Let's create our own HWS PvPvE meta

,

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.

5 Likes

In ww2 only one Russian rifleman disable the machinegun bunker. Just covered it by the his chest…So everything is possible in this world

1 Like

Historical anecdotes are nice but kind of go off-topic! This is hardly WW2, and heroism can only get you so far! Especially in a video-game!

A base should not be able to be soloed by anybody. Heroic or not! It should take an organised team with well-designed BPs a while to take on a base.

1 Like

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 ā€œheroā€ find the way to kill it. This is not a EVE online. We do not need to collect 10 people to raid one little BA’s. - IMHO

1 Like

I’m not saying ten, i’m 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.

Let’s make it so more than just balls is required to take on a base! Anyways we’re running the risk of de-railing this thread so i won’t comment further until we reach the stage where we mess with the base turrets in our config files. We’ll record and let you know our results :slight_smile:
Best regards
Wise.

2 Likes

Show it to RexXxuS. Not me. I will accept everything.

p.s. Don’t forget - CV SV HV need a balance too! :stuck_out_tongue_winking_eye:

2 Likes

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.

1 Like

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.

1 Like

Uff i just woke up in middle of night, i had terrible dream.

Weapons and turrets was added instead of removed, it caused more lag instead of decreasing lag.

Now this was some crazy shit, terrible nightmare. Also there was that guy with mountain goat…you dont want to know.

3 Likes

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.

2 Likes

IMHO

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 ā€œthe same balls from another angleā€. So my minds:

  1. 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.

  2. 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.

  3. 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

  4. 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.

  5. 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).

  6. 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!!!

4 Likes

:grinning: 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.

1 Like

@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.

5 Likes

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.

1 Like

I just updated the Config ~20 min ago. Make sure you always have the latest version since your test does not sound like it.

1 Like

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 damages 4x4 blocks 60x per minute. 16x60= 960
Damaged blocks 960/minute

20 turrets:

Minigun 4800 block health updates per minute
Plasma 19200 block health updates per minute

4800 < 19200

Somebody plese check this as as everyone i could do mistake somewhere.

1 Like

:joy: 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 BA’s less lags and more fst fight. Or we still want fly\ride in one vessel by hours?

1 Like
  1. i thought that we are trying to fix performance as balance is useless when performance is low
  2. I shot at wall and i damaged 4x4 blocks so i count with 4x4=16.
  3. I dont care about damage as its irelevant for performance if i do 20 or 2000.
  4. I care about updates of block status per minute as thats what matters.
  5. Miniguns as they are causes roughly 4 times less healt of blocks updates than plasma thus plasma is more performance demanding.
1 Like

No, you didn’t read my post above yours.

I have said: you didn’t use the CURRENT Config file.
Show me your config and I tell you.

1 Like

Where can i download latest config, im using link in post above

1 Like