Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: xenoargh on April 10, 2017, 05:16:34 PM

Title: The Balance Beam
Post by: xenoargh on April 10, 2017, 05:16:34 PM
You can download a test of the rebalanced weapons resulting from the first efforts to understand / improve balance here. (http://www.wolfegames.com/TA_Section/$$Starsector_Rebal_A$$.zip)


I saw the discussion about using math (http://fractalsoftworks.com/forum/index.php?topic=11740.0) to do some balancing work and analysis.  I think we need a thread for these tools.

Here's my first contribution; a Google Sheet with formulas that shows how efficient weapons are per OP, providing us with a tool for balancing weapons fairly accurately.

This Google Sheet (https://docs.google.com/spreadsheets/d/12IyA-ZyWgXvZ3OE5R3MqYrmHmNoBj4iUFQfeT8nwosA/pubhtml?gid=1477947115&single=true) (and the relevant formulae) might be of some interest.

Essentially, for weapons, it calculates hit percentages using the Circular Error of Probability, calculates DPS/Flux (with some assumptions), Time To Kill (ditto) and then uses that to create an analysis of balance.

This doesn't cover all possible squirrel cases and it certainly won't cover unusual balance due to scripting, etc., but at 1.0 balance most weapons feel pretty well-balanced vs. each other, and it covers the basic cases, including Beams, and it was very helpful to run this analysis to find the problem cases and fix them (once I was pretty sure it wasn't producing GIGO, heh).  

The weapons that aren't hovering around 1.0 are PD that have unusually-short ranges for their size class, just in case you're wondering.  If you really feel Vulcans should be fairly-balanced with everything else, feel free to copy the Sheet and work from there.

[EDIT]I've just realized that the formulas aren't visible in this export version.  I've corrected that, so that others can look at the math used.  Wait a few minutes and the GScript for that portion of the Sheet will be visible to copy-paste into your own work.*[/EDIT]

*Feel free to attempt to improve the formulas as well; I know I ignored a few things that I felt weren't terribly important, like how the CEP is influenced by turret speeds and bullet velocities; this matters somewhat when we get into slow projectiles or very slow turret speeds, but it's probably acceptable to simply add these things in via fudge-factors (i.e., if projectile speed <> range, then adjust accuracy via ratio, if turret rotations <> some default then adjust accuracy via ratio, etc.  I just felt these things rarely mattered in Vanilla, where these variables are largely kept in pretty narrow ranges.
Title: Re: The Balance Beam
Post by: xenoargh on April 10, 2017, 06:05:17 PM
Here's a second version that's set up so that people can mess with it. (https://docs.google.com/spreadsheets/d/1aJ1f6mhivfA-bRv_38LCUulE3aD8yk8YyyxCIeqQG_4/edit?usp=sharing)

[EDIT]Better now.[/EDIT]
Title: Re: The Balance Beam
Post by: xenoargh on April 12, 2017, 12:54:44 PM
After playtesting with my results, things were good, except for High Explosive weapon types; I under-valued its damage vs. Shields vs. its faster penetration of Armor.  I've corrected that and the results look pretty good; weapons feel roughly equal per OP, in terms of effectiveness.

A few things were pretty obvious from my playtesting of the stuff that's in this build:

1.  My thoughts about the weapons that have always been over-powered (Light Needlers, for example) or under-powered (Arbalest) were pretty well borne out by the math.  Light Needlers have have always been over-powered because of their sheer DPS/flux and range, Arbalest suffers from both issues.  Since I used exactly the same math to arrive at reasonable justification of the weapons that were fairly balanced, like Light Autocannons, this feels like a valid result.

2.  Beams were pretty universally under-powered, even taking into account that they don't miss.  The equation deals with projectile weapons that pretty much don't miss (short of user error) as well, so that's not a valid concern.
Title: Re: The Balance Beam
Post by: Tartiflette on April 12, 2017, 11:32:50 PM
You cannot compare beams to ballistic weapon because of soft flux. They are useless individually, but the instant you point enough of them to overcome the target's dissipation they are an automatic YOU DIE button. They just are the best stacking weapon available in the game.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 09:01:28 AM
Of course we can; they're doing damage just like anything else does.  There's nothing magic about DPS / time.  

What you're talking about is totally applicable to anything that concentrates enough fire, basically; it's the same principles behind Harpoon Swarms of Doom, what happens when you have 3 Enforcers with Light Needlers focus-firing on a Cruiser, etc., etc.

So, yes, it's the same thing in the end, and yes, Soft Flux is a big penalty, as is the Beam penalty vs. Armor.  That's just math; it doesn't care that it looks different because of the curving nature of "not doing enough to counteract Dissipation but is a Flux trade" and "is way more than Dissipation and will push into Overload shortly".  This is one of the many conceptual assumptions people are making that isn't justified mathematically.

There literally aren't differences between a perfect-accuracy weapon and a Beam, except that one of these does Soft Flux, which means that effective DPS against Shields is considerably worse, because it's not draining the total Flux pool through Hard Flux mechanics.
Title: Re: The Balance Beam
Post by: Tartiflette on April 13, 2017, 09:13:00 AM
I'm not saying you cannot compare them between themselves, but you can't really compare them to ballistic since those are opposed by armor and flux capacity x shield efficiency, while beam are opposed by armor and flux dissipation x shield efficiency (plus somewhat capacity against burst beams). They aren't balanced against the same mechanic.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 09:55:50 AM
No, you're really misunderstanding how this works.

A Beam does damage, per frame.  

So, at 75 DPS, a Tac Laser does:

75/60 damage, or 1.25 Energy damage / frame.

So, you're trading 1.25 Flux for 1.25 Flux, because Vanilla balance is 1:1.

But, it's Soft Flux.  So, every frame, that damage is being negated if the hit is on Shields, if Soft Flux expenditure is less than supply.  

So, for example, a ship with 300 Dissipation is dissipating 5 Flux / Second; one Tac Laser can shoot it forever and nothing changes, other than a Soft Flux "load" on the ship, preventing it from having the 50 no-Flux speed bonus (unless Captain bonus, but w/e).  To Overload this ship, ever, you need 4 Tac Lasers to hit it constantly, basically.

Shooting armor, the Beam's effected by dpsToHitStrengthMult, and therefore inflicts 0.625 damage / frame.

There's nothing magical about any of this.  It's just damage, but the Soft Flux effect, since it doesn't gradually build up Hard Flux, is pretty important, because that means that, until there are more Beams hitting a target than Dissipation can handle, the target is invulnerable and has its entire Soft Flux pool available for counter-attacks.

Now, compare this to, say, the IR Pulse, which is about perfect, in terms of comparisons, because it's also trading Flux at 1:1.

Every hit from the IR Pulse does 50 damage on that frame, however.  And it's Hard Flux, which means the ship that's hit just lost 50 Flux from its Soft Flux pool until it Vents, (except for ships with Captains that have the Flux Modulation 10 perk, but let's leave that aside).  This is a huge difference in TTK vs. Shields, because there is no possibility of recovery short of Venting.

Every hit does 50 base damage to Armor, as well, not half-damage, which is a huge difference, because that means that it's doing more than 15% against lighter Armor values, whereas the Tac Laser isn't, generally.

In Alex's current schema, after we pointed out that Beams were really meh, to make up for all these shortcomings and be at rough parity, doing it by the buff / nerf guesswork that has largely been how the weapons have gotten balanced up until now... the Tac Laser gets twice as much range... which is the strongest single stat.

Now, my number for Beams does not include a detailed TTK model for either Soft Flux's effects nor for the Armor penalty, to be sure; it instead uses a fudge-factor, where it divides the DPS/Flux by 1.5.  

When I have some time, we'll do the detailed TTK, as the math for both is pretty straightforward if we start with some baseline assumption, but I think you'll see that Beams come out even worse than the above as a result.

They're not balanced, in short.  To balance Tac Lasers at 1:1, they either need even more range or a reduction in their OP price (or significantly more efficiency, in terms of DPS / Flux).  I made them a bit more efficient in my rebalance, and it didn't fundamentally break Beams or make them massively OP; it mainly just meant that ships using them weren't trading at 1:1 any more... which is actually not a terrible thing, because trading 1:1 for Soft Flux is hugely worse than trading 1:1 for Hard Flux (and that's still terrible, vs. using Kinetics, which is why Ballistics > Energy right now).

Now, is my fudge-factor wrong?  Maybe; it was for HE for sure.  I'll review when I have time to do the TTK for Armor / Soft Flux; that should also give me a better factor for HE / Kinetic balance, where I'm still using a fudge-factor and it may still be wrong.  

I'm fairly confident Beams come out even weaker, though; playtesting appears to indicate they're still a little weak (but not terrible, like they were before their ranges went up... other than the ones whose ranges didn't go up, like the PD).

Long and short, though; the objective of this project is to arrive at a mathematical system that's sensible.  It can't be perfect, due to modded weapons having bizarre effects, but it can at least give us a starting place, like, "this has OP coded effect, so nerf efficiency to 0.5 plz", etc. 

Just try and be open-minded about this; I'm not here to inflict my personal tastes on folks with this and a playthrough with the current numbers feels pretty similar to Vanilla, except that there are fewer "junk" weapons.  The biggest noticeable change is that Energy weapons finally feel pretty good... and Large weapons no longer feel terribly inefficient.

I know it's not 100% comprehensive yet, but the objective is to finally have a decent measuring-stick for balance, not just a bunch of speculative nonsense that gets nowhere and buff-nerf cycles that are largely unproductive because it's poorly understood what XYZ changes actually do in relation to one another. 

But we can't do that if we're going to have Sacred Cows everywhere or presume things that have, in fact, changed multiple times, are somehow perfect right now.  They aren't; there's tons of junky balance in the weapons nobody uses because they're junk, for example, which has just robbed the game of diversity rather than adding anything.
Title: Re: The Balance Beam
Post by: Thaago on April 13, 2017, 10:24:43 AM
I find this interesting, but am unable to decipher the excel formula for the hit probability (based on circular error probability, as you mentioned). Would you mind writing it out in formula form and posting? Some of the values it has are... odd. Just looking at the kinetics, it gives Gauss and HVD's a 100% chance of hitting, Heavy autocannons 25%, and needlers 45%. Those number are not consistent with my experiences.

Hit probabilities are also heavily dependent on what target you are firing at and at what range: I would not be at all surprised to see the weapon Q factor being a complex function of target profile, speed, and range that changes based on shot speed and firing pattern/recoil. Guns like the HVD/Gauss would have a very steep dropoff in effectiveness as beyond a certain range the AI will dodge them a high % of the time, but below that range will be hit.

Re Beams:
Its all about hit probabilities. Beams are 100% effective out to their stated range, no matter the target. For the lovely Beamagon, that is going to be 2400. Muahahaha. But seriously, in small ship fights a beam will hit way farther away than a gun. Maybe when capitals slug it out hit probabilities are very high out to max range, but for destroyers/frigates, beams are the longest range guns.

Also, more than any other weapon the effectiveness of beams depends on what the target is doing. If the target is not firing, they must overcome its flux dissipation. If the target is firing at its own dissipation (a common way to build ships) then the beams increase the target's flux, effectively dealing damage. They make the perfect kiting weapon, but only if the target is engaging something else at the same time.

So... I'm with Tartiflette - it is rather disingenuous to compare beams straight up to other weapons. Yes, DPS/sec is easy to model, but everything else about them is not.
Title: Re: The Balance Beam
Post by: Tartiflette on April 13, 2017, 10:31:19 AM
That doesn't change my point: projectile weapons deals hard flux on shield, dissipation is inconsequential to them but capacity and shield efficiency are. A beam deals soft flux against shields, flux dissipation is the most important factor when defending against beams. You can compare every projectile weapons because they work the same way against every ship, but you cannot individually compare them to beams point for point with a single formula because the relevant stats they act upon are different for both weapons, and they have different balancing paradigm. In short: individual beams are weak by design because mass use of beams is unstoppable.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 10:50:23 AM
I think you massively over-rate the effects of Dissipation drain.  Let's do some math:

4 IR Pulses vs. a ship with 300 Dissipation and 3000 Capacity:  TTK for the Shields is 3000 / 50 * 4; it's 15 seconds.  Meanwhile, the ship's Soft Flux base shrinks 200 with every hit.

4 Tac Lasers, same stats:  TTK is 3000 seconds.  No drain in Soft Flux base (OK, it's 1 per second, but still... basically, zero).

This is why they needed 1000 range to be even roughly in the ballpark; it was the only practical way to get enough of them draining Soft Flux that they could justify their existence and be "support".

I can build a mod that demonstrates this pretty clearly, if that's what you need to really intuitively get what's going on here, but basically, this is just the mathematical truth behind the balance concepts here.  It's why Beams needed a buff, and are still underpowered for ships that cannot expect to use them from a distance enemies can't reply from (Eagles with ITU / Advanced Optics lurking behind a Frigate screen, for example, vs. Frigates) or can always expect to keep out of the enemy's range bands (the Wolf Pack phenomenon).

Quote
I find this interesting, but am unable to decipher the excel formula for the hit probability (based on circular error probability, as you mentioned). Would you mind writing it out in formula form and posting? Some of the values it has are... odd. Just looking at the kinetics, it gives Gauss and HVD's a 100% chance of hitting, Heavy autocannons 25%, and needlers 45%. Those number are not consistent with my experiences.
Well, there is certainly some fudging necessary here, because we cannot address every case.

So the hit probability is a perfect case, where it's an AI aiming perfectly at an object with a diameter of 32 pixels.  Why 32?  Because that's a little more than half of the average radius of Frigates, and Frigates are often able to maneuver about half their diameters in a new direction if they dodge.

To get a perfect CEP value, we'll need to factor in turret speeds and true time-to-target.  This explains some of the disparities (and in my examples, explains why I made range / shot-speed 1:1 pretty universally, so that it wouldn't be a major factor).  Turret speeds don't effect CEP directly, but they do effect the true time-to-aim variable, which (essentially) reduces the rate of fire (or can prevent the weapon from ever having a valid firing solution, if the target's moving fast enough- see aiming Hellbores at fast Frigates, for example).

On the Needlers, this is at the maximum range, where a surprising number of shots will actually miss, if we set up a 32-pixel-sized test target, etc., which we don't need to do, because Math.  

Experienced players often get a little closer than that when firing, and we do that sub-consciously.  Heavy ACs miss quite frequently at maximum ranges.  Gauss has perfect accuracy, but people firing it (unlike a perfect AI) tend to have problems with the brief pause between clicking "fire" and the actual firing event.  And don't forget that, unless you're playing modded SS, you don't have a leading-pip; you're doing that in your head.
Title: Re: The Balance Beam
Post by: Thaago on April 13, 2017, 11:15:38 AM
So is the calculation based entirely on the shot spread at maximum range? Because while that is important, it is far less important than projectile speed and target speed/profile. HVD's do not hit 100% of the time, despite their accuracy.

[Edit] Oh, I see, you are using a 32 pixel target as that is what you are assuming a frigate can't get out of the way. Eh? I would need to test. But I know that HVD's will miss most of the time at max range against most frigates.

Regarding beams... I honestly think you are heavily biased against them, Xenoargh. From what I've seen, your calculations ignore everything that beams are good at.

I think you massively over-rate the effects of Dissipation drain.  Let's do some math:

4 IR Pulses vs. a ship with 300 Dissipation and 3000 Capacity:  TTK for the Shields is 3000 / 50 * 4; it's 15 seconds.  Meanwhile, the ship's Soft Flux base shrinks 200 with every hit.

4 Tac Lasers, same stats:  TTK is 3000 seconds.  No drain in Soft Flux base.

...

This example isn't right. Consider two cases:
1) Target ship is not firing.
Time to overwhelm shields = infinite. The flux buildup from 4 tacs matches 300 dissipation.
Analysis: insufficient beams are not effective at kiting a disengaged ship.

2) Target ship is firing at its dissipation (the usual way ships are built, roughly).
Time to overwhelm shields = 10 seconds.
Analysis: against an engaged ship, beams quickly overwhelm the target at beyond retaliation range with perfect accuracy.


To reiterate what I said before: you cannot calculate the effectiveness of beams in vacuum, like you can other weapons. Their effectiveness depends on what the target is doing.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 11:26:40 AM
Anyhow, I'll set up a test mod tonight where we can just watch these things happen in real-time.  I know it's hard to believe some of what I'm saying here without seeing it in-game, because the game's huge number of fuzz-factors makes it hard to sort things out.  

On this basic stuff, though, I'm quite confident that, while my fudge-factors might need tweaking here and there, I'm basically on the right track :)

Oh, and Thaago... give IR Pulse Lasers 1000 range.  Get back to me about how great Tac Lasers are.  

Your entire case is built around their range and accuracy... which is completely accounted for in my math.  What you're not accounting for is the effect of Hard Flux; a ship that's under Beam attack which is able to leave that attack is unscathed, vs. a ship that took the same damage from IR Pulse Lasers, which has a permanent Hard Flux problem until it Vents.

As for HVD vs. Frigates, I don't know whether that reflects your errors, AI errors, or that Frigates can exceed that fudge-factor often (after all, this doesn't reflect an AI Wolf using Phase Skimmer to avoid shots, etc.); it has 1000 shot-speed for 1000 range, so, in theory, it should be accurate.  But we can lower the size of the "frigate" a bit or declare that accuracy cannot exceed 95% by fiat or something; that would help weapons with "perfect" accuracy a little bit (but make the HVD's balance in Vanilla even more suspect, unfortunately).
Title: Re: The Balance Beam
Post by: Tartiflette on April 13, 2017, 11:39:47 AM
Again, you cannot compare them that way! Are 4 IR pulse better than 4 tac lasers in most cases?  Probably. But 20 Tac lasers are better than 20 IR pulse in nearly every cases because they have more range and they will overcome the dissipation of most ships before they can fire back. You cannot compare them one to one because they do not scale the same way because the mechanics are different. Saying a single beam is weak is stating the obvious, that's how they are supposed to work.

That would be like comparing Missiles and Projectiles weapons' ability to deal 100K damage! It's obvious individual missile racks can't do that because of limited ammo, but 20 of them together would reach that goal much faster than most stack of 20 projectile weapons.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 11:46:31 AM
You'll note that Missiles aren't even on the menu for this; comparing them requires a few different mechanics be considered; we're in total agreement on that :)

Anyhow, what I've said is much, much, much easier to simply show you with a mod built to demonstrate it clearly and without noise, obviously.  I'll get it done.
Title: Re: The Balance Beam
Post by: Thaago on April 13, 2017, 11:57:14 AM
Quote
Oh, and Thaago... give IR Pulse Lasers 1000 range.  Get back to me about how great Tac Lasers are. 

...

Yeah. I'm done with this one. I do not find your math valid or your arguments compelling.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 01:00:08 PM
Here's a demonstration, showing how what I've said works in regards to Beam balance. (http://www.wolfegames.com/TA_Section/BalanceDemo.zip)

The results were unequivocal.  

Despite the AI being afraid to close aggressively with the Beam-armed Frigates, the IR Pulse Lasers win, every time, by a considerable margin.  Much more so if humans intervene in any way (even a Waypoint suddenly structures the outcome in favor of the IR's), and I suspect much more so if the IR Pulse Frigates had Aggressive captains.

The "beams are fine and do magical things when they're piled up" arguments simply didn't hold water, folks.  What really happens is that, when the IR Pulse laser-armed ships finally get into range, which takes bloody forever because the AI is being too conservative, they put a Hard Flux lock on the Beam-frigates, which cuts their speed by 50 until they Vent.  Then the IR Pulse lasers get a few hits in here and there.  Both sides tend to stay Flux-locked a lot more often than is reasonable, but that's Alex's AI behavioral code doing its thing.
Title: Re: The Balance Beam
Post by: Dark.Revenant on April 13, 2017, 01:01:38 PM
FYI: beams do damage several times a second, not per frame.  Also, the armor damage reduction calculation simply uses DPS/2.

Beyond that, your estimation of beams is dead wrong.  Ten tac lasers painting a target is like a low-cost Longinus Heavy Laser baking your shield.  Projectiles can be dodged and shield-feathered against; this is not possible with beams.  Combined with their range, this gives beam weapons an unusual power curve where they begin poor and, after reaching a critical mass of beams in your fleet, become utterly unstoppable.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 01:08:53 PM
I just put up a demo that speaks for itself.  Science!

Beams just ~look~ magical, because when you exceed the Dissipation stat, the extra Flux-per-second climbs really fast, instead of being staggered.  The basic mechanics aren't special.  They're just a gun that does damage over time very consistently and has a huge range advantage.  Take away the range advantages and they're not powerful at all.

As for the dodged / feathered, yeah, yeah, that's so much a part of what actually happens in big fleet battles... not. 

Players do that fancy stuff as they kite / aggro their way to victory; the AI generally doesn't, and when it's a big fight, it's even worse.  I'm pretty sure I could take down all 10 of those beam ships with the IR ship solo, frankly.
Title: Re: The Balance Beam
Post by: Midnight Kitsune on April 13, 2017, 01:16:46 PM
I just put up a demo that speaks for itself.  Science!

Beams just ~look~ magical, because when you exceed the Dissipation stat, the extra Flux-per-second climbs really fast, instead of being staggered.  The basic mechanics aren't special.  They're just a gun that does damage over time very consistently and has a huge range advantage.  Take away the range advantages and they're not powerful at all.

As for the dodged / feathered, yeah, yeah, that's so much a part of what actually happens in big fleet battles... not. 

Players do that fancy stuff as they kite / aggro their way to victory; the AI generally doesn't, and when it's a big fight, it's even worse.  I'm pretty sure I could take down all 10 of those beam ships with the IR ship solo, frankly.
Using skills doesn't count as they are currently OP as all hell and most high quality content is balanced around level 0
Title: Re: The Balance Beam
Post by: Thaago on April 13, 2017, 01:20:28 PM
Quote
Take away the range advantages and they're not powerful at all.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 01:21:02 PM
Right.  There aren't any Skills, Captain levels, all Captain AIs are "Steady", etc., etc., in the demo.

And Thaago, range matters a huge amount; what I'm pointing out here is that they're still not all that; you've said "I think you're undervaluing Beams in Vanilla", I've said, "no, I'm correctly valuing them, I think"... this gives us a good demo.

Let's try another version, with my current rebalance numbers; if I'm way, way wrong, then my new Beam values ought to mean the Beam Frigates suddenly destroy the IR Pulse Frigates, right?  I can deal with the embarrassment, if the fudge-factors are wrong; that's fixable, after all.
Title: Re: The Balance Beam
Post by: mehgamer on April 13, 2017, 01:32:52 PM
Any time you argue points exclusively based on statistics like "Time To Kill", or test weapons meant for fleet scale engagements exclusively in 1v1 engagements, you're showing that you're missing the point entirely.  Beams are powerful.  Other people have said it better than me already.

In fact there's nothing more I CAN say here except you really need to try things in situations other than 1v1 duels.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 01:53:22 PM
Here's after-balance in an identical testing scenario. (http://www.wolfegames.com/TA_Section/BalanceDemo2.zip)

This time, the Beams ever-so-slightly win the fight.  It was far more even than the first demo was, but the range advantages allowed the Frigates to concentrate their fire well-enough to pull ahead.

Quote
you really need to try things in situations other than 1v1 duels.
Uh... you did try the demos, right?  Because they're 10 vs. 10 fights, no human intervention unless you spend Command Points, by design.  

Basically, this is Science, not just some nerdy theory-crafting; we can watch the results in real-time.


Anyhow, let's do one last test of the balance equations, to settle this.  I'm going to balance both Tac Lasers and IR Pulse to have identical ranges and 1.0 efficiency... let's see how this works out.  If it's still pretty even, I have the fudge-factors set about right.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 02:15:45 PM
Well, it's nice to have a theory borne out by reality.

Here's after-balance, where Beams and IR Pulse Lasers have equal range (but wildly different OP costs and DPS/Flux efficiencies). (http://www.wolfegames.com/TA_Section/BalanceDemo2.zip)

The IR Pulse Lasers won this fight hands down.  Take away the range advantages, and all of the other "advantages" of the Beams go away, even with me undervaluing them by 75% vs. everything else (y'all did catch that in the first release of the spreadsheet... right?) to compensate for Soft Flux damage.

So, the question this leaves me with is whether range is under-valued a bit (my first thought) or whether Beams need a further handicap.  

If I go with my first instinct (range is still under-valued) then the Tac Laser can go back to my previous values, but will need to be a teeny bit less-efficient, since it didn't exactly face-roll the IR Pulse Laser equipped ships, just gradually killed them off.  

If I go the other way, Tac Lasers need to be just a little bit more efficient and IR Pulse goes back to the original values, which would mean Tac Lasers would continue to win this scenario by a little bit, like the first test of my theory.  I'm not sure that makes them OP, though; they're still required to stay at a distance to remain efficient, I think.

But the real difference in TTK and the effects of Hard Flux was rather striking in this demo; the IR Pulses demonstrated quite aptly that, once the Shield was no longer a factor, their damage-per-shot vs. Armor was a major contributor to their victory.  It took them a while to get close enough to do damage (the AI crowded the edges of the map invariably) but it eventually worked in their favor, because of the stuff I've been saying about the difference between needing to Vent and simply backing away.  

This strongly suggests, at least to me, that I'm going to have to include Armor TTK to get HE and weapons with higher-than-average per-shot damage balanced correctly.  So, on that score at least, my spreadsheet formulas are probably still wrong.  I can live with that.

So, test these scenarios out and feel free to poke holes in my working theories, folks.  Feel free to run each scenario a hundred times, to make sure I didn't just record statistical noise, etc.  I'm fairly certain we're looking at reality, though.  I'm pretty close, but not quite there; the basic theory looks good but there's room around the edges for improvements.  

But can we quit trying to burn me at the stake or feed me hemlock, now?  None of the balance produced by the equations is crazy; if the moaning is because the TTK is too short, we can always set the 1.0 balance figures to a different DPS / Flux efficiency level, so that it's balanced, but feels more "Vanilla".
Title: Re: The Balance Beam
Post by: Dark.Revenant on April 13, 2017, 03:24:42 PM
It's not that beams are inherently more powerful, it's that they get more than projectile weapons out of the best stat in the game: range.  Tactical lasers, graviton beams, and HILs are so good because they reach out so far.  With that extra range, more beams can paint the target from more turrets/ships.  And it's not like you can dodge a tac laser at 1000 range like you can a HVD (AI doesn't always lead the target properly, so even in AI vs AI it misses a lot).

With few beams, they're proportionally weaker than projectile weapons.  With many beams, they're proportionally stronger.  You can push the break-even point left or right but you can't eliminate it unless range is capped.
Title: Re: The Balance Beam
Post by: xenoargh on April 13, 2017, 07:16:53 PM
I agree with you on that; the demonstrations pretty clearly demonstrate how that works. 

Don't get me wrong; Beams reaching past fleet members in a big scrum are valuable. 

This whole debate is "how valuable are they" and "can we value them correctly with ballistic weapons" (well, when it hasn't been "burn the heretic", lol). 

I think that we've got some answers here; yes, we can compare them to ballistic weapons without absurdity and they're a bit less-valuable than current Vanilla numbers suggest, but they certainly don't suck now, even in Vanilla.

Anyhow, I've got the next build of the spreadsheet done. 

I'm correcting a goof this time, too; the numbers being produced really aren't bad, when an outlier is very obviously OP, and I left 6 weapons in that are (but 2 are arguable).

Making the Heavy MG much better than 1.0 is problematic, to say the least; even though other Kinetics out-range it in that size category, it became the obvious choice, unless the ship couldn't close the range.  Lessons of the Light Needler, there.

How to handle the issue of weapons that are primary PD is a bit of a puzzler, frankly.  They often waste rounds, given that their targets are frequently smaller than 32.  But if they're given much of a bonus, they're too dangerous as prime weapons.  Cutting their ranges below 400 means they're frequently unable to address threats in time to kill them, though.  My compromise is that LMGs got cut down quite a lot on their DPS and Vulcans are the kings of DPS / Flux, against unarmored targets, which is basically in-line with Vanilla.

The two weapons that have been left as outliers are the Ion family.  They're a good example of where this stuff breaks (not to mention how they behave in SS+); I probably need a "special effect bonus" or something to give modders a reasonable fudge-factor, for all of the weird guns that do weird things.
Title: Re: The Balance Beam
Post by: xenoargh on April 16, 2017, 06:16:42 PM
OK, I feel pretty confident this is now a reasonable system, after a few more adjustments.

You can download a test of the rebalanced weapons here. (http://www.wolfegames.com/TA_Section/weapon_data.csv)  

Raw CSV format for now, I'll build a mod for this later.

Changes made:

1.  TTK's factor in balance needed some tweaking, to get it better in line with DPS / Flux.  This fixed some issues with certain weapons that have very high rates of fire (LMG, Vulcan, Chaingun) that felt like they weren't quite right.  It took a couple of passes to get it to feel about right, in terms of preserving a similar-to-Vanilla feel to Flux tradeoffs.

2.  I tweaked the value of range a bit more, using 800 as the basis point; this slanted the Small weapons to be a bit more efficient than Medium and Large.

3.  Soft Flux from EMP damage is now accounted for properly, like Beam damage.

4.  I refactored how I look at the TTK in relation to Armor a bit.

I think that now it's mainly just adding in a fudge-factor for "worth" for special modded weapons that go way outside the box and it's about ready to be used as a tool.  

I think that people will find that the results are pretty clearly better now.  While the values are different in a few important cases and a few specific weapons are suddenly better / worse after adjustments, none of them feel useless and there aren't all the big, obvious holes in the weapons that there used to be.  

If people find that the weapons are feeling too efficient, the best fix is to punish weapons for TTK or range; these are our best control factors.  But they're kind of blunt objects and I honestly feel like these values are about right now.

Change Examples

Kinetics

Heavy Machine Guns actually have a point, rather than just being "me, too++" slightly-scaled-up but way-less-efficient LMGs.; they're able to switch-hit and serve both as heavy PD and as Kinetic assault weapons.  

Light Needlers remain great shield-killers, but aren't the over-powered, ultra-efficient weapons they once were, so the Light Autocannons are considerably more attractive as slow-burn Kinetics with higher-per-round armor killing power.  They're both "good", they both still have different roles; but Light Needlers aren't a huge upgrade that you literally won't ever skip once they're available.  

Heavy Needlers are feeling better.  Choosing them used to be a no-brainer except for a few squirrel cases (Light Needlers were so much more efficient that it rarely made sense to use Heavies if you were minmaxing) but it no longer is; Heavy Needlers get more range and considerably more burst damage, but you have to pay the Flux costs; they have a place that works for them that's pretty obvious.

Arbalests aren't terrifically-inefficient guns; they and the Heavy AC each have pretty obvious niches and are complementary, and neither one is overshadowed by the Light Needler or Railgun.

High Explosive

The Light Mortar is no longer an inefficient joke-gun.

The Heavy Mauler is no longer the obvious choice in Medium HE.  It still kites just fine, but the Chaingun is now efficient-enough that it's a real choice; do you want kiting kills or do you want a 1-2 Kinetic / HE punch for efficient killing?

Fragmentation

The Vulcan lost some DPS / Flux but it got into a better range-band.

The Flak / Dual Flak are probably in need of my last "adjustment" variable; they're sensibly-priced (i.e., very efficient) when considered without their AoE.  I don't think that matters very much, though; they were always quite efficient for their use-case.

The Thumper remains somewhat-questionable, but in theory, it should now be a fairly-decent pressure weapon as well as a shredder of fighters.

Energy

In general, this whole category got improved, which is totally proper now that so many ships can choose between Ballistics and Energy weapons.  I've also decided, somewhat arbitrarily, to declare that these weapons are all "Blasters", to keep them from being confused with Beams by newbies.

The IR Pulse Blaster and Pulse Blaster remain good, solid workhorse guns, but they're no longer weirdly gimped vs. their Kinetic rivals and they're more efficient.

The Mjolnir is a weird case; it's efficient but I think that it's priced correctly now for its giant price of 24 OPs.  I wasn't convinced until I tested it out a bit.

The Auto Pulse makes good sense as a pressure gun; it's a firehose of pure power that will kill your Flux reserves but can destroy a ship in seconds.

The Mining Blaster, Antimatter Blaster and Heavy Blaster all have their own niches that are sensible.  The Mining Blaster, in particular, was in need of some love, as it's been terrible for ages and largely ignored by serious players.  It's now in a niche spot where it's at 600 range and fits between the Heavy Blaster and Antimatter Blaster in terms of per-shot damage.  The Antimatter Blaster no longer has ammo limits, a relic value that was left in the Vanilla CSV for <reasons?>.

Beams

Beam changes are probably the most-controversial aspects of this rebalance, because it's one of the few areas where I made significant alterations to Vanilla's core concepts in a few spots.

I've said, repeatedly, that the PD Laser and Mining Laser need to be differentiated in the game design; they're way too "samey" for my tastes.  Mining Lasers are now burst-beams like Phase Lances; high DPS, short bursts, high Flux per burst.  They're reasonable PD and can serve as assault weapons.  This gives them a vastly-different sense of role.

The PD Laser and LRPD Laser are both very well-differentiated now.  LRPD no longer feels somewhat-superfluous; it's OK-ish at its prime job, if sub-par vs. fighters.  The PD Laser is quite efficient but remains short-ranged, but slightly longer-ranged than the Ballistic equivalents.

The Tac Laser remains a decent workhorse "support" weapon that feels like it's actually support.  Range was reduced to 800 to differentiate it from the Medium mount weapons but leave it with a longer base range than Small Ballistics.  This gave it a bit more efficiency, so that it's trading Soft Flux at a considerable advantage, which feels about right now.

The Phase Lance is almost unchanged.  It's still a short-ranged, high-cost death-dealer.

The Graviton Beam is more efficient, making it an excellent support weapon even before Captain bonuses.  I like how it changed, because it and the Tac Laser now have distinct roles, rather than feeling rather "me-too".

Guardians finally make sense, as a jack-of-all-trades large upgrade to Heavy Burst PD.  It's efficient now, and that means that while it's still not an assault weapon, it's death to unshielded Fighters and it's very good PD against heavier ordinance.  I'd actually consider buying one now, if it wasn't Large.

The HIL is not a great deal different than Vanilla's current balance.  It trades Flux a bit better now, but it's still basically a HE-damage razor you can chop armor with if Shields fail.

The vaunted Tachyon Lance is still a bit disappointing after re-balancing it.  Then again, it isn't amazing in Vanilla with its current range, either.  It's still a big burst-DPS gun that can be pretty deadly vs. unshielded targets or targets that have high Flux.  Kind of tempted to crank it up in some way, to eat more Flux but actually kill things.
Title: Re: The Balance Beam
Post by: Thaago on April 16, 2017, 09:23:03 PM
I decided to download this and take a look - I think the file you have posted must have some columns swapped or shifted or something, because the values here are just not right.

Example:

LMG: 150 damage/s, 88 flux/s
DLMG: 600 damage/s, 420 flux/s

Heavy Mauler: 500 damage per second and per shot (!), 187 flux per second
HVD: 138 dps, 84 fps
Heavy Autocannon: 333 dps, 66 fps
Heavy Needler: 580dps, 823 fps

Could you verify that the file is correct?
Title: Re: The Balance Beam
Post by: xenoargh on April 17, 2017, 08:48:47 AM
Those numbers are correct.

The big issue here, and I'll admit it's a puzzler, is that, essentially, if weapons are actually balanced fairly accurately against OPs, they're simply not going to resemble Vanilla's numbers, because Vanilla's numbers aren't good.

The main reason for that, in terms of what I'm doing on the math side, is how I'm dealing with Time To Kill- a factor we largely need in there to better-adjust for weapons with huge cyclic speeds vs. weapons that shoot very infrequently.

If that's set too aggressively, then weapons like the LMGs cost more Flux than the damage they do (inverse of Vanilla) and ships using them for PD get bogged down with Soft Flux costs very rapidly.  If it's set too loose, it makes stuff like the Mauler, which shoots fairly infrequently, very efficient.  Which isn't actually a terrible thing, but it certainly makes the game play differently.  Not that I care much about that, because the whole point is to make the game play in a balanced way, so that it's not robbed of real variety if you're playing it seriously.

One possible fix for this specific problem (i.e., that players expect weapons with ranges > 600 to be 1:1 Flux-efficient or less) is to either declare that by fiat or by further penalizing range, so that short-ranged weapons get even stronger.  Might work.

Anyhow, I understand what you're saying here and I'll see if I can adjust this in a way that gets closer to the expected result for Flux / DPS while still remaining balanced vs. OPs.  Not sure I can reconcile stuff like the LMGs / Vulcans, but I'll try my best.
Title: Re: The Balance Beam
Post by: Thaago on April 17, 2017, 09:50:21 AM
I playtested for roughly 30 minutes.

Constructive feedback:

Offense is WAY too high. It depends on the weapon, but things are dealing between 2 and 3 times as much damage as they should. It trivializes armor and magnifies range as the all important stat. Any ship that gains an advantage instantly wins.

Flux costs are WAY too low. There is none of the "offense vs dissipation" that makes building and flying vanilla ships fun - any ship that can shoot wins the flux war. Usually without needing to put any vents on. Just singling out the Heavy Autocannon, it has a 6:1 damage to flux ratio on a kinetic. That should immediately tell you that your results are not working.

The only part of a ship that matters with these weapons is number of mounts, speed, and size class (for range) - capacity, dissipation, armor, hull... basically don't matter because the balance is so bad.

I tested beams a bit. 200 damage gravitons are interesting in that they immediately overwhelm frigate and destroyer systems. Its horrific, but actually in line with how overpowered a lot of weapons are. So... balanced?

I don't know what metric you are using to balance these guns Xeno, but the results are atrocious. Perhaps if you spell out explicitly your metrics? Something to do with TTK and OP costs? In which case, how can you have a 3 OP lmg doing 150 and a 5 OP ldmg doing 600? Or that the Heavy Mauler does almost the same damage as the HVD against shields. It doesn't matter that is costs double the flux, because that flux cost is still easily managed by ships that will be firing them - there is essentially no reason to ever use a HVD.

I'll be honest here: I don't see just tweaking the Damage:Flux parameter fixing things. Too many other things are just not right.
Title: Re: The Balance Beam
Post by: Toxcity on April 17, 2017, 09:54:50 AM
While the vanilla numbers aren't perfect, these new numbers simply seem to be based on math alone without any in game testing done to see if they "feel" right.

The main problem is that ships don't seem to be taken into account. For example the combo of range, flux efficiency, and damage on energy weaponry allows the wolf to mop the floor with the Lasher 100% of the time. I'm sure that on paper the Heavy Blaster is on par with the Medium ballistic weaponry, but the ability to mount damaging flux efficient weaponry with good range on a wolf or tempest contradicts that point.

As for ballistics, the damage inflation is insane. In vanilla small ballistics were kept in a mostly >200 dps range, with vulcans and Dual Light MG being the only outliers. With these values, anything >200 dps is the outlier. This means that heavier ballistics have to have even more damage to prevent smalls from overshadowing them. This leads to stuff like some frigates (and destroyers) being unable to attack heavier ships since even the kinetic weapons will strip your armor pretty fast. Also, assault chainguns are unable to fire.

There is definitely some stuff I like (like light ACs having a higher per shot damage) but I disagree that this is more balanced than vanilla. There are certainly options that are 100% upgrades (besides OP) in vanilla, but rather that than this.
Title: Re: The Balance Beam
Post by: Dark.Revenant on April 17, 2017, 10:06:05 AM
These weapons were "balanced" in the vacuum of a spreadsheet instead of actual testing within the context of real gameplay.
Title: Re: The Balance Beam
Post by: Tartiflette on April 17, 2017, 10:11:34 AM
Perhaps if you spell out explicitly your metrics?
Remember Vacuum?
(http://i.imgur.com/sJKoukBl.png) (http://i.imgur.com/sJKoukB.png)
Title: Re: The Balance Beam
Post by: xenoargh on April 17, 2017, 10:27:19 AM
I'm not sure it's that one-sided atm, but it's certainly different and I think a lot of it is that there isn't the Flux tradeoff going on that we expect in Vanilla weapons.  I agree that this isn't perfect; I think the system isn't terrible now, at least, but the tuning needs further work.

It's tricky, to say the least, because the Damage / Flux vs. TTK vs. Range is basically where things break down. 

TTK is being used to balance raw damage, Damage / Flux is being used neutrally to determine relative efficiency.  I think that's best (to leave it neutral) but perhaps I need to penalize it for breaking 1:1, along with penalties for high TTK.  The problem with that is that then the LMGs and Vulcans, in particular, need to get nerfed quite a lot on their rates of fire or OP values or Flux-per-shot to balance out.  This is especially bad when LMGs cost more Flux per shot than they do damage; it pretty much negates them as PD choices.

Maybe I should get things pointing in that direction, though, so that the vast majority of weapons are closer to Vanilla's feel... and just let the chips fall where they may for these few PD weapons that are causing problems, rather than trying to preserve Vanilla's OP values.
Title: Re: The Balance Beam
Post by: xenoargh on April 17, 2017, 10:43:14 AM
Quote
The main problem is that ships don't seem to be taken into account.
That's next, and harder.  I think that can be done, too, it's just going to take a lot more work.

At any rate, I'll take another whack at getting the DPS / Flux values in line with Vanilla later tonight.  I understand that if we outrange opponents and can efficiently trade Flux, that's probably not working thematically.  It's just harder than you'd think to reconcile that problem with shorter-range weapons that are PD.  Maybe the right answer here is to simply give PD a big bonus so that they can remain pretty absurdly efficient, like they are in Vanilla? 

I feel like that's kind of cheating, though, because PD can be used offensively.
Title: Re: The Balance Beam
Post by: Az the Squishy on April 17, 2017, 10:45:54 AM
This is auh, a little broken...

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

Maybe...

(http://i.imgur.com/Gg1LqP7.png)

All I had was the Tropedo pods, and the dual flak. Nothing else.
Title: Re: The Balance Beam
Post by: Inventor Raccoon on April 17, 2017, 10:49:08 AM
-snup-
You know, I'm not even going to ask why some of the numbers in that screenshot are as high as they are.
Title: Re: The Balance Beam
Post by: xenoargh on April 17, 2017, 11:03:04 AM
...because it was a totally different gameplay in a Total Conversion, maybeso?

Anyhow, I think I've come up with a way to get it there, after s'more thought.  If 1:1 damage / flux is taken as the ideal baseline, I think maybe using that ratio in conjunction with another range ratio change might get it roughly right.  I think that will still break LMGs and Vulcans but maybe it'll get it close.
Title: Re: The Balance Beam
Post by: Midnight Kitsune on April 17, 2017, 11:05:59 AM
...because it was a totally different gameplay in a Total Conversion, maybeso?
That broke the game due to unimaginative and broken zero stacking, which makes me think that this new "balance" mod is just vacuum 2.0
Title: Re: The Balance Beam
Post by: Harmful Mechanic on April 17, 2017, 11:09:19 AM
This is a little bit like reading the Voynich manuscript. I can't tell if the parts I think I understand make less sense than the ones I don't.

EDIT: Since I'm sure I'm going to get in trouble leaving it at that; big parts of this don't make sense to me. You've got the Mjolnir at 400dmg/shot to 170 flux/shot? That thing is a balance problem at 1:1 efficiency. No ammo-limited missiles, but insane cooldowns that can be abrogated by Fast Missile Racks to produce limitless death hoses?

I think a lot of these issues are really fundamental differences in the way you want Starsector to feel and play. And a lot of them might be good, within the context of a completely different game with different mechanics. In the context of Starsector, not having to make choices about flux use, and being able to murder the living hell out of everything without regard to damage type really spoils the game for me. I really like the tension of flux management, and you've taken that away. I really like paying close attention to damage type and keeping on top of fire control with that in mind, and you've taken a lot of that away. I like careful, judicious use of missiles and you've largely obviated that.

So, a lot of the reaction you're getting is about stuff like that; choices and experiences you're removing from the game that a lot of the vocal, involved players and modders really enjoy.
Title: Re: The Balance Beam
Post by: Tartiflette on April 17, 2017, 11:11:38 AM
40 Reapers in 10 seconds. Yes, 40 of them.
(http://i.imgur.com/AlZex6V.jpg)

Also this:
(http://i.imgur.com/cvVCCRN.jpg)

Even by your logic this doesn't make any sense:
(http://i.imgur.com/65S7Ia7.jpg)
Title: Re: The Balance Beam
Post by: xenoargh on April 17, 2017, 11:26:25 AM
Actually, no, I'm not interested in Vacuum 2.0; it looks like SS 0.8 will basically have its major features built in.

If I can get it working well enough to generate consensus, great, we have something that works as a tool and we can have balanced gameplay across the mod-verse, rather than the big, largely-broken patchwork mess of buff/nerf.  

Weapons are just the easiest place to start.

I agree, I really shouldn't have left any of the missile / rocket stuff in (just experimental stuff there and yes, it's totally abuse-able) and will return that stuff to Vanilla values.

The Kinetics you're looking at reflect the issues with TTK; the TTK for a Heavy Needler is huge, therefore it pays a Flux premium.
Title: Re: The Balance Beam
Post by: Az the Squishy on April 17, 2017, 11:40:04 AM
Dauntlessly we shall go then. xD Good luck with whatever you're doing, it's interesting to see at the very least and Vaccum- which I tried out when I Wasn't modding -was fun as a concept to me. So... Hey, from the ashes of faliure come flowers of success.
Title: Re: The Balance Beam
Post by: Thaago on April 17, 2017, 01:24:59 PM
Question: What is your actual objective?

If the answer is "balanced gameplay across the mod-verse" then here is a test: when you run vanilla through whatever process you have, you should get minimal changes. Base starsector isn't perfect balance-wise, but I'd give it a solid A-.
Title: Re: The Balance Beam
Post by: SCC on April 17, 2017, 03:21:13 PM
(http://i.imgur.com/sXUldFL.jpg)Balancing without considering ships and combat is bad. To be honest, if EVERYTHING is absurdly efficient it doesn't matter what ship you're piloting, just number of weapons. You can murder everything with basically whatever you want since there are no comebacks - either you overload enemy/disable enemy first or enemy does. Ships stats and weapon stats feel extremely disjointed.
Speaking of efficiency, it's all over the place. Why do mark IX and gauss cannon have the same dps? Why is hellbore firing a hammer-equivalent every 3 seconds? Why hephaestus has only 100 dps advantage over mauler? I like arbalest being decent at penetrating armour, but why is HAC basically better arbalest, then? Why autopulse laser has such absurd dps?
...Why the heck reaper typhoon shoots 4 reapers, but cyclone only 2? While I'm at that, why basically every missile is crap since either other weapons deal almost the same damage anyway or waiting time makes them irrelevant. I like regenerating missiles, but I don't like you are stuck with looong cooldown. I'd rather have them have rack + regenerating missiles at a slower rate.
<- onslaught equivalent

Also, what is Vacuum? It looks like fun.
Title: Re: The Balance Beam
Post by: Midnight Kitsune on April 17, 2017, 03:33:49 PM
Also, what is Vacuum? It looks like fun.
Vacuum is an old Total Conversion done by Xenoargh here and all it was, was insane zero stacking, which broke SS.
Title: Re: The Balance Beam
Post by: xenoargh on April 19, 2017, 12:15:48 PM
OK.  Went back to the core of everything and I now have numbers that are getting closer to Vanilla's numbers, although there are some wrinkles left.

Basically, I revisited my assumptions:

1.  Range should be punished.
2.  Perfect hit-rates should be punished.
3.  Flux efficiency should be punished.
4.  TTK should be punished.

Then I rebuilt the equations to handle a few explicit issues, like the effects of burst_delay on TTK, etc.  That made quite a few things a lot less weird, and un-broke a few obvious messes.  Beams had a few issues that weren't resolved correctly, too; they've gotten dealt with.

I've also built a new, explicit handler for range, because that turned out to be where Vanilla numbers really deviated from my straightforward, "range should be treated as a ratio" approach.  It turned out that, to get somewhere like parity with Vanilla numbers, range has roughly 4 explicit tiers where weapons get punished at varying levels.  It took a few experiments to determine that these were more-or-less the ranges where efficiency needed a major nerf to stay near Vanilla.  The ratio system I'd been using previously, while elegant, didn't produce alike-enough results, but using explicit stair-steps did.

I appreciate all of the constructive critique of the previous builds; believe it or not, this has been a lot harder to get done than you'd think.  I'll release another CSV pretty soon when I'm confident that the numbers hold up.
Title: Re: The Balance Beam
Post by: arcibalde on April 19, 2017, 02:37:44 PM
Vacuum is an old Total Conversion done by Xenoargh here and all it was, was insane zero stacking, which broke SS.
What's zero stacking?
Title: Re: The Balance Beam
Post by: Toxcity on April 19, 2017, 02:45:16 PM
Vacuum is an old Total Conversion done by Xenoargh here and all it was, was insane zero stacking, which broke SS.
What's zero stacking?

He means that numbers are inflated for no reason. Say Mauler doing 2000 damage and Enforcer having 7500 armor.
Title: Re: The Balance Beam
Post by: arcibalde on April 19, 2017, 11:26:30 PM
Heh it's simple and logical explanation that didn't cross my mind :) Tnx.
Title: Re: The Balance Beam
Post by: xenoargh on April 21, 2017, 04:46:42 PM
All right, here's a link to the current CSV.  It's very close to Vanilla in a lot of respects now.

That said, I think it's fundamentally broken.  What had to get done to get the numbers there was pretty ridiculous, frankly; a special carve-out for Beams to keep them from being wildly inefficient, etc.  So it "works", in the sense that, at the end of the day, it's all balanced vs. OPs, and now the DPS / Flux is roughly in line with Vanilla, but it created exactly the same pattern of badly-balanced weapons, too; the Light Needler, for example, is back to being an ultra-efficient weapon.

So I kind of regard this as a broken model; either we have to balance against DPS / Flux, punish going outside 1:1 really heavily and punish other major balance factors (range, TTK, etc.) less so, to arrive at vaguely "correct" feeling numbers, or I need an explicit, clean range tier system, basically what Vanilla has done under the hood, but more sensible in terms of scaling; that means that larger weapons get more efficient and can afford to buy range for OPs or Flux. 

I'm inclined to make buying range the most-expensive factor, rather than DPS / Flux, because I think that's a lot more important, but we can't really have both and not have broken balance everywhere, I suspect, unless I write in more special carve-outs to cover squirrel cases.

Anyhow, here's a link to the CSV; playtest it and let me know what you think. (http://www.wolfegames.com/TA_Section/weapon_data.csv)
Title: Re: The Balance Beam
Post by: xenoargh on April 24, 2017, 03:38:44 PM
OK, I think I finally have this sucker nailed down!  Took a new approach, and this looks pretty good  :) 

Feel free to try out the latest CSV result here. (http://www.wolfegames.com/TA_Section/weapon_data.csv)

Went back through the concepts, and this time, what we've got is a formula for the final efficiency ratio that looks like this:

((damage_over_flux/1)*(hit_ratio)*(60/time_to_kill)*(((range-400)/50)+1))/ordinance_points

This gives us pretty Vanilla-like numbers, in the sense that we don't have runaway problems with efficiency, but also fixes the problems we see in Vanilla's balance, I think.  Essentially, the formula punishes Damage / Flux going outside 1:1 pretty heavily and punishes range in an elegant way that arrives at pretty good, balanced-feeling numbers, while being neutral about TTK.

Examples of weapons that got buffed as a result:

Light AC, Dual Light AC:  these have always been pretty much junk weapons that you'd replace as soon as possible with Light Needlers, because of their inaccuracy and poor performance.  Now they're efficient enough that they're competitive, if you get into range.  I think this change is my favorite, personally; it makes alternative Lasher builds work out much better.

Chaingun: range 550, but it's an efficient HE death-machine if you can ever get shields down.  Still terrible for killing shields and not a weapon you want accidentally used to kill fighters, etc.

Heavy Autocannon and Arbalest: they're both much more efficient under this formula, due to high TTK and relatively low accuracy.  They're now comparable to the Light Needlers as a result, not clearly a much-poorer choice.

Light Mortars and Heavy Mortars:  They aren't joke guns any more.  They still won't kill shields, but they don't feel irrelevant to serious play.

PD Lasers:  these aren't doing more damage, and didn't get more range, but they're far more efficient.  Having a bunch of them doesn't seem like a waste of Flux vs. Burst PD now.  I'm pretty tempted to go to Thaago's thought and try them out as FRAGMENTATION or my idea of making them HIGH_EXPLOSIVE; both would give them much greater efficiency and we could push DPS up a bit, making them nice anti-fighter weapons.

Examples of weapons that got nerfed as a result:

Railguns:  their perfect accuracy ratio and high range for their OPs meant they needed to become less efficient, and they are.  I'm considering raising their OP cost to 9 to bring their Damage / Flux closer to Vanilla, but right now they're at Vanilla values.  I know this is an arguable change (essentially it's no longer trading Flux very well) but it is representative of how the formulas handle kiting guns.

Heavy Mauler:  everybody's favorite Ballistic kiting gun got a huge (and well-deserved!) nerf.  To stay at Vanilla OPs and keep it's huge range, it went down to 500 damage for 440 Flux.  This feels completely fair to me.

Gauss Cannon:  the Gauss was already pretty inefficient, and it got worse, unfortunately.

Mjolnir:  I think we can all agree that it was a bit OP, and the numbers bore that out.  It lost a bit of its efficiency.

Examples of weapons that are essentially unchanged:

Tac Lasers:  They got ever-so-slightly more efficient.

Light Needlers:  About the same as always (but now they don't stand out as amazing).

LMGs
and Vulcans:  Essentially unchanged.

Weapons where I've played with Vanilla values a lot, to experiment:

Heavy Blaster:  this is now range 800, but it's a very poor Flux-trader.  I think it solves one of the problems with Energy weapons now, but I'm perfectly willing to put it back to range 600 if we'd prefer that it's more efficient.

Mining Laser: it's a medium-duration, efficient pulse weapon.  It kills individual targets with low HP better than PD Lasers, but doesn't handle swarms well.


Anyhow, this actually feels way, way better to me.  It fixes my main gripes and nothing feels really overpowered when I'm testing it now.  I'd really like some feedback on this from playtesting at this point.
Title: Re: The Balance Beam
Post by: Thaago on April 24, 2017, 05:07:43 PM
Would you mind posting the zip of the mod instead of a csv? Yours is no longer compatible for drop in testing with .8 and I'm not going to make a mod blank for this.
Title: Re: The Balance Beam
Post by: xenoargh on April 24, 2017, 05:46:53 PM
Sure thing, here you go:

Download Linky (http://www.wolfegames.com/TA_Section/$$Starsector_Rebal_A$$.zip)
Title: Re: The Balance Beam
Post by: Thaago on April 24, 2017, 07:46:50 PM
Thanks.

Things are looking better, but there are still issues. Constructive criticism (biggest is last):

Specific weapons:
1) Heavy Mauler. It is one of the strongest weapons in vanilla, and your version has it dealing many times more damage (non-linear HE damage to armor scaling means that multiplying shot strength by 2 is a larger increase in damage) with an increase in efficiency: its better than mounting two Heavy Maulers at half OP cost O_o. Root cause: I think your TTK formula is undervaluing the effects of single shot HE by roughly a factor or 2. (Even with a factor of 2 its still buffed relative to vanilla, so perhaps 2.5).

2) Assault Chaingun: DPS is too high in practice. If you want to stick to the formula, I suggest raising the efficiency or range.

3) Heavy Machine Gun: Typo? This weapon doesn't follow the formula as you have posted below. Comparison to Heavy Autocannon yields confusion, as does comparison to ldmg.

4) Anti-matter blaster: Oh god phase ships what have you done ::cries in the corner at my wrecked fleet:: This is a case where I firmly believe that the alpha damage spike is outside of the model you're working with. If you feel they are too expensive at 9 OP, I highly suggest lowering the OP cost rather than raising the damage. Or perhaps raise the range to 450 to make it play a bit nicer with that asymptotic :P.

5) Ion Cannon/Ion Beam. I believe you are over-valuing EMP by a factor of 3 or more. Remember that it does nothing against shields. I don't think there is a single ship that could mount even 1 ion beam. Ion cannons are in a good place in vanilla imo (perhaps needing a bit more range).

6) Medium Energy Mounts: I find it interesting that you increased the range rather than the efficiency. I'll withhold judgement until more playtesting.

7) Auto Blaster. Typo? I'm wondering how it and the Plasma Cannon can coexist stat-wise.

8) Railgun. Far too much flux usage makes it essentially unusable. I have thoughts on flux ratio below.


Problems I believe you are having with your metrics that I would like to offer my input on:

Hit ratio: This one is quite tricky, because a weapon that will usually miss a frigate will always hit a cruiser, and weapons need to be balanced against both. In general I think accuracy has too large an impact on your numbers: I am seeing low accuracy weapons having very high efficiencies, which will make them dominate against larger opponents. Example: Heavy Needler vs Heavy Autocannon. Against small nimble frigates these values may be reasonable, but against anything destroyer sized and up the Needler is strictly outclassed - by 100 flux per second and 5 OP's!!!

Suggested fix: a heavy damping factor on your hit ratio, bringing all values closer together. This will bring the balance point of weapon accuracy towards the center of ship classes. Accurate Needlers are going to be better against frigates than innacurate Heavy Autocannons, but they will be worse against larger ships. Perhaps equally effective against destroyers would be a good point to shoot for, as they are the most common enemy atm.


He in TTK: Discussed above, I think you are undervaluing the nonlinear effects that shot size has on damage to armor. Basically, your single shot HE's are far too powerful. Rapid shot HE is reasonably close, subject to balance pass.


Flux efficiency: Ok, here is the big one. Because of how ships gain flux (1 OP is 10 venting and dissipation acts as a budget point), I don't think the flux ratio is the correct metric. Rather, I think it is the (damage - flux)/10 that should be factored in as an as an addition. Something like:

(hit_ratio_normalized)*[ (60/TTK)*((range-400)/50+1) + (damage - flux)/10*(fudge factor) ]= quality_ratio*( Ordinance_points )

(Note that the fudge factor is currently different for energy than it is for ballistics by design, but this may change in a future patch. If it does, the flux stats of high tech ships is going to change to compensate. Also hit_ratio being multiplied by this term is on purpose.)

As an example from vanilla: Both the Heavy Needler and the Heavy Autocannon have ~210 damage. Heavy Autocannon has ~210 flux while Heavy Needler has ~160 flux. The 50 flux per second difference is exactly accounted for in the OP cost. The Heavy Needler is a slightly better weapon due to its accuracy and the fact that ship are often built for max vents, though the per shot damage of the Heavy Autocannon is a big plus against larger ships. I consider Heavy Autocannon to be equal to Heavy Needler against Cruisers and Capitals - and if I don't have enough OP to max my vents, I consider it better. The guns are actually quite well balanced, and I am using both.
Title: Re: The Balance Beam
Post by: TrashMan on April 25, 2017, 01:48:29 AM
Combined with their range, this gives beam weapons an unusual power curve where they begin poor and, after reaching a critical mass of beams in your fleet, become utterly unstoppable.

And this is good?
Title: Re: The Balance Beam
Post by: Tartiflette on April 25, 2017, 02:08:19 AM
And this is good?
No, and the first rounds of changes from Xeno made them begin good, thus they immediately reach that critical mass and utterly break the game.
Title: Re: The Balance Beam
Post by: xenoargh on April 25, 2017, 08:57:30 AM
Thaago:  great critique, I'll see what can be done. 

I'm completely agreed on the AM Blaster; it's a squirrel-case gun where it's rubbing against all the good-efficiency numbers.  I'll try range buffs and / or lower OPs until it's reasonable again.

On the range-vs-efficiency stuff for Energy; I wanted to see what we get.  Not sure about the Heavy Blaster being "twice as efficient" as the Heavy Mauler; it's less range, costs 2:1 Flux / damage, waaaaay more than it used to cost.  Was that supposed to be in reverse?  Anyhow, I'll put it back to 600 range and see what we get; should come out around 1.

The Plasma Cannon / Auto-Pulse does, indeed, look like a major problem, until we look at the difference in hit_percent: at maximum range, the Auto-Pulse hits the theoretical target only 40% of the time, vs. the Plasma Cannon's 100%. 

Now, this is with an AI aiming; I realize that's not humans.  But AIs are firing quite a lot, so it's a valid place to measure from.  I can value hit_percent less, but I think that will lead to certain weapons like the Haephestus, Vulcan, Mortars, etc., becoming too inefficient.  But I can always raise their accuracy a bit to adjust; this might actually be a healthy thing.

HE's efficiency is largely due to weighting it quite a bit less than Kinetic, because, frankly, Kinetic is so powerful, because of the effects of Hard Flux; I think the Armor-kill is way over-rated in practical play.  But I'll bump it up a bit and we'll see.  The Chaingun can probably get fixed that way, but I'm a bit concerned about the knock-on effects; if the Chaingun's at 1:1 or thereabouts, it'll cause issues elsewhere.  But there are other ways to fix the Chaingun; I've largely left accuracy numbers unchanged this whole time.
Title: Re: The Balance Beam
Post by: xenoargh on April 25, 2017, 09:36:00 PM
OK, based on the feedback thus far, I've made a couple more adjustments.

I've buffed inaccuracy a bit less (40 radius, was 32); that helped fix up the issues with a few things, like the Auto Blaster, by de-buffing it a little.  A few weapons may get their inaccuracy increased a bit to compensate.

Nerfed HE damage's bonus a little bit, which tightened up efficiency.  I'm not in favor of pushing it back a lot more; HE is really, really, really over-rated; it only matters after Shields are down, and even then, Kinetics and Energy are superior on average, because of their practical effect on Hard Flux and Flux-locking mechanics.  Sure, it's nice to land a shot with a heavy HE weapon and see a satisfying chunk of armor die, but Kinetics are much more profound in their effects and once they get through armor, they're even.  If HE did 200% damage to Hull, I might argue they're a little closer to parity, but even then, not so much; that 50% vs. Shields is a major problem in a game where practically all combat against anything that has a Shield is largely about Flux trading, not Armor.

Played around with the AM Blaster and Heavy Blaster; the AM's sane, the Heavy's back to 600 range and is basically 1:1 efficient again.  But the AM needs to be waaaaaay cheaper, OP-wise, for this to work out.  I think it's heavily over-valued (I mean, really; the gun's basically good for a few squirrel-case ships ATM, not exactly a panacea) but I'll see what happens after I play with the range scalar again.

I feel like there's a consistent issue still lurking in terms of range values.  There's that flat 400-range boundary I declared via fiat that keeps the Vulcan / LMGs viable at Vanilla ranges, and it's moderately happy and keeps things fairly close to Vanilla when we're in 400-800 range, but it turns into a nasty scalar for the really long-ranged stuff, which is why the Gauss is broken.
Title: Re: The Balance Beam
Post by: xenoargh on April 25, 2017, 11:38:36 PM
All righty, here's the next build of this (http://www.wolfegames.com/TA_Section/weapon_data.csv).  I've included the "tags" and "rarity" values this build, so it's compliant with Vanilla now.

Stuff that got changed:

Slight nerf to accuracy's effects on efficiency.  This had a bunch of knock-on effects, naturally.  Changed accuracy values on a bunch of things to adjust.
Range is a flat scalar now;  no special carve-out.  This changed a bunch of things, in terms of winners / losers.
Slight nerf to HIGH_EXPLOSIVE damage, to get efficiency down a little bit.  Not much; it's already kind of questionable.  But it hurt the Chaingun a little.
Slight buff to ENERGY damage, to get it back into the ballpark.
Significant buff to EMP damage, valuing it less (but not zero).  Helped out the EMP weapons a bit.

AM Blaster costs far fewer OPs, but is back to near 1:1 damage / flux.  About the only way to fix them, really; they're an outlier case.  Not sure how much that will break Phase Frigates, where they'll probably be able to afford another Hull Mod, but probably doesn't massively break them.  Ship balance is outside the project's scope, but that's probably fixable at the ship level if it's a serious balance problem for the few ships that rely heavily on AM Blaster pop-up tactics.


Looked at the Vents / OPs thing and thought about it for a bit.

It might have made some kind of sense, before Hull Mods, although it doesn't explain the vastly-OP stuff very well.  But it doesn't make any sense in the current scheme of things, where Hull Mods are often more important than Vents. 

I think it's more important to think of OPs as the "opportunity cost" of a weapon.  If one weapon is clearly superior to the other weapon for the same cost, we're always going to buy it.
Title: Re: The Balance Beam
Post by: xenoargh on April 29, 2017, 09:54:18 AM
OK, I've playtested with these numbers for a bit, and I'm fairly confident that the system works well, while retaining a Vanilla-like feel.  SS feels considerably harder to me; there aren't as-obvious holes in the weapons where simply going to the best choices leads to huge power imbalances. 

In the next build, I've fixed the LMG and the Rail Gun, which were both "right" but weren't really fulfilling their use-cases (the Rail Gun had too low of a TTK to be efficient and needed adjustment downwards, the LMGs needed changes to their TTK and other factors to be about right), and I've adjusted the Mining Drone / Borer Drone to have enough Flux stats to fire the Mining Laser all the time.



So the next stage is to look at typical mod-weapons and do some compare / contrast; ideally, we want a system like this to be used to arrive at a rough balance for modded weapons, so they're no longer all over the place, in terms of balance.

I've added in a weapon_special slot to the spreadsheet, that allows for non-Vanilla mechanics (or specific mechanics that are Vanilla that give weapons advantages / disadvantages) to be considered properly.  Basically, a uniform location for "fudge-factor"; I think that's a fair way to handle this.
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 04:30:01 PM
OK, so here's a typical mod-weapon set, after rebalance.  Most of what happened here exactly matched my predictions.
Code
name,id,tier,rarity,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,reload size,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,hints,tags,number,weapon_special,hit_percent,Damage/flux,time_to_kill,total_efficiency
Reliant HMG,ssp_reliant,0,,50,450,,10,,1,60,2,,,,KINETIC,5.6,,0,0.12,1,,15,15,0.2,15,,800,,,5,PD,,4350,,0.3405021148553171,2.678571428571429,119.99999999999999,1.0260666407470498
Contender Cannon,ssp_contender,0,,100,500,,150,,10,25,3,,,,HIGH_EXPLOSIVE,65,,0,2.5,1,,5,5,2,10,,800,,,10,,,4351,,0.9170234260893169,1.846153846153846,166.66666666666666,1.0157797950527818
Plasma Flamer,ssp_plasmaflame,1,,1000,450,,30,,0,10,9,100,10,50,ENERGY,16.5,,0,0.05,9999,0.05,15,15,0,0,,1000,,,10000,DO_NOT_CONSERVE,,4352,,0.3405021148553171,1.6363636363636362,16.666666666666668,1.0029335019374794
Lightning Gun,ssp_lightninggun,3,,3500,1000,,200,250,100,10,15,10,0.25,,ENERGY,200,,0.25,1,1,,0,0,0,0,,7500,,,10000,,,4360,,1,1.275,50,1.0199999999999998
Heavy Ion Blaster,ssp_ionblaster,3,,3000,600,,500,3750,20,12,14,,,,ENERGY,250,,0.5,8,1,,0,0,0,0,,1250,,,300,FIRE_WHEN_INEFFICIENT,,4361,,1,6.3,160,1.0125
Aegis Flak Cannon,ssp_tripleflak,2,,8000,600,,250,,10,30,18,,,,FRAGMENTATION,19.5,,0,0.4,1,,15,15,3,15,,700,,,50,PD,,4362,,0.25537658614148767,3.2051282051282053,16,1.0231433739642937
Light Phase Lance,ssp_lightphaselance,2,,700,500,650,,,0,30,5,,,,ENERGY,,250,0.25,0.75,0.5,3,,,,,3200,,,,,,,4363,,1,2.3400000000000003,138.46153846153848,1.014
Examples of things that needed fixing:

1.  Reliant HMG:  horribly inefficient for what it did (I always regarded it as a junk weapon).  Now it's competitive as a slightly-longer-ranged LMG variation.

2.  Contender Cannon:  really underpowered (again, a junk weapon, probably got over-nerfed at some point).  Now sits in a spot similar to the Light Mortar, but more accurate.

3.  Plasma Flamer:  this weapon needed to trade some accuracy for some efficiency to get to a better place.  It could go other ways, such as improving the damage but getting to parity with Flux costs earlier, etc. Given the use-case, inaccuracy is probably fine (although it really wants code to make it look like a flame-thrower, but that's another issue).

4.  Lightning Gun:  Really inefficient for what it actually does.  One of the weaker weapons in the example.  I am aware it has a secondary effect; this may be a case where the weapon_special value needs to get used.  But it was too weak in the mod it came from and feels better now.

6.  Heavy Ion Blaster:  this was horrifically inefficient, given that EMP damage's effect has been greatly discounted.  But I think this was counting on SS+'s EMP-specific code, so I may be guilty of bumping it too much.  I'll have to test and see.

7.  Aegis Flak Cannon:  Really inefficient for the Flux and OPs it costs to install.  This wasn't a great gun; it's a specialized PD weapon.  Needed a boost.

8.  Light Phase Lance:  it was clearly over-priced and needed to get bumped down in OP cost to get somewhere better.  Why?  TTK was weak; this isn't really all that great of a gun unless you can mount multiples to use for alpha-strike.

For the most part, these weapons were wildly over / under efficient.  This is a theme in modded weapons; because there hasn't been any guidance on balance other than buff / nerf and reference to Vanilla values that have had the same problems, they tend to be all over the place.
Title: Re: The Balance Beam
Post by: Midnight Kitsune on April 30, 2017, 06:06:18 PM
And yet you hear people clamoring to see DR mods updated as they enjoy them greatly because they are balanced not "balanced"! Why? Because balance isn't something that you can just math out. Sure, you can to a point. But after a certain point, they need to be feel/ field tested. How many are asking for Vacuum to be updated?
Also, not all weapons NEED to be good. Having junk or low tier weapons are good for pirates or starting players
Title: Re: The Balance Beam
Post by: Dark.Revenant on April 30, 2017, 06:17:38 PM
1. Reliant HMG: It's supposed to suck.  A 1 OP point defense weapon?  It's a joke.  Even then, I've seen cheese builds that use the Reliant to good effect in 0.7.2a...  In 0.8a it loses a lot of its bite because of the armor changes; even a frigate is basically immune to it, so I'll probably bump the damage up by about 20%.  But that's it.

2. Contender Cannon: A 3 OP weapon that strips armor twice as well as the Light Mortar and three times as well as the Light Assault Gun, and has reasonable range to boot.  Even considering the low DPS, this is a very deadly weapon in anti-frigate and even anti-destroyer combat.  Buffing it, especially in 0.8a, would make it too good for its cost.

3. Plasma Flamer: 0.8a does kick this one in the balls to an extent, so I'll make it slightly more efficient (now at a 2:1 damage:flux ratio).  At the end of the day, it's still 600 DPS of hard flux at close range for a fairly low OP cost.  A bargain.

4. Lightning Gun: This weapon allows you to (briefly) kite in a high tech ship, and basically can't miss the shot either.  Borderline OP even as it is.  This does not need to be further improved.

5. Heavy Ion Blaster: This has a powerful scripted on-hit effect that deals a bunch of damage and a lot of EMP on a hit, even through shields (depending on flux level).  You don't want to face this down in combat, and it doesn't need a buff.

6. Aegis Flak Cannon: I forget what OP value this has in SWP 0.7.2a, but in the current dev version it's 18 OP.  It's also more efficient than Dual Flak or Devastator Cannon, plus it has the good grace to actually land hits on the missiles it's shooting at.  A further boost, especially in efficiency, isn't really needed.

7. Light Phase Lance: Borderline OP as it is; doesn't need another boost.
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 10:36:47 PM
1.  The math's solid, there's nothing to argue about except relative value-weighting here, and that's subject to argument.  So, maybe, playtest with the current build and get back to me about how the system works, instead of the formless complaining?  And yes, we can do this with math; most of this isn't all that complex of math.  Don't even try saying, "but ships" because that's next; this is the easiest part to get nailed down, which is why I'm here, not just buff / nerfing the low-hanging fruit.

2.  What are the objectives of the project, exactly?

All weapons should be worth their costs; there shouldn't be "junk weapons" in a game like SS, because that just leads to newbie-traps and poorly-balanced, OP guns that ruin the game experience.  I'm serious about this; I think that modded weapons will always have some silly in them, but we shouldn't want that to be the norm.

That's it.  "Vacuum 2.0" isn't even in the cards, even if I had the time to completely refactor it for the fourth time (which I don't). 

Vanilla is (finally) putting in most of the features Vacuum had that I actually cared about (resources other than combat, random universes, probably Outposts and other things finally let players get into a dynamic universe), other than making Armor seriously relevant when comparing Capitals to smaller ships (all that "insane zero stacking" was about TTK issues; it was a crude way to handle it, admittedly, but I was in a huge hurry), and Alex has chosen to handle that in a different way, by essentially giving ships major firepower buffs (Conquest) or range buffs (Paragon) which is probably a valid solution (although I must say that I'm still not impressed with the Conquest).

As to the specifics:
Spoiler
1. Reliant HMG: It's supposed to suck.  Breaks the central concept of the project.  Guns shouldn't suck arbitrarily.  I mean, I don't mind if a gun sucks for an assault role (Frag damage, say) but it shouldn't just suck "because".  Especially now that 0-OP guns aren't a thing.

2. Contender Cannon: A 3 OP weapon that strips armor twice as well as the Light Mortar and three times as well as the Light Assault Gun, and has reasonable range to boot.  This is a bunch of interesting logic there that demonstrates exactly why I did this.  First off, armor-stripping is massively over-valued, if that's what you're factoring; all Armor does is to slow down the time to pure TTK, and it matters very little until you hit Enforcer+ levels of armor, anyhow; it's just not nearly as important as people tend to think it is.  Second off, it's in an inferior range-band, which you're not compensating for; 100 range is really pretty valuable in the low-range Smalls; if your opponent has a speed advantage, it's a gun that literally can't engage.  Third, comparing anything to the Light Mortar, one of the worst-balanced weapons in SS, makes me laugh.

3. Plasma Flamer: 0.8a does kick this one in the balls to an extent, so I'll make it slightly more efficient (now at a 2:1 damage:flux ratio).  At the end of the day, it's still 600 DPS of hard flux at close range for a fairly low OP cost.  A bargain.  This was actually over-efficient per the formula, over 2.0 (because TTK and 100% accuracy); what's been changed to get it back into the "bargain" range was to give it a fairly hefty change in accuracy.  I actually think this weapon's not terrible, just hard to get much benefit out of because of the range.  I should've emphasized that not all the guns got buffed here.

4. Lightning Gun: This weapon allows you to (briefly) kite in a high tech ship, and basically can't miss the shot either.  Borderline OP even as it is.  This does not need to be further improved.  Briefly kite?  As in, what, exactly?  I'm serious, here.  You can either kite, in the sense of dealing damage that can't be answered, or you can't; "hitting before opponents trade much more efficiently" isn't kiting, it's just a bad gun.  If you're in a Wolf with this, you can kite, yo.  Then we need to compare it to the Tac Laser, where it's obviously under-performing, per the base stat.  

But is it also doing a scripted effect I'm not fairly considering?  I'll check that out.

5. Heavy Ion Blaster: This has a powerful scripted on-hit effect that deals a bunch of damage and a lot of EMP on a hit, even through shields (depending on flux level).  Fair enough.  I'll look at the code and see if I can make this a poster-child for pricing such things well.

6. Aegis Flak Cannon: I forget what OP value this has in SWP 0.7.2a, but in the current dev version it's 18 OP. 18 OPs here.  I think that the key thing here, if it's going to see a nerf, is what the AOE looks like; I found very little reason to boost Flak's values because it's a specialized build, but I'm amenable to arguement.

7. Light Phase Lance: Borderline OP as it is; doesn't need another boost.  Against what, exactly?  I mean, for 7 OPs, I get a Railgun; it's not a Railgun.  For 10, I get a Phase Lance, which the current formula valued rather less than Vanilla; the low TTK counted against it and this has the same problems.  Show me a build where it's "borderline OP" using Vanilla ships, I'll be happy to revisit how I'm valuing burst-beams.  I haven't found the re-valued Phase Lance terrifically awesome, though, nor did the Burst PDs suddenly become amazing; they're just adequate for their jobs now.
[close]
Title: Re: The Balance Beam
Post by: MesoTroniK on April 30, 2017, 10:46:12 PM
The math's solid

[citation needed]
Title: Re: The Balance Beam
Post by: SafariJohn on April 30, 2017, 10:53:25 PM
(https://planetruthblog.files.wordpress.com/2016/09/flat-earth-memes-362-5.jpg)
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 10:59:41 PM
The math's demonstrable; the current stuff's playable, see the links above.

As for how the current values are derived, I'll update the spreadsheet in the previous link to reflect the current.  But the formula for hit_percent is solid; it's just trig to determine CEP vs. random deviation on a triangle, it's not rocket science:

=min(if(OR(R7>0,(W7 + X7)/2 <0.5),1,40/((sqrt(F7^2 + F7^2 - (2*F7*F7*COS(((W7 +X7)/2) * 0.0174532925)))))),1)

Damage / Flux is straightforward:

=if(G7>0,(G7+(I7/3))/R7,(H7+(I7/3))/Q7)*if(P7="KINETIC",1.5,1)*if(P7="HIGH_EXPLOSIVE",0.8,1)*if(P7="FRAGMENTATION",0.25,1)*if(P7="ENERGY",0.9,1)

TTK is a little less involved:

=10000/if(G7>0,if(U7>0,((G7+I7)/1.5)*(U7/V7),(G7+I7)/1.5),if(U7>=9999,H7/V7,if(U7>1,(H7*U7)/(V7*U7)/if(T7>0,T7,1),H7/T7)))

The final formula's very clean now:

=((AK7/1)*(AJ7)*(60/AL7)*(((F7)/100))*max(AI7,1))/L7

Essentially, the final formula is:

((damage_over_flux/1)*(hit_percent)*(60/TTK)*(((range)/100))*max(weapon_special,1))/OPs

So, basically, we're down to weighting arguments, not whether the core math is solid.  Whether to weight HE more / less, whether to weight TTK more / less, etc.  The core math works; it's worked for a while; we're really arguing about small-ball stuff now.  Feel free to poke at the weightings if you see problems in playtesting; I think it's pretty good, but I'm always willing to modify this or that if we have a general-case, elegant way to solve for something.  I'm still mulling over Thaago's thoughts on high-damage single-shot weapons; I think it's basically being weighted well, but I think his argument re: Armor might have merit; I'm just not sure how to value it yet, short of doing a complete Armor breakdown test (and then determining how that gets weighed, or just introducing a fudge-factor for weapons doing over X damage per hit).
Title: Re: The Balance Beam
Post by: Dark.Revenant on April 30, 2017, 11:00:28 PM
Re Reliant: It's actually better than the LMG at point defense because the projectile speed is extremely high and the range is better; it's more likely to actually hit the missile.  What it sucks at is attacking anything.  LMG of course beats it at attackingand Vulcan beats it at defending, but both are more expensive.

Re Contender: Contender is actually best used against frigates and low-armor-value destroyers.  Why?  Because as soon as you have an opportunity, such as with an overloaded, venting, or shield-dropped target, you can fire it at their hull, take out the armor in a spot, and - more importantly - disable their weapons/engines with that shot.  It's harder to do this with a LAG because the target will be spinning around, running, etc.  Against Enforcers and the like, it doesn't have enough DPS to beat out the LAG - which is fine, because it's significantly cheaper.

Re Lightning Gun: Beams do soft flux, this does hard flux.  1000-base-range hard flux damage is something you don't see in a vanilla energy weapon.  It's also very effective against frigates because it's nearly hitscan.  High-tech ships get more out of a Lightning Gun than they do with beams unless you win the flux war with beams alone.  This weapon will never win a flux war but it's extremely good at keeping a target busy for extended periods of time while remaining safe, or for disabling a target while allies drive up its flux.

Re Light Phase Lance: Railgun is a ballistic weapon; this is an energy weapon.  Energy slots are intentionally weaker on average in vanilla, which is what I'm balancing against.  Yes; it sucks from the TTK perspective, but has enormous alpha strike potential because you can mount a lot of them.  See what a Medusa or Aurora can do with these things...
Title: Re: The Balance Beam
Post by: MesoTroniK on April 30, 2017, 11:01:19 PM
The problem is balancing weapons in a vacuum, purely though math while not taking into consideration any other factors of the game simply does not work... At the least, ships and general tactical situations must also be considered.
Title: Re: The Balance Beam
Post by: Harmful Mechanic on April 30, 2017, 11:16:35 PM
The problem is balancing weapons in a vacuum, purely though math while not taking into consideration any other factors of the game simply does not work... At the least, ships and general tactical situations must also be considered.

Shot speed alone is a big hidden one, especially when you start talking about small, fast ships.
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 11:20:10 PM
Quote
Re Reliant: It's actually better than the LMG at point defense because the projectile speed is extremely high and the range is better; it's more likely to actually hit the missile.  What it sucks at is attacking anything.  LMG of course beats it at attackingand Vulcan beats it at defending, but both are more expensive.
I haven't found that to be the case, personally; it's just kind of a junk gun.  It is a gun that can't kill missiles as well as the Vulcan, whose only real benefit is the lower costs.  That said... I can see a case for making it Frag and then being really efficient and accurate, but at a higher Flux-per-round cost.

Re Contender:  If a Frigate is Flux-locked, I can kill it with anything.  I don't need HE until I'm killing Destroyers.  This has always been the problem with the LAG and Light Mortar; it's a gun without a real job to do, because it's not efficient compared to Flux-locking enemies with Kinetics and killing them with same while keeping them Flux-locked.  The AI is no longer allowing players to push it into Overload all the frequently now, other than massive alpha-strikes, too, which is a further argument for Flux-locking, especially at the fleet-on-fleet level, where 1v1 dynamics just don't pertain.

Lightning Gun:  Hard Flux is already taken into consideration, actually, and HVD is the counter-argument; basically, what you're arguing for is a gun that basically doesn't miss because of shot-speed getting a high bump. Tell you what; I'll put shot-speed vs. range into the formula as a straight ratio (although I think that weights that too strongly).  To make it work out (because that ratio is 7:1), it'd need to be hugely inefficient; I think that needs to be weighed less than a straight ratio.  But that argument has merit.

RE Light Phase Lance:  Energy / Ballistic went out the window with Universal / Hybrid / Synergy all over the place now.  I said, at the time, that this would expose the problems with the core weapon balance, and yes it does.  But heck, show me a Wolf build where this is "borderline OP", I'm game to test it out.



Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 11:29:39 PM
OK, how's about this:  we'll weight shot-speed at a ratio, but only after a given limit (kind of like how I fudge-factored range earlier, until I found a cleaner way). 

Basically, shot-speeds get a bump after they exceed range X2 or so; that won't hose LMGs or Vanilla's HVD, but it'll punish weapons like the Lightning gun?  That'd make the Lightning gun fabulously over-powered and bring it back to earth.  I'm fairly certain that over-values shot-speed by quite a lot, but what the heck.
Title: Re: The Balance Beam
Post by: MesoTroniK on April 30, 2017, 11:30:12 PM
Dr spoke of what the Light Phase Lance can do on a Medusa and Aurora, not a Wolf. On the Wolf you would use the full on phase lance.

On a Medusa you would have a pair of Railguns, front Light Phase Lances, a pair of Graviton Beams, and rear facing Burst PD.

On an Aurora you stack a *** ton of Light Phase Lances and screw over things and one punch smaller targets.
Title: Re: The Balance Beam
Post by: Techhead on April 30, 2017, 11:34:14 PM
5) Ion Cannon/Ion Beam. I believe you are over-valuing EMP by a factor of 3 or more. Remember that it does nothing against shields. I don't think there is a single ship that could mount even 1 ion beam. Ion cannons are in a good place in vanilla imo (perhaps needing a bit more range).
A quick note: "Does nothing against shields" is inaccurate. Ion Beam has a shield arcing effect that scales with hard flux. (Like the Tachyon Lance) And both have a modicum of energy damage.
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 11:43:42 PM
Medusa- no way, you're using Heavy Blasters and Light Needlers.  

Why Light Phase Lances over the Phase Lance, which is better, but still worse than the Heavy Blaster?  Not really following the reasoning here.

Aurora; seriously?  IR Pulse Lasers and Heavy Blasters, because ITU.  

Granted, I haven't played current Aurora, but it wasn't a good Beam-boat in 0.72 and from the sounds of the changes, it's not now, either.

Frankly, I think these arguments-from-ships are kind of BS, anyhow; "oh, but it's all right on this one squirrel-case build with OP ship" is not valid.



Anyhow... I tried out that formula (valuing shot-speed over 2X range at a ratio) and that puts the Flux cost per shot at 1100, a bit pricey, lol.  

Now I'm tuning until it's at exactly the Flux cost per shot of the original.  Fair enough?  I think that's far too expensive, given that Beams are inherently can't-miss; essentially, they're getting valued the same as other guns that don't miss the theoretical target, which I think is fine, especially now that that target is Destroyer-sized.  I think you're valuing this supposedly-awesome thing far too highly, frankly.  But I'll play along; it won't change Vanilla stuff but it might contain a few squirrel cases, so what the heck.
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 11:45:03 PM
Quote
A quick note: "Does nothing against shields" is inaccurate. Ion Beam has a shield arcing effect that scales with hard flux. (Like the Tachyon Lance) And both have a modicum of energy damage.
Agreed, this will get handled differently, once I look at the code under the hood.  I'm not valuing that stuff directly just yet.  So it's probably OP until that's adjusted.
Title: Re: The Balance Beam
Post by: xenoargh on April 30, 2017, 11:56:47 PM
OK, that's valued at 5.25 (i.e., the shot-speed has to vastly-exceed range to be considered here). 

That doesn't close every squirrel case, but frankly, I think it's probably good enough.  I think the Lightning Gun is hugely underpowered for what you get (essentially, a HVD that never misses), but I'm willing to put it aside for now; essentially, it's a specific case where it's like a hit-scan gun with 100% accuracy.  There are bound to be more things like this as we move forward.

Another way to punish this would be to take the ratio, multiply it by some teeny number and add it to the cost; that's probably the most-elegant way, rather than this crude approach.  That would cover anything with shot-speed exceeding range significantly.  But that will punish LMGs quite a bit, as they're over 2:1 in Vanilla.  Probably 2:1 or lower needs to be a protected range.
Title: Re: The Balance Beam
Post by: Tartiflette on May 01, 2017, 12:00:30 AM
Frankly, I think these arguments-from-ships are kind of BS, anyhow; "oh, but it's all right on this one squirrel-case build with OP ship" is not valid.

Yeah, it's s*cks that it's like, you know, the most fundamental basic rule about balancing right?
Title: Re: The Balance Beam
Post by: xenoargh on May 01, 2017, 12:02:01 AM
No.  Weapons are the core.  After that, ships.  Crawl --> Walk --> Run.

Basically, you're arguing for never fixing anything.  So either present some math or go away.
Title: Re: The Balance Beam
Post by: Tartiflette on May 01, 2017, 12:09:33 AM
Sorry, I only present actual gameplay, not armchair specialist theory crafting and unreadable scribbles on a chalkboards.
Title: Re: The Balance Beam
Post by: xenoargh on May 01, 2017, 12:11:57 AM
I mean this seriously, not in a mean way.  

When Alex decided that what Beams really needed was 1000 range because I made a convincing argument about how underpowered they were, the fix broke the Hound, BMII, etc.; a whole group of ships got invalidated by one poor decision regarding weapon balance.  I'm as guilty as anybody for the current state of affairs, frankly.

I'm tired of watching this get done by crappy buff / nerf powered by a few trolls (including me), making the core game balance get more and more devoid of minmax choices that all work well because we're blundering around.  

The game's getting robbed of diversity of truly-good minmax builds as a result; it took 3 years to get the Hammerhead halfway decent again.  I don't want this game to hit Steam and get bombed for having a handful of "right answers" or being a game that's only OK "when you put mods on it to fix".  

So, science!  Start with the most-important thing; weapons in a combat game, followed by the combat avatars, followed by serious crunching on the remaining issues.

This ain't "armchair"; it's math; it doesn't care about what you want it to say.  You wanna argue about weighting, fine, let's have a grownup discussion.  Otherwise, go away, the adults are working here.
Title: Re: The Balance Beam
Post by: MesoTroniK on May 01, 2017, 12:16:55 AM
You cannot balance a combat system as complex as SS, with only math.
Title: Re: The Balance Beam
Post by: Tartiflette on May 01, 2017, 12:19:09 AM
When Alex decided that what Beams really needed was 1000 range because I made a convincing argument about how underpowered they were, the fix broke the Hound, BMII, etc.; a whole group of ships got invalidated by one poor decision regarding weapon balance.  I'm as guilty as anybody for the current state of affairs, frankly.
Yeah, you did a good job at making all vanilla beams the same weapon with different sprites, and the most overpowered one of the game. Tells you a bit about the validity of your "weapon first, ships after" method instead of the "take all the systems into account as a coherent whole, and then playtest the cr*p of everything you did" that pretty much everyone else uses.
Title: Re: The Balance Beam
Post by: xenoargh on May 01, 2017, 12:25:08 AM
Weapons are pretty simple systems, mechanically, if they aren't doing weird scripted stuff, which this allows for.  

Ships aren't; we're going to have analyze a lot more to arrive at good approximations.  We already know a few things about Ship balance that are very fundamental, like the value of speed and the number of guns on a given arc, the value of Flux reserves and so forth; most of that's pretty amenable to analysis.  The hard stuff is how to value the ship's sprite-size (not impossible, just annoying, we'll have to write some code to calculate the surface area or approximate from the collision ovoids, etc.; it won't be perfect without some complicated work).

Systems are going to be value-judgements, for sure.  Anybody sane's in agreement on this point.  

That doesn't mean that we shouldn't go there and do that, though; it just means the pitfalls are obvious and that this will be hard.

@Tartiflette:  the what?  They're more diverse than ever.  Please explain your reasoning, based on the current numbers.
Title: Re: The Balance Beam
Post by: Tartiflette on May 01, 2017, 12:27:28 AM
You are acting like the Tacoma Narrow Bridge civil engineers. Their math was "correct". Didn't helped the bridge.
Title: Re: The Balance Beam
Post by: Midnight Kitsune on May 01, 2017, 12:29:22 AM
Systems are going to be value-judgements, for sure.  Anybody sane's in agreement on this point.  
So I guess 90% of SS players are insane then
Title: Re: The Balance Beam
Post by: mehgamer on May 01, 2017, 12:44:42 AM
Xeno, are you familiar with the idea of "chaos theory"?
Title: Re: The Balance Beam
Post by: Thaago on May 01, 2017, 08:31:39 AM
To give constructive feedback:

Xeno, I think you are undervaluing armor stripping by a huge margin. Kinetics and Frag are massively reduced in damage by armor, and the AI is getting better at taking those hits on the armor rather than the shield. However, once you've stripped armor, the ship is obligated to keep its shields up or take hull damage. It drastically alters the behavior of the ship, its survival, and its offensive potential.

Also, I still think that using the flux efficiency ratio is the wrong way to do it. Ships get 10 flux per second dissipation per OP - that is the basis on how OP and flux efficiency interact.

So:  (Damage - Flux Cost)/10*factor + OP = other considerations (range, accuracy, alpha, etc)
Title: Re: The Balance Beam
Post by: Alex on May 01, 2017, 10:00:07 AM
Been keeping an eye on this thread (though not in super great detail, due to time constraints). I think what xeno is doing is interesting, an investment of time and effort, and he's coming from a good place. As such, I'd particularly appreciate if the discussion here was kept respectful and constructive. Disagreeing with something doesn't require tearing it down.
Title: Re: The Balance Beam
Post by: Ghoti on May 01, 2017, 12:03:44 PM
Personally I like where this thread is coming from.

That said the objective of making all weapons equally valuable for cost, and aligning them all rigidly to a formula is definitely a great idea. It's an interesting experiment. Props xenoargh. Maybe not the kind of thing I want to see fully implemented in vanilla, but I like the idea for a mod. Or maybe even a meta mod  ;)
Title: Re: The Balance Beam
Post by: DeltaV_11.2 on May 01, 2017, 01:01:28 PM
This ain't "armchair"; it's math; it doesn't care about what you want it to say.  You wanna argue about weighting, fine, let's have a grownup discussion.  Otherwise, go away, the adults are working here.
Spoken like somebody who has never been within 20 feet of a course on statistics and data analysis. Bad math is worse than no math, and how you analyze a set of data can have immense implications on the validity of your results. The math can't lie, but how you interpret and choose to apply it can, because your interpretations and applications are fundamentally subjective.

To start with, your presumptions totally ignore the value of alpha strike weapons, and single-shot damage in general. A gun that deals 2000 damage every 1 seconds is better than one that deals 250 damage every 0.125 second, because the first will both have a higher damage rate in any real situation except the limiting case(consider a firing period of 2.5 seconds, the first fires 3 times the second 21, for 6000 vs 5250 damage dealt), and is easier to employ as it doesn't require constant aiming and is forgiving of short periods of no shot opportunities.

In Starsector, single-shot damage is also very important because of how it impacts armor penetration. The thread you linked actually goes into a lot of depth about what this means for many weapons.

Your hit calculation is doubly flawed because it ignores the huge effects of ITU/DTC which appears on many ships, and it presumes that combat always takes place at maximum weapon range. Trying to arbitrary categorize how important weapon range is in order to apply fixed factors is also not going to go anywhere useful. The utility of range is fundamentally not disentangleable from the weapon's performance both relative to other weapons(having the most range in a category has a lot more value than second-best), and relative to itself- a weapon with a lot of alpha threat is much more dangerous with long range.

There's no valuation mechanism for turret track rate or projectile velocity, which are in practice more important than weapon arcs in a lot of scenarios. Energy weapons get a significant edge out of this because they come with higher velocities than all but a few ballistic weapons, making them easier to hit with. This also ties in with how good a weapon is against different types of target- it matters less on bigger weapons or on ships that are roled around fighting capitals and cruisers.

OP value is not linear and should not be. Slots are a finite balancing resource on a ship, and therefore OP must have diminishing returns to scale for the same mounts in order to make slot restriction meaningful. Having things otherwise results in optimums being single high-OP weapons, which is problematic in balance terms. From an abstract perspective, there's also the reality that some weapons should simply be better than others. All weapons being the same flavor is boring gameplay, and if there aren't any meaningful decisions to be made there's no play to be had.

In general trying to separate weapon performance from their platforms is not going to work. Weapons don't exist in a vacuum and trying to balance them as if they do doesn't work. Yes, that precludes analyzing things with a simple spreadsheet. Life is hard. Using math to analyze complex systems is harder. Deal.

Looking at your sheet here's the major balance issues I see in it and why they exist. Gauss Cannon- high alpha, best range. Gauss is a very dangerous weapon and giving it decent relative flux stats is insane. With 800 alpha it armor punches like a 200 damage HE weapon, so not actually half bad. Bad DPS does not fix the issue that a Gauss that doesn't have serious flux costs can eventually pick any ship apart at range with little risk of retaliation even if it slips up. Advancing its timing cycle makes it even better, so no. Just no.

Hellbore at 1600 HE alpha is nuts. It will take out nearly any armor in a single hit(only thing that resists is HA Onslaught, and even that loses most of its armor). 800 shield alpha is also not inconsiderable for any weapon. Sure, you pay in flux and DPS. Doesn't matter in practice because the threat of it will force raised shields even if not fired, and the damage dealt over a long time is less important than the big punch right now(and the HAG can't beat the Hellbore spikes until 15-20 seconds or so).

800 range on energy weapons. Not a good idea. High-tech ships are faster and have better flux stats. An Aurora could nose into HB range, fire off a shot to cause hard flux, and back of to let it vent. The other ship can't safely drop shields because the Aurora can sprint back in with it's high velocity and excellent against armor HB to punish them. And lower efficiency means that the Aurora is penalized if it does anything other than play in an extremely boring way or for a player fighting it, a frustrating one.

All of the medium kinetics except for Heavy Needler: Worthless. Flux efficiency is great. It doesn't compensate for not dealing credible amounts of damage. Soft flux can be dumped with shields up, hard flux from hitting the enemy can't be. Also the tradeoff for 100-200 extra range over LDAC is not worth it for a medium slot and much more OP.
Title: Re: The Balance Beam
Post by: SafariJohn on May 01, 2017, 01:25:25 PM
I want to apologize for my post last night, xenoargh. I was rude and antagonistic. That’s no way for anyone to act.

I think you and I can agree we want Starsector to be balanced, right?

I think we can also agree it’s unproductive to straight-up tell someone, “You’re wrong.” Saying your version of something, weapon stats in this case, is better than someone else’s is a way of saying, “You’re wrong,” isn’t it?


But most of the people around here are pretty reasonable; if you show them one of their things is bad they’ll take a look themselves, accept your proof, and fix it. So that’s probably not why so many people got upset.

I suspect the reason the hornet nest got stirred up is because of a more personal way you told everyone they are wrong. One of the fundamental assumptions of your project here, give or take, is that weapons can be balanced through math alone. The other meaning of that is, “Everyone who thinks you need testing to find weapon balance is wrong.”

After all the work people have put into testing vanilla (and their mods!) to find a good balance, that sounds to me like a mighty big insult. :( I know you don’t intend it that way, but that’s how it comes across.


The work you’ve put into this and your other projects demonstrates your intelligence and dedication, and I’m sure you’ve held your tongue on many of the less-than-nice things you’ve wanted to reply with, particularly last night, so you have pretty admirable patience, too. Smart? Dedicated? Patient? Sounds like a good person to me.

I believe the Balance Beam could be a useful tool in our arsenal, but I don’t think it can be the be-all, end-all of balancing weapons. Would you please give these other smart people’s point of view a second chance?


Note: Typed this up before DeltaV's heck of a post appeared.
Title: Re: The Balance Beam
Post by: intrinsic_parity on May 01, 2017, 02:27:37 PM
I think it's worth thinking about the idea behind mathematical modeling for a second. Mathematical models reflect reality, they do not define it. If a mathematical model does not produce results that reflect reality, it is worthless. This how we discover things scientifically. We propose a mathematical model and then check if it's predictions match what actually happens. Then refine the model until it reflects that. In this case, reality is gameplay. The mathematical model is supposed to reflect actual balance in gameplay. The only empirical evidence we have is player experience. That is what gameplay should be (and is) balanced around. If the mathematical model does not produce gameplay that people find to be balanced, then it is not a good enough model. If you propose some equations to define gravity, but when you actually drop an object, it behaves differently than the math would suggest, then the equations are at fault (assuming of course that your experiment is accurate).

I think this process has been slowly happening in this thread. People say 'this model doesn't reflect x well' and then you modify it until it does. But it's worth remembering that player experience is what you are balancing against, and math without context isn't useful (at least from the standpoint of trying to model reality, abstract math is whole different ballgame).

That being said, I agree with the philosophy of this thread; I had a lot of fun in the thread discussing how alpha damage affects armor penetration, however, I think that trying the abstract weapons outside of the context that they are used in misses a lot of game balance. The performance of a weapon depends hugely on the capabilities of the ship it is mounted on. Long range means more on a fast ship, low OP means more on a small ship, low flux/sec is more valuable on a ship with a limited flux pool etc. so if you really want your model to be accurate, you need to consider that.
Title: Re: The Balance Beam
Post by: Ghoti on May 02, 2017, 10:01:58 AM
quiet right intrinsic_parity. Newtons law of gravitation is wrong, but the formulas are still handy. The formulas arn't truth, but they can certainly tell us things.
Title: Re: The Balance Beam
Post by: xenoargh on May 03, 2017, 07:00:24 PM
Actually, I've missed all the noise, folks.  I appreciate the apologies, however heartfelt, but frankly, I feel you folks are largely missing the point.

1.  Are SS weapons balanced well?  No, they aren't.  If we disagree about this, we're disagreeing about everything, so let's start with that and talk about examples:

A.  Is the Heavy AC worth using, if you have Light Needlers?  No, it's not; while it slightly out-performs Light Needlers on per-shot damage vs. Armor, that's literally the only stat where it out-performs them, and that for a huge OP penalty.  When we compare the Light Needlers with the Arbalest, it's even worse.

B.  Is the Light Mortar worth using vs. the Light Assault Gun?  Generally, no; unless you're starved for OPs, the LAG's performance is hugely superior, largely due to higher hit rates and DPS.

These are just two cases where we're comparing weapons in similar job roles, but there are pretty obvious issues just in these areas.

2.  Are my methods valid, mathematically speaking?

The hit-rate stuff is completely obvious trig, so yes, it's valid. 

The math behind TTK is just running the numbers, so yes, it's valid. 

The math behind Damage / Flux is just like TTK; it's clean.

These things are totally defensible. 



So, why all the flak and griping?  Well, let's look at the stuff where the math is arguably bad, and then we'll talk about the other reasons why there's so much griping.

1.  The weighting of damage types is arguable, and we should argue about it, but I think that it's pretty solidly supported by playtesting at this point.  It's probably not perfect, but perfect will have to wait for more testing, frankly. 

SS feels considerably harder over here, in the sense that a lot of the "junk weapons" actually don't feel like junk now.  As that's pretty much what I wanted to see happen, it's feeling valid.

2.  The single-shot damage question is viable and reasonable, but I think it gets weighted far too heavily in a lot of people's minds.

Look, there are two situations where a high-TTK, high-damage-per-event weapon really shines:

A.  When an opponent can be brought to, or over, their Flux Capacity and enter Overload as a result of the hit.  AM Blasters are the classic example here; they're really slow weapons that pack so much punch that they can bring a Frigate to its knees in one shot.

B.  When a single shot can tear through Armor and leave Armor at the hard-capped 15% value.  Here, we're talking about a continuum; when a Light Assault Gun hits a Frigate, it'll tear up Armor but not Hull, when a Heavy Mauler hits, the Armor will generally fail and some Hull damage will happen, and when a Hellbore hits, a large proportion of the damage will get through.

This is great and all, but frankly, it's less-important than people make it out to be, when we're not doing small-scale fights in the Sim. 

In fleet battles, generally speaking, Flux-locking (raising Hard / Soft Flux to the point where ships cannot maintain both their firepower and shields) is, generally speaking, more important.  It's only when Flux-locking has happened that scenario B really starts coming into play; until then, HE weapons in particular are really bad Flux-traders and are actually losers up until that point. 

This is why HE got weighted like it did in the current balance; I feel very strongly that it was inefficient and my fleet compositions pretty much just use Kinetics and Frag in Ballistics, because a fleet that Flux-locks well is punching way above its weight.  This wasn't just my conclusion; it was supported by a lot of us who minmax play.

Now, that doesn't mean that single-shot damage doesn't matter; it does.  But it's quite situational in nature, and therefore, shouldn't be given a huge weighting, if any, especially if the weapon involved has a really poor TTK.  For example, the AM Blaster's great at knocking down Shields and is OK at cracking Armor, but generally speaking, you use it to start a kill, not finish one; other weapons with better TTK and Flux efficiency are used to finish the job. 

What's that situational use-case worth?  Frankly, it's either extremely important or not important at all; a single AM Blaster is just a terrible Flux-trade against an Apogee with full Capacity available, but it can be the death-knell of an Onslaught if it opens up Armor at a critical moment or leads to an Overload that allows bombers to come in. 

This is part of the Fun in a game like this, where we clever humans can feel awesome when we've judged the moment correctly... but in real terms, is it actually way better than the more-boring Flux-trading alternatives, especially when we're talking about AI ships fighting each other? 

Generally speaking, no; it doesn't lead to shorter engagement times (which is about the only fair way to measure this) and, other than the Heavy Mauler, which is absurdly efficient, it's usually a bad idea to even give the AI ships these weapons; humans simply have better judgment about when to burn Time in order to pick the moment when these kinds of mechanics will work best.  If you're in any doubts about that, I invite you to try arming Medusas with AM Blasters and letting the AI pilot them; you'll quickly see that doesn't generally work out.

In conclusion, while I feel like there are certainly valid arguments about that point and others, the core approach isn't bad and the resulting balance isn't terrible, and it largely fixed the obvious problems in Vanilla, which is pretty much the whole point.

But why this, rather than buff / nerf?  Well, two reasons:

A.  Buff / nerf is largely the same process, but without any solid basis.

B.  Buff / nerf tends to largely create statistical outliers that then need more buff / nerf; it doesn't provide any way to talk about the "why" of outlier cases.  This approach does.



Anyhow, that's basically how I think about all this. 

I know it's controversial, because, my goodness, if I ever release a proper mod for and people largely agreed that it improved balance... well, gosh, modded content would also follow suit, and the game would be better as a result... oh, wait, that's not terrible, is it? 

I mean that quite gently: this isn't something mandatory and it's only going to be popular if I'm actually able to deliver; the market doesn't care what I think about my math, it only cares if the results are Fun.

So, I'm going to continue to work on this until I'm either bored to tears of yet-another fine-tuning or until I get enough useful feedback to correct the remaining problems, etc., or I conclude that I've failed. 

If that incenses you, fine, nobody's forcing you to do anything and you can pretend this doesn't exist; it's not like it's hurting anybody here that I'm playing with some numbers, after all.  But for goodness sakes, stop the personal attacks; I get that people don't like their assumptions challenged, but for heaven's sakes, it's not affecting you in any way if you don't download and install it, lol.  Please take deep breaths and move on to something that actually pleases you :)
Title: Re: The Balance Beam
Post by: Thaago on May 03, 2017, 08:33:10 PM
I'm not going to pull up my quotes from previous, but you know where I stand on both the hit rate and damage/flux - I think you are using the wrong assumptions for hit rate so have bad values, and that using a ratio for damage/flux is fundamentally wrong. TTK is ok, but does not take into account that shields are a regenerating resource while armor is not. I like to think that my feedback on this is the type of criticism you are looking for, but basically, while I think mathematical analysis in general can be applied to SS balance in better ways than it has in the past, the details of what you are doing are not valid. Not to say you might not improve them and make them valid. :)

In my opinion the balance on vanilla weapons is ok. Not 100% good, but also not bad. Of your two examples, I agree that the LAG is very much superior to the mortar and that the mortar could use significant improvement. However, I disagree on the light needlers vs heavy autocannon. The heavy autocannon is a superior choice against anything that it can hit consistently - cruisers, capitals, and slow destroyers. When in close range, as happens when you give the AI an "eliminate" order, it reliably hits destroyers as well. It uses 1 more OP and has a lot more DPS, against shields, armor, and hull. There are situations when you want to use a light needler instead of heavy autocannon, but that is more that the player wants to mount Flak instead in the medium ballistic slot, while still having kinetic firepower. I'll note that this kind of opportunity cost analysis is missing from the model, and that putting it in will by definition include expanding the model to include ship compositions. Which is a lot of work.

The reason why you've gotten so much flak about this project: you've repeatedly promoted the method you are using as the one true way of balancing, implicitly and explicitly disparaging the balance work that others have done, while deliberately ignoring important factors. This wouldn't be a problem if the resulting numbers were solid, but they haven't been: each iteration has had some or most weapons being extremely out of balance, worse than anything in vanilla. That combined with your attitude has yielded some extreme reactions from people who care about the work that they've done. I think a lot of the heat directed at you was out of line, but I'm not surprised to see it.
Title: Re: The Balance Beam
Post by: xenoargh on May 03, 2017, 09:39:00 PM
Quote
I think you are using the wrong assumptions for hit rate so have bad values
Well, the hit-rate now reflects things that are Destroyer-sized; I think that's as far as we can push that out without it getting silly, in a game where we have very small targets (missiles) up to huge targets (a Paragon with its shield up).  That bar has to get set somewhere, and I think presuming that hitting smaller targets is important is valid, given that since 0.6, I've never seen a point to buying ships larger than Destroyers (other than the Apogee in 0.72).  Combat, even at the large-fleet stage of SS, is largely about killing faster escorts before destroying larger ships, when we're talking about fleet engagements; if you're engaging in Megas-style gameplay, then your argument makes more sense, but I'm aiming for more fleet-style combat, where I expect both sides to have a lot of small stuff.  0.8's emphasis on fighters reinforces this need, imo.

The basic math's just fine, though, if that's what we're arguing about.  It's taking the average accuracy of the weapon (best : worst) which is about the only way to go about it, because we can't balance against either end all the time without absurdity; the first shots from a lot of inaccurate weapons are 100% accurate, but doesn't remotely describe their performance!  

If we wanted to get super-technical, we could do a series comparision, say 50 continuous shots or whatever number seemed reasonable; that would weigh the accuracy values further into the worst-case scenarios.  I think that's unfair to weapons where their accuracy regenerates pretty fast, though; usually, due to all of the bobbing back and forth that happens in fleet-combat scenarios, we're seeing something like mean accuracy, rather than best / worst cases.

Dunno what else to say about this, frankly; if we adjust the size value of the theoretical target up much more, than we have clear absurdities happening, and accuracy matters a lot more than people think it does; when people play, they're missing all the time, and so is the AI; but we don't pay much attention to it because it's a negative event, rather than a positive one, which is natural.

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TTK is ok, but does not take into account that shields are a regenerating resource while armor is not.
TTK isn't where that's been factored; it's factored in Damage / Flux, where the different damage types get their weighting values applied.  TTK is straight damage-to-hull; Damage / Flux is where I'm approximating the value of different damage.  

Could this be significantly improved by doing two values in TTK- one for straight Hull kill, one for Armor?  Probably, but I suspect the impact's not all that significant and can get misinterpreted pretty easily; just because a Hellbore can gut a Frigate on a successful hit doesn't mean I actually fear one when it's mounted on a Mudskipper Mk. II, unless I'm caught Venting or am Overloaded; it's still not doing much Flux damage, frankly.

I think that people tend to forget that, in general, the few weapons this argument applies to, in Vanilla, in a really significant way (we're talking about how long it takes to make a kill here) are all poor Flux traders.  The best of the bunch in Vanilla is the AM Blaster, but it's a special-purpose gun if there ever was one, and it's still trading Flux very poorly vs. Kinetics.  

The idea that armor-stripping weapons significantly shorten TTK is largely wrong; most of the time, by the time an opponent is Flux-locked, they're going to get killed by whatever's hitting them without a response.  Armor-stripping weapons, for the most part, don't do anything but waste time to get opponents Flux-locked.  I know this seems less than sensible if you're trying to solo / alpha enemies, but that's not typical of fleet-combat conditions... and like I said, that's where I'm tuning for, not Rambo-style engagements.  

So armor-stripping weapons pretty much required better performance to be all that competitive, frankly; I'm unapologetic about it and I don't really mind if that made, say, a strip-and-kill Dominator build a little better; I'm not tuning for that.

Anyhow, I"ll take the Armor-sim vs. one block case and I'll try it out.  I'm not predicting that the results will change my opinion much, but maybe I'm guilty of just not weighting it enough when we cross some threshold, like how the Pulse Laser became very effective in 0.72 once Captain bonuses stacked up, because it was suddenly in the top group of Armor-killers that were efficient.

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I disagree on the light needlers vs heavy autocannon. The heavy autocannon is a superior choice against anything that it can hit consistently - cruisers, capitals, and slow destroyers.
I really didn't find this to be true in Vanilla, largely because of the efficiency of Light Needlers, in terms of Damage / Flux; they're simply better at Flux-locking, and that was what mattered most.  The Heavy AC's inaccuracy is a significant factor as well.  In 0.72, this was more clear-cut than it is in 0.8, to be sure; the rebalanced Hammerhead makes a stronger case for the use of the Heavy AC, because it finally has a stat-line that can use it well, and the Enforcer's no longer able to use three Light Needlers and a pair of Flaks and be one of the best solutions to all problems, because of its speed and lack of fixes through Captain buffs to fix it.  But that's ship balance / skill balance creating a case, which is a bass-ackwards way to balance things.  Start with the simple stuff first, get it right, then move to the more complex cases.

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using a ratio for damage/flux is fundamentally wrong
It's about the only way to reliably deal with Vanilla's basic schema, where these things are close to 1:1 except when they're not, because <reasons>.  I'm totally open to another way to handle that and would welcome another way to deal with it mathematically, but in the end, it's pretty much why it's there in the final equation.

Pretty much everything in Energy that deals straight Hard Flux works that way, the Light ACs were set that way and the combat Beams worked that way until recently (changing the Gravitons to Kinetic, for example, was a big sideways buff).  All of the initial complaining was because these things weren't true, too, which I took to heart and made a priority; it's clear to me that that relationship is a major part of the feel, to most players.

We're simply not going to agree on the idea that OPs should represent Vents not taken; this is less-true now, with the expansion of OPs for ships to allow for more Hull Mods, than it ever has been.  Back in the early balance of SS, I think your point was considerably more valid, but the game's changed a lot; OPs can get used in a lot of ways that all can be sensible.  

Part of this disagreement is that, at the end of the day, we need a yardstick.  Either we count Flux as the "currency" of weapons or we count OPs; in game-design terms, those are the two counters players "spend" to achieve a result.  Both need to be pretty important factors, but which should be king?  I think OPs should be, because choosing one weapon over another, especially in cases like the Heavy AC vs. Light Needlers, is a choice of, "one of these things is not only really efficient, is relatively accurate, is in the same range band, but I can use the OP difference to buy more Vents or Hull Mods"- which is why it's a prime balance case and why I feel the Heavy ACs are a bad deal in most situations.

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This wouldn't be a problem if the resulting numbers were solid, but they haven't been: each iteration has had some or most weapons being extremely out of balance, worse than anything in vanilla.
Can you provide a good example of that from the current numbers?  I'm generally feeling that this has been pretty close to the mark, when playing over here.

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you've repeatedly promoted the method you are using as the one true way of balancing, implicitly and explicitly disparaging the balance work that others have done
I'm not backing away from that.  Playing modded SS is like watching a train-wreck of bad game balance; modders tend to either over-nerf their stuff or have balance that's both over-powered and under-powered in the same mod.  Yet everybody acts like this is some mystical process, when it's not; they're simply responding to feedback, like Alex is, just with a smaller sample size.  None of this looks like serious attempts to grapple with the issues; weapons aren't all that complicated in this game and we shouldn't just say, "it can't be done".  

But lo, somebody tries to get it done and gets flamed constantly rather than getting playtesting results, even though, for those of you who haven't been here very long, we used to have a ship-balancing tool (http://fractalsoftworks.com/forum/index.php?topic=2382.0), even, that people used to use to get to rough balance (until it got broken by CSV changes and no maintenance) which wasn't even controversial at the time.  But one of the people who's been playing SS forever, has built more modded content than practically anybody, wrote the only general-purpose AI, etc., etc., etc. does this, and boom, fires and lamentations.    

It's a little disappointing and frustrating, but oh well, I'll eventually get there regardless, if I don't get bored first.
Title: Re: The Balance Beam
Post by: Dark.Revenant on May 04, 2017, 11:26:38 AM
The Heavy AC actually does significantly more damage to hull than a Light Needler due to the armor change; if you were talking about 0.7.2a I'd agree with you about that weapon though.

Many mods have sketchy balance decisions; Scy and Diable weapons generally trend to the weak while BRDY and Templars generally trend strong; this is clear with plain observation.  THI and II seem about on par with vanilla to me.  SWP is more complicated because several SWP weapons are actually intended to be junk weapons, while others are intended to fill a niche (and not be terribly powerful outside of that niche).

I use math when coming up with first draft weapon balance.  Hell, I use math for many things including weapon/ship price.  But it's only a first draft; too many unmodelable issues prevent a spreadsheet from being the end-all-be-all.  If a weapon deviates from "the math", that merely means the creator should convincingly justify the deviation, not that the weapon must change.  It's like the MISRA standards; blindingly following them results in extreme tedium; true understanding lets you deviate at the right time to make something better.
Title: Re: The Balance Beam
Post by: Wyvern on May 04, 2017, 12:02:44 PM
On armor and time-to-kill:

Yes, you're right, that flux-locking low-per-hit-damage high-dps kinetic weapons are generally superior to high-per-hit low-dps HE weapons, and that if you have to choose to field solely one or the other it would be better to go with the former.

Unfortunately for your calculations, that's not the choice a player faces.  And if, say, you've installed two heavy needlers on an Eagle, that drastically changes the value of choices for that Eagle's third medium ballistic slot; adding a third heavy needler won't improve the kill time much, and will allow your targets to safely drop shields and absorb hits on armor (giving them a major flux advantage for hitting you back).  Adding a mauler, by contrast, will dramatically improve kill times, as well as making it much more likely that your needlers will actually win the flux war as intended.

In other words, weapons need to be examined in context, not just on a one-for-one comparison.  Having a mostly-kinetic-damage loadout with one high-per-hit weapon for stripping armor is a vastly more potent configuration than going for exclusively kinetic damage, and the high-per-hit weapons need to be valued on that basis.
Title: Re: The Balance Beam
Post by: TaLaR on May 05, 2017, 01:25:57 AM
Unfortunately for your calculations, that's not the choice a player faces.  And if, say, you've installed two heavy needlers on on Eagle, that drastically changes the value of choices for that Eagle's third medium ballistic slot; adding a third heavy needler won't improve the kill time much, and will allow your targets to safely drop shields and absorb hits on armor (giving them a major flux advantage for hitting you back).  Adding a mauler, by contrast, will dramatically improve kill times, as well as making it much more likely that your needlers will actually win the flux war as intended.

Going further, replacing one of Heavy Needlers with Heavy AC can be useful too.
Needlers fire in synchronized bursts and even when Mauler is involved can be shield flickered/phase skimmed/fortress shielded somewhat efficiently (by player, AI is not that good most of the time). Having to deal with 3 different attack patterns makes mitigating them even more difficult.
Title: Re: The Balance Beam
Post by: xenoargh on May 05, 2017, 04:15:51 PM
All right, a new build's up (http://www.wolfegames.com/TA_Section/$$Starsector_Rebal_A$$.zip), factoring in high-alpha / Armor-TTK weapons.

After looking at these issues for a bit, I finally figured out a formula that I felt punished this stuff fairly.  It's a tricky issue, frankly; some weapons excel in this area but suck in all others, etc., etc., so coming up with something that didn't push the numbers wildly out of whack was a bit harder than expected. 



Essentially, though, the basic formula for Armor TTK is just a simple solution vs. one block of Armor, where we're measuring shots-to-kill or time-to-kill for Beams.  So the basic formula there is:

=10000/(base_ttk*if(P7="KINETIC",0.5,1)*if(P7="HIGH_EXPLOSIVE",2,1)*if(P7="FRAGMENTATION",0.25,1)*if(P7="ENERGY",1,1))

Base_ttk is computed elsewhere, and includes burst behaviors, etc., etc.

The tricky bit was deciding how to apply the weighting to the final numbers.  I decided that, in the end, it works best as an additive:

+max((max(300/armor_ttk,1)*0.002),0)

What's the 300?  The baseline Armor TTK, in seconds, for a LMG vs. 10K Armor, ideal, one-block case.  Just in case you're wondering.

Net results were mainly pretty modest, as this mainly hits a few egregious cases, but this nerfed:

Hellbore, AM Blaster, Mining Blaster, Mjolnir, most of HE to some extent, the Arbalest.

Not sure about these nerfs, to be really honest.  I feel pretty strongly that Armor-kill is pretty unimportant, frankly, because Flux-lock means your opponent dies eventually no matter what you're hitting with, and Armor-killers just save time at the very end of the kill.

I rarely see anything less than a Capital survive lengthy Flux-locking without having to get out of range of opponents, so it's kind of moot; if you're Flux-locked and can't leave the combat, you're dying slowly.  Players tend to handle this by ducking out of the fight and Venting, if possible... the AI tends to handle this by dropping shields a lot, which sometimes works, sometimes means it's just getting chipped away.
Title: Re: The Balance Beam
Post by: Axisoflint on May 06, 2017, 03:43:02 PM
On armor and time-to-kill:

Yes, you're right, that flux-locking low-per-hit-damage high-dps kinetic weapons are generally superior to high-per-hit low-dps HE weapons, and that if you have to choose to field solely one or the other it would be better to go with the former.

Unfortunately for your calculations, that's not the choice a player faces.  And if, say, you've installed two heavy needlers on an Eagle, that drastically changes the value of choices for that Eagle's third medium ballistic slot; adding a third heavy needler won't improve the kill time much, and will allow your targets to safely drop shields and absorb hits on armor (giving them a major flux advantage for hitting you back).  Adding a mauler, by contrast, will dramatically improve kill times, as well as making it much more likely that your needlers will actually win the flux war as intended.

In other words, weapons need to be examined in context, not just on a one-for-one comparison.  Having a mostly-kinetic-damage loadout with one high-per-hit weapon for stripping armor is a vastly more potent configuration than going for exclusively kinetic damage, and the high-per-hit weapons need to be valued on that basis.

I'm not a modder or in any way someone who looks at the mathematics of SS seriously. I just play the game. I'd just like to chip in that this comment however sums up how I feel about this thread.

Balancing is really hard when the variables are so extensive. The sheer fact alone that there are multiple weapon slots on (nearly?) every ship means that you essentially can't balance one weapon against another, because what happens when you put one of each on a ship? Or three different weapons? Or two ballistic and two missile?

I don't personally see how you can math out the balance between weapons when you need to resolve putting them on different ships with varying armour values, different special abilities and different weapon loadouts. I saw earlier that you said that you should balance ships afterwards, but what will that involve? Removing all but one hardpoint from every ship?

I think questioning things is a great idea and I'm pretty sure nearly every single person on this forum (esp the modding subsection) is interested in balancing things well and making sure it's a challenging yet rewarding game but I don't see how that's possible without taking real actual in game data and using it in the process. There's a reason that mod developers release updates to their mods with adjustments to weapon/ship values - when lots of people play them, they find the flaws/exploitable quirks of the mod.

It's an ongoing process and one I can't see fixed with a spreadsheet.

Ymmv. It's been an interesting discussion whatever happens :)
Title: Re: The Balance Beam
Post by: Death_Silence_66 on May 25, 2017, 03:17:32 AM
Bit late to the game here, but I have a bit of criticism.

The Heavy autocannon seems anemic. It is only marginally superior to the arbalest autocannon in dps and slightly superior in range while being nearly useless against armor.
The Thumpers don't fire, which seems to be a bug.

Also, glad to see the storm needler has a ROF worthy of its name.
Title: Re: The Balance Beam
Post by: xenoargh on May 25, 2017, 01:42:22 PM
I'll take a look at the Heavy AC; it's roughly the same DPS it was in Vanilla, but I can re-jigger a bit.  Not sure what's up with the Thumper; it works all right here, but I may be guilty of not updating the csv.  I'll update it shortly.
Title: Re: The Balance Beam
Post by: xenoargh on May 25, 2017, 02:21:31 PM
Updated again.

Heavy AC and several other weapons got some buffed efficiency, in exchange for inaccuracy.  I think the Heavy AC / Arbalest matchup looks good now; two different weapons for different jobs. 

The biggest single change is the Auto-Pulse; it's back to being fairly rapid-fire in exchange for more inaccuracy; feels better.