summ of my changes we have reduce all shoots and lags from shoot by twice. So now yours turn!

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That is not an answer :stuck_out_tongue:

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Ok the procedure would be to calculation how strong you want hv sv cv ba to last against each other then use that info to determinate block hp for each and dps for type of vessel/Ba, then each gun starts with same dps and then dps changes according to range and aoe (adusting the projectile speed to suit the intended range of engagement), then using the dps you can lower the rof as low as possible so its not crazy and upping damage to maintain same dps, but not going passed block hp for that damage or you get overkill and that weapon becomes less useful. Then what happens is every single weapon becomes viable in pvp, guns are set lowest possible ROF for least lag possible (a lot less lag than 1/2 rof) if its still laggy after that then its becuase of Eleons tracking algorythims that keep the turrets pointing at enemies that are causing the lag and we would have to wait for them to change it, but we will see.

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Zappe, Jugg, I as well as others have started the whole process of rebalancing turrets in game.

But let’s all be under no illusions. If you have a space base and it is caught by a even a mediocre CV, your base will get blown up, and blown up quick. Frankly i would recommend strongly against Space base-living unless it is in PVE space.

Say someone makes a mistake and makes something public out in deep space, and someone else waypoints it…there’s no way to move that base. So when it comes to calculating Base turret ranges what we’re doing will actually take into account bases on playfields rather than in space. Moreover the turret ranges will change when it comes from planet to space. So 800M on planet per-say would be much higher in space. Actually giving the base a slight tactical advantage (Though right now we have no intention of giving ANY base turret 800m range on planet.)

When balancing you should consider the PVP Meta; Right now it is mostly SV vs SV, SV vs HV and HV/SV vs Base. With these factors taken into account we shall work on these corresponding areas first. Our team has started by focusing on performance before we look at any finer tweaks. To ensure that players with lower end rigs aren’t punished by higher damage weapons. (Say someone crashes out of the playfield, that’s normally GG for them, so we’re finding ways of reducing the lag-spikes that lead to crashes.)

One such example would be us quartering the ROF of the Minigun HV turret whilst upping the damage by a factor of 8. Actually made miniguns pretty viable and we had 20 tanky class 1 HVs going at it and i didn’t crash until about half-way through. Even then, when do you see 20 tanky class 1 HVs going at it? Not often, right?

So we did a test with 5V5 (more realistic) and there were no issues and steady FPS for all involved, even me on my rapidly aging GTX 660. I’ll update you guys on here as we get closer to doing this. However we’re going to take several days to get everything sorted.

EDIT: Also just saw the above post and we’re going to try and avoid messing with block HP for now. As it adds another variable into the mix. But it all depends on the effects of the changes. Must say it was pretty awesome yesterday to see miniguns acting like miniguns! :slight_smile:

Best regards
Wise.

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Yea I guess maybe you guys are right and doing it in stage’s slowly instead of all at once.

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I’d rather we work all parts of it ourselves for now, Otherwise it gets really messy when it comes to balance. And if others have done the same then we’ll just have to see which one Rexxus picks. Otherwise it becomes design by committee and just creates a whole new headache to deal with.

We’re going to go through each part of the files, literally anticipate every single type of combat encounter, and take it into account which is why it could take a while to pull off.

Also Are you VIK? if so i may (emphasis on the may) be able to inv you so you can see what we’re upto.

Best regards
Wise.

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Yes i’m VIK, guess we will be competing then, good luck mate :]

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Dont forget. The range is set for the space, For all weapons. For the planet - atmo density gives a penalty.

P.s. There is now reason to make minimi more valuable, It is can shoot throught walls and mountains and etc. So i just make it lie shortrange anti-personal weapons. Reduce overage lags from it in 250%.

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If you lower projectile speed for mini does it still lagshot thou?

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You cant do that…Projectlies hit instantly. You have change only tracers count. Every 3 bullet for example - is default setting, So you see only every 3 bullet (Like if you load in you AK-47 two common round then 1 tracer round and etc).

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