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Starsector => General Discussion => Topic started by: xenoargh on April 18, 2018, 10:26:58 PM

Title: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 18, 2018, 10:26:58 PM
This is the latest version of my attempts to map out weapon balance.  This comes with a chart showing relative efficiency and outliers, for people who just want the Cliff Notes.  This formula will get used for the next version of Rebal; I'm fairly certain it's reasonable and sane, as it built on previous work on Rebal, but includes a lot of improvements to my approach.

Google Sheet: View Here (https://docs.google.com/spreadsheets/d/1xSPrZH1sQXXl48_Nkm4_L8rSJ3rwp2gt8JSp5gvr5Xo/edit?usp=sharing)

I'm not 100% certain, but I think people should be able to make a copy of the Sheet and view / edit the formulas on their copies.  I went back to basics on everything; there aren't many fudge-factors (and those that are there are clearly explained).  

Why are there any fudge factors at all?  Isn't this just math in, math out?

1.  Well, first off, any comparison exercise needs a par value.  We don't have any "ideal weapon" candidates, so I had to choose something.  Every weapon is par-balanced against the Pulse Laser.  

I think that it's about the closest thing to par we can find in the core game's weapons; it's about 1:1 efficient on Flux, 1:1 on damage, perfect accuracy, medium range, and a slight bonus from having faster-than par shots (i.e., it'll hit smaller targets than par a little more reliably than usual).  If anybody wants to argue for a superior case, please make that argument, with some math to back it up.  But, as we all appear to agree that it's All Right, that's what I ended up using.

This meant adjusting the value of raw damage output and the relative value of range for all other weapons to compare to par.

2.  Valuing different types of damage requires judgement.  The absolute value of KINETIC vs. HIGH_EXPLOSIVE vs. ENERGY can be argued until the cows come home.  Basically, when the dust settled, I decided to treat ENERGY as "neutral" and all other types compared to it.  I may have over/undervalued KINETIC or HIGH_EXPLOSIVE or FRAGMENTATION, but I suspect it's reasonably close.

My previous version of this used a different approach, whereby I was measuring TTK, instead of measuring average damage outputs.

3.  Like the previous versions, this ultimately measures efficiency for each OP spent.  The total_efficiency value does not tell us how "good" a gun is.  That's largely about designing the parameters of the weapon to suit a particular role.  This value simply tells us whether the gun's "worth" more, per OP spent, than other weapons, using the combined data.  Think of OPs as points we'd spend, in any game system where we build up game objects (OPs are essentially like Tonnage in Battletech, which is clearly where Alex started the idea).

I understand that this approach seems pretty confusing to a lot of people.  They're hoping to see a simple chart that says, "X is OP, here's why, with Math".  

But it's not that simple.  Weapons aren't just their efficiency values; a weapon can be "efficient" but have a design with marginal utility, like the AM Blaster.

Some weapons are great bargains for their OP costs, like the Light Mortar (OP cost of 2, surprisingly-good stat lines); it's just too bad they're not terrific in any way that would make them attractive vs. other choices.  

The biggest surprise in the findings, at least to me, was seeing that the Thumper is kind of a serious bargain, lol.  It's just too bad it has stats that make it pretty lousy for any particular niche role.

Other weapons are designed pretty well for their intended use case, and are also OP bargains, like the Railgun; it has perfect accuracy, above-average range, attractive Flux stats, pretty decent DPS in all categories for a lightweight Kinetic.  total_efficiency helps us understand when a gun might be over / under-priced; it won't tell us to fix it in any particular way.  That's the right way to use something like this; don't limit people's creativity by forcing weapons design into pigeon-holes, just give folks a tool to construct reasonably-balanced stuff with.

4.  I haven't engineered the formulas to arrive at pre-built assumptions about what's "best" or to prove my biases.  Some stuff really surprised me, frankly, but the math's been looked at over and over again and I'm fairly certain there aren't any big mistakes in the core formulas.  

The factors regarding damage-type weighting can be explored and argued about if people want, but I feel I was quite fair about damage to Armor; that and the value of range and accuracy are all arguable points.  I feel like this is a very good starting-place, though.

5.  Accuracy is an average between min and max.  I realize that's not perfect, as the vast majority of weapons are 100% accurate on their first shot and degrade.  But it's extremely difficult to write anything more satisfactory.  For what it's worth, in Rebal, I don't use different min/max values or use accuracy degradation; if a weapon's supposed to be inaccurate, it just is- this keeps balance easier to maintain.

6.  Alpha and rapid-fire guns are inherently covered by kill_power, as is Flux efficiency; kill_power is not just TTK; it's DPS with Flux efficiency applied.  This produces some interesting results; a weapon can do tons of damage but have a pretty lame kill_power, because it's so inefficient on Flux; this represents a gun that can only be used situationally, and that's why it's penalized vs. guns you can fire all day long and expect good results.

7.  How can this be used to arrive at better overall balance for weapons?  It's pretty simple, honestly:

A.  Simple buff / nerf on OPs could get things roughly par without changing anything else.  That would mean a few guns got cheaper, a few got considerably more expensive, etc.

B.  But, if we're trying to keep OP values the same as Vanilla (which is usually what people have said they'd prefer), then buff / nerf of the "god stats" (i.e., range, DPS factors, Flux efficiency, accuracy) gets us there.

C.  For guns that are already bargains, OP-wise, but still suck because they have no clear niche, define that niche through better design.  For example, I made the Thumper actually relevant in the last private builds of Rebal by making it a rapid-fire "burp gun"- high Frag DPS, mediocre accuracy, long bursts with long pauses between.  Suddenly, I had a weapon that killed fighters half-way decently and was efficient enough that putting one on a ship wasn't a huge waste.

8.  Why is the Plasma Cannon dead last?  I mean, that gun rocks, right?

That's not terrifically complicated.  Basically, the bigger guns that eat more OPs are all pretty low on the efficiency curve; this was a consistent finding.  This is something I've brought up before, and it bothers me quite a lot from a game-design POV; a weapon using a rare, precious Large Slot should be more efficient than a common Medium, not less, imo.  

But the numbers explain things pretty clearly.  While the Plasma Cannon is great for what it does, it's not terrifically efficient.  

Average kill_power, if we drop the huge outliers (see below) is around 4.5 or so.  It's at 3.6; it does a lot of damage, but it eats a lot more Flux than the damage it outputs.  Other than that, the weapon's just a little better than average in terms of range, etc.  So, while it has perfect accuracy and great core DPS, it's not really all that super, unless it's pounding a target that's near Overload or doesn't have a shield facing the weapon.

The Plasma Cannon's a perfect example of designing a gun to do a job well... and then pricing it incorrectly.

9.  Why'd you drop TTK?

I didn't; the DPS vs. various things is really super-clear now.  Kill_power represents TTK vs. Flux efficiency, with accuracy factored in; if your shot misses, then Flux is being wasted; this is why inaccurate guns often feel much weaker than their core stats would otherwise suggest.

10.  What's with the huge outliers?

They're just... there.  People have been saying for years that, under the right circumstances, LMGs and Vulcans make great assault guns.  They're totally right, because these weapons are massively cheap for what they do.

Honestly, seeing those outliers made me question whether 600 range (the Pulse Laser's range) was the right value to hinge the value of range in general on, because sure, they're great guns, if you don't mind closing to belly-button ranges.  But as I said, just because total_efficiency is "good" doesn't magically make the weapons good; in the end, it's just a numeric tool that tells us whether the weapon's too expensive or cheap for what it does.  Game designers make the weapons good or bad; that's a separate issue from whether they're par-balanced (these things are related, though).  I'm pretty sure that these weapons can be made par-balanced and yet still do their main jobs (being cheap PD, not crazy-good assault guns).

11.  You've been saying Energy weapons suck, but they're pretty evenly distributed on the chart.  What's up with that?

First off, re-read #3 until you get what I'm saying.  Really understand that total_efficiency isn't a magic, "this gun is OP" tool; it merely flags weapons as over/under-priced for their OP costs, compared to the par weapon.

Second off, I don't think all Energy weapons suck.  Just most of them.

I was a little surprised at the ranking of the IR Pulse, personally; but the shot speed bonus helped it a lot (it's double the range- the shot arrives at the end of its range in half a second).  So that makes some sense; it doesn't miss much against speedy targets; that's kind of valuable.  If it had a standard shot-speed, it'd probably need some help to be OK.

I was really surprised by the ranking of the Mining Laser.  It still sucks, but not because it's inefficient, but rather, that it has no clear job it does well.  It lacks the burst alpha to kill missiles or damage fighters reliably, yet it's also not Flux-efficient enough to use as a trader unless you can win with practically anything.  It's quite efficient, but not well-designed.  Can it be in a better place?  Yes, it can; either accept a range reduction in return for much better Flux efficiency, much higher damage output in exchange for being pulsed with long pulse cycles, etc., etc.- there are plenty of valid choices.



Anyhow, that's it.  I was actually pretty happy with the current formulas for Rebal, warts, odd factors and all.  But this seemed like a good time to take one more whack at a purist set of formulas and this is probably as close as we're going to get; now I have to apply all of this to Rebal and see what happens in playtesting; I'll report back if the fudge factors needed tweaking, etc., if anybody's interested.  
Title: Re: Vanilla Weapon Balance Sheet
Post by: intrinsic_parity on April 18, 2018, 10:45:19 PM
Your 'kill power' parameter seems flawed. I skimmed through and all the weapons with high kill power are either kinetic, PD or both, with the last three weapons (lmg, dual lmg and vulcan) having a kill power an order of magnitude higher than almost anything else. The graviton beam also has a well above average kill power. Clearly this is not actually reflective of the ability to kill average size ships. These weapons tend to have high dps and low flux cost which is likely why they appear to be so effective via this metric. The fact that the lmg and dual lmg are rate 10x higher than 90% of the other weapons indicates that this definitely need tuning. Perhaps it is a useful metric but I think 'kill power' is likely not an accurate term.
Title: Re: Vanilla Weapon Balance Sheet
Post by: AxleMC131 on April 19, 2018, 12:35:22 AM
Another attempt at a "universal weapon comparison"?  :-\ Those are supposed to be bad, right?

> Forgive me in advance for sounding a little harsh, but I'm getting progressively more and more confused by your ideas of "balance", xenoargh.



Now, I haven't looked at the spreadsheet because I'm honestly too scared to, but even without that I have a few problems with some of the statements you've made in this post. Here are my thoughts on the biggest issues that caught my eye:

The biggest surprise in the findings, at least to me, was seeing that the Thumper is kind of a serious bargain, lol.  It's just too bad it has stats that make it pretty lousy for any particular niche role...

... I made the Thumper actually relevant in the last private builds of Rebal by making it a rapid-fire "burp gun"- high Frag DPS, mediocre accuracy, long bursts with long pauses between.  Suddenly, I had a weapon that killed fighters half-way decently and was efficient enough that putting one on a ship wasn't a huge waste.

The Thumper has great stats. Where are you getting this "pretty lousy" from? It's got decent range for a medium weapon, outstanding burst damage (2,000!), amazing flux efficiency, and a sweet spot of accuracy that gives a nice balance between on-target pounding and area denial. And all of that for 9 Ordnance Points.

I think you're underestimating the potential of Fragmentation damage here. Sure, it only does 25% against shields and armour, but what if a target is overloaded, and its armour is already stripped? Or if it has front shields and weak armour and you can duck behind it to fire into its engines? A Thumper can delete a frigate in the right situation. (And when it comes to comparing weapons, situation is everything.)

Then there's this line of yours: "making it a rapid-fire "burp gun"- high Frag DPS, mediocre accuracy, long bursts with long pauses between." Forgive me if I've missed something massively obvious, but that's exactly what the Thumper already is.  ???


5.  Accuracy is an average between min and max.  I realize that's not perfect, as the vast majority of weapons are 100% accurate on their first shot and degrade.  But it's extremely difficult to write anything more satisfactory.  For what it's worth, in Rebal, I don't use different min/max values or use accuracy degradation; if a weapon's supposed to be inaccurate, it just is- this keeps balance easier to maintain.

I hope you somehow factored projectile speed into your accuracy scoring. Especially when it comes to beams.

It's also not at all perfect to average accuracy between min and max, because again, it depends on the situation and weapon's behaviour whether it's going to be firing constantly or only periodically. The Light Dual Autocannon, for example, is the bane of me because of its horrendous accuracy. It degrades quite fast and ends up with a massive divergence, which would be fine if it wasn't a weapon I expect to be firing consistently for long periods of time (even if it's under Autofire control). However shields are generally bigger targets than the ships they protect, so in a way it makes sense, right?

In contrast, if a weapon has great or even perfect accuracy, but isn't going to be firing more than one shot at a time (Antimatter Blaster for instance), then is accuracy a good marker to judge it on? Is it even relevant?


8.  Why is the Plasma Cannon dead last?  I mean, that gun rocks, right?

That's not terrifically complicated.  Basically, the bigger guns that eat more OPs are all pretty low on the efficiency curve; this was a consistent finding.  This is something I've brought up before, and it bothers me quite a lot from a game-design POV; a weapon using a rare, precious Large Slot should be more efficient than a common Medium, not less, imo.

You seem to be forgetting that the sort of ships that can comfortably mount a large weapon (mostly cruisers and capitals) generally have far better flux stats than ships that can only comfortably mount a medium, and the same goes for smaller and smaller ships and weapon sizes. The size of a weapon shouldn't have any effect on its relative efficiency, since the bigger the ship, the bigger a gun it can handle.

The Plasma Cannon has the highest sustained flux cost of any stock weapon, and is also the most expensive weapon to mount OP-wise, but surely that's all as designed? Don't forget it does 1,000(!) energy damage per shot, in bursts of 3, and is the second best non-missile weapon for cracking armour after the Hellbore. It's like 3 energy-based Atropos torpedoes every four seconds. If you want that beast to be cheaper on flux - or OP for that matter - then your ideas of "balance" need some rethinking.

(Ever seen an SO Plasma Cannon Sunder?)



I'm sure you mean well and all, and that you have sensible motives for making such statements and decisions in your Rebalance Pack, but I really do have to question such things. Heh, it's in my nature to ask about things I don't understand, and for the record xeno, a lot of stuff comes out of you that I just don't understand. :-X

... That's probably enough.


Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on April 19, 2018, 01:16:18 AM
LMG is great under ideal conditions - sure, but when does this happen?
Lasher is the only vanilla ship able to properly capitalize on LMGs. While being probably the most cost-efficient ship for campaign play (Lasher is common, weapons are open market) I wouldn't call it overpowered.
Any sufficiently faster frigates can kite LMG Lasher to death (which is not hard, since Lasher has only average base speed), while DEs that have enough firepower to overload it during approach (=any properly outfitted) are safe from it.
Of course, AI often has weak variants or gets distracted, but that's not LMG Lasher's fault. It just enjoys it's high risk - high reward niche.
If you were to nerf LMG to bring it in line by your metric, it would become completely useless (it's already bad as PD anyway).

Similar considerations go for Vulcan - it's going to miss a lot as PD, so firing it has to be very cheap. And with so short range it needs massive dps to intercept anything.
As anti-ship its good for finishing hull at short range after shield and armor have been stripped. Well, I think you deserve to win massively, if you managed to satisfy all these prerequisites.

Or take Mining Laser - high tech ships tend to be underslotted, if they use mostly cheap and weak weapons, they just end up not using their flux allotment.
And what exact scenario is it good for? As PD it doesn't do enough during missile approach (though I didn't use them that much, 600 range *seems* enough to have at least some effect).
As offensive weapon being inefficient soft-flux makes firing it worse than holding fire against most shields (and dubious against armor due to extremely low damage) - it just nears your loss in flux war in most scenarios.

Same high tech underslotted-ness relative to flux can make Plasma Cannon attractive choice. Apogee just can't effectively use all it of it's flux in any other offensive way (medium rear slots are non-starters for Heavy Blasters due to horrible placement and arcs).

So I guess the moral here is - many outliers by your formula are there for good enough reasons.

I hope you somehow factored projectile speed into your accuracy scoring. Especially when it comes to beams.

So much this. Perfectly accurate, but slow projectile can be useless against most non-Capitals, especially at long range. I tend to view projectile speed, range and spread as single effective stat boiling down to "chance to hit maneuverable target at given range".

Also combined high speed + lack of windup has somewhat non-linear benefits. Being able to hit enemy faster than they can raise shield is very beneficial (in jump-shot, phase frigate or enemy re-raising shield scenarios). Or to provide passive ( free! beat this HE :) ) anti-armor threat by just pointing Heavy Blaster at target.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Tartiflette on April 19, 2018, 02:00:41 AM
Radical idea: Range is irrelevant when comparing what weapons to mount since it acts as a threshold.

(put down the torches and hear me out)

The range isn't exactly a parameter you compare the weapons with because you generally build loadouts with consistent range: for a slow ship you want long range weapons while for fast ships you can afford to have lower range. And a lone sledge gun on your cruiser is almost useless (in non-pursuit battles) if the rest of your build has 300 range. So the range isn't the parameter you use to compare the weapon but the one to sort them out! For a given range band you can compare all weapons more ranged as equals regardless of the extra range (except maybe to break a tie).

Effectively, if say Mauler is a "8" (totally arbitrary value for the sake of argument) HE weapon at 1000 range, it is also a "8" at 500 range. The heavy mortar on the other hand is a "9" at 500 range (way cheaper, similar performances) but exactly a "0" at 1000 range. So if you build a SO knife fighter Enforcer, the Mortar is better, but if you want to poke enemies at a distance, it's useless.

In other words all the other stats are trade-offs, but you could say range is the all-important one that serves to sort which weapons to look at, not to compare them, since a weapon that is shorter ranged than your target engagement distance is but wasted weight.

All the benefits from range are factored in when you choose what type of loadout you want: the opportunitiy benefits from range are abstracted when you decide "nope, I will build a SO Dominator for knife fighting range". But your choice of engagement range is not decided on a weapon-per-weapon basis, it's an overarching idea, and factoring range isn't that usefull to compare weapons.

All it boils down to is that you don't think "I want the best gun regardless of range" when building a ship, but you do think "what would be good 800+ range HE weapons to mount in those three slots?".
Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on April 19, 2018, 02:24:30 AM
@Tartiflette
You do have a point that different range offensive weapons rarely compete for a mount, but shorter ranged ones definitely need to have significant edge at their ranges to make whole approach of a knife-fighter viable (either due to inherent stats or stats of ships that use them).

Then again - take Desdinova (I found no relevant vanilla comparison). I can take long ranged Maulers or shorter ranged, fast projectile HE guns with higher single-shot damage (forgot their name, also BRDY). Both can be viable (because I dictate engagement range anyway) within mostly same variant(in terms of other weapons/hullmods/etc).

There are also some weapons sharing same niche, but having different ranges.
Light AC = Dual AC < Railgun < Light Needler.
- Dual AC: shortest range, OP cheap. Worst one, but serviceable unlike Light AC.
- Railgun: shorter range, can threaten frigate/fighter armor, highest dps.
- Light Needler: max range, best efficiency, worst against armor.

Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 19, 2018, 07:12:02 AM
Some quick comments:

The main thing plasma cannon has over heavy blaster is range.  If it did not have 700 range, I would use Heavy Blaster instead of Plasma Cannon.  Plasma Cannon is too expensive and too inefficient.  For mod ship with large universal, it is filled with Mjolnir, Gauss, or Tachyon Lance (or other overpowered mod weapon).

Mining Blaster is so bad that if Hyperion was not in the game, I would not use it.  Terrible range and terrible flux efficiency, it is really awful.  On Hyperion, it is useful because Hyperion does not have the flux stats to fire two Heavy Blasters more than once after teleporting and have enough flux left to teleport away, but it can get flux stats to fire two Mining Blasters once and have some left to teleport away.  For Hyperion, Mining Blasters are stronger, and two of them are like an AM blaster with a much faster recharge time.  Range is not a problem for Hyperion.

Mining Laser is also bad because it tracks nearly as slow as Tactical Laser.  The low damage is bad enough, although it might have been tolerable if it tracked swiftly.  But it is slow enough that it is not hard for incoming to outspeed mining laser tracking.  If you think about getting Advanced Turret Gyros to fix that, you spend enough OP that you might as well upgrade to PD or LR PD (which are somewhat common).

When player is stuck with Open Market weapons early in the game, Thumper is good because it is fast (and Arbalest and Mortar are slow), and it will destroy armor-stripped ships.  I have been on the receiving end of Thumper kills a few times, at least during early 0.8.

Railgun's main weakness is long windup.  Sometimes, this matters.

Sometimes, weapons with superior range is not as useful because other weapons cannot reach as far to compliment.  For instance, 900 range heavies and 800 range mediums (instead of Mauler/HVD) on Legion, and Legion has fighters to mitigate weapon range.  Of course, extra range can help match ranges if ship has mounts front and back.  For example, Brilliant is a great sniper with Maulers in hardpoints and Gauss in the large universal in the rear.

For PD, all I care about is how quickly and effective it is in stopping missiles and/or fighters.  Range is not useful enough if it cannot stop incoming fast enough.  For small hybrids/universals, Vulcan is almost an auto-pick.  For medium slots, dual flak if I can afford it.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 07:33:59 AM
Just wanted to say that I've already found some problems; I apologize, I got excited and released it a little too early, I think.  That's what happens when I don't get enough sleep over two days, lol.

Mainly, my formula for kill_power is pretty unsatisfying; while it works for spotting the outliers, it's not great at understanding certain weapons properly; I'm sure in the critiques above, that's been noted (hopefully without too much flaming this time?).  I'm really going to have to do something about TTK, also; the lack's skewing stuff for sure.

I'll read over the responses soon, and I welcome reasonable critique; this was a good attempt to build something with clarity as to where I'm getting the numbers.  It's still not perfect, but at least it's cleaner math than the versions I've gradually chipped away at for Rebal, where I was aiming at specific problems I wanted to solve.

Quote
I hope you somehow factored projectile speed into your accuracy scoring.
Definitely; see the final formula for clarity.  Essentially, it's:

+(if(AB7>0,if(AB7/F7=1,0,if(AB7/F7>1,((AB7/F7)-1)*(1/30),(((F7/AB7)-1)*(1/30)))))))

Which, boiled out of Formula Land, basically means, "if the shot's moving faster than average, include a smallish factor to balance at the end of the other stuff that's going on".  It's not a giant factor, but, in a few cases, it's essentially nullifying the effects of accuracy.  Not sure that's perfect, but it was a fudge-factor I brought over from Rebal.

I can do the same for Beams, but frankly, I think that's a binary switch; either Beams hit instantly, or they take a very short period of time.  But because they get corrected so quickly compared to projectiles, it's going to have to be a pretty minor buff.

I'll definitely include windup as a minor nerf, but... bear in mind, most of this has to be done in the context of AI's shooting at one another.  So, it'll be a minor nerf; every once in a while, windup means a miss, but usually no.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 09:05:29 AM
@Tartiflette
You do have a point that different range offensive weapons rarely compete for a mount, but shorter ranged ones definitely need to have significant edge at their ranges to make whole approach of a knife-fighter viable (either due to inherent stats or stats of ships that use them).

Then again - take Desdinova (I found no relevant vanilla comparison). I can take long ranged Maulers or shorter ranged, fast projectile HE guns with higher single-shot damage (forgot their name, also BRDY). Both can be viable (because I dictate engagement range anyway) within mostly same variant(in terms of other weapons/hullmods/etc).

There are also some weapons sharing same niche, but having different ranges.
Light AC = Dual AC < Railgun < Light Needler.
- Dual AC: shortest range, OP cheap. Worst one, but serviceable unlike Light AC.
- Railgun: shorter range, can threaten frigate/fighter armor, highest dps.
- Light Needler: max range, best efficiency, worst against armor.
I completely agree on all points. 

The numbers do reflect that, but they don’t currently reflect that the difference in range for the Light Needler makes it best in class, by a little bit.  Range is definitely a god-stat; if your ship can also kite indefinitely or alpha before the enemy can strike back, you win.  It also impacts AI behavior; I made Shepherds work by sticking Tac Lasers on them, not to do damage but to kite properly. 

Short-ranged weapons, in general, have to be buffed somewhere to compensate.  I’ll be tightening the relationship between range and overall efficiency when I do the next pass and put TTK back in, to account for the weapons with great bursts or high overall damage (this will pull the Plasma Cannon and Devastator out of the dumps a little bit).
Title: Re: Vanilla Weapon Balance Sheet
Post by: intrinsic_parity on April 19, 2018, 09:08:31 AM
Some additional Ideas for building on this idea. Rather than using pulse laser as baseline, why not average weapon stats and then normalize by average. It also might be wise to compare weapons within categories (maybe start with mount size). There are some cases where you might downscale a mount (like light needler in medium slot or heavy blaster in large slot) but in general, weapons are competing with other weapons of the same size. I think this goes hand in hand with Tartiflette's comment about range since increasing weapon sizes tend to have increasing ranges. They are generally categorically different.

Also I'm not 100% sure your DPS are all correct. Some of the weapons that fire in bursts seem low? Mark IX is listed as 135.9 hull dps while the wiki has 348 dps listed. You should take a look at that, it is likely influencing some of your other metrics.

You could also account for range non-linearly, maybe exponentially or logarithmically.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Blothorn on April 19, 2018, 10:55:29 AM
Some thoughts from an operations researcher:

As the saying goes, all models are wrong; some are useful. Weapon balance is deeply multidimensional--DPS, burst, hitstrength, damage type, efficiency, range, accuracy, velocity, OP, mount size, sometimes ammo, scripted effects. This is a good thing-, as this multiplicity of dimensions helps allow distinct weapons that do not dominate each other. However, it does make comparisons rather difficult: there are several approaches, but all are rather limited in some way.

Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on April 19, 2018, 11:03:53 AM
Pareto dominance is not necessarily bad. If weapons are considered strict upgrades the progression that players experience is valuable.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Unreal_One on April 19, 2018, 07:02:04 PM
Pareto dominance is not necessarily bad. If weapons are considered strict upgrades the progression that players experience is valuable.

However, in the case of Starsector, you'd have to effectively be doing a rework of the weapons system for that to be the case. Even the weapons that have a strict hierarchy of one better than the other still have at least one way in which they are worse (see: the Autocannons, where the better option takes more OP)
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 07:40:15 PM
Quote
Strong assumptions. This seems to be the approach of the OP's spreadsheet--assign weights to the various dimensions and collapse dimensionality heavily. Such a number is tidy, but given the variety of situations in SS, I can think of no situation in which I would choose between, say, a heavy mauler and a HMG by comparing their respective "aggregate efficiency" numbers.
Pareto balance won't tell us anything really useful, honestly, other than, "gosh, that gun sure is OP in every way".  

We need to know why, and to know why, we need weights, because not all variables are equally important.  Guns aren't just some stats; the stats have contextual meaning in the game design.

All other things being equal, range is the most important stat, followed by efficiency of DPS/Flux (whether that's via Kinetic bonus or cheap shooting in general), followed by alpha-strike, followed by DPS, in that order.

In the end, the goal here is that each gun is not an "upgrade"; the "upgrade" is paid for with OPs.  If you pay more OPs, you get a better gun, plain and simple; OPs are the coin of this land.  This is the baseline assumption here.



OK, I've gotten the next version built, should be live at this point.  This adds in TTK again, adds a burst-alpha value (not sure if that's tuned right, will add a visible tuning variable soon).  It's getting a lot closer to reasonably accurate again.

I think it's interesting how the Devastator is just about the bottom tier no matter how we cut it.  Does anybody find that gun useful, in Vanilla?  I never used it there; in Rebal, after tweaking to the par there, it was pretty useful as a Large-scale belly-gun.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Wyvern on April 19, 2018, 07:49:28 PM
I think it's interesting how the Devastator is just about the bottom tier no matter how we cut it.  Does anybody find that gun useful, in Vanilla?  I never used it there; in Rebal, after tweaking to the par there, it was pretty useful as a Large-scale belly-gun.
...I'm not sure whether to laugh or to cry, here; the Devastator is currently very good and one of my go-to options for large ballistic slots.  It's especially good on SO dominator builds, but it works -well- on everything - Legion, Onslaught (usually only on two of the three large turrets, though), etc.  Does a decent job of cracking even heavy armor (especially if you get in close), is very very good at wiping out fighters, does backup missile defense...  The hellbore's better at cracking armor, and is a bit cheaper to mount, but is otherwise quite inferior.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 07:52:43 PM
Interesting; I'll remove the Devastator's nerf, then. 

I had a nerf in for it, on the assumption that we lose some shots to the short fuse, reducing efficiency.  Guess that was unfair to the gun.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 19, 2018, 07:53:39 PM
Re: Devastator
It useful for the following:
* SO Dominator.  The SO range ceiling chokes all of the shots similar range.
* Supplimental PD for ships that cannot mount enough flak.  I have used it instead of Hellbore on Legion before.
* Combo PD and assault weapon (ties in with above).

I do not use Devastator often because like most heavy weapons, it is too rare.  I do not remember if it is an Open Market weapon or not, but if it is, it does not appear very often there (a bit like Mining Laser).  If Devastator was as common as Hellbore or Mark IX... or even Gauss Cannon, I might use it more.  Same deal with HAG in that it is too rare to be disposable.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 07:58:59 PM
<removes nerf>

That doesn't change much.  The Devastator, for what you pay for it, is pretty inefficient, largely because it's so inaccurate.  

Oh, wait... duh, the Devastator's shots have AOE detectors, don't they?  OK, that will help its accuracy considerably, and put it in a good place.  My bad; I'll give it a slightly-less-good multiplier than I gave the Flaks.  That puts it in the midrange, above a lot of the other Large-slot guns, and above the Hellbore, as you've indicated.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Thaago on April 19, 2018, 08:10:21 PM
Also of note for the devastator: SO's effect of reducing range makes the clusters murderously tight. There's a mod destroyer (SWP?) that has a single large ballistic, and the weapon is utterly dominant on its SO builds.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Wyvern on April 19, 2018, 08:12:59 PM
Interesting; I'll remove the Devastator's nerf, then. 

I had a nerf in for it, on the assumption that we lose some shots to the short fuse, reducing efficiency.  Guess that was unfair to the gun.
Oh, that's entirely fair.  But it's easy to hit with enough of the shells to still come out ahead on flux efficiency.
Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on April 19, 2018, 08:21:43 PM
All other things being equal, range is the most important stat, followed by efficiency of DPS/Flux (whether that's via Kinetic bonus or cheap shooting in general), followed by alpha-strike, followed by DPS, in that order.

I don't think range is that dominant if taken in vacuum. It's always your range + speed vs theirs. With effective accuracy (accuracy + projectile speed vs enemy speed and abilities partially defining effective range).

1) If you have consistent advantage in both and can eventually overpower target defenses (hard-flux or overwhelming soft-flux) you are pretty much guaranteed to win (except situation when you run out of CR before that).
2) If you have speed, but not range, questions are multiple.

Outcomes:

3) You have range but not speed. Reverse to above. Being able to get enemy close to overload during their approach is primary consideration here, unless you hold advantage at any range.
How much time you have/need depends on speed difference and your weapons vs their defenses.
Overall I prefer to base my tactics on speed advantage unless I'm in Paragon/Onslaught. Slow target can always be swarmed, while holding above 50 raw speed advantage over enemy (to negate zero flux boost) is close to insuring your safety.

That doesn't change much.  The Devastator, for what you pay for it, is pretty inefficient, largely because it's so inaccurate. 

Devastator is inaccurate in quite a unique way though. It has range spread. It is deadly enough in close combat, but weak even against huge targets at long range (unlike other inaccurate guns).





Title: Re: Vanilla Weapon Balance Sheet
Post by: intrinsic_parity on April 19, 2018, 08:46:50 PM
Devastator has low flux cost plus extra utility as PD. This makes it a go-to weapon for me since many of the ships that mount large ballistic are low tech and thus struggle with flux dissipation.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 09:03:12 PM
I've also added the special buffs to the Tachyon Lance, Ion Beam, Pulser and Cannon, to reflect their special code stuff.

Relationship between range, TTK etc., still need further tuning; a lot of the chaff got removed but there's plenty of room for improvement, in terms of nuances.

Yes, I know range isn't in a vacuum, but it's still the king stat.  Baseline assumption is that both ships are equal and nobody has an advantage at the start of combat, etc.  

Has to be done that way; if we don't have weapons balanced around that assumption, then ship balance is also meaningless noise and anything that actually feels good is more of a happy accident than not; that's how we got into the messes we have now, where roughly half the weapons catalog is newbie-trap stuff.  

Accuracy's role in the formulas is straightforward:

1.  Misses do count against DPS.
2.  Misses don't count against Flux used.
3.  Beams don't miss.

Therefore, a weapon that's inaccurate suffers in the relative ranking (and therefore needs buffs elsewhere to compensate, to reach par), because it's wasting Flux on misses.  

That's what made the Devastator a weird case; it's inaccurate... but not inaccurate; AOE fuses and explosion times together make for a totally different dynamic.  That's why there's that weapon_special variable; there are special rules that simply can't be simulated by anything less than fiat or truly exhausting levels of analysis.  We're just going to have to all agree to live with that and buff/nerf weapons that have special rules accordingly.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Wyvern on April 19, 2018, 09:14:08 PM
Baseline assumption is that both ships are equal and nobody has an advantage at the start of combat, etc.  

Has to be done that way; if we don't have weapons balanced around that assumption, then ship balance is also meaningless noise and anything that actually feels good is more of a happy accident than not; that's how we got into the messes we have now, where roughly half the weapons catalog is newbie-trap stuff.
Bad assumption.  We can assume that ships carrying similar types of weapons are even at the start; balance energy weapons against energy weapons, ballistics against ballistics, and missiles against missiles; universal slots are rare enough to be just special case exceptions for the few hulls that have them.

Further, we need to evaluate fitness by role; at a -minimum- there's the role of 'put flux on enemy shields' and 'break holes in enemy armor'; a gun that's very good at the latter (such as the hellbore) is frequently going to be all but useless at the former.  Further, ship design has to be considered here; you only really need one armor-cracking weapon, but stacking multiple anti-shield weapons works well.

Some people will argue for a 'destroy hull once armor's depleted' role, as well, but I don't personally see that as being very relevant - basically any weapon mix is going to do okay at that, so there's not much value in further specialization.

Additional valuable roles include "point defense" and "fighter defense"; these overlap significantly, but not completely - for example, the light assault gun is good at fighter defense, but not useful for point defense.
Title: Re: Vanilla Weapon Balance Sheet
Post by: intrinsic_parity on April 19, 2018, 09:45:14 PM
1. balance energy weapons against energy weapons, ballistics against ballistics, and missiles against missiles; universal slots are rare enough to be just special case exceptions for the few hulls that have them.

2. Further, we need to evaluate fitness by role; at a -minimum- there's the role of 'put flux on enemy shields' and 'break holes in enemy armor'; a gun that's very good at the latter (such as the hellbore) is frequently going to be all but useless at the former.

3.you only really need one armor-cracking weapon, but stacking multiple anti-shield weapons works well

4. Some people will argue for a 'destroy hull once armor's depleted' role, as well, but I don't personally see that as being very relevant - basically any weapon mix is going to do okay at that, so there's not much value in further specialization.

1. I disagree. Midtech ships have both energy and ballistic slots so these weapons are competing within the weapon load out. If energy were much worse than ballistics, it might even be optimal to leave energy slots empty. This is sometimes true even now. I would rather leave medium energy slots empty on an eagle than put pulse lasers in them because the range is so bad compared to the ballistics and the ship doesn't have the dissipation to use them effectively anyway. Additionally, ships with energy weapons fight ships with ballistics so they must be balanced with respect to one another to some degree, even if the ships that use them are not on equal footing wrt flux stats.

edit:
I agree that it is valuable to balance weapons within their own class, and this will certainly help reveal balance issues more easily than trying to generally balance. I just think the inter class balance also needs to be considered.

2. Agreed, HE should be judged mainly by its performance vs. armor, and maybe hull to some extent. I wish the AI was better at using weapons for their specific roles though, because often times the AI will use all weapons and thus HE will get thrown into shields wasting flux. From that perspective, the performance of weapons in their suboptimal roles is relevant since the AI will use them in that way.

3. This is highly dependent on what you are fighting and what weapons you have access to. A heavy mauler is more than enough HE vs frigates and destroyers, but vs. an onslaught or dominator, you need a lot more HE. You probably don't need as much KE vs. low tech since they have inefficient shields but vs. high tech, you should stack as much kinetic damage as possible. It's all highly situational, a generalist load out probably has 2/3 kinetic 1/3 HE.

4. Agreed, but I was think it might be interesting if all ships had their hull HP significantly increased (maybe 50-100%). It might make frag weapons more viable. Not sure if it would be balanced but it would interesting.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 19, 2018, 11:31:31 PM
OK, I've gotten to the point on this where it's really starting to look sensible.  The outliers are about where they should be.  Added a meaningful nerf to all weapons that inflict Soft Flux; may have to raise the multiplier on the Tachyon Lance / Ion Beams to compensate.

I think it's about ready to par-balance everything in Rebal and see what happens in actual playtesting.  For the record, Rebal's current (private) iteration didn't exhibit nearly as much range from par, but it's still not perfect.  Using this formula should more-or-less make Rebal par with the relative handful of weapons that are near par in Vanilla, which should be interesting.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on April 20, 2018, 01:20:52 AM
We need to know why, and to know why, we need weights, because not all variables are equally important.  Guns aren't just some stats; the stats have contextual meaning in the game design.

Sure, but with sufficient dimensionality, insufficient comparisons, and arbitrary weights you’re only telling us what you think is best. And the more you tweak the numbers to make the right weapons outliers the more you negate the point. The only honest way to do weighting is when

1) there is a direct tradable equivalence (like say, OP for Flux dissipation)

2) you’re measuring the weights and then reappplying them to the formula.

I think it's interesting how the Devastator is just about the bottom tier no matter how we cut it.  Does anybody find that gun useful, in Vanilla?  I never used it there; in Rebal, after tweaking to the par there, it was pretty useful as a Large-scale belly-gun.
...I'm not sure whether to laugh or to cry, here; the Devastator is currently very good and one of my go-to options for large ballistic slots.  It's especially good on SO dominator builds, but it works -well- on everything - Legion, Onslaught (usually only on two of the three large turrets, though), etc.  Does a decent job of cracking even heavy armor (especially if you get in close), is very very good at wiping out fighters, does backup missile defense...  The hellbore's better at cracking armor, and is a bit cheaper to mount, but is otherwise quite inferior.

I would actually go further. Aside from Gauss on a Conquest* the devastator is the ideal large turret slot with the exception of maybe the Hellbore

This is because the range on the majority large weapons is lower than that of medium weapons and additionally dps efficiency (except for explosive) goes up as weapon size goes down.

If you’re going to fight under 1000 range you might as well utilize the more efficient medium and light slots and drop an extra 100 max range. And at that point the question is how do you defend yourself from fighters and missiles if you want the medium slots to shoot Maulers?

And the answer is devastator cannons. The enemy brought carriers? Lol OK, sure they did? Why aren’t they launching any attacks from them? Those look like civilian ships to me

*and the other side on a Conquest should 100% be devastator cannons
Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on April 20, 2018, 01:24:56 AM
1. I disagree. Midtech ships have both energy and ballistic slots so these weapons are competing within the weapon load out. If energy were much worse than ballistics, it might even be optimal to leave energy slots empty. This is sometimes true even now. I would rather leave medium energy slots empty on an eagle than put pulse lasers in them because the range is so bad compared to the ballistics and the ship doesn't have the dissipation to use them effectively anyway. Additionally, ships with energy weapons fight ships with ballistics so they must be balanced with respect to one another to some degree, even if the ships that use them are not on equal footing wrt flux stats.

Mid tech ships almost never have hybrid or universal slots on them and you can easily compare between if you want to without adding weights.

You should definitely not leave the medium slots on your Eagle empty. Pulse lasers may be inefficient at fleet range but if you do not want a high damage fallback weapon you can always put Gravitons in
Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on April 20, 2018, 09:56:13 AM
Hm, just found out that Devastator is worthless against some enemies. Proximity fuse is triggered by enemy collision radius, so if enemy long and thin ship faces you with broadside, it will be immune to Devastator (because collision radius is far enough from it's hull). Even somewhat fat Conquest qualifies, and mod-land is full of needle-like ships.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 20, 2018, 10:08:53 AM
Devastator is okay on Conquest, but not auto-pick for me.  If rarity is no object, I probably want two Mjolnirs and two Dual Flak (and medium energy empty) on the non-Gauss side.  If I have more Maulers to spare, then Mark IXs, Heavy Maulers, and (maybe) Ion Beam.  If I do not have enough Maulers, then Hellbore or Devastator paired with Heavy AC/Needler appears somewhat attractive.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Alex on April 20, 2018, 10:41:00 AM
Hm, just found out that Devastator is worthless against some enemies. Proximity fuse is triggered by enemy collision radius, so if enemy long and thin ship faces you with broadside, it will be immune to Devastator (because collision radius is far enough from it's hull). Even somewhat fat Conquest qualifies, and mod-land is full of needle-like ships.

Quick note on this - here's what the proximity fuse trigger area for ships looks like:

(http://i.imgur.com/xJDje29.png)

Full size: https://i.imgur.com/xJDje29.png


The circle is the collision radius, the sort-of-oval (actually 4 90-degree oval sections) is the actual trigger area. Ignore the rectangles; those are supposed to be the area of the sprite but the code rendering those only works properly when the ship is pointing up, so it looks off.

Given that the range of the Devastator's explosion is 50, and its trigger radius is 30, anywhere there's more than 20 pixels between the oval and the collision bounds of the hull, it'll detonate but not hit. There's indeed a dead zone on the sides, but it's not too extreme - if, say, you've got a pair of Devastators on the Dominator *trying* to fire at that dead zone, a lot of the shells will hit anyway.

The AI also uses the same oval approximation for rangefinding and such.

As long as the sprite size isn't excessive compared to the ship, the oval approximation should work decently well for long/thin ships. But if, say, the sprite has 100 pixels of padding on each side, then that could cause it to be way off.

(Thinking about it now, it should probably figure out a width/height based on the collision bounds, not the sprite, but, well, it doesn't. There are other reasons not to have over-large sprites, anyway.)
Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on April 20, 2018, 11:58:30 AM
@Alex
Interesting, well, I didn't get all the details right.
Still, last thing you'd expect is missing a Capital point-blank. Definitely going to use Devastator way less than before.

EDIT: I suppose, it's not that much a problem, when you know you can't hit Conquest center and actively avoid firing such areas.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Alex on April 20, 2018, 12:02:26 PM
I guess it depends on what you're going up against. I will say that missing shots like this by proximity weapons with a narrow-enough explosion/trigger band is more or less "priced in".
Title: Re: Vanilla Weapon Balance Sheet
Post by: Wyvern on April 20, 2018, 12:15:47 PM
Suggestion: When a proximity device with a blast radius greater than or equal to its fuse radius detonates, the ship that triggered that detonation should always get hit by it, without any further bounds-checking.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Alex on April 20, 2018, 01:02:42 PM
Hmm, yeah. Let me make a note to look into it. It gets a bit tricky since it'd still need to go through the proper collision-checking pipeline to see whether it hits shields, where it hits on the armor grid, and so on.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 20, 2018, 02:18:03 PM
I haven't gotten to playtest much, or read the current list of replies.  I think it's fair to say that this still needs some tweaking.  After viewing in the context of Rebal last night, it went some weird places until I tuned things a bit, and it's still not right yet, but the systems are generally working as expected.  I think I'll have it producing sensible results sometime this weekend.
Title: Re: Vanilla Weapon Balance Sheet
Post by: intrinsic_parity on April 20, 2018, 02:29:45 PM
1. I disagree. Midtech ships have both energy and ballistic slots so these weapons are competing within the weapon load out. If energy were much worse than ballistics, it might even be optimal to leave energy slots empty. This is sometimes true even now. I would rather leave medium energy slots empty on an eagle than put pulse lasers in them because the range is so bad compared to the ballistics and the ship doesn't have the dissipation to use them effectively anyway. Additionally, ships with energy weapons fight ships with ballistics so they must be balanced with respect to one another to some degree, even if the ships that use them are not on equal footing wrt flux stats.

Mid tech ships almost never have hybrid or universal slots on them and you can easily compare between if you want to without adding weights.

You should definitely not leave the medium slots on your Eagle empty. Pulse lasers may be inefficient at fleet range but if you do not want a high damage fallback weapon you can always put Gravitons in

I think you missed the point?
The OP was suggesting that weapons should be balanced within their respective damage types only and I was pointing out a situation where inter-damage type balance is relevant since on mid-tech, weapons compete for the same ordinance points if not the same mounts. Idk what you are talking about with weights?

When I was talking about the pulse laser, I was giving an example of where energy and ballistic weapons compete for the same ordinance points. The eagle doesn't have the flux stats for 6 medium hard flux weapons (assuming the ship is under AI control so all weapons are firing simultaneously) so I must choose what weapons to use. This was not saying I leave medium mounts empty, just that I would rather leave them empty than use a pulse laser, which could indicate balance issues.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 20, 2018, 02:35:37 PM
Quote
1) there is a direct tradable equivalence (like say, OP for Flux dissipation)
Well, that's how it works, actually.  Everything gets compared on an OP basis:

(((AV7/$T$3)+(F7/$T$2)))/L7)  in the final series of operations is largely dominant of the results.  

Translated:

((kill_power / damage_div) + (range / range_div)) / OPs

Why in that order of operations?  Because kill_power's a pretty complex synthesis that weighs overall efficiency of damage vs. Flux vs. overall TTK vs. Flux, after miss rates are taken into consideration, bursts are factored in, etc., etc. etc.- I'm afraid that's still a little more "black box" than I'd like, but I've tried my best to expose everything so that the logic's visible, along with the weighting.

Range in the last equation because it is the most important stat of all, and pricing it correctly in relation to kill_power is very tricky, and it cannot be included in earlier parts of the synthesis in a meaningful way, other than as a factor in calculating the hit_percent (i.e., smaller angular miss rates matter a lot more at long ranges).

So, the coin of this land is OPs.  OPs spent on any given weapon can't be spent on other weapons, Flux or Hull Mods.  It's the only token that's actually worth using as a comparator.


@intrinsic_parity:  Agreed on all points.  Universals and Hybrids are a thing.  We need to quit trying to create "balance" based on game conditions that haven't really pertained since SS 0.5... uh... 5 years ago?
Title: Re: Vanilla Weapon Balance Sheet
Post by: Blothorn on April 20, 2018, 02:41:28 PM
I think you missed the point?
The OP was suggesting that weapons should be balanced within their respective damage types only and I was pointing out a situation where inter-damage type balance is relevant since on mid-tech, weapons compete for the same ordinance points if not the same mounts. Idk what you are talking about with weights?

When I was talking about the pulse laser, I was giving an example of where energy and ballistic weapons compete for the same ordinance points. The eagle doesn't have the flux stats for 6 medium hard flux weapons (assuming the ship is under AI control so all weapons are firing simultaneously) so I must choose what weapons to use. This was not saying I leave medium mounts empty, just that I would rather leave them empty than use a pulse laser, which could indicate balance issues.


I would rather leave slots empty than put three Plasma Cannons on an Odyssey--I do not think that points to balance problems but merely the fact that some weapons are situational. The pulse laser is a bit of a flux-dump weapon (albeit not as much of one as the Heavy Blaster); the Graviton Beam is an efficient support weapon. I would almost never put a PL on an eagle--but I would also almost never put a GB on an Aurora.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Blothorn on April 20, 2018, 02:47:12 PM
The circle is the collision radius, the sort-of-oval (actually 4 90-degree oval sections) is the actual trigger area. Ignore the rectangles; those are supposed to be the area of the sprite but the code rendering those only works properly when the ship is pointing up, so it looks off.

Given that the range of the Devastator's explosion is 50, and its trigger radius is 30, anywhere there's more than 20 pixels between the oval and the collision bounds of the hull, it'll detonate but not hit. There's indeed a dead zone on the sides, but it's not too extreme - if, say, you've got a pair of Devastators on the Dominator *trying* to fire at that dead zone, a lot of the shells will hit anyway.

The AI also uses the same oval approximation for rangefinding and such.

As long as the sprite size isn't excessive compared to the ship, the oval approximation should work decently well for long/thin ships. But if, say, the sprite has 100 pixels of padding on each side, then that could cause it to be way off.

(Thinking about it now, it should probably figure out a width/height based on the collision bounds, not the sprite, but, well, it doesn't. There are other reasons not to have over-large sprites, anyway.)

Somewhat off-topic, but is the oval approximation exposed in the API? It looks like it could be useful for modded system AIs and such that are doing rangefinding.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 20, 2018, 02:51:01 PM
Quote
is the oval approximation exposed in the API?
Yes.  

It's a little more expensive to access than the circle, so it needs to generally used a little more circumspectly; usually it's best-tested after the circle, but before testing against the collision segments.

OK, gotta go again.  I'll be back when I've gotten a chance to plug away at the guts of the thing s'more.  It's not perfect, but I don't think I'm tilting at windmills.  Thanks to everybody for keeping this (relatively) drama-free; I think this is a solvable problem, it's just Hard.
Title: Re: Vanilla Weapon Balance Sheet
Post by: intrinsic_parity on April 20, 2018, 02:52:09 PM
That's why I said 'could'. Although I can't actually think of a late game ship load out I would intentionally use with a pulse laser. I wouldn't mind it's current state except that there's not really another option for the same role. Heavy blaster is more of an armor cracker and costs way to much flux to use on anything smaller than a cruiser (under AI control without an officer). Graviton deals soft flux. There are no other brawl/assault type energy weapons. I would rather see a new energy weapon added that is a high tier assault energy weapon. Pulse laser is like an ablest, it's usually serviceable but highly mediocre, however there are multiple other medium kinetic weapons to use instead of arblest that fill the same role. Pulse laser is fine as a cheap easily available assault weapon, I just want other better options for late game.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Philder on April 20, 2018, 03:06:01 PM
@xenoargh

I should note that while I read your OP and checked out your spreadsheet I didn't read any other comments so I apologize if I'm repeating anything. I've been making efforts in the same direction as you but I'm slightly further along so I'm just commenting to give you advice and constructive criticism. Only generally, though, because a whollistic argument would be far beyond how much work I want to put into this. Sorry. (also, the numbered points do not correspond to your own points)

1. Okay, first off! Big thing: You MUST account for the dynamics of armor and hull. There are no 'ifs' 'ands' or 'buts' about this. You MUST. If you don't, then all your work is wasted. Armor is highly dynamic and can make a difference of over 600% in the actual damage caused to armor hp. Even hull, at only 5% of max armor, makes a huge difference in outcomes. In addition, there is also an interesting hidden dynamic that I haven't yet heard anyone ever mention, and that's the hidden positive efficiency of increased cascading effect of lower shot damage against armor; as an example, lets just say weapon A does 1000 dmg per shot and weapon B does 500. Weapon A will do a single shot at, lets just say, 1000 armor, but weapon B will do two shots; one at 100 armor and a second against the now lowered armor, doing more damage to armor hp than the first one. In addition to that, you also have to take into account armor overkill, when the armor is finally penetrated and the leftover damage is applied to hull. That will affect your armor-only calculations.

2. Although on the surface TTK is highly useful, it's too distilled and isolated compared to the complete picture of all that's going on. It's more of a very rough rating of armor dps, but IMO it's not all that useful because it doesn't take into account other significant stats. I'm still working on a whollistic evaluation of these things so I don't really have anything else to add that won't take more work explaining than I'm up to.

3. OP is not a good metric to measure everything against. Different mount sizes as well as types change the meaning of a given amount of OP. There are too many weapons that have no equivalents across the mount sizes, some of which are so unique as to be completely unequivocal. Rather than OP costs, it's simply a matter of whether you need it or not. Same for mount types.

In addition to that, in Vanilla, which ship these weapons will be going on is also a huge factor on their effects. As a simple example, energy weapons usually go on hightech ships with much higher base flux stats and move speeds.

4. Weapon spread isn't always a bad thing. The AI's predictive target leading is based on the targets current vector, so a ship can evade it by simply changing its vector...which they do if they have the mobility to gets its hitbox out of the way. Weapon spread, however, can 'accidentally' aim a shot at the targets evaded position, make weapons with spread more effective against more evasive targets; rather than a 0% hit chance from a perfectly accurate weapon, a very inaccurate weapon may have 15% hit chance.

5. In addition to what I've already mentioned, you are missing a fair few other important considerations. Some are rather more abstract and meta. Sorry I can't detail them all for you.

6. Hint Hint: You don't actually require a solid baseline. You can create a comparison for a single member within a set against every other member within that set, for every member within that set, and then compare those comparisons with each other. Poly-order meta :P



Finally, I just want to say that I think it's great you're working on this stuff. You've still some way to go, but you're getting there. Keep up the good work.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on April 20, 2018, 07:15:54 PM
Quote
1) there is a direct tradable equivalence (like say, OP for Flux dissipation)
Well, that's how it works, actually.  Everything gets compared on an OP basis:

(((AV7/$T$3)+(F7/$T$2)))/L7)  in the final series of operations is largely dominant of the results.  

Translated:

((kill_power / damage_div) + (range / range_div)) / OPs

Why in that order of operations?  Because kill_power's a pretty complex synthesis that weighs overall efficiency of damage vs. Flux vs. overall TTK vs. Flux, after miss rates are taken into consideration, bursts are factored in, etc., etc. etc.- I'm afraid that's still a little more "black box" than I'd like, but I've tried my best to expose everything so that the logic's visible, along with the weighting.

Range in the last equation because it is the most important stat of all, and pricing it correctly in relation to kill_power is very tricky, and it cannot be included in earlier parts of the synthesis in a meaningful way, other than as a factor in calculating the hit_percent (i.e., smaller angular miss rates matter a lot more at long ranges).

So, the coin of this land is OPs.  OPs spent on any given weapon can't be spent on other weapons, Flux or Hull Mods.  It's the only token that's actually worth using as a comparator.


@intrinsic_parity:  Agreed on all points.  Universals and Hybrids are a thing.  We need to quit trying to create "balance" based on game conditions that haven't really pertained since SS 0.5... uh... 5 years ago?

If kill power is a “complex synthesis” it either needs to generated by measurement (point 2) because it’s not a direct tradable equivalence

Kill power only make sense if you can directly trade TTK for DPS or Flux at an established rate for all weapons

This is why adding OP works for flux efficiency in the other thread. You can trade 1 OP for 10 flux/second so long as you have non-maxed vents.. So a weapon that costs 9 OP vs a weapon that costs 10 OP has an effective reduction in firing cost by 10 flux/second.  This is a direct trade off that applies as we fit the weapon and is consistent across all ships.

Kill power does not do this.

If you are pricing weapon qualities by hand (and adjusting them!) then you done f’d up. You will be ordering your list rather than measuring an order or value. The final product isn’t an evaluation of what is best based on the numbers it’s numbers based on your evaluation of what is best.

Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 21, 2018, 07:54:49 PM
OK, got the latest version done.  I'm much happier with this one; I ended up with a good way to reconcile kill_power with range and it finally came together well.  

I've included, on a separate sheet, the stat-lines for the Light Kinetics from Rebal after this was applied; they differ subtly from Vanilla in various ways, but aren't startlingly different after getting everything really near par.

A couple of highlights, just demonstrating how the systems work:

1.  The Railgun paid for 100 more range and more efficiency with a little inaccuracy at maximum range.

2.  The Dual AC paid 1 OP to gain a little more kill_power and a little more accuracy than the Light AC.   Which one's better?  Situational; the Light AC's better for Flux-starved builds, but the Dual's probably better for SO themes.

3.  The Light Needler's significantly nerfed; it both misses a bit more and it costs more Flux to fire.  It has superior kill_power to the Railgun and pays for it mainly by spending 2 more OPs.

4.  The LMG / Dual LMG are actually significantly different, and are good case studies for what happened to the outlier cases. 

Essentially, at 3 OPs, the LMG has to pay for its relatively-good firepower in multiple ways.  It's less-accurate, has a lower kill_power value (timed bursts vs. constant fire) and it costs 1 more Flux to fire.  It's simply not as good.  I thought about cutting its damage and thus kill_power quite a lot, but better to leave it sometimes luckily useful as PD rather than universally useless (15 damage is pretty key; a burst of 6 shots from a LMG that actually connects will kill the lighter rockets, but not a Harpoon).

So, if you want a Kinetic PD weapon that's reliable... DLMG.  If you want a less-reliable one that can be used as an efficient belly-gun offensively, the LMG's still OK.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 22, 2018, 07:21:33 AM
So, if you want a Kinetic PD weapon that's reliable... DLMG.  If you want a less-reliable one that can be used as an efficient belly-gun offensively, the LMG's still OK.
This is not good for world-building purposes or even early-game for the player.  LMG should be useful PD, because they are the only light Open Market option for civilian ships who have low OP and/or possibly no access to better PD.  In early-game, I use LMGs for PD because I have not yet amassed enough Vulcans or other military-only weapons to use.

For few ships, I mix LMGs with Vulcans for OP-starved ships, not unlike mixing single and dual flak for Onslaught to save OP.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 22, 2018, 12:46:29 PM
I'll take a look at the LMG, see what else is possible.  

It's low enough in OP cost that it's hard to get all of the capabilities you want in.  But I can probably make it deliver ~50-ish damage per burst pretty reliably; maybe I'll reduce the range a bit, it's a little higher than Vanilla; that'll buy back some accuracy.

[EDIT]Got it.  

As one of the outlier cases, buying back range didn't help it much at all; it's a negligible proportion of the total cost vs. the kill_power, which has to remain relatively high (or it isn't much good as PD; there's a threshold where it's pointless because it can't cause enough damage on the way in).

So, instead, I bought more accuracy (and thus, kill_power) via spending more Flux per shot.  So, it's 14 Flux, 13 accuracy (miss rate is around 50% for the nominal target at max range; in practice, this will mean reasonable hit percentages as a missile closes).  If I spend 1 more Flux per shot, it gets to 60% without going negative on baseline Flux/DPS, which is reasonable, given that it's configured for a burst rather than continual.

I'll look a the Vulcan next; it's also one of the outliers but it's probably easier to fix.

[EDIT2]Vulcan was not bad at all.  8-round burst with a short pause to lower total kill_value, hits around 60%.  It hits harder per shot than Vanilla (32 per shot) but costs more to fire (11).  

3:1 Flux/raw damage looks steep, but it's FRAGMENTATION damage, which is definitely discounted properly.  Vanilla version was trading at Flux at 6:1.

This version gets more range (400 vs. 250) which is a very reasonable tradeoff for less kill_power; that's enough range that turret-rotation won't take the weapon too long to be of service.

In short, the Vulcan looks like it can still do its primary job; being reasonably-effective PD at a reasonable Flux cost, and an assault weapon if you really feel like getting close.  The thing with the outlier cases is that mainly the numbers needed to be pushed around a bit to find a good medium; the Vanilla version wasn't all that wonderful at getting the job done despite being more Flux-efficient; I'm guessing that this version's significantly more effective at its main job, even though it costs a little more to operate.

Now for the Light Mortar.  That ought to be... fun?  I had a version I actually liked in the last version of Rebal; I'll probably try and use it as the initial model, see how that goes.

[EDIT3]OK, that actually went pretty easily.  All of the Small-slot weapons have been adjusted to near-par.

Biggest changes?

1.  The Tac Laser cannot pay for 1000 range at 1:1 efficiency without giving up something, somewhere, even with the Beam bonus and Soft Flux bonus.  It's simply too good, at Vanilla values.  This isn't totally surprising, though; it's definitely good at what it does, even if that's a pretty limited role.

So... it can either be a Flux-losing weapon at 1000 range (putting it pretty firmly into "useless support weapons we won't use", imo) or it can stay net-neutral or better on Flux but lose range.  

It's a puzzler.  Either setting the Soft Flux multiplier at 0.5 (literally making the weapons twice as bad as others and largely getting rid of their accuracy costs) isn't enough, or that's just how the cookie crumbles.  I'm very, very tempted to give the Tac Laser a cost of 6 OPs and see if it can have just a bit more oomph.  Yes, that'll screw up loadouts, but wouldn't it be better to have something that actually works well?

2.  The idea I had for the Mining Laser (essentially, making it a burst-beam with good damage, but low range) cannot be done without making it a net loser on Flux.  Is that bad?  Dunno.  Once again, at the OPs available, it can't really trade on range; it has to trade on kill_power.

3.  The AM Blaster is nicely par-balanced, as is the Ion Cannon.  I don't see any problems with either; the AMB's still an occasional gun for belly-shots, useless for everything else, and the Ion Cannon's still special-niche.

4.  The IR Pulse gets (imo) a reasonable improvement in overall power in exchange for being slightly inaccurate.   This is a reasonable change, imo.  If it's kept at perfect accuracy, it's so far behind the Dual Light AC that it's not worth using, if you have the choice.  But the improvement to kill_power is pretty credible; I'm somewhat tempted to make it a bit less accurate for harder-hitting shots, but I'm generally trying to keep the weapons close to their Vanilla feel right now.

5.  The Light Mortar looks useful.  It's definitely in a different role than the LAG; for 3 OPs less, you get a slow-firing, inaccurate and Flux-heavy gun.  But if it connects... 125 HE isn't something to sneer at; that's enough to crack most Fighter armor.

6.  The LAG remains a good little HE gun.  No earth-shattering changes here; the Vanilla version was very slightly OP, which was compensated for by dropping the accuracy and range a little.  This paid for it to be a little more efficient and hit a little harder; I think it's still basically a good gun for what it costs.


Anyhow, that's it; the current build is up along with the Vanilla charts, for comparison purposes.  I don't feel like anything's horribly wrong with the system at this point, so I'm going to start working on the heavier stuff.

[EDIT4]Well... I'm not entirely happy with it, but it's becoming more and more sane.  

Just pushed the damage potential back into the equations (i.e., if a weapon just does a ton of damage, what's that worth, regardless of efficiency); happier now that it's there.  Not done with all of that yet.  It certainly makes a difference for a few weapons.  Experimenting with using an exponential scale to peel back sheer efficiency on the high-end guns.

[EDIT]Ah, yeah, that did the trick, I think.  It's a bit of an arbitrary fudge-factor, but the results are pretty satisfying; guns can get more efficient for more OPs, but they gotta pay for it as it grows, and using an exponential scale means you rapidly hit a wall vs. cost-of-range and have to pay for it via accuracy.  That really helped out the low-end Beams, but made the high-end ones pay their freight.[/EDIT]

[EDIT5]OK, I'm pretty happy with this version.  Looks like most of the major issues have been addressed.  Feel free to poke the numbers; the entire set of Rebal is now available to compare with Vanilla.  

The final rankings on Vanilla now reflect a few new factors:

1.  Final kill_power is calculated using the formula:

(average_DPS/flux/second)*(if(SOFT_FLUX_DAMAGE>0,SOFT_FLUX_MULTIPLIER,1))+if(EMP>0,EMP/EMP_DIV/flux/second,0)+((average_DPS^2)/DAMAGE_DIV)

This does a few things:

A.  The first section deals with the raw efficiency of the damage; i.e., if we're firing KINETIC vs. FRAGMENTATION, how efficient are we overall, after miss-rates are considered?
B.  The second section is the Beam Buff.  Arbitrary?  Yes.  Necessary?  Yes.  Is that the right number?  Dunno, but it's close.
C.  The third section handles EMP as a separate damage type.  Why?  Because it's... special, is why; EMP doesn't degrade Hull, etc.
D.  The fourth section, which I added last night, handles average DPS again, but this time, exponentially.  This produces a nice curve where kill_power may be influenced more by efficiency or by total damage output.  So, for example, this handles burst weapons nicely; if they have a significant pause between shots, then their DPS is lowered, so this number's less influential, but if they do terrific amounts of damage, then this section reins them in.  This has a nice smoothing effect on adding OPs to a gun to improve its damage output, regardless of efficiency; the big guns do hit harder than the small ones, but they pay for it, one way or another.

2.  There was an error in how EMP got handled; it's fixed now.

3.  While I'm sure somebody will point out that I've put ENERGY types into a position, Flux-wise, where they're actually decent Flux traders, note how it got paid for; accuracy reductions mean that these weapons can trade Flux OK-ish (if not at KINETIC levels) up close, but not so much at range.  You don't have to do it this way at all, of course; that's the whole point of the system; it's not dictating how you pay for balanced guns, to the extent that's possible.

Bear in mind that the Heavy Blaster, being on the wrong end of the exponential curve on damage output, actually had to get nerfed a little; it had to pay with either a net-negative Flux output (eeew) or inaccuracy that probably won't matter if you're aiming one at a big ship (which I thought was acceptable).

4.  None of this has been playtested yet, but I'm not seeing any really obvious show-stoppers this time.


When I'm done playtesting, I'll run the numbers on a couple of mods and see how they compare.  Should make interesting reading :)

[EDIT6]Early playtesting:  looks fantastic.  

Fighting two Lashers with one, stock vs. stock, has never felt this hard before, lol.

Meanwhile, guess it's time to nerf the Explorer Society's plasma weapons; they're really going to suffer from this system.  I'll do a review of another mod later this evening.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Midnight Kitsune on April 23, 2018, 06:07:08 PM
You know we have the ability to edit our posts right?
EDIT: Like you could just edit the most recent posts instead of sextuple posting like you just did
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 23, 2018, 06:21:16 PM
I tend to update as I get things done, and frankly, that's a huge wall of text at this point, but all right ;)
Title: Re: Vanilla Weapon Balance Sheet
Post by: Midnight Kitsune on April 23, 2018, 06:32:29 PM
I tend to update as I get things done, and frankly, that's a huge wall of text at this point, but all right ;)
Thanks. To me, and many others I assume, multi posts are even more annoying than just a wall of text. Also, you could try breaking up said wall with spoilers on the meat/ explanations but that is just a suggestion.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 23, 2018, 10:40:53 PM
Well, I've playtested a bit, and thus far, so good.  The things that got nerfed / buffed feel about right.

So, just to take a look, I've uploaded BRDY's guns, after cutting out the stuff that wasn't relevant (systems that cost 0 OPs, missiles, etc.).

It looks like I'm not on the wrong track here; balance is all over the place, due to buff / nerf cycles over time, no doubt.  I picked out BRDY because, well, let's face it, it's probably had more buff / nerf done to it than anything else over the years.  This is why I wrote this; random buff / nerf because somebody complained about XYZ or said "X is wonderful if you just do Y" hasn't really led to anything coherent; if anything, it makes things harder and harder to understand, especially since vets know all of the stuff they'll be avoiding.

I'll have to check and see what in the list is subject to special code and see how that effects things before we'd have a reliable list, but it's showing a lot of the same problems we see in Vanilla; weapons that are crazily effective in various spots, and weapons that are hardly worth using at all, because they're overpriced for what they actually do. 

Interesting example:  the Scalaron Repeater is, other than still using the now-defunct concept of ammo... not too bad, at first glance.  It's like an ENERGY version of the Assault Chaingun, but it's a net-positive Flux-trader (whereas the Assault Chaingun is hugely negative).  If you can get into range with one and have Flux to burn, it should be pretty effective, I'd think.  Sounds like a decent gun for BRDY's overall motifs of fancy movement systems and fast, fragile ships with good Flux stats.

So, why is it so far below par? 

Well, it's not terrifically powerful or effective for the whopping cost of 14 OPs, basically. 

Details:
Spoiler
The Assault Chaingun isn't great, and I feel it has the stats in the wrong places (my version, with a Flux-efficient burst, is quite useful, even before the Skill that improves accuracy) but it only costs 10 OPs; for 140% more OPs... we get a weapon that's actually a lot worse in terms of total kill_power. 

Yes, I'm aware that, being Energy that's net-positive, it's not as horrible vs. shields, but the Assault Chaingun's performance against armor really does stack up; ENERGY weapons pay a pretty steep cost for being neutral against everything.
[close]

The closest Vanilla weapon I could find to match it, OP-wise, was the Heavy Needler, which we all agree is sub-par.  Which it is; it's total_efficiency is a mediocre 0.57.  But the Scalaron Repeater has a much worse score- 0.19. 

This reflects:

1.  Much lower range.
2.  Much lower accuracy.
3.  Half the total kill_power. 

Sure, the Heavy Needler isn't wonderful at carving Armor, but when shooting shields, it's very efficient; 100 Hard Flux for 40 soft, with a 70% hit rate at 800 range, and it's 100% effective against Hull.  That matters a lot; ENERGY weapons pay a premium in total DPS for being neutral, in that they simply don't do as much damage as weapons with a bonus.

This may sound counterintuitive at first, if you just check the raw stats against each other, so try the math:
Spoiler
100 KINETIC vs. Shield = 200.  Against Armor = 50.  Against Hull = 100.  Total: 350.
100 ENERGY vs. Shield, Armor and Hull = 100.  Total: 300.

And that's before we factor in accuracy and everything else.  ENERGY is just plain weaker.  The only thing that keeps it from being useless vs. more specialized types is that the exponential rate vs. Armor helps it beat KINETIC at the same base damage at more than twice the rate through Armor, and the 1:1 Flux tradeoff helps it beat HE against Shields.  But... it's not even, when we do the detailed numbers, and if you have two ENERGY weapons vs. 1 KINETIC and 1 HIGH_EXPLOSIVE, all other things being equal... ENERGY loses. 

Why?

100 KINETIC, 100 HE:  250 vs. Shields, 250 vs. Armor (and don't forget how that goes exponential; harder hits do substantially more damage), 200 vs. Hull.
200 ENERGY:  200 vs. Shields, Armor and Hull.

So, the first pair gets through the Shields first.  Then it gets through the Armor (considerably!) faster.  Then it kills Hull at exactly the same rate.  This is why Ballistics are generally winning vs. "high tech" ENERGY weapons, if we have Universals available.

Thankfully, this fundamental math is already reflected in the final values in kill_power, making the weapons "cheaper", and the changes made in Rebal play well thus far.  I'm inclined to leave this issue alone, or offer a teensy bonus to make up for the slower exponential vs. Armor, maybe.  But I need to do more playtesting first.
[close]

So, in short, and with respect to BRDY's creators, the weapon's simply not great for the huge OP cost, but if it cost fewer OPs or was more efficient in some way, it'd be just fine.  The basic concept's good, it looks like it'd be fun and interesting to use, it's just a bit over-priced. 

Just for giggles, I dropped OPs until it hit near-par; the right number is 3(!), if nothing else is changed.  Why?  Because, at the low range it's at, and low accuracy and fairly low kill_power, it's just not great.  We're talking something weaker than a Light AC vs. shields, hit for hit, after all.

A better fix (imo) given that this is obviously supposed to be a weapon worth 14 OPs, rather than 3, is to:
Spoiler
1.  Min / Max Accuracy to 5 (effectively, this raises the hit-rate to 100%, but with a bit of fan).
2.  If you want the range and damage to remain the same, and 14 OPs, then it needs to be somewhat more efficient, at 28 Flux per shot.  That's not really as terrifying as it sounds; this is still a short-ranged burp-gun with a half-second windup and it was already winning Flux wars if sustained; now it'll win them a little more easily.  It puts this weapon's Flux performance vs. Shields at a bit more than the level of the Light Needler, though at 5 more OPs and much less range, which doesn't sound too scary.
3.  The 9999 thing isn't necessary any more, IIRC.
4.  Range could go up for cheap, if you don't want to move flux/DPS around any; if the accuracy's unchanged, then this would also magnify the effects of spread.  But the gun's theme is obviously as a short-range ENERGY chaingun, so I recommend moving the Flux costs instead.
[close]

Anyhow, that's a typical case-study, with the current system.  I don't know if I'm entirely happy with it yet, but it's definitely feeling much more reasonable than not in playtests.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 24, 2018, 06:14:25 AM
In case of Blackrock, I tend to avoid their weapons, and stick with standard weapons, assuming availability/rarity does not push me toward Blackrock.  The few notable exceptions are the long-ranged light shard weapon that rivals railgun (that trades accuracy for no windup and non-kinetic critical hit damage) and the fragmentation PD beams.  Their hulls, on the other hand, tend to be like green high-tech that can use ballistics, and I simply mix Blackrock hulls with normal weapons.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 24, 2018, 11:37:31 AM
Yeah, the Shard Cannon isn’t bad; it’s slightly worse than a Railgun, but not horrible by any means.  BRDY stuff is pretty easy to fix; most of the themes are obvious and easy enough to puzzle out.  I might make a mini-mod for that, just for fun.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Thaago on April 24, 2018, 11:39:57 AM
...
The closest Vanilla weapon I could find to match it, OP-wise, was the Heavy Needler, which we all agree is sub-par.


I follow along here and think the analysis is improving. However, I'll say that the Heavy Needler is not a sub-par weapon at all. It excels in its role as a shield breaker and can give a ship effectively "extra" flux dissipation due to its efficiency. Not 100% better than a Heavy Autocannon, but a good weapon.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Cycerin on April 24, 2018, 01:16:18 PM
I'm a bit puzzled as to how you concluded that the S. Repeater is worth 3 OP. It would be broken on any mobile ship that has access to medium energy mounts and decent flux stats. For instance imagine an SO Hayle, a Medusa, the works. All that's required is a bit of player thinking, such as using the right hullmods and OP budgeting. Player *thinking*, not necessarily player piloting.

Then you can hug enemy ships and hose them down with flux-positive energy damage. Add any recoil-reducing perk or hullmod and it gets even more disgusting. With SWP its actually trivial to narrow that weapon down to near-perfect accuracy with the Gunnery Implants perk and the Gunnery AI Core hullmod, which means you will be vomiting a stream of high-accuracy flux-positive damage far in excess of a Pulse Laser for less than a third of the OP cost. Specific scenario? If someone plays BRDY, they are likely to use SWP and Dynasector.

Anyway, my point is that I doubt your method will survive playtesting if it produces conclusions like that. I agree that the weapon could stand with some OP shaved simply because it needs a lot of assistance to truly shine in the form of support hullmods and specific hulls, though - but a baseline of 3 OP? That's pushing it.

Not to mention that lots of traits cannot be crunched down to an overall rating - take the simple interaction between a hose-type weapon (eg. the s. repeater) and any shield - the larger the shield is, the less bullets will miss and the more your effective conversion of your own soft flux into the target's hard flux will be. And that's just one example of the factors that determine the immediate utility of any given weapon.

You could say that arguing the above ignores the purpose of a spreadsheet, which is to provide a rough impression of the overall utility of any weapon in a vacuum, but even so, you cannot use those abstractions to solely inform design decisions.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 24, 2018, 02:42:44 PM
Well, let's see here.  3OPs got it below-par, because:

1.  The accuracy actually hurts it a lot; it's accuracy is 50%.

2.  The kill power is only 46% greater than a Light AC.  Yet it burns quite a bit more Flux.

3.  The weapon's lower-ranged than a Light AC. That hurts it a lot; range is the king of stats.

4.  In the end, it's a poorer Flux-trader than the Dual AC, let alone the Light Needler or Railgun.  So, if we're comparing two identical ships (which is how this has to be done- the system does not care about ship balance problems) it's a loser.

So, in the interests of Science, I tested out your theory that putting these massively-powerful guns on a SO Medusa would turn it into a champ.

(http://www.wolfegames.com/TA_Section/sooooooo_amazing_not.jpg)
This was barely able to beat a stock Vanilla Enforcer, AI vs. AI.  And the weapon missed an Enforcer often enough that it was noticeable.  At 14 OPs, it's so expensive that it sucked up OPs that could've been used elsewhere more profitably; you can see that I didn't have any room for more gear without giving up gear I'd want in the campaign.  I would have preferred Pulse Lasers, honestly.

Now, if you put a Shard Cannon on the Universals, with the special mechanic it has... that's another story entirely, heh.  But don't try and tell me that's balanced, lol.




Quote
I'll say that the Heavy Needler is not a sub-par weapon at all. It excels in its role as a shield breaker and can give a ship effectively "extra" flux dissipation due to its efficiency. Not 100% better than a Heavy Autocannon, but a good weapon.
If we're comparing them on the charts, the Heavy Needler's a lot better gun than a Heavy AC.  Problem is, it costs 50% more OPs.  This is why I often use Light Needlers; as the chart indicates, there's nothing in Medium that beats them or Railguns for sheer efficiency, and the OPs get spent on other things to leverage the ship.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Alex on April 24, 2018, 03:06:12 PM
4.  In the end, it's a poorer Flux-trader than the Dual AC, let alone the Light Needler or Railgun.  So, if we're comparing two identical ships (which is how this has to be done- the system does not care about ship balance problems) it's a loser.

I don't think it makes sense to compare energy and ballistic weapons directly. For example, if you could stuff an Aurora full of Heavy Maulers and other such, it would be insanely OP. Likewise with the Medusa, a Tempest, or even a Wolf. Longer-range weapons on a ship that can dictate engagements through its speed are qualitatively more powerful. If you could put Heavy Maulers on a Tempest, you'd probably do it if they cost 20 OP each. It's not something you can really balance by adjusting the OP cost a bit one way or the other anyway, they just - generally - go on different ships.

Yes, in some cases weapons compete with each other for either the same slot (universal, hybrid) or the same OP (midline ships, mostly). These cases are accounted for by 1) accepting that universal/hybrid mainly means "ballistic, but with some situational flexibility" (and not putting them on ships where they would lead to problems, i.e. if the Medusa had medium universals, that'd be a major issue, while small universals are... they're good, but they're not nearly as insane as mediums would be), and 2) the generally pretty good stats on midline ships, and the fact that they generally can't afford to leave all the energy slots empty, so they're not really competing for the same OP.

I would suggest valuing range differently on energy weapons, something like if they just had 20% more range or so. I think that would produce more useful results; otherwise you're going to end up buffing high-tech ships by making energy weapons too cheap.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 24, 2018, 03:13:24 PM
That's getting into ship-balance vs. weapon balance.  Admittedly, that's a tough subject; I'm starting from a neutral standpoint here, as if everything was Universal, and I realize that that's not really what we have.  But I wanted to solve for "horse" before "cart", because "cart" is where this gets Really Fun, lol.

I think that if I price range that way, Energy weapons will end up being wholly-dependent on High Tech mobility themes (or, in the case of the Paragon, sheer range advantages). That's not a bad idea, if it's a consistent theme.  The Apogee and Odyssey would have to better-reflect that concept, though, imho.

Hmm.  Maybe energy weapons should trade more-expensive range for a little more kill_power?  That'd get them closer on the issues outlined above (how much more combining KINETIC/HIGH_EXPLOSIVE out-performs Energy).  I already know that that's a constant... yeah.  This sounds doable...
Title: Re: Vanilla Weapon Balance Sheet
Post by: Wyvern on April 24, 2018, 03:19:17 PM
The Apogee and Odyssey would have to better-reflect that concept, though, imho.
Odyssey definitely needs something, in my not-so-humble opinion, but the Apogee is... maybe not exactly 'fine' where it is, but okayish*.  Since it lost its range boost, it's basically a combat freighter - just one that's tilted a bit more towards 'combat' than 'freighter' relative to other combat freighter options.

*I'd probably just reduce its deployment cost, and adjust its CR recovery so it's less able to chain-deploy than more combat-focused ships.

Edit: And, yes, this is not a case where you can separate the horses and the carts.  It's like comparing horses to steam engines; one goes well with carts, the other requires trains.  They both move things around, but a direct horse to steam engine comparison isn't going to be useful.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Alex on April 24, 2018, 03:23:13 PM
That's getting into ship-balance vs. weapon balance.  Admittedly, that's a tough subject; I'm starting from a neutral standpoint here, as if everything was Universal, and I realize that that's not really what we have.  But I wanted to solve for "horse" before "cart", because "cart" is where this gets Really Fun, lol.

Yep, fair enough.

I think that if I price range that way, Energy weapons will end up being wholly-dependent on High Tech mobility themes (or, in the case of the Paragon, sheer range advantages). That's not a bad idea, if it's a consistent theme.  The Apogee and Odyssey would have to better-reflect that concept, though, imho.

That's pretty much the idea for energy, yeah. The weapons are built around the idea that they're generally on ships that dictate the engagement. A Paragon has the built-in hullmod because it doesn't fit that paradigm. The Apogee isn't meant to be a great combat ship (though whether it could use some adjustments is another topic), and the Odyssey's balance is arguable (again, another topic). The Odyssey already is faster than other capitals, though.

Also, note that energy weapons not building hard flux is a direct consequence of the same line of thought. They're the long-range support that energy has access to, but they're not easily capable of breaching shields. If they were, with the same range, they'd be as OP in an energy slot as a ballistic weapon would be.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on April 24, 2018, 03:38:28 PM
Going to pipe in again to note that subjective weights produce subjective results. You might as well just give a list of what weapons you think are strong if you have subjective weights.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 24, 2018, 03:43:15 PM
Current Apogee is basically combat freighter, just like Mule.  It is too slow and too short-ranged to be of much use in a fight.

Odyssey may be faster than capitals, but its terrible range and defenses means it gets clobbered by any other enemy capital or a small group of smaller ships if Odyssey is forced to approach and attack.  Odyssey is not fast enough for hit-and-run.  (If it was, the Aurora would not need its system change from High Energy Focus to Plasma Jets.)  The only reason Odyssey can be useful is running away from everything while sniping with Tachyon Lances, and those are extremely rare.

P.S.  It would be nice if there is a reason to use some Energy in a Hybrid or Universal.  Ballistics and Missiles serve different roles.  Ballistics and Energy, ballistics are generally better.  The only Energy I can see putting into such mounts are some long-range beams, EMP, or (rarely) Heavy Blaster on ships with a single mount (like Heron).  It would be nice if Energy had some advantage, like better efficiency or damage, like during that one version when ballistics had clips.  Then, the DPS advantage energy weapons had was a worthwhile trade for ballistic's superior range and flux efficiency.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 24, 2018, 03:54:09 PM
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That's pretty much the idea for energy, yeah. The weapons are built around the idea that they're generally on ships that dictate the engagement.
I can work with that concept.

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subjective weights produce subjective results
You're totally welcome to participate in this discussion by showing us a better way that actually produces coherent rankings.  Seriously; this really isn't my idea of a good time, I don't like spreadsheets and this isn't the kind of analysis I enjoy.  The Sheet should allow you to save a copy and mess with it; feel free :)

But, frankly, most of what the charts show isn't terrifically "subjective".  We (and here I mean, "all of us who've been playing 5+ years") do know some things from practical experience; it's just the math of "why" that's hard and frankly, controversial, because it's challenging our assumptions.  The argument that X isn't quite overshadowing Y and should, etc... that's either an argument about my systemology, which is certainly imperfect in places, or weighting (and I'd say that weighting's absolutely impossible to avoid, in various places, but again, I'd welcome cogent arguments to the contrary... that come with a chart we can look at, rather than vague Arguments From Authority).  

But most of what's in the charts isn't rocket-science.  If you want to argue that the Railgun's worse than the Arbalest, be my guest (and don't design my fleets).
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 24, 2018, 04:08:18 PM
But most of what's in the charts isn't rocket-science.  If you want to argue that the Railgun's worse than the Arbalest, be my guest (and don't design my fleets).
The main reason Railgun is worse than Arbalest is availability.  I have trouble finding enough railguns to outfit all of my ships.  Arbalest gets used in ships that can use it, while railguns get used in ships that cannot use Arbalest.

Seriously, I agree.  The problem so far in the campaign is availability of some items.  It is hard to use the best weapons if player cannot find enough of them, and if you do find and use rare stuff, you need to be prepared to reload the game as soon as that weapon is lost in battle.  Had I played the latest Starsector more, I would have farmed and abused cores to juggle reputation and swap commissions to buy up weapons and hullmods.

This is part of what makes Odyssey pigeonholed to triple-lance sniper aggravating.  Paragon uses those ultra-rare lances better than Odyssey can, and if I use anything else on Odyssey, it dies against anything I need a capital for, and other capitals would not struggle as much.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Wyvern on April 24, 2018, 04:10:06 PM
P.S.  It would be nice if there is a reason to use some Energy in a Hybrid or Universal.  Ballistics and Missiles serve different roles.  Ballistics and Energy, ballistics are generally better.  The only Energy I can see putting into such mounts are some long-range beams, EMP, or (rarely) Heavy Blaster on ships with a single mount (like Heron).  It would be nice if Energy had some advantage, like better efficiency or damage, like during that one version when ballistics had clips.  Then, the DPS advantage energy weapons had was a worthwhile trade for ballistic's superior range and flux efficiency.
Actually, this is already largely true for small slots - small energy has a bunch of niche / utility weapons that do things ballistics can't.  Ion cannons, antimatter blasters, LRPD, and burst PD can all be reasonably sane uses for small universal slots on some hulls.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 24, 2018, 04:27:37 PM
@ Wyvern:  The only small weapons I would put in small hybrids or universals (for a typical combat ship) are Ion Cannon (aforementioned EMP) or Tactical Laser (or maybe LR PD if tac laser is too slow or flux-intensive).  For personal PD, Vulcan is practically a no-brainer, especially on ships with only one or two such mounts.  Part of what made Hammerhead a bit better when its energy changed to hybrid was it can mount Vulcans, which was stronger and cheaper than beams for PD.  Also, having two rear Vulcans means the front two can be used for assault, while before, it needed all four beams to get enough stopping power.

As for AM Blaster, I would not use it on a typical brawling ship.  It is useful on phase ships, though, since they cannot brawl uncloaked without taking too much damage.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Alex on April 24, 2018, 05:22:26 PM
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That's pretty much the idea for energy, yeah. The weapons are built around the idea that they're generally on ships that dictate the engagement.
I can work with that concept.

While I'm thinking about it: energy weapon flux costs also assume the ships using them have better dissipation and capacity stats.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 24, 2018, 05:47:28 PM
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That's pretty much the idea for energy, yeah. The weapons are built around the idea that they're generally on ships that dictate the engagement.
I can work with that concept.

While I'm thinking about it: energy weapon flux costs also assume the ships using them have better dissipation and capacity stats.
This, along with terrible shot range or no hard flux (or both for phase lance), explains why ballistic is generally a no-brainer instead of energy in a hybrid or universal.  Energy weapon needs something special.  For example, EMP on various weapons, overwhelming DPS on heavy blaster (if ship can handle the flux cost), or hitscan/shield-pierce/long-range/burst damage on Tachyon Lance.  Something more ordinary like pulse laser or horribly flux inefficient like mining blaster or plasma cannon does not get used if player has alternatives.

Even on midline ships with no hybrids, if I need to leave a mount empty (and I already skimped on missiles), energy would probably the next mount type to leave empty.  On Conquest, the medium energy mounts are often left empty because nothing that can fit in there will beat anything in its other ballistic mounts.
Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on April 24, 2018, 06:16:22 PM
Something more ordinary like pulse laser or horribly flux inefficient like mining blaster or plasma cannon does not get used if player has alternatives.

Mining Blaster does have exactly 1 use - it can be better for Hyperion than HB, depending on what you attack.
[Jump in - 2x MB - Jump out - Vent] is safe flux-wise even against a Paragon, [Jump in - 2x HB - Jump to other side - 2x HB - Jump out - Vent] does not leave almost any error margin. So if you get to shoot only once per attack cycle, MB is better.

Pulse Laser gets used exactly because of lack of alternatives, that's true.

Plasma Cannon is decent for Apogee (since it is very underslotted compared to flux dissipation rate), also syncs up well with HEF on Sunder (though TL Optics Sunder is still the best overall, while Autopulse is more reliable and common than PC).
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 24, 2018, 06:48:36 PM
Ok, I've made adjustments to Energy weapons to fit Alex's vision of them being short-ranged-but-good.

Basically, Energy weapons get damage, in exchange for range being more expensive; that is a pretty fair tradeoff at this point, as the relationships slide back and forth.  The relationship between Energy damage and the two other main types is 1.1667... making this straightforward.  

So, range costs about 17% more, damage costs 17% less.  

Net result?  This didn't move things around all that much in Rebal, to be really honest.  Most Energy weapons in Rebal were paying for their abilities elsewhere, largely in accuracy.  The biggest change was with Beams, where it did bring the Tac Laser right back to 1:1 efficiency with ENERGY damage type.

I also fixed speed-as-accuracy-improvement not calculating as expected (now it can push accuracy > 1, in a few cases) and some other minor things.  Looks good over here.  I'll be playtesting the current results this week and working on the tuning, so I doubt if Rebal's ready for prime time yet.

I'm sure there were flames above.  Not reading that tonight, lol.  


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While I'm thinking about it: energy weapon flux costs also assume the ships using them have better dissipation and capacity stats.
That would account for some things.  I'll think about that contextually; I can probably achieve that goal by simply making them more accurate; the Energy weapons in Rebal reflect a different approach, where they'd be better than 1:1 Flux-traders in exchange for missing some, which is the same thing, just a different way to go about it.  I might aim for a fiat cost on Flux/raw damage of, say, 0.75/1, like I did with FRAGMENTATION, see where that takes accuracy; probably comes out somewhere very similar to Vanilla.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 25, 2018, 04:42:07 AM
@ TaLaR:  Hyperion is the only one that benefits from Mining Blaster.  For anything else, lack of shot range and horrible flux inefficiency absolutely kills it.  Mining Blaster is practically a Hyperion-only weapon, and if you do not use Hyperion, Mining Blaster is useless.  It is also rarer than pulse laser.

I would use plasma cannon on Apogee because it has the best shot range with enough DPS to matter, but I need to leave mounts empty to support it.  However, I do not use Apogee since it has become a junky ship.  Plasma cannon on Sunder is too hard to use.  Need to strip just about everything to get the flux stats to take hits then use it.  Probably a playership loadout, but there are better ships for player to pilot.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 25, 2018, 09:05:01 AM
OK, I've adjusted all of the Energy weapons.  They're no better than 75% efficient Flux-traders, and a few, like the Mjolnir Cannon, are slightly worse, because it inflicts EMP.  The Ion Cannon and Ion Pulser are both net-negative Flux-traders; this seems about right, given that they're devastating if they can get through.

Because of the tradeoff between range / DPS, this made them somewhat more accurate while staying above 1:1, but it didn't make them totally accurate.  Not sure if this works out or not; it'll make Forlorn Hope... interesting.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Cycerin on April 25, 2018, 09:46:02 AM
So, in the interests of Science, I tested out your theory that putting these massively-powerful guns on a SO Medusa would turn it into a champ.

(http://www.wolfegames.com/TA_Section/sooooooo_amazing_not.jpg)
This was barely able to beat a stock Vanilla Enforcer, AI vs. AI.  And the weapon missed an Enforcer often enough that it was noticeable.  At 14 OPs, it's so expensive that it sucked up OPs that could've been used elsewhere more profitably; you can see that I didn't have any room for more gear without giving up gear I'd want in the campaign.  I would have preferred Pulse Lasers, honestly.

Well, given I can't tell if you're being disingenuous or not, I'll say that your science experiment here is a bit off the mark, since my argument was that 3op Scalarons are broken, and you did a test with 14 OP ones. Assuming you tested this loadout against one of the standard Enforcer variants, the Sabot-wielding Assault one would probably give it trouble, while the Outdated one would be a better target. Enforcers in general are not a good target for this weapon, given its poor performance against armor. An idea would be to put some anti-armor weapons instead of Railguns (not sure why they're there) or at the very least LMGs given the loadout's inherent focus on being in the target's face - better bang for your buck, less flux congestion and less OP strain. A Medusa can also do fine with 2 pd weapons, spread diagonally across the 4 small turrets, especially if you are doing an all-in loadout like this.

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Now, if you put a Shard Cannon on the Universals, with the special mechanic it has... that's another story entirely, heh.  But don't try and tell me that's balanced, lol.

I won't tell you it's balanced because I actually don't care much what you think about my mod's balancing - you making an example out of it in this thread is something you decided to do on your own. I thought the idea of that weapon being worth 3 OP was weird enough to warrant commenting on.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 25, 2018, 10:29:03 AM
You're probably right, there were probably some better ways to go about this test; when I think about Medusa loadouts, typically I think Light Needlers / Railguns as the starting-place, to kite down shields, followed by some Energy that can cut Armor.   I don't typically go for belly-gun builds, because the Medusa's usually dead if it can get flanked, when flown by the AI.

The 3-OP version, I'd argue, would change things a bit, but not a lot; I'd simply see the Medusa win the Flux war a little more consistently, I'd think.  The weapon's just not terribly efficient.  Anyhow, here's something a little more reasonable, in the same range band:

Code
Scalaron Repeater,brdy_scannon,3,0.8,3500,500,,105,75,25,17,9,,,,ENERGY,50,,0.5,0.2,9999,0.125,0,0,0,0,,1000,,,,,"energy15, SR",21026,,,1.033333333,71.42857143,110.7142857,155,155,155,155,0.03333333333,2.747375,1.018055069

You'll have to shift a couple of columns to fit that in your CSV, because it doesn't match SS's current conventions.

This modification looks great, until you consider the range band; it's good for up-close, but you need to survive to get there.  We can all argue about the price of range if you'd like; I've priced it high because, frankly, I think it matters quite a lot, in games where endless kiting can happen. I've played with the range divisor several times and keep circling back to the current price, because too high or too low causes some pretty obvious Silly.

Anyhow, I really don't want to argue with you about the balance issues in BRDY much and I certainly wasn't trying to call you out by picking your data; I honestly figured that if any mod in the scene was well-balanced, it'd be yours.  Turns out that BRDY's got the same issues with semi-random buff / nerf cycles I see in Vanilla.  And this is why I've spent the time to build a system; we need something better than "it's vaguely OK when I test with these other things and nobody's complained much recently".  I'd argue that we're all pretty guilty of that thinking.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 25, 2018, 11:50:18 AM
@ TaLaR:  One more thing about pulse laser, mining blaster, and plasma cannon.  They may have their uses, but what I originally meant was along the lines of Xenoargh's "would I use this in a universal mount?" or something to that effect.  This could be expanded toward midline ships who have more mounts than OP to support such that instead of the universal mount question, it is "which mount type shall I use?".

Pulse laser, No!  I would probably put Heavy AC/Mauler/Needler or HVD instead for better range.

Mining blaster? No!  Maybe in pre-0.8 with max skills, I might use it as a possible shield-breaker to outright overload ships like AM Blaster is sometimes used for (three mining blasters on Sunder with pre-0.8 skills overloaded ships outright), but for conventional brawling, there are better options among energy, let alone ballistics.

Heavy blaster? Maybe.  It's DPS is higher than everything else of its size, and it is effective against everything, basically poor-man's Mjolnir.  Short range and bad efficiency are major weaknesses, but sometimes the DPS may be worth it, especially for Heron or other cyclops ships.

Plasma Cannon?  No!  Mjolnir is so much better - better range, better flux efficiency, cheaper OP cost, no windup, EMP, and easier-to-use.  The only thing plasma cannon has over Mjolnir is higher DPS, which is not enough.  Even without Mjolnir, I probably would want to use the other 900 range ballistics instead... or Tachyon Lance... or Locusts.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on April 25, 2018, 12:24:39 PM
I agree with everything you've said there, Megas.  When I put a Universal on the poor ol' Mule, it definitely made it a better ship immediately.  In 0.72, you could make a maxed-out Captain with optimal stats make the Mule work with a Pulse Laser a little better than you'd think, up to midgame, but that's before ECM debuffed range.

Anyhow, just got done playtesting with the current setup to see how the Energy change worked out.  I did a Forlorn Hope run, with about the same gear I'd use in Vanilla; didn't use my AI or anything else that touches gameplay. 

It was touch-and-go in places, for sure.  Eventually, I ran down the fighter replacements and killed the Cruisers quickly enough to finish off the Onslaught, then slooooowly hunted down the carriers (who really should've run away while they still had CR, darn them).  It ended at 50% Hull.  Not my best run on Forlorn Hope ever, but not too horrible.

Tried the same run, with all the bells and whistles in Rebal and my AI.  No way.  Gave up after 6 runs.  Best run I had, I managed to take down the Heron and Dominator before the Eagle / Falcon made life impossible or the Onslaught came and wrecked me.

The Paragon's slightly brawnier in Rebal than it is in Vanilla, but its opponents, sporting more-optimal builds, better stats in a few places, faster fighter replacements, more fighters with shields and a bunch of other subtle factors added up to a consistent loss.  It might be possible, on a lucky day, if you're really skilled and optimax properly, but otherwise, no.

Which is a "fair and balanced" result?  I have mixed feelings about this.  I feel pretty strongly that the Paragon is meant to be High Tech's Mechagodzilla (https://www.google.com/search?q=Mechagodzilla&rlz=1C1GGRV_enUS751US753&source=lnms&tbm=isch&sa=X&ved=2ahUKEwi5hI7NktbaAhUSoFMKHehsAzEQ_AUoAXoECAAQAw&biw=1600&bih=1045), but I've never been convinced it ought to be able to destroy entire fleets on its own.  Forlorn Hope should be darn-near impossible, imo; a heroic victory if there ever was one.  But the results clearly looked like differences in balance outside the guns, basically; the guns were still fine, the ship just couldn't quite cope.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 25, 2018, 03:34:30 PM
The Mule used to have a universal when the game was named Starfarer.  Today, only the pirate mule has it.  Alas, by the time I have the spare money to restore a pirate Mule, it has outlived its usefulness.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on April 26, 2018, 06:37:41 AM
@ xenoargh:  Do not forget that Gunnery Implants gives less range than it used to (+15% instead of +25%).  Ships with it have less of a range advantage over those that do not have it.

As for so-called ECM debuff, that varies by fleet.  As someone who uses clunker fleet (due to no commission and not enough money) and deploy all (or most), I tend to be more or less even with endgame enemy (or I get an advantage if enemy does not have Electronic Warfare 1).  Of course, some of those ships have Glitched Sensors, but I do not care since most of those ships are disposable.  (If I cared about ships, I reload the game the moment I take a single casualty.)
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on May 03, 2018, 08:18:46 AM
Hm, just found out that Devastator is worthless against some enemies. Proximity fuse is triggered by enemy collision radius, so if enemy long and thin ship faces you with broadside, it will be immune to Devastator (because collision radius is far enough from it's hull). Even somewhat fat Conquest qualifies, and mod-land is full of needle-like ships.
I just discovered this myself when trying to use Proximity Charge Launchers with Harbinger.  Their damage-per-shot appears high on paper, and they do a decent job breaking armor, but when I try to use them as a flux-free blaster alternative, it seems to do less damage to hull than a blaster would.

Since Harbinger cannot use AM Blasters, and Mining Blasters are huge flux hogs and do not always feel to have enough power (when compared to AM Blaster), I looked for something that could fire instantly (to exploit invulnerability frames and avoid dying to ship explosions), something with high damage per shot, and maybe something different than Mining Blasters.  At first, I tried phase lance, but because the beam lasts longer than invulnerability frames, it is no good at killing an enemy without its explosion killing my Harbinger.  Then I looked at missiles...
* Torpedoes appear to be ideal, except their arming delay will cause some to bounce away or explode on target after invulnerability wears off - that is no good.
* Harpoon Pods are not good because 1) lack of ammo and 2) follow-up missiles might destroy the enemy after invulnerability wears off, taking my ship with it.

Then I saw Proximity Charges, and I began to think.  Hmmm... flux-free heavy blaster!  Time out and loss of peak performance will be a bigger problem than sixty shots, and slow shots are not a problem when I fire them at point-blank range while exploiting invulnerability frames.

With that, I replaced blasters with charge launchers, did my usual approach against an enemy (either SIM Dominator or Onslaught) with Harbinger.  After reaching the enemy's six, launching charges, and scoring what I thought were direct hits, I noticed that the enemy did not take as much damage as I expected.  Armor evaporated quickly enough (thanks HE), but against hull, I had three charges appear to explode on target but the hull sometimes took little more than scratch damage.  Then I remember the one post from TaLaR (quoted above) and Alex's reply.  Disappointed with the results despite showing promise, looks like I will be stuck with Mining Blasters on Harbinger, until it gets Quantum Disruptor next release, then I will probably switch to Typhoon Pods.

Morals of the story:
* I wished Harbinger could mount AM blasters in the medium synergies.
* Proximity Charge Launcher is only useful on Flash wings.  It needs either ammo regeneration or a hefty OP cost cut (like 8 OP).
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on May 03, 2018, 09:07:53 AM
Huh, that's interesting; might factor that into the bonus I gave it.  Current version in Rebal is pretty handy, I must say.  I'll be releasing a new version of that, with all of this stuff in it, sometime later this week, I hope.
Title: Re: Vanilla Weapon Balance Sheet
Post by: TaLaR on May 03, 2018, 09:14:48 AM
@Megas
Just tried proximity charge Harbinger. Doesn't seem as bad as your description.
Flaws of proximity detonation do not matter, if you unload them point-blank. Why not - their aoe doesn't have friendly fire even outside invulnerability frames (weirdly enough) and will disable most incoming gunfire. Still not very good against hull though (167 is just low dps compared to Heavy Blaster).

...On second thought this only works vs front shield, trying to stick to omni-shielded ship for prolonged time just gets you slaughtered by said shield. Funny, but comically impractical.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on May 03, 2018, 09:41:20 AM
On unskilled Harbinger, I use both Auxiliary Thrusters and Unstable Injector for it to have enough top and turning speeds to bypass ships like the frigates can do.  Charge launchers against armor is not bad, but against hull, they seem worse than blasters.

With invulnerability frame cheese, if Afflictor gets Harbinger's system next release, it might be a net upgrade for AM Blaster loadout.  Harbinger might have less incentive to use blasters and stick with torpedoes after it gets Quantum Disruptor.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Volfgarix on August 15, 2018, 04:15:57 AM
Ok, so first, hello everybody, my first post here.

I actually decided to make an account because it puzzled me why Mining Blaster is regarded as trashy weapon.
5 times 700 damage, it out-damages Heavy Blaster without problem.
Put two on some quick ship like Medusa and you will delete frigates and destroyers and dent bigger ships nicely while kiting them.
Put two or three on Sunder and you will wreck cruisers and capitals if you flank them, hell, even frontal attack works if they're busy shooting at anything else.
Works nicely as close combat tool if you put them on large ship like Paragon.
It practically works at any ship that lets you get close to enemy.
This thing actually lets you break shields if you have energy slots only.

In my opinion it's stupidly strong
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on August 15, 2018, 05:25:40 AM
Mining Blaster has terrible shot range and terrible flux efficiency, more so than Heavy Blaster.  Short range means most enemies get free hits on your shields, giving them the advantage of the flux war.  Terrible flux efficiency means your ship might reach max flux before the enemy does.

There are only two ships that have good reason to use Mining Blasters:  Hyperion and Harbinger.  Hyperion because it can teleport, and it has the flux stats to fire a pair of either Mining or Heavy Blasters only once before it needs to teleport away, so better to take Mining for more damage.  Harbinger because it needs the strongest one shot with no or minimal windup that can abuse invulnerability frames after decloak.  AM Blaster would be ideal, but since Harbinger cannot mount those up front, next best option is Mining Blaster.  However, Harbinger is a junk ship, for being way too overpriced for what it does; at least until Harbinger and Afflictor swap systems in 0.9.

For other ships (that cannot use ballistics), Pulse Laser or Heavy Blaster are superior options.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on August 15, 2018, 06:28:04 AM
Quote
5 times 700 damage, it out-damages Heavy Blaster without problem.
Like Megas said, pretty much. 

A weapon that requires trading Flux before you can even use it isn't worth much; even worse, if you're in a ship that has to trade Armor or Hull to do any damage at all (i.e., Phase Cloak ships).  Phase Cloaked ships either do amazing alpha right after they decloak, preferably to engines, or they're just very lame ships that take damage every time they engage; this is why they've been given the most OP Systems in the game.

Anyhow, the status of this project is that it's essentially Done; I've been testing balance over here, with weapons using the formulas I built, for months now; it's well-balanced and it works.  I don't have any weapons I think are complete trash now; they all have good solid niches.

However, it's not publicly available, and won't be until 0.9 is out, for various technical reasons, mainly having to do with JSON inheritance, which makes it difficult to release my projects as packages that are mutually exclusive.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Volfgarix on August 15, 2018, 07:16:02 AM
Aren't ships with Phase Skimmers good for Hit&Run tactics, too? I don't have problem kiting with SO Medusa, especially if I have some support to take some of their attention. Problem comes when fighters get into the fun, but then cloakers shine or carriers even out the play.
Simple, one or two salvos are usually enough to overload smaller ship's shield, then just finish it off. You can maneuver to get behind larger ships or just support your ships and wait until shield goes down. Sunder with High Energy Focus makes mincemeat of anything that gets in the way.
I always found it easier to just hit hard, so enemy wouldn't have time to reorganize or flank. If it didn't work, I wouldn't find myself cheesing the damn game with it every time if I don't handicap myself intentionally.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Sy on August 15, 2018, 11:15:43 AM
Ok, so first, hello everybody, my first post here.

I actually decided to make an account because it puzzled me why Mining Blaster is regarded as trashy weapon.
5 times 700 damage, it out-damages Heavy Blaster without problem.
welcome to the forum! :]

when you say MB is regarded as a trashy weapon, are you referring to why its vanilla version is considered trashy? because "5 times 700 damage" are not the vanilla stats.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on August 15, 2018, 11:47:31 AM
I missed the damage part.  Sounds like a modified weapon.  Standard mining blaster's DPS is comparable to pulse laser.  Thus, it is only good for those few ships, namely Hyperion and phase ships, that can only pop off one shot for massive damage before they need to disengage.

Afflictor with AM Blasters can do Harbinger's job better at less cost, at least for now.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on August 15, 2018, 12:56:53 PM
Aren't ships with Phase Skimmers good for Hit&Run tactics, too? I don't have problem kiting with SO Medusa, especially if I have some support to take some of their attention. Problem comes when fighters get into the fun, but then cloakers shine or carriers even out the play.
Simple, one or two salvos are usually enough to overload smaller ship's shield, then just finish it off. You can maneuver to get behind larger ships or just support your ships and wait until shield goes down. Sunder with High Energy Focus makes mincemeat of anything that gets in the way.
I always found it easier to just hit hard, so enemy wouldn't have time to reorganize or flank. If it didn't work, I wouldn't find myself cheesing the damn game with it every time if I don't handicap myself intentionally.

SO Medusa is fast enough that it can use mining blasters. But it does better with heavy blasters because the added flux efficiency lets it win fights against larger opponents and against smaller ships it doesn't need the shot damage on the MB and the higher total flux expenditure doesn't really matter. If you really need the extra 4 OP though it would make sense to use MB

But yea Mining Blaster is definitely a reasonable option on a SO Medusa if you cannot find HB's. A mix might even be decent.

Sunder is less able due to survivability and speed though an SO Sunder with HB's would pack quite an oomph it probably won't out-perform the HIL version.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Volfgarix on August 15, 2018, 01:00:57 PM
when you say MB is regarded as a trashy weapon, are you referring to why its vanilla version is considered trashy? because "5 times 700 damage" are not the vanilla stats.
Tooltip in the game shows me 5x700 and it shows by five projective being shot at once. I have no mods that would change stuff, only Dynasector, lazylib and graphics mods for better perfomance.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Piemanlives on August 15, 2018, 01:21:26 PM
when you say MB is regarded as a trashy weapon, are you referring to why its vanilla version is considered trashy? because "5 times 700 damage" are not the vanilla stats.
Tooltip in the game shows me 5x700 and it shows by five projective being shot at once. I have no mods that would change stuff, only Dynasector, lazylib and graphics mods for better perfomance.
The graphics mod does indeed change the mining blaster stats.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Sy on August 15, 2018, 01:21:47 PM
Tooltip in the game shows me 5x700 and it shows by five projective being shot at once. I have no mods that would change stuff, only Dynasector, lazylib and graphics mods for better perfomance.
yeah, that's what i guessed... this stat change is part of xenoargh's mod pack, and included in his FX mod (http://fractalsoftworks.com/forum/index.php?topic=12503.0):
(https://i.imgur.com/LeSEmZq.jpg)

the vanilla version looks like this:
(https://i.imgur.com/KN3PjuA.jpg)

there are a couple other balance changes to vanilla content included in that mod. so if the inconsistency in balance between the mod and vanilla bothers you, you should probably either use the FX mod together with his complete Rebalance Pack (http://fractalsoftworks.com/forum/index.php?topic=12502.0) that alters most (all? ^^) vanilla ships and weapons, or not use the FX mod if you prefer to stick with vanilla balance.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Volfgarix on August 15, 2018, 01:57:30 PM
...
*facepalm*

Why would a graphics mod change stats of the weapons? This makes no sense.

So most of my success in the game came from weapon that was made OP by a graphic mod. I sensed some fishiness in this, but I thought it's just some diamond in the rough or something.
Welp, time to re-learn the game.
Oh, and gotta redo the Missions, many of them I did with use of Mining Blasters.

And thanks for clearing things up, Sy and Piemanlives.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Sy on August 15, 2018, 02:07:21 PM
And thanks for clearing things up, Sy and Piemanlives.
you're welcome ^^

i understand the frustration, but on the bright side: you'll probably find a lot more variety in viable builds that use different weapons now, even if it also makes things harder than they have been so far.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Volfgarix on August 15, 2018, 02:21:26 PM
i understand the frustration, but on the bright side: you'll probably find a lot more variety in viable builds that use different weapons now, even if it also makes things harder than they have been so far.

Indeed, I'm looking forward for more variety in weaponry and for some proper fleet configurations.
Turns out that I might be to turn off the graphics mods for good because I'm using a bit better computer and damn, those explosions are nice.

If the mods didn't mess with AUTOpulse Laser, then I recommend SO Sunder with expanded magazine, pretty good for kitting.

Edited the weapon's name.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on August 15, 2018, 02:32:15 PM
5X700 sounds like an older version of Rebal's numbers.

I split it into 5 shots with a spread to give it a unique feel vs. how it is in Vanilla, where it's just a one-bolt weapon.  No wonder he's happy; it was pretty early in that process, and I just boosted it until it obviously didn't suck, lol.

Current numbers, in the (again, not public) Rebal is 750 damage, split over a 5-shot rapid burst, at 565 Flux per burst.  So it's flux-efficient but range-poor, including Alex's suggested nudge for Energy (which, frankly, still feels too nerfed for my tastes, but whatever, it's not terrible).
Title: Re: Vanilla Weapon Balance Sheet
Post by: Thaago on August 15, 2018, 02:33:42 PM
Well considering that Pulse laser doesn't have anything that can interact with expanded magazine, I'm pretty sure the mod messes with it. Even if you don't have a new computer, turn the mod off.

Xeno, its all well and good to have a balance mod, but why put it into the performance pack???? That just screws everything up.
Title: Re: Vanilla Weapon Balance Sheet
Post by: xenoargh on August 15, 2018, 02:33:52 PM
Quote
Why would a graphics mod change stats of the weapons? This makes no sense.
It's due to how the game engine works right now.  It won't be present in the next version of Starsector, promise.


Quote
Xeno, its all well and good to have a balance mod, but why put it into the performance pack?Huh That just screws everything up.
JSON inheritance issues; the FX mod makes changes to certain things (it gets rid of the particle spam) but it means that it and Rebal had to use the same .WPN, exactly, because of the lack of JSON inheritance.  Alex fixed it but it won't be in the game engine until 0.9. 

I don't want those things in the FX mod any more than you would; it breaks the idea that the mods are all separate projects.  But it cannot be helped, due to how the engine works :P
Title: Re: Vanilla Weapon Balance Sheet
Post by: Volfgarix on August 15, 2018, 02:42:02 PM
Well considering that Pulse laser doesn't have anything that can interact with expanded magazine, I'm pretty sure the mod messes with it. Even if you don't have a new computer, turn the mod off.
I meant the Autopulse Laser, my bad
Title: Re: Vanilla Weapon Balance Sheet
Post by: Retry on August 15, 2018, 02:58:07 PM
AM Blaster would be ideal, but since Harbinger cannot mount those up front, next best option is Mining Blaster.
Wait, why not?  Medium Synergy mounts can fit small energy weapons (AM Blasters), can't they?
Title: Re: Vanilla Weapon Balance Sheet
Post by: Megas on August 15, 2018, 03:06:26 PM
Wait, why not?  Medium Synergy mounts can fit small energy weapons (AM Blasters), can't they?
No, medium energy or missile only.  No smalls.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Goumindong on August 15, 2018, 04:34:08 PM
AM Blaster would be ideal, but since Harbinger cannot mount those up front, next best option is Mining Blaster.
Wait, why not?  Medium Synergy mounts can fit small energy weapons (AM Blasters), can't they?

Large/Medium Specific types can downsize but mixed types cannot downsize.
Title: Re: Vanilla Weapon Balance Sheet
Post by: Sy on August 16, 2018, 07:55:04 AM
If the mods didn't mess with AUTOpulse Laser, then I recommend SO Sunder with expanded magazine, pretty good for kitting.
yep, Sunder does aggressive loadouts really well in general. can even go with Plasma Cannon SO Sunder, if you can find/afford it. sticking some kinetics in the small ballistic slots also allows it to do a lot better against shields than all-energy loadouts, at the cost of PD capability.

my favorite Sunder loadout is Tachyon Lance + 2 Graviton Beams, though. the ~1.4k range helps keep it alive in large fleet battles despite poor defenses, and for dealing only soft-flux damage, it's scarily good at killing things. ^^

also, i sent you a pm, check your inbox. :]