Hmm, not really. Because if people do a CSW jump they have to switch the branch each time. Different versions. That would be a mess for many players.
Only thing would be to shut it down in the next few days and test it then separately. But for that I can also implement the Config on the official EXP server and you fight there already with the infinite resource command.
It is not anecdote. This rifleman save the many lives. And it is a hero - Alexander Matrosov. And if you do not understand i explain. No matter what ba you will be build, And how strong it will be. Every time someone āheroā find the way to kill it. This is not a EVE online. We do not need to collect 10 people to raid one little BAās. - IMHO
Iām not saying ten, iām saying more than one. Not just some solo-warrior in a tanky ship being able to take out a base. And the problem is that the more bases one has to have to defend themselves against solo-warriors the laggier it gets. We have an opportunity to make it so that one base is more-than-enough to defend against a solo-warrior.
Letās make it so more than just balls is required to take on a base! Anyways weāre running the risk of de-railing this thread so i wonāt comment further until we reach the stage where we mess with the base turrets in our config files. Weāll record and let you know our results
Best regards
Wise.
2 Rockets is no change if the damage is increased⦠taking away 2 and doubling their damage basically = No Change. Nobody uses Non Homing for SV/SV fight so why would they count towards the limit of Homing SV rockets? I am confused here, Very nice work all together and loving that you guys can actually change stuff now very cool! xD Welcome back btw! @A.F.T the homings ARE the go to weapons when fighting SV combat. It actually takes skill to lock onto people with homing rockets.
What was possible in WW2 isnt possible now, as in people learn from history. And that is way back in history compared to what supposedly is the future in this game.
Dont worry. Homing do not herfed! About plasma-6 and pulse-8 - it is HWS decision. So we find the way how to use it. And missiles and rockets will be expensive in craft.
About weapons. I have some idea. I want (i have time before releae 7.5) make some SV weapon rebalance.
Now SV weapons it is like āthe same balls from another angleā. So my minds:
Fixed rockets - Mid range (425m). Mid inpact damage. High explosive weapon. Need more: magnesium NC powder and steel to craft. - Use for attack heavy and slow targets.
Homing - high range (475m) mid inpact damage mid explosive weapon. Need more: electronics and rare material for a craft. Use - for attack maneurable targets and make surgical strikes.
Railguns - very high range (520m) high inpact damage, very fast projectle, Need more: steel cobalt and some rare material for a craft - Use for inflicting damage with surgical precision
Plasma - low range (yeah plasma is unstable thing especial in the atmo) - (380m) - high area damage. Need more energy resources for a craft. Use for make a big amount of damage for a big and slow targets.
Pulse laser - no Autocannon with blue shells (Do you see pulse laser in the real world? maybe photon cannon?) - Mid range (450m) cannon with very fast shells, good ROF, high impact damage mid explosive damage. Need some more rare materials for a craft. Use for attack any targets when you want safe the throphy skin (yeah we need make more - a hat with earflaps - winter is coming).
Minimi - Close range (230m) Support weapons. Use common and cheap res for a craft. Use for destroy the enemy troops or alien fauna.
P.S. All of it will be based on rebalanced BA CV HV. And devs promised - we can make some weapons homing - so BA again will be a power! ARTY hello!!!
Make first version of SV weapons rebalance - it is cool! And some bonus - now all SV weapon is FIX and shoots in the space. and no more escaping SV from CV missiles on the space.
@everyone our WIP HWS Config is now applied on the official EXP server. Go ahead and try PvP there please. It is a BIG balance change.
Keep in mind that you have infinite super do:re packages there.
I just made same test as before with 5 HVs with 20 turrets each. Plasma. ROF is lower and AOE is higher. From first test result I saw that miniguns even with high ROF worked better than plasma with lower ROF but higher AOE.
So now instead of 60 plasmas my PC can handle 40 and Im stuttering already. I would say more blocks are updated (damaged) at once the worse. Which is kinda obvious.
SO performance wise at least for me its worse than it was for plasma. But i have to say time to reach sentry im shooting at through armored concrete is killed much much faster, its quite a punch.
Going to do miniguns to see how much ROF affected those.
I would say its because of splash dmg Rexxx. And that has more influence than ROF. Those plasmas has lower ROF but higher splash.
In first i saw miniguns with high ROF was working better than plasma with low ROF but AOE.
And second result isbasicly confirming that, just finished spawning minigun HV so ill see how that works
5x 20 miniguns much better than before and much better than plasma. I belive that splash is much bigger issue than ROF but feel free to check that.
I dont feel like i want to have 40 palsma on playfield but i can live with 100 miniguns.
I dont know am i only one who feels like it make sense that damaging one block takes less performance than damagind more blocks?
We can as well do the math:
Minigun damages 1 block 240x per minute.
Damaged blocks 240/minute
Plasma have the same AOE 3 (4 in new rebalanced version). No matter what the damage itself. 530 of 1200. It spread to the same 3 bloks around. Yeah you can take a perfomance hit if you make AOE damage = 20000.
Show you PC stats and ga,e setting. Idk why you hove so throubles.
P.S. It is verry diffucult to make more hard BAās less lags and more fst fight. Or we still want fly\ride in one vessel by hours?