RE: Weapons Balancing
Posted: Sat Jul 05, 2014 2:58 pm
Icemania, can you post the conditions and outcomes of your tests?
I'm curious as to how you arrived at this conclusion. The numbers I see for DPS per unit size suggest that a 55% damage buff to Shatterforce Lasers would make them strictly superior to Impact Assault Blasters when first introduced and near-equal over much of the overlapped range band (better after ~200 range, worse before that point) for the first and second upgrade, and also makes the Shatterforce Laser III better than the Titan Beam II at ranges in excess of 250, despite requiring less than half the reactor power of either the Impact Assualt Blaster or Titan Beam (except when comparing the Shatterforce Laser I's power requirement, which is more like 60% of the power requirement of the Impact Assault Blaster I). Plus, the Shatterforce Laser has better range even when introduced than the Impact Assault Blaster has when fully upgraded, and its first and second upgrades have ranges comparable with the Titan Beam I and II.Shatterforce Lasers need a buff (55%). Note the significant fire rate change at Advanced Laser Focussing.
Code: Select all
Weapon Size Energy/Shot Energy/s DPS/Size at Range:
0000 0050 0100 0150 0200 0250 0300 0350 0400 0450 0500 0550
--------------------------------------------------------------------------------------------------------------------------------
Shatter I 4 20 13.3 1.17 1.08 1.00 0.92 0.83 0.75 0.67
Impact I 5 38 22.4 1.41 1.24 1.06 0.88 0.71
Shatter++ I 4? 20? 13.3? 1.81 1.68 1.55 1.42 1.29 1.16 1.03
--------------------------------------------------------------------------------------------------------------------------------
Shatter II 4 20 9.1 1.02 0.97 0.91 0.85 0.80 0.74 0.68 0.63
Impact II 5 38 23.8 2.25 2.00 1.75 1.50 1.25 1.00
Shatter++ II 4? 20? 9.1? 1.59 1.50 1.41 1.32 1.23 1.14 1.06 0.97
--------------------------------------------------------------------------------------------------------------------------------
Shatter III 4 20 9.1 1.36 1.31 1.25 1.19 1.14 1.08 1.02 0.97 0.91 0.85
Impact III 5 38 23.8 2.75 2.50 2.25 2.00 1.75 1.50 1.25
Titan I 6 28 20 2.38 2.14 1.90 1.67 1.43 1.19 0.95 0.71
Shatter++ III 4? 20? 9.1? 2.11 2.03 1.94 1.85 1.76 1.67 1.59 1.50 1.41 1.32
--------------------------------------------------------------------------------------------------------------------------------
Titan II 6 28 20 2.86 2.62 2.38 2.14 1.90 1.67 1.43 1.19 0.95 0.71
Titan III 6 28 20 3.45 3.21 2.98 2.74 2.50 2.26 2.02 1.79 1.55 1.31 1.07 0.83
Code: Select all
Weapon Size Energy/Shot Energy/s DPS/size Range
-----------------------------------------------------------------
Cannon I 7 32 14.5 0.58 200
Cannon II 7 32 13.9 0.87 220
Cannon III 7 35 14.6 1.13 280
-----------------------------------------------------------------
Lance I 9 50 12.5 0.56 300
Lance II 9 54 13.2 0.68 400
Lance III 9 58 13.8 0.85 500
ORIGINAL: Aeson
Do you see why I might be just a little concerned that a straight 55% damage buff might just be a little too much?
It's also a philosophical choice for the AI Improvement Mod to have more Primary Weapons used and considered useful across the races. Some of these changes may be Mod focused rather than general.ORIGINAL: Aeson
I'll agree that these might need some tweaking if they're supposed to be a primary general-purpose weapon rather than a specialist anti-armor weapon used in support of a general-purpose weapon. I also don't think that it's necessarily a bad thing that some species make suboptimal decisions in their ship design templates, as it makes those species different from all the other ones that went full-blasters or something like that.
ORIGINAL: Icemania
... I propose that Heavy Rail Gun damage is changed from 10, 11, 13 (for each technology in that chain) to 17, 19, 22 while Massive Rail Guns change from 16, 19 to 24, 30.
You were quite right.ORIGINAL: Aeson
Do you see why I might be just a little concerned that a straight 55% damage buff might just be a little too much?
I did some tests in the Battle Arena for Titan Beams v Plasma Torpedoes (each ship optimised for a particular size with that weapon type as the focus).ORIGINAL: Airpower
It seems to me that torpedo weapons are the best weapon choice in pretty much every circumstance. They are ideal for long-range kiting, harassment, and star base siege, but are also extremely effective at short ranges. I know their overall DPS is lower than beam weapons at short ranges, but their higher damage-per-shot gives them better armor penetration characteristics. Maybe I'm missing something obvious, but I can't think of any reason to use shorter-ranged weapons over torpedoes...
ORIGINAL: Aeson
I also don't think that it's necessarily a bad thing that some species make suboptimal decisions in their ship design templates, as it makes those species different from all the other ones that went full-blasters or something like that.
Regarding your recently-redacted proposed buff to Pulse Wave Cannons, I tend to feel that the Pulse Wave Cannon is more directly comparable to the Shatterforce Laser than to the Titan Beam, due to both its location in the tech tree (including upgrades) and its range and DPS profile. That said, comparing the Pulse Wave III to the Titan Beam II, it looks like the Pulse Wave Cannon is superior in anything other than perhaps its armor penetration capability - better DPS over the entire range band, lower energy requirements (both per shot and per second), and less of a range penalty, in exchange for just barely less base shot damage (and the two weapons should have equal per-shot damage at 200 range, which means that beyond that point the Pulse Wave Cannon III ought to have superior armor penetration to the Titan Beam II, on top of its other superior statistics). The Titan Beam III is the first blaster that looks strictly superior to the Pulse Wave III, but the Titan Beam III requires significantly more research to get than the Pulse Wave Cannon III (even the Titan Beam II requires significantly more research than the Pulse Wave II, for that matter).When you read this, note there are some changes in the OP to reflect other Battle Arena tests. Your views on other topics?
I think we're just going to have to disagree, then. I see no reason why it'd be a problem for the special weapons to be outclassed by the final upgrade in a much more expensive tech path, especially when it's still fairly comparable to the penultimate upgrade.Aeson, thanks once more for your input, it’s appreciated. With Racial Weapons where we differ is on Philosophy. The idea I’m applying is that others can catch-up to Racial Weapons but it requires plenty of research effort; however, even with that effort you cannot exceed them as this would make Racial Weapons obsolete late game.
With the Shaktur Firestorm, as shown in the testing, Plasma Torpedoes are strictly superior late game … even when the ships are placed right next to each other at the start of the battle which should favour the Shaktur Firestorm. With the proposed change there is a balance depending on circumstances.
I do not at present have any strong opinions on fighters, aside from a lingering suspicion that the missile bombers are not really worth developing - they're essentially a completely separate branch of the fighter tree, and are not a prerequisite for any of the other parts of the fighter tree or anything else that I can remember, whereas you have to get at least the early torpedo bombers if you want to keep going up the main branch of the fighter tree, and I don't recall the missile bombers seeming particularly outstanding. It might be worthwhile, if possible, to try to separate out the three fighter types into three separate carrier bays so that the player has better control over what is actually carried in their carriers and so that you can set up a computer faction that likes to go heavy on the missile bombers with a small torpedo bomber group and a smaller interceptor group, and you might want to try tying the missile bomber line back into the fighter tree a bit more. If I recall correctly, the computer will default to building fighters and bombers in equal numbers on your carriers, and there's no way that I know of to change this; manually setting the carrier's fighter complement only worked until it started losing fighters the last time I played with it, and there isn't a policy setting I know of that lets you control what gets put into your fighter bays. I think, though I'm not certain, that the bomber used is always the most recently researched of the missile and torpedo bomber.So ... what about fighters? This is probably very AI Mod specific as I'm designing races that have a Fighter focus.
Some observations.ORIGINAL: Aeson
I do not at present have any strong opinions on fighters, aside from a lingering suspicion that the missile bombers are not really worth developing - they're essentially a completely separate branch of the fighter tree, and are not a prerequisite for any of the other parts of the fighter tree or anything else that I can remember, whereas you have to get at least the early torpedo bombers if you want to keep going up the main branch of the fighter tree, and I don't recall the missile bombers seeming particularly outstanding. It might be worthwhile, if possible, to try to separate out the three fighter types into three separate carrier bays so that the player has better control over what is actually carried in their carriers and so that you can set up a computer faction that likes to go heavy on the missile bombers with a small torpedo bomber group and a smaller interceptor group, and you might want to try tying the missile bomber line back into the fighter tree a bit more. If I recall correctly, the computer will default to building fighters and bombers in equal numbers on your carriers, and there's no way that I know of to change this; manually setting the carrier's fighter complement only worked until it started losing fighters the last time I played with it, and there isn't a policy setting I know of that lets you control what gets put into your fighter bays. I think, though I'm not certain, that the bomber used is always the most recently researched of the missile and torpedo bomber.
Torpedo bombers are required for one of the techs in the main branch of the fighter tree; it's the third tech or so. Missile bombers are not required in any such way, so even if you want to focus on missile bombers and missile technology you have to get at least the first torpedo tech and a couple torpedo bomber techs. If you want to focus on torpedo bombers, there's no such need to go out of your way and pick up a bit of tech in missile bombers.Looking at the tech tree you can stick solely with either Missile Bombers or Torpedo Bombers without limiting general Fighter technology development. The Missile Bombers provide much greater range while Torpedo Bombers provide more damage. You'll also need some of the relevant Missile and Torpedo technologies developed, making them expensive to research fully (even if only focused on Missiles or Torpedo Bombers).