Weapon Types, Fire Types, and Target Tracking

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100thMonkey
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Weapon Types, Fire Types, and Target Tracking

Post by 100thMonkey »

All weapons have a type (close-in, area, intercept, etc.) and many (most?) have a fire type (direct fire, seeking, full length beam, seeking, etc.).

It's not clear to me which if these weapon types and fire types are affected by target tracking and which aren't?

For instance, I presume that an area weapon like Wave Bomb isn't (area / direct fire). But what about the Initimidator Surge Blast, also an area weapon, but with Seeking as it's fire type? I would think that a seeking weapon IS affected by target tracking. But is it true for a seeking area weapon?

I haven't seen anything on that in the Galactopedia. Can anybody shed light on all of this (for all weapon types and fire types)?
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OrnluWolfjarl
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Re: Weapon Types, Fire Types, and Target Tracking

Post by OrnluWolfjarl »

Don't quote me in this, but I think target tracking affects all weapons. It improves their chance to hit, based on a formula:

(Weapon Accuracy + Targeting + Any other bonus) - (Opponent's total Countermeasures + Any other bonus) - (The chance that enemy PD blocks damage) + (Opponent's Shield's Chance to fail) = A % that is your actual to hit chance
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rxnnxs
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Re: Weapon Types, Fire Types, and Target Tracking

Post by rxnnxs »

I have looked into some xml files,
for instance under data in
ComponentDefinitions.xml, ResearchProjectDefinitions.xml and ShipHulls.xml
but did not find any calculation regarding the boni.
If someone could point us here to the correct xml file, if existing, it would be there at least to see.

I use Notepad++ to view these files.
OrnluWolfjarl
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Re: Weapon Types, Fire Types, and Target Tracking

Post by OrnluWolfjarl »

rxnnxs wrote: Thu Mar 31, 2022 7:38 pm I have looked into some xml files,
for instance under data in
ComponentDefinitions.xml, ResearchProjectDefinitions.xml and ShipHulls.xml
but did not find any calculation regarding the boni.
If someone could point us here to the correct xml file, if existing, it would be there at least to see.

I use Notepad++ to view these files.
I either saw Scott or DasTastic explain this in a video.
zgrssd
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Re: Weapon Types, Fire Types, and Target Tracking

Post by zgrssd »

100thMonkey wrote: Thu Mar 31, 2022 3:06 pm All weapons have a type (close-in, area, intercept, etc.) and many (most?) have a fire type (direct fire, seeking, full length beam, seeking, etc.).

It's not clear to me which if these weapon types and fire types are affected by target tracking and which aren't?

For instance, I presume that an area weapon like Wave Bomb isn't (area / direct fire). But what about the Initimidator Surge Blast, also an area weapon, but with Seeking as it's fire type? I would think that a seeking weapon IS affected by target tracking. But is it true for a seeking area weapon?

I haven't seen anything on that in the Galactopedia. Can anybody shed light on all of this (for all weapon types and fire types)?
I will try to go over stuff as far as I understand it

Categories

The "type" you talk about is the designer Category. It is what the game uses to decide what to put on ships, based on the racial policy files for weapon preferences.
It is also what the designer uses to decide what weapons are in "one category", when deciding filtering and Upgrades.
Those categories also way to wide, causing those stupid "upgrades" of weapons into totally worthless designs.
It has no gameplay effects beyond that, to my knowledge.

Fire Type

The "Fire type" is what shots can be intercepted. Most PD only cover seeking and fighters, for example.
However, the Point Deflectors also can block Full Lenght Beam and Direct Fire type attacks.
That is why all attacks have a countermeasures value - it decides how hard they are to hit, if a weapon tries to intercept it.

However, there is currently no differentiation between Beam and Direct Weapons beyond that - PD can either stop both or neither. Of course modders can do stuff here.

Tracking and Accuracy

To my knowledge, all weapons are subject to tracking and countermeasures. I have seen seeking weapons miss as much as direct fire weapons.
However, they do have exceptional range, good base accuracy and a realy low dropoff at maximum range with a high maximum range. 80/70 is a common set of figures.

Interception

Note that all weapons also have a set of "Intercept" values. This is a special firing mode with it's own damage (based on target type), energy consumption, damage and similar values.
However, only dedicated PD weapons have good Tracking when used in Intercept mode. The other weapons are only used that way if there is no real target.
Also, it appears that weapons used in intercept mode can not be intercepted themself.

Surge Blast

The weapon category for the designer is Area Weapons. Which I would generally class as a type of Point Defense Weapons, specifically anti-fighter PD.
The area is too small to hit multiple missiles or enemy ships. But some stacked up Fighters might die instantly.

The Fire Type is Seeking. So it can be intercepted by PD - unless fire in Intercept mode itself.

I honestly can not remember this weapon truly missing. They always seem to detonate near the target. That might be the one reason to use those weapons against ships.
But I am not sure about it, as I rarely use Area Weapons of any kind
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100thMonkey
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Re: Weapon Types, Fire Types, and Target Tracking

Post by 100thMonkey »

@zgrssd:

So countermeasures value have nothing to do with how efficient a weapon is as a countermeasure, but instead how hard they are to hit BY countermeasures. Shall we say... counterintuitive... ;)

Thanks for the clarifications.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
zgrssd
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Re: Weapon Types, Fire Types, and Target Tracking

Post by zgrssd »

100thMonkey wrote: Sat Apr 02, 2022 3:47 am @zgrssd:

So countermeasures value have nothing to do with how efficient a weapon is as a countermeasure, but instead how hard they are to hit BY countermeasures. Shall we say... counterintuitive... ;)

Thanks for the clarifications.
Almost. Some terminology mistakes. I would propably say:
"The Countermeasure values on Weapons says how hard the projectile/beam is to be hit by intercept weapons. If such a weapon exists is another quesition."

"Countermeasures" for a ship might be better called "total evasion".
It includes values derived from the hull (smaller and speed focussed hulls have more), countermeasures component (ECM), Maneuvering Thrusters, Command Center and similar sources - but usually only one item counts per source.
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