Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Tartiflette on January 05, 2017, 12:37:28 PM

Title: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Tartiflette on January 05, 2017, 12:37:28 PM
(http://i.imgur.com/1t1phAN.png)


RULES:
Spoiler
(http://i.imgur.com/N1isQCS.jpg)
[close]

The Second Fleet Tournament is finished,

(https://i.imgur.com/UY9UETZ.png)

Helmut, using P.A.C.K, won at the end of a fantastic run, only one loss away from a perfect score.

(https://i.imgur.com/Z9AYsC9.png)

Carroy, using Diable Avionics, finished second thanks to his incredibly creative use of Shield Bypass and aggressive loadouts.

Abyz, using D.M.E, end up third with a razor thin margin, having to fight an extra match against Borgrel to break a tie.

Borgrel, using Mid Tech, finished fourth despite a strong surge near the end, and only conceding to Abyz after a tie breaker match.


You can watch the finals here:
https://www.twitch.tv/videos/123999653 (https://www.twitch.tv/videos/123999653)

Play all the matches on your end with this:
https://www.dropbox.com/s/hred09fqxkdzmns/SecondFleetBuildingTournament.7z?dl=0 (https://www.dropbox.com/s/hred09fqxkdzmns/SecondFleetBuildingTournament.7z?dl=0)

 Congratulation to all the participants, and a big thanks to our two shoutcasters FallenShogun and Nemo for their fantastic comments these past weeks.

 There will certainly be more tournaments in the future, but probably not too soon. Depending if the 0.8 takes time to be released there could be some fun events in the meantime, maybe in a couple of weeks.

Spoiler
How to play:
Spoiler
   First MAKE SURE YOUR MODS ARE ALL UP TO DATE! USE VERSION CHECKER.

   Then you need to download the initial mission mod:
(http://i.imgur.com/NVh9Bhl.png) (https://www.dropbox.com/s/dvsw5vgy9gl8lpz/AI%20Battles_2.0.zip?dl=0)

   Once installed, you will find inside a folder named tournament containing a lot of "player" files:

(http://i.imgur.com/Rhqarng.jpg)

   There is a pair of them for each participant. You can find your assigned number in the  tournament's brackets here. (https://docs.google.com/spreadsheets/d/1vIkIXot4KFB8CoodfwBhOZxKkMs7OZBuK5Edph7l1IA/edit?usp=sharing)

   Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

    playerX_data.csv contains all the general informations about your fleet. by default it look like this:




name,tag,prefix,startCrew

#name: Your forum name.
#tag: The name of the fleet.
#prefix: What will precede the name of your ships.
#startCrew: The crew experience of your new ships, refers to the inscription sheet to get the right level for the tournament. 0=GREEN, 1=REGULAR, 2=VETERAN.

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

"Player 1","Player 1 fleet","P1",0



   And should be pretty self explanatory. Then there is the playerX_fleet.csv that contains the actual ships for your fleet, looking something like this:




rowNumber,round,type,variant,personality,value

#rowNumber: A unique number for the ship/wing, only used to read the file and won't appear in-game
#round: The round this fleet has been purchassed. Do not change for variant reffit.
#type: "SHIP" or "WING".
#variant: The full ship variant or wing name. Remember to prefix them to avoid name conflicts.
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive". Mandatory but only used with "SHIP" types.
#value: Only used with "WING" types, the value indicated in the relevant wing_data.csv.

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

1,2,SHIP,lasher_Assault,cautious,
2,1,SHIP,lasher_Assault,aggressive,
3,1,WING,broadsword_wing,,13000



   Again everything is commented to avoid any confusion. Be mindful of typos, SHIP or WING must be capitalized, while the personality must not! Sadly the values of fighter wings cannot be determined from within a mission, that's why you need to enter their cost manually. Every other cost will be computed automatically: A couple seconds after launching the mission, the game will automatically pause and display the current total cost of your fleet.

   Note that these files can be edited while the game is running and the changes will be reflected when the mission is refreshed (ie, just click on it again).
The usual method for creating a fleet is to start by adding ships with default variants (you will find them in the variant folder of vanilla or the relevant mod) until the budget is getting filled. Then from the mission you can edit them and fine tune your fleet. Once done, you can get those variants in the mission's save file. You will have to rename them and reflect those changes in the fleet file, and you are done. Remember to use your name or your player number as prefix for your variants to avoid name clashes.

   Small reminder: you can choose to submit a secondary set of variants for your fleet (using the same ships), and elect to use that second one when the number of enemy ship is revealed. You cannot pick which variant to use for each ship, it's all or nothing.

The final step will be to submit your fleet:

(http://i.imgur.com/0MruGS9.jpg)

   Doing exactly this would make my life really easier. There are a lot of participants and I wont edit everyone's misnamed file so be sure to double check everything. You can use your forum name for the archive and as prefix for your variant files names. Please only send the required files. You can either PM me a link here or send them directly through our Discord server (http://fractalsoftworks.com/forum/index.php?topic=11488.0). All the updates on the tournament will be posted there in priority.

Happy fleet building!

[close]
Having troubles? Here is a more detailed step-by-set guide. (http://fractalsoftworks.com/forum/index.php?topic=11539.msg197091#msg197091)

Watch the streams:

ALL ROUNDS PLAYLIST:
https://www.youtube.com/playlist?list=PLi9_tXwdXOljJFy3oMSA_7h9sXa3pup1f (https://www.youtube.com/playlist?list=PLi9_tXwdXOljJFy3oMSA_7h9sXa3pup1f)

Individual twitch links:
Spoiler
ROUND TWO STREAMS:
https://www.twitch.tv/fallenshogun/v/117084344 (https://www.twitch.tv/fallenshogun/v/117084344)
https://www.twitch.tv/nemo_naemo/v/117308765 (https://www.twitch.tv/nemo_naemo/v/117308765)

ROUND THREE STREAMS:
https://www.twitch.tv/videos/118776620 (https://www.twitch.tv/videos/118776620)
https://www.twitch.tv/videos/118988770 (https://www.twitch.tv/videos/118988770)

ROUND FOUR STREAM:
https://www.twitch.tv/videos/120659835 (https://www.twitch.tv/videos/120659835)

ROUND FIVE STREAM:
https://www.twitch.tv/videos/122134232 (https://www.twitch.tv/videos/122134232)

FINALS STREAM:
https://www.twitch.tv/videos/123999653 (https://www.twitch.tv/videos/123999653)

[close]
[close]


The First AI Fleet Building Tournament results:
Spoiler
Cycerin playing the Interstellar Imperium's "Goldenboys"
(https://i.imgur.com/4lqMnU5.png)

He won after facing

Abyz playing the Scy Nation's "Scybyzian Navy"
(https://i.imgur.com/GRXQigO.png)

You can (re)watch the finals on FallenShogun's channel (https://www.youtube.com/user/FallenShogun):

https://youtu.be/wRBQpCd6RVY

Or you can grab the AI mission there (https://www.dropbox.com/s/wjp3znrh7v62lwz/AI%20Battles_round4.zip?dl=0),
Required mods:
SS+,
AI Battles,
Blackrock,
Diable Avionics,
GraphicLib,
Interstellar Imperium,
Knights Templar,
LazyLib,
Scy Nation,
Shadowyard Reconstruction Authority,
Ship/Weapon Pack,
TwigLib,
Underworld,
Upgraded Rotary Weapons
[close]
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Abyz on January 05, 2017, 01:37:08 PM
Not only is Tartiflette a delicious potato dish, he is my hero for doing this! SUPER FUN! Sign up folks!
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Linnis on January 05, 2017, 06:29:55 PM
Will there be a video on youtube for every battle?
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Kissa-mies on January 05, 2017, 07:09:48 PM
yes there's going to be a recording after every stream.
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Xanderzoo on January 05, 2017, 09:49:52 PM
This looks interesting. :)
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Thaago on January 06, 2017, 08:32:22 AM
Oooh, cool! I should really join the discord server... :: does ::

Quick question: Is the Sunder Mid tech or High tech? I'm guessing Mid.
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Tartiflette on January 06, 2017, 08:53:43 AM
Mid tech, but since we are using mods you have the high tech Sunder U from Ship and Weapon Pack.
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Tartiflette on January 06, 2017, 02:24:05 PM
So the First AI Fleet Building Tournament just finished, and our first winner is:

Cycerin playing the Interstellar Imperium's "Goldenboys"
(https://i.imgur.com/4lqMnU5.png)

He won after facing

Abyz playing the Scy Nation's "Scybyzian Navy"
(https://i.imgur.com/GRXQigO.png)

You will be able to (re)watch the finals on FallenShogun's channel (https://www.youtube.com/user/FallenShogun):

https://www.youtube.com/watch?v=kaO5ia4Obdk

 Additionally, the official inscriptions for the SECOND AI Fleet Building Tournament are OPEN (https://docs.google.com/spreadsheets/d/1vIkIXot4KFB8CoodfwBhOZxKkMs7OZBuK5Edph7l1IA/edit?usp=sharing)!

Come join the fun!
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: mendonca on January 07, 2017, 03:34:26 AM
Fantastic; thought from the opening engagements Scy would nick it - the staying power of the Imperium paid off in the end though, huh?
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Tartiflette on January 07, 2017, 03:59:53 AM
Yeah, although during the previous rounds, Scy showed some impressive fleet coordination, especially the last one when facing Blackrock. They herded them in a death trap and just melted them into oblivion. Their lack of heavy HE weapons doomed them against II though, a consequence of the previous fleets configurations they had to fight. The new rules for the second tournament address that though.
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: TJJ on January 07, 2017, 04:11:51 AM
Ballistics + Heavy Armour won?

Who'd have thunk it ::)
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Tartiflette on January 08, 2017, 11:56:17 AM
   So we now have 24 participants for second tourney filling three 8-players brackets. Unless we get to 32 rapidly, that will be full list. Right now I need to update Diable and Lightshow, write down the rules, organize the rounds and the streaming schedule, code the new submission system, in addition to a lot of real life stuff pilling up on my plate, and it might take a few days for everything to fall in place and start the fun. So don't worry about sending me your fleets just yet.
Title: Re: Starsector 2nd Fleet Building Tournament
Post by: Vind on January 08, 2017, 03:04:57 PM
Very nice battle. Too bad AI cant play aggressively enough vs long range weapons and omni shields is a recipe for disaster in AI hands.
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Tartiflette on January 11, 2017, 01:35:02 PM
Bump because I updated the OP with the rules, and the initial mod that will allow participants to budget and submit their fleets. I also closed the Inscriptions and the brackets are up. There are some interesting matches right from the start.
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Thaago on January 11, 2017, 05:06:27 PM
Very cool!

:: Checks Bracket ::

:: Going against DR ::

 :(

I feel bad for the poor souls on my ships that are going to die.
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: kazi on January 11, 2017, 06:31:25 PM
Wooooooo, go Dan212!!!!  :D :D :D :D

Spoiler
(https://i.imgflip.com/1hi2q2.jpg)
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Abyz on January 12, 2017, 06:50:24 AM
Wooooooo, go Dan212!!!!  :D :D :D :D

Spoiler
(https://i.imgflip.com/1hi2q2.jpg)
[close]

Everyone else is! Hop on that train!
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Tartiflette on January 13, 2017, 12:54:11 AM
Okay, deadline to submit your fleets:
SUNDAY 15, 11:59am GMT (makes no mistake on the timezone ;) )

Additionally, DR had to withdraw, that means I need one more participant to play as P.A.C.K. If someone is interested, please contact me on discord rapidly. Thanks!
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Thaago on January 13, 2017, 01:10:24 AM
For those whom it may concern, I was given the opportunity to redesign my fleet and I will be doing so.
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Xanderzoo on January 13, 2017, 03:36:07 PM
Tartiflette, I sent you a PM with my fleet. Did you get it or should I send it again?
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Tartiflette on January 13, 2017, 04:36:14 PM
You can check the doc with the brackets to see which fleets have been received and implemented.
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Histidine on January 13, 2017, 11:20:25 PM
Since a bunch of people were having trouble with this, I made a tutorial to creating your tournament submission.



Spoiler
The basics

Download and install the AI Battles mod.
(For those who've never installed a mod before: extract the zip such that you get a path Starsector/mods/AI Battles/mod_info.json)

Also install the mod for the faction you're playing as, obviously. And Starsector+ (which changes some hullmod costs and such).
Vanilla faction players should also pick up SWP, although it's not strictly necessary.


Open AI Battles/tournament. You'll see this:

(http://i.imgur.com/JxIMwFP.png)

Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

Open the file playerX_data.csv, where X is your player number in the brackets spreadsheet.

(http://i.imgur.com/queDnIG.png)

The first three values are self-explanatory. The number at the end is crew veterancy (0 = green, 1 = regular, 2 = veteran). Set it to what is set for your faction on the tournament bracket page.

(http://i.imgur.com/Ow87M3p.png)

Now we need to make a fleet. Open playerX_fleet.csv:

(http://i.imgur.com/wMXq5nT.png)

The values, in order are:
ID (give each entry a different number)
Round number. For now, set this to 1
SHIP or WING
Ship variant or fighter wing ID
Officer personality. Values are "timid", "cautious", "steady" and "aggressive". Does not apply to fighter wings.
Wing cost. Unfortunately fighter wing costs have to be entered manually; look up data/hulls/wing_data.csv for your mod.

Spoiler
(http://i.imgur.com/2C7gk8m.png)
[close]

To start building my fleet, I like to fill in my entries with existing variants, like so:

(http://i.imgur.com/L0h3XZd.png)

(You can get variant names in data/variants)

Launch Starsector with the AI Battles mod and any other needed mods.
In the mission list, scroll down to the tournament mission, hold down the Right Arrow key, and click on the tournament mission till you get to your battle. If you overshoot, click while holding down Left Arrow.
(MAKE SURE your fleet is the player side, not the enemy one!)

(http://i.imgur.com/IQn5vey.png)

(If your mission fails to load and you get the "Variant <name> not found" error message in the mission screen, make sure you're referencing the variant correctly in the .csv, then click the mission again to retry)

Let's quickly run the mission to check our fleet costs. Deploy all your ships at start, then close the map view.
The game will pause and the cost of the two fleets will appear as a popup.

(http://i.imgur.com/ouIL67a.png)

(http://i.imgur.com/WHTXZAu.png)

Hmm, we're significantly over budget for the first round. Better get rid of one of the ships.
Exit the mission, but do not exit Starsector. Open your fleet CSV again, and comment out (with a # at the start of line) or delete one or more of the ships:

(http://i.imgur.com/WTwIfFS.png)

Back in SS, click the mission again to refresh it.  
Then launch the mission again.

(http://i.imgur.com/LeFnxSB.png)

There we go. Now it's time to customize our ships.
Export your variant using the GUI when you're done. (This can be helpful in the likely case that the game loses the variant info for it later, and to quickly set up a bunch of identical ships)

(http://i.imgur.com/o5exzzE.png)

Once you're done, leave the refit screen and launch the mission to check costs again.
If you're still slightly over budget, try tweaking the weapon loadouts. You can find weapon costs in data/weapons/weapons.csv.

PROTIP: After changing your fleet composition in the CSV, check your ship loadouts again. If you change the order of the ships by adding/removing a ship, all the ones that came after it will try and fail to get saved variants for the wrong hull type; you'll need to refit them. If you change a particular ship's hull, it'll also need refitting.



Exporting your variants

Once you've finished customizing your variants, it's time to export them.

(http://i.imgur.com/FmNHpJe.png)

Open Starsector/saves/missions/variants. Your exported variants will be saved as missions_common_<hullname>_<gibberish>.variant.
(If you saved more than one variant and can't tell them apart, open in text editor and check the loadout).

(http://i.imgur.com/Ez0KhoP.png)

Rename the variant file to something readable, like <myUsername>_<hull>_<variant>. Open the file and change the ID as well.

(http://i.imgur.com/ggqpdBT.png)

Move the files to mods/AI Battles/data/variants. Update your fleet CSV to use them, like so:

Code: csv
1,1,SHIP,histidine_hammerhead_standoff,steady,
#2,1,SHIP,sunder_CS,steady,
3,1,SHIP,histidine_vigilance_ranged,steady,
4,1,SHIP,gemini_Standard,cautious,
5,1,WING,thunder_wing,,14000
6,1,WING,gladius_wing,,16000

Now restart Starsector and run the mission again to make sure everything checks out.



Submitting your fleet
Package your .csvs and variants into a zip, as shown in the images in the thread OP:

(http://i.imgur.com/0MruGS9.jpg)

(Make sure to change your user name, fleet name and fleet prefix in playerX_data.csv if you're using placeholders!)



Testing your fleet against potential opponents
Coming soon?
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Abyz on January 14, 2017, 09:59:00 AM
Histidine... you are THE MAN! Thanks a ton for that.
Title: Re: Starsector 2nd Fleet Building Tournament (inscription closed, brackets up)
Post by: Tartiflette on January 16, 2017, 07:48:06 AM
So, after a few days running after people that didn't updated their mods or didn't tested their fleets in the actual mission, I think we are pretty much ready now...


The first part of the tournament will be streamed on FallenShogun's channel on Tuesday 17, 10pm GMT


Signature report (wings / frigates+destroyers / cruisers+capitals) :
Cycerin (pirates) = 0/13/0
Lucy (Imperium) = 0/5/0

Blade (Mid Tech) = 0/7/0
Tongo & others (Shadowyard) = 3/2/0

Mendoca (High Tech) = 0/3/0
Swarmbot (Mid Tech) = 0/4/0

Thaago (High Tech) = 0/5/0
Helmut (PACK) = 0/15/0

Abyz (DME) = 0/4/0
Xanderzoo (Low Tech) = 0/5/0

Chaos (Diable) = 0/3/0
Histidine (BrDy) = 3/0/1

Zarcon (High Tech) = 0/3/0
Sirboomalot (PBC) = 0/7/0

Mehgamer (Low Tech) = 0/4/0
Orikson (Scy) = 0/1/1

Dan212 (Mayorate) = 0/6/0
Borgrel (Mid Tech) = 0/8/0

Kissa (Low Tech) = 0/9/0
Sy (THI) = 0/4/0

FallenShogun (Templars) = 1/1/0
Auraknight (Imperium) = 0/0/2

Carroy (Diable) = 3/4/0
Norgo (BrDy) = 0/8/0


Participants with alternate variants can now elect to swap.

The first part of the tournament will be streamed on FallenShogun's channel on Tuesday 17, 10pm GMT

Given the size of some of the fleets already, I may enforce a vanilla-like 25 ships limit for the next rounds
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: djcian on January 16, 2017, 02:05:27 PM
Will the first part of the tournament be available to watch on youtube/twitch after it is finished for those who won't be able to watch it live?
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: mendonca on January 16, 2017, 02:12:28 PM
I'm absolutely thrilled by the size of HELMUT's and Cycerin's fleets!

And generally, I can't wait to see what everybody is fielding - looks like a pretty diverse line-up all round.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: Thaago on January 16, 2017, 02:58:25 PM
Quote
"Shipmaster, they outnumber us three to one!"

"Then it shall be an even fight."
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: Tartiflette on January 17, 2017, 01:03:38 PM
Reminder, the First matches of the first round will be streamed on FallenShogun's Twitch channel (https://www.twitch.tv/fallenshogun) in roughly one hour.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: Tartiflette on January 17, 2017, 05:01:20 PM
The first two brackets of the First round have been streamed:

https://youtu.be/IyN1cxt3-E4

The results so far:

Blue bracket
2   cycerin
0   lucy

0   blade skydancer
2   tongo

0   mendonca
2   swarmbot

0   thaago
2   helmut

Green bracket
2   Abyz
0   Xanderzoo

1   Chaos Farseer
2   Histidine

0   Zarcon
2   Sirboomalot

2   Mehgamer
0   Orikson

You can check the future matches on the tournament's brackets sheet. (https://docs.google.com/spreadsheets/d/1vIkIXot4KFB8CoodfwBhOZxKkMs7OZBuK5Edph7l1IA/edit?usp=sharing). The Yellow bracket will be streamed tomorow 10pm GMT on Nemo's channel (https://www.youtube.com/user/Nemonaemo)
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: Nick XR on January 18, 2017, 10:43:06 AM
Great fights, thanks.  Quantity has a quality all of its own :o
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
Post by: Tartiflette on January 18, 2017, 12:55:07 PM
Reminder, the last bracket of the first round will be streamed on Nemo's Twitch channel (http://www.twitch.tv/nemo_naemo) at 10 pm GMT
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Tartiflette on January 19, 2017, 09:44:59 AM
The round one is now complete, you can check the OP for all the results and information about the second round.

What we can get from the various matches is that, as we already know, the Enforcers are disgustingly overpowered compared to other destroyers, Harpoons make venting or overloading death sentences, Sabot can be exploited to delete nearly anything, and Frigate swarms are still the way to go if you don't care about losses (especially with (D) frigates). Additionally, that PACK frigate really needs some work to bring it in line, and a lot of things from DME seems still a tiny bit too good.

Oh and Diable vs BrDy are definitively the best matches!


Reminder, deadline to submit the round two fleets is Sunday 11:59am GMT
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Harmful Mechanic on January 19, 2017, 01:48:38 PM
... a lot of things from DME seems still a tiny bit too good.

Yeah, shockbeams have already had a nerf in the new dev, going to trim Hellspear projectile damage and Tunguska top speed.

Yummy test data! Thanks for setting this up.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: mendonca on January 19, 2017, 02:18:23 PM
Additionally, that PACK frigate really needs some work to bring it in line

I don't know what you mean ... (hides face shamefully).

I really do see that it needs a nerf - but (strangely, with hindsight) I've never felt like it's wildly out - in a campaign context (i.e. I never feel like buying them is a good idea when playing a PACK run in game). Slightly skewed by these particular rules, I guess. They should not be as combat-capable as they obviously are though; so they'll need something doing to them. Will have a play.

In it's defense ... (I feel like I *should* stand up for it even if I don't want to ...) it is a bit of an 'edge-case' fleet ...  :D

I loved the Lasher blob; and if I was low tech may have tried that out - but I would have immediately thought that 3 decent or 4 bargain-basement Enforcers would be THE value for money starting point.

Some really cool match-ups all round (and some absolutely terrible ones - I actually thought that the Vigilance blob vs. SRA was fairly promising on paper). Loved the SABOT onslaught instantly disappearing the Mayorate fleet; feels like it probably shouldn't work like that! Probably my favourite round to watch was THI vs Lashers; Round 2 - thought the THI just about had it ...
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Abyz on January 19, 2017, 03:58:24 PM
Lets not be too hasty in our judgements based on one round. Playing through the shifted round 1 teams has shown some interesting differences.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Tartiflette on January 19, 2017, 06:11:26 PM
The ability to field 13 of them for less the 100k is an issue  in any context though, and Hecates are close second in term of cost issue, followed by shuttles. All of then can be fielded with dangerous weaponry for a minimal cost. That is something that might need to be addressed at some point.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Dark.Revenant on January 19, 2017, 06:19:29 PM
The difference with Hecates is they're significantly more expensive than Samoyeds.  I think their cost is justified, as far as overall effectiveness is concerned.  I even audited all my mods' price points and didn't find them to be particularly out of line.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Thaago on January 19, 2017, 07:16:59 PM
I second DR on this one; Hecate's are perhaps a little bit underpriced themselves when compared to a wolf (which is prehaps overpriced), but Samoyed's are VERY underpriced.

The ability to mount a small ballistic is a game changer - it lets Samoyeds kite and do hard flux damage much better than a Hecate can.

Wasn't it 15 of them for less than 100k?
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Midnight Kitsune on January 19, 2017, 07:18:29 PM
Wasn't it 15 of them for less than 100k?
Yes. 15 and weapons for like 100K
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Abyz on January 19, 2017, 07:24:10 PM
They do get mopped up by 4 hammerheads though! ????
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Xanderzoo on January 19, 2017, 09:31:29 PM
When I try to run starsector with the mod for round two enabled, it crashes throwing this error:

Fatal: Ship hull [istl_stoat] not found!
Check starsector.log for more info.

Inside starsector.log is this error:

7017 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
   at com.fs.starfarer.loading.for.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Any help fixing this would be appreciated.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: kazi on January 19, 2017, 09:50:48 PM
Oh, man that Mayorate vs. Sabot battle was an absolute massacre. Default Mayorate variants vs. **that**  :-X. I'll admit I chuckled a bit the second time around.

Even without the Sabots though, Mayorate frigates and destroyers tend to struggle a bit against other small ships because of how slow/glassy they are. The only real hard counters to frigates are Anghas, nukes, and mines, none of which the Mayorate fleet has in this tournament it would seem.

I can certainly see the Sabot fleet winning the tournament... only thing that might give them a little bit of trouble will be the Ministry of FUN haha
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Harmful Mechanic on January 19, 2017, 10:09:44 PM
When I try to run starsector with the mod for round two enabled, it crashes throwing this error:

Fatal: Ship hull [istl_stoat] not found!
Check starsector.log for more info.

Inside starsector.log is this error:

7017 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
   at com.fs.starfarer.loading.for.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Any help fixing this would be appreciated.

Try redownloading DME? I just checked the current zip and it should be fine, not sure what the issue is. Otherwise, it's an issue with the submitted stuff for the tournament mission, not DME.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Xanderzoo on January 19, 2017, 11:42:19 PM
All right, so that issue was fixed by redownloading DME. However, now when I run the game it almost finishes loading before throwing a fatal null error.  :(

Looking at starsector.log it's an OutOfMemoryError. I only get this when I have the tournament mod enabled.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: mendonca on January 20, 2017, 12:43:54 AM
Also forgot to say - well played swarmbot!

I'll admit when I saw the lineup I felt like I had a strong chance of getting a result - my tests against mixed fleets made me believe the 3 medusa would be a pretty strong lineup. I underestimated the ability of a human to put together great builds; the hammerheads were very effective and perfect to counter pretty much anything I could have thrown at you.

If the AI was capable of better controlling the field; and able to pick off your fleet tactically; we could have won - but just wasn't gonna happen. I did pick agressive officers to try and give them a chance of quickly eliminating things; to try and tip balance early - but just a few HMGs / hardened shields really stopped that approach in its tracks. Next round; I'm definitely rooting for the Hammerheads and whatever they get supplemented by.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Sy on January 20, 2017, 01:34:27 AM
regarding the balance stuff, in addition to what has already been said, i think Ion Torpedos are too good as well. obviously i'm now biased because i just lost to a fleet who used them. :D but i held that view for some time already. i think they should either be less effective against shields (especially for overwhelming shields by themselves) or brought more in line with most other torpedos in being really bad at hitting small, moving targets (especially when fired at 1k+ range).

they are quite expensive, like Atropos, but i don't think that's enough.


Probably my favourite round to watch was THI vs Lashers; Round 2 - thought the THI just about had it ...
i'm really happy with how that one played out. felt like both the Nanzhongs and the Qianzis did exactly what i hoped they would do; the former covering and suppressing, the latter bursting and disabling. :]

Even without the Sabots though, Mayorate frigates and destroyers tend to struggle a bit against other small ships because of how slow/glassy they are.
yup, i'm facing Mayorate next, and my round 1 fleet is just wiping the floor with Dan212's in all tests so far.. it's 6 ships vs 4, but they lack the speed or range to make advantage of their superior numbers. it's not a fast battle, but my ships can just pick them off one by one, without getting into any real danger themselves.

All right, so that issue was fixed by redownloading DME. However, now when I run the game it almost finishes loading before throwing a fatal null error.  :(

Looking at starsector.log it's an OutOfMemoryError. I only get this when I have the tournament mod enabled.
did you do the stuff explained in this thread (http://fractalsoftworks.com/forum/index.php?topic=8726)? if not, do so. ^^

I'll admit when I saw the lineup I felt like I had a strong chance of getting a result - my tests against mixed fleets made me believe the 3 medusa would be a pretty strong lineup. I underestimated the ability of a human to put together great builds; the hammerheads were very effective and perfect to counter pretty much anything I could have thrown at you.
that was my biggest surprise so far, i did not expect 4 Hammerheads to win vs 3 Medusas.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Dri on January 20, 2017, 06:28:03 AM
I wonder how well the new upcoming "Reckless" AI profile will help! Seems a lot of battles would have gone differently if only the AI would have pushed the attack a few seconds longer!

Also, it is painfully obvious that ballistic weapons with good range and shield-busting kinetics are the way to go. Dem Light Needlers da real MVPs!
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Orikson on January 20, 2017, 06:37:02 AM
I wonder how well the new upcoming "Reckless" AI profile will help! Seems a lot of battles would have gone differently if only the AI would have pushed the attack a few seconds longer!

Also, it is painfully obvious that ballistic weapons with good range and shield-busting kinetics are the way to go. Dem Light Needlers da real MVPs!

Not only that, but also the regenerating Command Points. It'll help with enabling the AI to split and change orders instead of being stuck to 3 if it gets pushed away from Command Relays for the entirety of the fight or has to change targets because of circumstances.

0.8 fighter re-design curbs spamming fighters while making them more viable in an AI match, as carriers become less likely to feel useless like they are now once they ran out of fighters. Cheap frigates with strong weapons would be still the cheese strategy for starting off. Low Tech would have a viable early tourney carrier strategy with their incoming Mora-class cruiser carrier.

Another thing that might change things up in AI battles is the Orbital Stations. It'll certainly requires a bigger map if we can/want have a tourney with them. Wonder what the modders can come up with once those assets can be analysed.

Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Tartiflette on January 20, 2017, 07:22:51 AM
FYI the tournament uses a bit more command points than 3, and saturate the terrain with comm relays, so the AI is generally not limited on that front.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Xanderzoo on January 20, 2017, 11:11:11 AM
Quote
did you do the stuff explained in this thread? if not, do so. ^^

Yes, i have done this. I have over four gigabytes dedicated to starsector. Also, I can run it with all the mods enabled except for the tournament one.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Histidine on January 20, 2017, 04:40:00 PM
I saved myself a whole lot of memory by deleting all variants from the AI Battles mod except the ones used in my next battle. (but mostly I did it for the loading time)
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Xanderzoo on January 20, 2017, 08:56:46 PM
Okay, it's working now. Not sure what the problem was, but thanks for the help.

For round two should I increase the startCrew value in player_data.csv or is it automatic?
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Tartiflette on January 21, 2017, 12:38:25 AM
You don't have anything to do but add new ships to your fleet file as "round two" ships.
Title: Re: Starsector 2nd Fleet Building Tournament (Round one complete)
Post by: Tartiflette on January 23, 2017, 02:06:33 AM
Sensor repport

Cycerin (pirate) 3/17/0
Tongo+ (SRA) 4/2/1

Swarmbot (mid) 0/6/1
Helmut (PACK) 0/22/0

Lucy (II) 0/10/0
Blade Skydancer (mid) 0/11/0

Mendonca (high) 0/4/1
Thaago (high) 0/10/0

Abyz (DME) 0/6/1
Histidine (BrDy) 3/1/2

Sirboomalot (PBC) 0/13/0
Mehgamer (low) 0/11/0

Xanderzoo (low) 0/7/0
Chaos Farseer (Diable) 4/5/0

Zarcon (high) 0/6/0
Orikson (Scy) 0/3/2

Borgrel (mid) 0/8/2
Kissa Mies (low) 5/13/0

FallenShorun (Templar) 1/2/0
Carroy (Diable) 3/8/0

Dan212 (Mayorate) 3/9/0
Sy (Tiandong) 0/6/1

Auraknight (II) 0/2/3
Norgo (BrDy) 0/17/0

People with alternate loadouts can now elect to swap them.


The matches will be broadcasted on Fallenshogun's channel for the first part Tuesday 10PM GMT
https://www.twitch.tv/fallenshogun (https://www.twitch.tv/fallenshogun)
And on NemoNeamo's channel for the second part Wednesday 10PM GMT
https://www.twitch.tv/nemo_naemo (https://www.twitch.tv/nemo_naemo)
Title: Re: Starsector 2nd Fleet Building Tournament (Round two complete)
Post by: Tartiflette on January 26, 2017, 09:33:53 AM
The second round is completed, the brackets have been updated and the streams are available on Twich as well as being uploaded to Youtube. Check the OP for all the details.

As a result of this round the Rules are getting slightly more lenient for the Pirates, since it has been brought to my attention that giving them the same ship limit than regular faction is a bit unfair. So they will be allowed to get as many as 35 ships compared to the normal 25 limit.

The Round 3 preparation mod is also available, deadline to submit your fleets is (as always) Sunday 11:59 AM GMT
Note that the tie breaker rounds will be held right after the regular matches with the same fleets, and to free some time in the streams, the participants that lost twice are now eliminated. Right now Cycerin and Blade Skydancer are the only candidates for the tie breaker, provided they win their round three match, but other contestants might emerge.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Tartiflette on January 29, 2017, 02:32:27 PM
The sensor signature report is now available in the Bracket sheet (see OP), fleets with alternate loadouts can now elect to swap them.

Reminder:
The matches will be broadcasted on Fallenshogun's channel for the first part Tuesday 10PM GMT
https://www.twitch.tv/fallenshogun
And on NemoNaemo's channel for the second part Wednesday 10PM GMT
https://www.twitch.tv/nemo_naemo
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Sy on January 31, 2017, 04:52:08 PM
Nemo decided to start his stream 1 hour earlier, due to how long some of these take. so the second part will be starting this Wednesday at 9PM GMT.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Elaron on February 01, 2017, 07:32:23 PM
Too late for this tournament, but for future ones you might want to consider changing the rules to force fleets to include a greater variety of ship classes.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Midnight Kitsune on February 01, 2017, 08:25:01 PM
Too late for this tournament, but for future ones you might want to consider changing the rules to force fleets to include a greater variety of ship classes.
Don't get your hopes up
Unless you are talking about the frigate spam, then Tarti is adding a new rule to try and help fix it
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Elaron on February 01, 2017, 08:38:43 PM
Unless you are talking about the frigate spam, then Tarti is adding a new rule to try and help fix it
Not just frigate spam, but also 12+ of the same frigate.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Abyz on February 01, 2017, 09:36:34 PM
Say no to anti-spam.
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Midnight Kitsune on February 02, 2017, 01:27:12 AM
Unless you are talking about the frigate spam, then Tarti is adding a new rule to try and help fix it
Not just frigate spam, but also 12+ of the same frigate.
Yeah, Tarti is adding a rule to increase the prices of the same amount of ships over a certain amount but sadly the way the tourny is set up, many factions NEED to frig spam the same ships as they only have one or two combat frigs, especially in vanilla
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Tartiflette on February 02, 2017, 01:30:12 AM
The round three is finished and we have our finalists. You can check the result in the tournament's sheet or watch the streams in the OP.

The new budget limit is 500k, in addition to the possibility to retire round one fleets.

Deadline to submit the fleets (as usual): Sunday 11:59 AM GMT
Title: Re: Starsector 2nd Fleet Building Tournament (Sensor signatures report)
Post by: Tartiflette on February 02, 2017, 01:33:25 AM
Yeah, Tarti is adding a rule to increase the prices of the same amount of ships over a certain amount but sadly the way the tourny is set up, many factions NEED to frig spam the same ships as they only have one or two combat frigs, especially in vanilla

For the N'th time, if you do the calculation you'll see that you can still deploy many frigates, just not 25 of the same exact one. And secondly if the same rules applies to everyone, the field is still level. (plus only one faction of the finalists would have been significantly affected by that rule so you are empirically wrong)

Finally you have been vehemently opposed to the idea of the tournament, saying that it would be an steaming pile of failure. So why do you care?
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: mendonca on February 02, 2017, 02:01:21 AM
I'm not sure there's much value in overdoing the rules on this; most people play for fun - and even the 'cheese' fleets are still very entertaining.

We have seen a wide diversity of fleets within the constraints given by the various factions; which can't be fully controlled by arbitrary limitations.

And worst case; imbalances are highlighted and can be corrected (or at least considered).

We all have fun in the meantime (and learn to detest the sabot).
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Tartiflette on February 02, 2017, 02:48:36 AM
The problem is that it leads to detrimental optimization paths, where you take the one best ship of a faction, equip it with the best weapons available and only use that. Every mid-tech fleet will spam Vigilances and Archers, every Low tech fleet will spam Enforcers because they are objectively better. The tournament becomes a game of counter where your fleet composition is only determined by your faction's best ship and your variants by your random starting slot and who you will oppose. Enforcing some form of spam control (just a bit, it's not like it will be impossible to deploy many identical hulls, just less efficient) incentivize the use of more rounded fleets both ways: it's more economical for you, and the enemy will have a more varied fleet too that you can't hard-counter with a uniform fleet.

For those wondering, the rules I'm thinking of right now is such:

If you deploy more than 5/4/3/2/1 hull of a given type, all of them take a +5% price hike per additional hull. (not counting the weapons)

for examples:

Four Kites would cost 4 x (4000 (hull) + 1300 (weapons)) = 21200 at 5300 per ship
Six Kites would cost 6 x (4000 (hull) + 400 ( 2x5% hike) + 1300 (weapons)) = 34200 at 5700 per ship (would be 31800 without hike)
Ten kites would cost 10 x (4000 (hull) + 1200( 6x5% hike) + 1300 (weapons)) = 65000 at 6500 per ship (would be 53000 without hike)

Three Enforcers would cost 89400 at 29800 per ship
Four Enforcers would cost 123000 at 30750 per ship (would be 119200 without hike)
Eight Enforcers would cost 276400 at 34550 per ship (would be 238400 without hike)


So you loose a ship or two if you only spam the same hull, but it's far from crippling any faction.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Sy on February 02, 2017, 09:07:10 AM
for future ones you might want to consider changing the rules to force fleets to include a greater variety of ship classes.
there will probably be a vanilla-only tournament after v0.8 drops, without faction/tech restrictions. the overall variety of ships in the tournament will obviously be lower without mod content, but the diversity within each fleet will (hopefully) be higher than we've seen in most of the fleets so far.


many factions NEED to frig spam the same ships as they only have one or two combat frigs, especially in vanilla
remember Kissa-Mies' 9 Lashers swarm that annihilated my 2 destroyers + 2 frigates setup? there was a single battle where the fight was close, and that was because i got lucky at the start of it (i did a few more tests afterwards, and my fleet never got close to that result again). with the new rules someone could use the exact same fleet except with 1 Lasher less. going from 9 to 8 would hardly be enough to completely cripple that fleet, let alone make the entire low-tech faction unviable. :P


We have seen a wide diversity of fleets within the constraints given by the various factions
so far, yes. but if these tournaments become a somewhat regular thing, we might see less and less diversity in future tournaments, as players figure out how to best exploit the imbalances of this setup. to a degree, that is to be expected and even part of the fun. but if it goes too far into that direction, variety and creativity will suffer, and both building the fleets and watching the battles will become less interesting as a result.

and while the tournament battles are really useful for ongoing balancing, not everything in the tournament can easily be balanced by adjusting the costs and stats of ships and weapons themselves, because things that might be exploitable in the tournament might be just fine in a campaign game, which remains the balance priority.

so i do believe some special rules, even if they're rather arbitrary, will ultimately help keep the tournaments interesting for everyone involved, rather than stifle the fun.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: mendonca on February 02, 2017, 11:41:55 AM
Don't get me wrong; I approve of arbitrary rules including those suggested by Tartiflette above.

It was more a cautionary note - not directed at anyone in particular - not to take things too seriously; controlling measures implemented carefully to aid fun rather than stifle specific playstyles just 'because'.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Tartiflette on February 02, 2017, 12:21:49 PM
Well that rule is to replace the "25 ships limit" rule that feels a lot more arbitrary to me. I'm looking for something more organic, some soft limit rather than a hard cap.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Ranakastrasz on February 02, 2017, 12:29:26 PM
The hard limit makes sense, but...

4 Frigates per 1 Destroyer, 4 Destroyer per 1 Cruiser, and 4 Cruisers per Capital ship.

The fifth frigate requires you to have a Destroyer, and so on.

Oh, and the Destroyer has to be at least twice the price overall as each frigate to count.


Something like that anyway.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: sirboomalot on February 02, 2017, 04:28:28 PM
Eugh, no, some of us much prefer our frigate swarms to enforced capitals...
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: TJJ on February 02, 2017, 05:15:59 PM
The hard limit makes sense, but...

4 Frigates per 1 Destroyer, 4 Destroyer per 1 Cruiser, and 4 Cruisers per Capital ship.

The fifth frigate requires you to have a Destroyer, and so on.

Oh, and the Destroyer has to be at least twice the price overall as each frigate to count.


Something like that anyway.

Balanced fleet compositions would indeed make the battles far more interesting to watch.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Cik on February 02, 2017, 05:38:34 PM
well, actually fleets would be nice. i'm not sure the AI can really be expected to make it work, though.

honestly, the whole thing would work out better if a version before skills was used. or do you guys not use officers? guess it's the same, besides maybe some weapons being too good.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Sy on February 02, 2017, 06:19:32 PM
Eugh, no, some of us much prefer our frigate swarms to enforced capitals...
making excessive frigate spam inefficient isn't exactly "enforced capitals".  ::)

regardless, if you don't like it, you (and whoever else prefers huge frigate swarms over diverse fleets) can just start your own tournament. Tarti already provided all the tools. the only thing you need to do yourself is organize it.


honestly, the whole thing would work out better if a version before skills was used. or do you guys not use officers?
there are no officers, no. ships are assigned an officer personality, but there are no skills involved at all.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Dostya on February 02, 2017, 08:22:42 PM
If it's not too much trouble to the streamers, could you guys keep uploading the Twitch streams of the tournament to Youtube? I can watch Youtube videos at 480p just fine, but even on mobile quality Twitch won't buffer fast enough for me to get an uninterrupted minute of their video with buffering times exceeding twenty seconds at a go. Dunno why.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Tartiflette on February 03, 2017, 12:39:57 AM
If it's not too much trouble to the streamers, could you guys keep uploading the Twitch streams of the tournament to Youtube? I can watch Youtube videos at 480p just fine, but even on mobile quality Twitch won't buffer fast enough for me to get an uninterrupted minute of their video with buffering times exceeding twenty seconds at a go. Dunno why.

The first link in the replays is a playlist on youtube with most of the matches.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Elaron on February 03, 2017, 06:00:15 AM
If you deploy more than 5/4/3/2/1 hull of a given type, all of them take a +5% price hike per additional hull. (not counting the weapons)
I'd argue for making the cost penalty a little harsher; my thought is 6% compounded (ie 1.06, then 1.06^2, 1.06^3, etc). That equates to a roughly 50% hike at six ships over the limit.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Abyz on February 03, 2017, 02:21:16 PM
Never forget to KISS in these situations.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Tartiflette on February 06, 2017, 12:59:08 AM
Sensor report (fighters / frigates+destroyers / cruisers+capitals):

Helmut (PACK): 0/22/0
vs
Abyz (DME): 0/12/3

Borgrel (midTech): 0/14/3
vs
Carroy (DA): 9/6/2

As usual the matches will be streamed on Tuesday 10pm GMT.
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round)
Post by: Tartiflette on February 07, 2017, 01:02:58 AM
Change of plan: the matches will be streamed on Wednesday on Nemo's channel at 9pm GMT

https://www.twitch.tv/nemo_naemo (https://www.twitch.tv/nemo_naemo)
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: Tartiflette on February 09, 2017, 01:00:05 AM
The first round of finals is done, including one hell of a tense match for your watching pleasure.

Check the results in the tournament's sheet:
https://docs.google.com/spreadsheets/d/1vIkIXot4KFB8CoodfwBhOZxKkMs7OZBuK5Edph7l1IA/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1vIkIXot4KFB8CoodfwBhOZxKkMs7OZBuK5Edph7l1IA/edit?usp=sharing)

Watch the streams:
https://www.twitch.tv/videos/120659835 (https://www.twitch.tv/videos/120659835)

Play the matches on your end:
https://www.dropbox.com/s/nitszrxtdsspup1/AI%20Battles_round4_ready.7z?dl=0 (https://www.dropbox.com/s/nitszrxtdsspup1/AI%20Battles_round4_ready.7z?dl=0)

And finally the round 5 preparation mission:
https://www.dropbox.com/s/70ohg7qim4mio4d/AI%20Battles_round5_preparation.7z?dl=0 (https://www.dropbox.com/s/70ohg7qim4mio4d/AI%20Battles_round5_preparation.7z?dl=0)
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: Tartiflette on February 13, 2017, 12:32:33 AM
 Sensor report (fighters / frigates+destroyers / cruisers+capitals):
Helmut (PACK): 0/22/3
vs
Borgrel (midTech): 0/16/6

Abyz (DME): 0/18/3
vs
Carroy (DA): 9/6/3

The round will be streamed on FallenShogun's channel on Tuesday 10pm GMT
https://www.twitch.tv/fallenshogun (https://www.twitch.tv/fallenshogun)
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: Elaron on February 14, 2017, 11:03:49 PM
My thoughts on today's results are behind the spoiler tag.

Spoiler
The best thing to be said about the PACK / Midtech match is that there were fewer SABOTs fielded by both teams compared to previous rounds. While the initial engagements of each battle held some tension, Midtech's killing power depended too heavily on their initial missile volleys, which were heavily blunted by PACK's AE point defense weaponry. Once past that stage, PACK's ships proved better designed for the flux superiority game, and ground the Midtech cruisers and destroyers down with relatively few losses of their own, resulting in a 3-0 victory for PACK.

By contrast, the Diable Avionics / Dassault-Mikoyan Engineering match went to the decider, each battle hinging on how Diable's big ships either split or supported each other. In the end a plucky Kobra kept the Haze and its escort of three Wanzer wings occupied for long enough to give the remainder of the DME forces the opportunity to bring down the Diable battlecruiser and battle carrier, winning them the tie-break. Overall, an excellent match.
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: Sy on February 15, 2017, 09:44:54 AM
Spoiler
yup, both sides in the 1st match focusing less on Sabots despite their previous successes was interesting, but i think borgrel made a mistake by not adding a good amount of ballistic kinetic damage in return.

2nd match had some really tense moments, and the Maelstrom in particular pulled a few amazing moves. i wonder if DA would've fared better without Shield Overrides. it would've made them much more resilient to beams and EMP, but more vulnerable to the anti-shield missiles and likely less aggressive due to having to manage high flux.
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: ANGRYABOUTELVES on February 15, 2017, 12:00:52 PM
Spoiler
What I found interesting in the second match (DA vs DME) was that the DA AI was using it's fighters defensively, having them constantly escorting something. When I fight fighter/carrier centric fleets in-game, especially DA fleets, they generally have their fighters being a lot more aggressive. Does anyone know why that is?
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: stormbringer951 on February 15, 2017, 01:24:18 PM
Spoiler
What I found interesting in the second match (DA vs DME) was that the DA AI was using it's fighters defensively, having them constantly escorting something. When I fight fighter/carrier centric fleets in-game, especially DA fleets, they generally have their fighters being a lot more aggressive. Does anyone know why that is?
[close]

Spoiler
The AI tournament mission places mandatory escort commands on all the larger ships, I believe, which in the Diable fleet is being fulfilled by the Warlust wings.
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (First finalist round done)
Post by: Tartiflette on February 15, 2017, 03:44:43 PM
Spoiler
What I found interesting in the second match (DA vs DME) was that the DA AI was using it's fighters defensively, having them constantly escorting something. When I fight fighter/carrier centric fleets in-game, especially DA fleets, they generally have their fighters being a lot more aggressive. Does anyone know why that is?
[close]

Spoiler
The AI tournament mission places mandatory escort commands on all the larger ships, I believe, which in the Diable fleet is being fulfilled by the Warlust wings.
[close]

It does not, this is all vanilla admiral AI behavior. The issue here is that the missions do not have any objectives (because otherwise the admiral AI will anchors their fleets to them while carriers wander around out of range, making carrier fleets unbeatable with non-carrier ones) and that causes the AI to mostly spend its command points on escort orders that are primarily followed by Fighters. And since the AI never rescind obsolete orders, the fighters are used in a less than optimal way.

Also, the OP is now updated with all the results of the fifth round.
Title: Re: Starsector 2nd Fleet Building Tournament (Second finalist round done)
Post by: Tartiflette on February 21, 2017, 12:33:55 PM
Sorry for the slight delay, but here it is:

The Final round of the second fleet tournament is upon us.

Sensor report (fighters / frigates+destroyers / cruisers+capitals):
Helmut (PACK): 0/15/7
vs
Carroy (DA): 9/8/7

Abyz (DME): 0/19/2
vs
Borgrel (midTech): 0/16/9

The matches will be streamed tomorrow February 22nd at 9PM GMT on Nemo's channel, and will be dual-casted by both him and FallenShogun.
https://www.twitch.tv/nemo_naemo (https://www.twitch.tv/nemo_naemo)
Title: Re: Starsector 2nd Fleet Building Tournament (Second finalist round done)
Post by: Tartiflette on February 22, 2017, 11:38:39 AM
Reminder, the Second Fleet Building Tournament finals will be streamed at 9PM GMT, or in one hour and a half from the time of this posting.
Title: Re: Starsector 2nd Fleet Building Tournament (Second finalist round done)
Post by: stormbringer951 on February 22, 2017, 04:41:07 PM
Spoiler
Someone mentioned clipping all the bits where the AI acts odd and sending it to Alex, but that brought up the idea of general montage videos:

(a) Every sabot kill.
(b) A video of the whole tourney that speeds up every time a sabot kills something.
(c) All the cool moments:

Spoiler
  • Bodyguard Draft averting the Pickle surprise/"Get down Mr President"
  • first time we saw the Maelstrom swag on ships with a flicker 100-0 burst
  • First time we saw the H A Z E haze smaller ships
  • Smooth goose moments in Abyz vs Borgrel
  • HELMUT deleting Baikals and DME
  • mehgamer's child soldier hounds bending missile shots back at the PBC frigates firing on him
  • Prototype Nevermore duelling ships with only a sliver of hull but no fear
  • Scalaron pulses deleting II
  • Imaginos
  • Samoyed swarm
[close]

Soliciting other suggestions for cool moments that you would like to see in a montage. Dunno if I can actually get the time to make this and I'm terrible at video editing, but it sounds like a thing that it would be cool for me or someone else to do.
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (Second finalist round done)
Post by: Sy on February 22, 2017, 05:08:38 PM
Soliciting other suggestions for cool moments that you would like to see in a montage.
Spoiler
more funny than cool, but i quite enjoyed dan212's almost dead Cimeterre teleporting on top of my almost dead Nanzhong. ^^
https://www.youtube.com/watch?v=-5AKEgPypW0&feature=youtu.be&t=6m29s
[close]
Title: Re: Starsector 2nd Fleet Building Tournament (Second finalist round done)
Post by: Tartiflette on February 23, 2017, 01:15:00 AM
The Second Fleet Tournament is finished,

(https://i.imgur.com/UY9UETZ.png)

Helmut, using P.A.C.K, won at the end of a fantastic run, only one loss away from a perfect score.

(https://i.imgur.com/Z9AYsC9.png)

Carroy, using Diable Avionics, finished second thanks to his incredibly creative use of Shield Bypass and aggressive loadouts.

Abyz, using D.M.E, end up third with a razor thin margin, having to fight an extra match against Borgrel to break a tie.

Borgrel, using Mid Tech, finished fourth despite a strong surge near the end, and only conceding to Abyz after a tie breaker match.


You can watch the finals here:
https://www.twitch.tv/videos/123999653 (https://www.twitch.tv/videos/123999653)

Play all the matches on your end with this:
https://www.dropbox.com/s/hred09fqxkdzmns/SecondFleetBuildingTournament.7z?dl=0 (https://www.dropbox.com/s/hred09fqxkdzmns/SecondFleetBuildingTournament.7z?dl=0)

 Congratulation to all the participants, and a big thanks to our two shoutcasters Nemo and FallenShogun for their fantastic comments these past weeks.
 There will certainly be more tournaments in the future, but probably not too soon. Depending if the 0.8 takes time to be released there could be some fun events in the meantime, maybe in a couple of weeks.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Adraius on February 23, 2017, 07:08:53 PM
I've haven't been playing and have largely been lurking on the forums while I await the update, but I want to chime in for a sec: this was a very cool event that I thoroughly enjoyed watching; thank you Tartiflette for organizing this, and I'd love to see a 3rd Fleet Building Tournament down the road!
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Abyz on February 24, 2017, 12:47:12 PM
I've haven't been playing and have largely been lurking on the forums while I await the update, but I want to chime in for a sec: this was a very cool event that I thoroughly enjoyed watching; thank you Tartiflette for organizing this, and I'd love to see a 3rd Fleet Building Tournament down the road!
The sooner the better imo! ;)
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: HELMUT on February 25, 2017, 12:43:08 PM
So, i decided to write a little recap of the tournament from my point of view. I'll talk about the how and why of my fleet-building, which will also be a good occasion to give some feedback about the faction i used, PACK.

Round 1.

The tournament start with a battle against High-tech. For some reasons, i was convinced Thaago's starter fleet would have been a squad of 10 tac-lasers Hecates, probably one of the strongest early tournament fleet possible to assemble. Going for a run-of-the-mill fleet against such an adversary wasn't an option. Fortunately, i had some other ways to handle that challenge.

At only 5.500 credits, the Samoyed combat freighter is possibly one of the cheapest ships available. It's also fast and surprisingly well armed. The Samoyed weren't a match for Hecates in duels, but i would outnumber them 15 to 10.

I went for a mix of Swarmers/LAC/Tacs and Salamanders/LAG/Tacs. Due to the limited ressources imposed by the tournament, i didn't expected to meet heavily armored foes for at least two rounds, which is why i picked Swarmers over Harpoons. More ammo, good anti-fighter (just in case) and good enough HE for now. The Salamanders on the other hand, were useful to make the enemy AI panic, forcing my opponents to turn their shields away and leave themselves vulnerable to Tac lasers and Swarmers.

Thaago didn't went for the 10 Hecates like i expected, instead going for a pair of Medusa and 3 Hecates, making things easier for me. The corvettes went down without troubles, and the destroyers's narrow shield arcs couldn't protect them from the projectiles coming from every sides. Death by a thousand cuts. Also some unexpected, but entertaining, ramming action from my Samoyed.


Round 2.

Swarmbot and his mid-tech fleet was my next competitor. While his Hammerheads performed reasonably well against Mendonca's high-tech fleet, i wasn't too worried about this match. I expected Swarmbot to either double his Hammerhead fleet to eight destroyers, or add something else, like an Eagle.

I added four Samoyed for the second round, all armed with Needlers/Harpoons and Tacs. Yeah, i know i said Swarmers were good enough for now, but given an enemy cruiser was a possibility, i felt some beefier HE was required... It's not like Harpoons are a bad choice anyway.

I realized i would also need some proper shield bursting ships. The Komondor, priced at a very reasonable 18.000 credits, was an obvious choice. A distant sibling of the Hammerhead, the Komondor performed a similar role as its vanilla counterpart, but arguably better. A quad needler loadout, coupled with Accelerated Ammo Feeder would allow me to break through any shields. A pair of Harpoons racks would further enhance my fleet ability to delete overloaded targets. As for the Proximity charge launcher, i found it to be a surprisingly good weapon. Lot of ammunition, very decent HE damage, amazing anti-missile, and not bad against fighters either. The AI also really dislikes lowering its shield with those floating around, leaving them vulnerable to an overload against my needlers.

But really, i mainly added those because i was already planning for a way to deal with Cycerin's ion torpedoes for the next match. Which of course, didn't went quite as planned...
 

Round 3.

Aura's victory against Cycerin's pirates was unexpected, i wasn't really sure of what i would be expecting for this third round. It's only after several testing run against the Shadowyard fleet that i understood why Cycerin lost.

The SRA fleet most importants elements were the two Charybdis battlecarriers, as well as the two Raksashas bombers. Of course, there were other ships, but they were mainly cannon-fodder standing between my fleet and the two carriers cruisers. I quickly realized that the AI was unable to prioritize the important targets, instead focusing intensely on fighters and drones, which Aura had plenty of, leaving his carriers relatively unnoticed to my fleet.  Not only that, the Charybdis were tough beasts to take down. Big, expensive cruisers with powerful shields, armament, and an endless supply of extremely distracting drones. Watching the AI focus such an inordinate amount of efforts to take down those drones despite being specifically outfitted to take down the source was probably the most infuriating experience i had in this tournament.

The Raksashas weren't easier to deal with. Tough, mobile (thanks to their phase skimmer, allowing them to run back quickly to their carrier) and reliable. The dual guided Tusks their carried were extremely efficient at reaching their targets, and could be fired from a relatively safe range.

Aura's main strategy was to stall the battle for as long as possible, throwing and endless stream of quickly reloaded bombers against his opponent, grinding him down through attrition. There was no fair fighting possible against that fleet, i had to gamble, just like Cycerin did, and give my fleet the mean to burst down those Charybdis as quickly as possible, and hope the AI would sufficiently ignore the fighters/drones.

Fortunately for me, my P.charge Komondor were quite able to intercept the constant barrage of torpedoes. Not well enough to survive a long battle, but hopefully enough to give the rest of my fleet the time to strike down the carriers. But to strike down the big ones, i had to hire some proper killers. I needed burst damage, reliable enough to always reach their targets, powerful enough to break through shields and armor. Borgrel's Archer fleet was quite inspiring for this one. I decided to join the Sabot cult.

Two medium missile mounts were the main reason i decided to add the Ridgeback destroyer to my fleet. They had some other very interesting qualities too, the main one was their damper field, making them pretty much invulnerable during the active system duration, very handy when the enemy team is going to fire a lot of torpedoes. I went for Shield Bypass, as i expected them to survive longer relying only on their Damper Field (overloading was a death sentence at this point). While it worked very well to stop missiles, the AI wasn't very reactive to beams, and the Charybdis HIL proved quite annoying in this battle.

Battles against carrier fleets tends to ends up being a diceroll, entirely dependent on the AI ability to choose the proper target. Seems like i was luckier than Cycerin, my fleet managed to defeat the green armada. That Shadowyard fleet was in my opinion, by far the most dangerous opponent in the whole tournament. I'm glad i managed to eliminate Aura in a 3-0 victory, for he would have definitely been able to come back from the tiebreaker and take his revenge on me (and probably everyone else) with his carrier deathball.


Round 4.

After beating the final boss of the blue bracket. It was time for me to face Abyz and his Dassault-Mikoyan fleet. This round had one particularity over the previous ones, i could retire my round 1 fleet (15 Samoyeds) to get something else instead, which i definitely did since i was already locked by the 25 ships limit.

I went with five more Ridgebacks and seven more Komondors destroyers, giving my fleet absolutely overwhelming kinetic firepower, and still more than enough Harpoons to burst through the sturdiest amours. I also still had a huge number advantage over my opponents despite having retired 15 of my frigates.

Given the nature of my fleet, fighting "fair" against me would be like jumping head first into the meatgrinder. I expected Abyz to retire his own round 1 vessels and bring in some carriers. A DME fighter fleet wouldn't be half as terrifying as a Shadowyard one, but would still be his best shot to beat me. On top of that, Abyz would later have to fight Borgrel, which combat doctrine was fairly similar to mine and shared that vulnerability to fighters. Once again, i was readying myself for another "dice roll" encounter.

Unexpectedly however, Abyz decided to fight "fair".

...

Oh well, onward to round 5 i guess.


Round 5.

Borgrel's mid-tech Sabot fleet was the next in the line. I  expected him to keep specialising in a purely offensive fleet to the end, but his previous fight against Carroy showed he knew better. Borgrel probably knew going all on offensive wouldn't work any more, not on Carroy, and certainly not on me, and his fleet change reflected that.

Those Centurions were able to soak an incredible amount of damage, and would distract many missiles from his vulnerable Archers, the only real source of damage he had. Still, he probably knew he wouldn't win a DPS race as my defensive abilities were greater than his (damper field, P.charge). I expected him to try to outlast me in an endurance battle by adding a bunch of cruisers. Probably his best option, but i was ready to counter it.

The three Mastiffs cruisers i added would greatly help my fleet in those endurance battles. A bit expensive at 58.000, but i was running out of ships slots anyway. As for the loadouts, i admit i was already preparing for my next battle against Carroy, the HIL/Tacs/Swarmers/P.charges were ideals to handle his shieldless ships and numerous wanzers.

My battle against mid-tech went more or less as expected, my Mastiffs were able to stand toe to toe with the Vultures to the end. I still got surprised by the Flare burst launchers he added, those managed to noticeably reduce the efficiency of my missiles against him, not quite enough though. I'm not sure what Borgrel could have done more in this one, his Tornadoes Archers from the previous round weren't adapted as my fleet was perfectly equipped to deal with his missiles, and the Vultures lacked the punch to offset that weakness. Perhaps Eagles would have been better for this round.


Round 6.

Carroy's Diable Avionics would be my final opponent. This is another special round where i, as well as Carroy, could retire our ships from round 2 (my 4 Samoyeds and 3 Komondors). Unfortunately for me, there wasn't much more customization possible for my fleet, Carroy would easily be able to predict my next ships and plan accordingly.

The DA fleet was a tricky beast that countered most of my tactics. The unshielded ships meant my Ridgebacks would be more shy about firing their sabots, and even if they did, Carroy's monstrous point defense array made his ships nearly immune to missiles. Worse, his numerous fighters meant my ships wouldn't be able to properly focus the real dangers as long as the wanzers are around. This didn't left me much choices, i needed some reliable HE damage that isn't from missiles, that could take down fighters and go through capital grade armor.

I considered going for a Bulldog for a moment. I thought about making it a Tactical laser boat to deal with the wanzers, plus a pair of frontal Hellbores to deal with the bigger ships. It wouldn't have been a bad idea, but i wasn't ready to pay 220.000 credits for a "light battlecruiser". It would also be extremely vulnerable to missiles, and Diable had plenty of those. The Haze artillery cruisers in particular, was a huge threat since its SRABs "ballistic" missiles were very difficult to intercept, and it was very possible that Carroy added a few more of those.

As lame as it sounds, i went for the safe route and added four more Mastiffs to the fleet. All very good at dealing with the Diable fleet as well as protecting themselves from missiles, also the only thing that could beat a Haze in a "starring contest".

Carroy knew i would add more HE beams to my fleet, and probably planned for that. So i was also fairly certain from my side that the next ships he'll add will be shielded. What i didn't expected however, is that they'll be Gust carriers. With the benefit of hindsight, that made the most sense. Those can resupply wanzers, have a heavy build-in gun that can go past my heavy PD, a potent shield emitter, and also have goddamn drones. I still think a second Malestorm battleship would have been better for him, more vulnerable to beams, sure, but much more likely to burst down my cruisers, the only important targets in this battle.

I knew this would be an endurance battle, and while i was ready for it, the presence of fighters still added that dreaded dice-roll factor. I had to destroy every single ones of them to ensure i could properly engage the cruisers and capital ships.

I met my first defeat in the first encounter, bad deployment from my side, the Ridgebacks deployed too far behind, unable to quickly dispatch his "scout" ships. Unfortunately for me, those shielded scout ships proved to be incredibly annoying distraction to my cruisers, and bought enough time for the Diable fleet to grind down my ships one by one. The next few battles went better, my destroyers, which were nothing but cannon-fodder in this situation, managed to distract the attention of the big ones, winning time for my Mastiffs to clear the wanzer cloud, leaving the Diable flagships vulnerable.

The final ended with 3-1 score. I broke my no-loss streak, but eh, not bad considering the tough opponent i faced.

---

So, what can we learn from this tournament? Sabots were clearly the stars of the show, being flashy and brutal, and the "NERF SABOTS" slogan was heard quite a few times. So, OP or not? I'd argue that the tournament is not the campaign, and while Sabots proved incredibly devastating here, i don't think they're quite as absurd in a "normal" game. The reasons Sabots were extremely strong was in part due to the tournament's budgeting. The limited funds restricted the participants in investing in smaller, less armoured ships for half of the rounds, and lightly armoured ships tends to be very vulnerable to high kinetic bursts.

Also, each rounds were fought against an "equal" opponent, and trying to take down as many enemies as possible from the get go is a legit strategy to gain the number advantage. In campaign, things might not be as "fair", a player might end up being massively outnumbered, and those tactics might not works as well. And just like i said above, heavily armoured ships are more common in the campaign, and much more resilient to Sabots (as my final round against Carroy can attest).

Lastly, there's no such a thing as Archers, Ridgebacks and other cheap missile boats in vanilla (asides from the vigilance), limiting the viability of this strategy.

Still, it's obvious that Sabots have issues in their core mechanics. They're not here to create an "opportunity" in the battle, they're just offering a "damned if you do, damned if you don't" choice, either massively raising the target's hard-flux, either drilling a hole in armor. Which is... A bit boring in my opinion? Perhaps even frustrating when it's the player on the receiving end (right Abyz?). I personally liked the idea of the old sabots MIRVs, powerful against shield, worthless against armor. They were still pretty bad, and i think it was due to their low ammo count, only three attempts to create an "opportunity" isn't very reliable.

The AI behaviour to Proximity charges launchers gave me some ideas considering the Sabot. The AI would rarely drop its shield in proximity to the slow, HE charges. Would it refuse to raise it when near slow, kinetic ones? Now that would make a much better opportunity seeker weapon, especially if it have sufficient ammo to be used throughout the battle. Regardless, i'm curious to hear about people's opinion about the Sabot, now that we've seen it in all its glory in this tournament.

---

As for PACK... Well, as i said before, the tournament isn't the campaign, and i'm not sure the faction is as OP as it has recently been suggested. I think the main reason i managed to get this far with PACK was the number advantage, i massively outnumbered everyone from the first round, quickly reaching the 25 ship cap halfway through the tournament, and substantially upgraded to bigger hulls whenever possible. Strength in number is a big thing, as Cycerin, Norgo and i proved in the early rounds. Of course, this wouldn't have happened if the Samoyed was reasonably priced, but stats wise, i think PACK is (mostly) fine, if a bit stronger than average.

I would probably need to do a PACK campaign to properly identify the worst outliers, but i already know that PACK ships tends to be underpriced when it comes to the deployment cost, not that it mattered in the tournament. I also noted that their vessels tends to have on average pretty spectacular flux stats, but very weak hull integrity to compensate. I won't make general assumptions for the specific stats to nerf, as it's something better done on a ship to ship basis. If i have to say something about one ship in particular, it'll be the Ridgeback (and its X variant). Damper field is too much of a troll system to be allowed on a destroyer, even with the oncoming 0.8 nerf, i think another defensive based system would be more fair.


Well, that was quite a lengthy opinion. Any other thoughts about this tournament?
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: ANGRYABOUTELVES on February 25, 2017, 03:09:50 PM
Regardless, i'm curious to hear about people's opinion about the Sabot, now that we've seen it in all its glory in this tournament.

I think what you said about the Sabot offering a "damned if you do, damned if you don't" choice is very true, and it's a situation that other missiles don't produce in the same way. In a 1v1 earlygame frigate situation, If you almost-but-not-quite kill an AI ship and it mag-dumps 6 Harpoons on you, it is possible to survive without even taking damage. Harpoons can be shot down by frigate PD and they're HE so they don't do a ton of shield damage, so if you don't have a ton of built-up flux you're probably fine. If the AI has Sabots instead, you will be overloaded at the very least, immediately deleted at the worst. From the other side, if you enter a 1v1 earlygame frigate situation with 2 racks of Sabots on your Wolf, you can just magdump all of them as soon as you see the enemy ship and they'll either immediately kill the enemy ship or you'll be able to kill it during the extremely long overload. Even if it's a 2v1 or 3v1, you've immediately turned the odds more to your favor in a way that mag-dumping any other missile would not do, and now you're more able to duel the remaining ship(s) with one flanker removed.

For frigates, there is no counterplay to 6 Sabots; PD does nothing, trying to shield-tank means you overload then die, Sabots punch right through frigate armor so dropping shields just means you die faster. They do start falling off vs heavier armored ships, but it's still a Gauss Cannon shot per missile; you have to start getting into the really heavy armored cruisers before they start being ignorable when hitting armor. And, since PD other than the Guardian does nothing vs Sabots, they should be ignorable when hitting armor, otherwise there's no way to deal with them outside of gimmicks like the Proximity Charge Launcher which are useless vs everything but Sabots. Actually, does the Proximity Charge Launcher even drop? I don't think I've ever seen one in a vanilla campaign.

I don't think this is what Sabots are intended to do. I started playing Starsector after Sabots were changed to single-shot missiles, but I think changing them back to a MIRV-type, buckshot volley sort of missile is the way to go. If they were changed from that because they were bad, give them something else. More ammo, higher total damage spread out over the ton of small projectiles, almost anything would be better for early-game frigates than what Sabots are now.

Lastly, there's no such a thing as Archers, Ridgebacks and other cheap missile boats in vanilla (asides from the vigilance), limiting the viability of this strategy.
There aren't nearly as many dedicated missile boats in vanilla, but the vast majority of combat destroyers and combat frigates do have at least two small missile slots. You won't get fleets that are just entirely missile-only ships, but you do get a ton of missile slots spread out over your fleet. This is part of why Harpoon spam is so bad in lategame vanilla battles; as soon as one ship hits high flux, half a dozen enemy ships throw all their Harpoons at it.
Spoiler
(http://i.imgur.com/ArlhZoU.png)
[close]
Enforcers can carry 4 small missile slots each; they're no Archer, but they can throw 20 Sabots at something and still be an Enforcer afterwards. I'm surprised nobody tried that during the Tournament, actually. If the player decides to just stick Sabots on all of their ships, they'll have a ton of them to work with.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Harmful Mechanic on February 25, 2017, 03:22:37 PM
Sabots should get the EMP from the Hypervelocity Driver, which ought to have EMP removed.

A tight spread of 15º with three 250-dmg projectiles works a treat; it still whacks things nice and hard, is less likely to derp out and miss completely, and instead of being death if you drop your shield, you just get stunned a bit. Less of a missile for all seasons.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Dri on February 25, 2017, 08:02:51 PM
Looks like Alex went with something very similar to what you suggested, Soren. Sabot being tweaked yet again to have 5 projectiles + EMP damage.

The actual damage will be much less threatening but the EMP damage will indeed make it harder to ignore on armored ships...
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Harmful Mechanic on February 25, 2017, 08:13:10 PM
That's a couple orders of magnitude more EMP than I had in mind. But I think it's the logical place to go.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Sy on February 26, 2017, 01:36:00 AM
i love that change! i'm a fan of EMP weapons in general and was always a bit sad that vanilla doesn't have a real EMP missile option besides the rather specialized Salamander.

the amount of EMP damage in that tweet does look kinda crazy, disabling almost all weapons of an Onslaught with the first 6 Sabots... but it might be necessary to still keep the Sabot as an anti-shield missile primarily, with the point of the EMP component being more about preventing enemies from easily negating all the kinetic damage by toggling shields off for a moment.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: ANGRYABOUTELVES on February 26, 2017, 01:55:38 AM
The fairly wide spread means it probably won't just murderize frigates anymore, so I think this is at least partially a good change. Dunno how I feel about the apparently massive EMP damage basically overloading a ship if it doesn't take the Sabots on the shield to get overloaded.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Sy on February 26, 2017, 02:16:29 AM
massive EMP damage basically overloading a ship
even with literally all weapons disabled, a ship isn't nearly as defenseless as during an overload. it can still use its shield normally (which is by itself a massive advantage already), it can still use its active system (which is often useful for getting out of dangerous situations) or it can even use the time to dissipate flux at double the normal rate by venting (whereas overload reduces flux dissipation below the normal passive rate).

the only disadvantage is that enough EMP damage can disable engines, which overload does not. that can be devastating in some situations, but is still often preferable to being overloaded, and doesn't happen easily if not hit from the back.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Tartiflette on February 26, 2017, 04:03:22 AM
The other strong benefit of spread EMP damage compared to the current Sabot is that spamming them do not increase their effectiveness. Past a couple of shots the ship is already completely EMPed and further sabot targeting it are wasted, whereas currently they would obliterate the ship and the remaining one would switch targets.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: HELMUT on February 26, 2017, 05:43:04 AM
On the bright side, they won't instagib whatever they're fired against. They also seems to have more ammo (one rack seems to have at least 3 missiles left even after firing 4 beforehand), making them more reliable for an "utility" weapon.

We're still in the "you're screwed anyway" kind of weapon however, even if it's not quite as harsh as it currently is. I don't think it'll be very good in small engagements, as the window of opportunity seems very short for an HE weapon to take advantage of. In large fleet encounters however? Maybe. Some dedicated support vessels could make good use of it. The Longbow bomber in particular might suddenly become an interesting support craft. Worthless by itself, but when the enemy is under a constant barrage of HE shells, it could be pretty useful.

I'm willing to try to mount a few of those for my first 0.8 game to see.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Sy on February 26, 2017, 05:54:26 AM
They also seems to have more ammo (one rack seems to have at least 3 missiles left even after firing 4 beforehand)
i was wondering about that, but it's possible the additional ammo comes from another source. maybe Expanded Missile Racks got buffed to +100%? since with the current +75% and the skill revamp, there wouldn't be any way to get a 2nd shot with a single shot missile anymore. would also fix some rounding weirdness like some missile weapons having only half a standard salvo left at the end.
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Tartiflette on February 26, 2017, 06:57:23 AM
I suspect it is an "unlimited ammo" version for testing...
Title: Re: Starsector 2nd Fleet Building Tournament FINISHED
Post by: Adraius on February 26, 2017, 04:44:51 PM
Thanks for the writeup, HELMUT. ;D