Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Mondaymonkey on August 22, 2020, 12:06:08 PM

Title: Possible "Empty mounts spam" solution?
Post by: Mondaymonkey on August 22, 2020, 12:06:08 PM
I will not spent time to point the problem, as it well-known.

Suggestion: maximal amount of additional vents/caps is tied to percentage of filled mounts. Like, if you outfit capital ship, that have only 40% of mounts filled, you can not have more than 50*0.4=20 caps/vents (60*0.4=24 for LD3 skill). Bigger mounts contribute to total "mounts fill value" more than smaller.

Justification: it is looks like flux distribution isn't easy thing (lore, descriptions, etc), so it is should be significantly easier to dissipate/accumulate generated flux, if vents/caps are located closer to source. Hulls are probably designed in a way, that some vents/caps batteries are dedicated to serve specific mounts, they are close to, and using them for other mounts will lead to decreasing their general efficiency.

Obvious contras: That concept also requires some low-OP solutions to fill mounts of all sizes and types, to be present in game.

P.S. Yes, I am drunk again! ;D
Title: Re: Possible "Empty mounts spam" solution?
Post by: Ced Riggs on August 22, 2020, 01:35:01 PM
What if... empty sockets come with [Mining Laser equivalent of type/size] and you can only "upgrade" these stock weapons? I'm not thinking far ahead here.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Alex on August 22, 2020, 01:47:47 PM
Hmm. I feel like this is assuming that "having weapons in all slots" is a good thing regardless of *why* there are weapons in all slots. I don't think that holds up - having weapons in all slots is good if you, well, want the weapons that are there and mean to use them.

Just having some random stuff there - or the cheapest possible, to be able to max out vents - or some other idea (say, not having weapons in a slot reduces armor, or w/e)... I think that'd just make a loadout feel messy, because you're putting weapons in for some reason other than actually wanting the weapons. "Put the weapons in a separate group and never fire them" could become a thing, etc.

I'm not entirely sold on the premise that "always have weapons in all slots" is good. If that were a goal, though, then I think the solution would probably involve increasing ship flux budgets (which could be troublesome to iron out balance-wise) and/or adding some very low-end, low-flux options for ... probably small and medium ballistic/energy slots. Though even if these cost 1-2 OP and generated no flux, it might be a hard sell in a lot of cases.

It seems like there is also some potential in somehow making burst damage potential "better" (which would make an over-fluxed loadout more desirable), but I haven't really thought that through, so that's mostly theoretical...
Title: Re: Possible "Empty mounts spam" solution?
Post by: huhn on August 22, 2020, 03:12:48 PM
the real "issue" i see with ship layout is vents in general. except for carrier and none combat ships vents are pretty much always maxed there are always exceptions and i don't think this needs fixing.

over flux layout are done all the time like 4 anti matter blaster on a doom or 4 tachyon paragon which just burst very high and usually use more flux then the vents can handle. what ever that's worth i see that burst dmg in player hand is already very valuable.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Goumindong on August 22, 2020, 03:32:37 PM
It would also be a huge AI burden for player fit ships since only the player ship could maximally fit all slots in order to maximize dissipation. This because the AI will fire those weapons and the player can ignore them.

As a “solution” I would far prefer utility equipment that fit into slots than I would forcing people to fit weapons. You would still have some of the same issues but with more choices (especially if they since they would compete with hull mods) you would be more likely to fit those slots.

An example of an item that could exist would be a shield projector. It would have HP/dissipation based on the mount type(and when overloaded would produce a strong EMP arc from that location) and would turn on to block incoming HE projectiles/missiles. You could even migrate some hull mods to slots as well. Aux thrusters could be direction specific and fit in a turret. I am not sure this is a good idea but I am pretty sure it’s better than the proposed idea

The easiest way to make overfluxing better is to make the AI better at using shields and weapons. In general ships with high armor and bad shields like to raise their shields to eat kinetic damage instead of tanking the kinetic damage. They do this until they’re high on flux and then they start armor taking.

This makes a lot of sense as a base logic for all ships* but it’s bad for heavy armor tankers. I went over this a bit in the onslaught thread but to reiterate an example. One of the easiest ways to win an onslaught 1v1 in the simulator is to just... not put your shields up. Every flux of kinetic damage to spend into its shields is twice the flux back you don’t take into armor. And so they get capped before you do and you get to overflux into their armor while they get to standard flux into your armor. (Provides your guns don’t shut off first!).

Including logic that lets your ships say “oh yes I can trade armor to flux dump on this target” will make flux dumping more efficient. Introducing logic that prevents a ship from overfluxing inefficiently into enemy shields will make this better as well.

Let’s think about what this logic might look like. (And please excuse anything that looks like specific code as I do not)

If (is target shooting at me = false) and (is target shield up = false ) then flux dump
If (is target shield up = true) then “fire weapon” if (shield dmg*target shield efficiency / flux weapon > current reserve capacity ratio) or [(sum (weapon flux) < dissipation) and (shield dmg/flux > other non-firing weapons)]
If (capacity > threshold) and (target shield up = false) then fire weapon if [(sum (weapon flux) < dissipation) and (armor dmg/flux > other non firing weapons) (and duplicate for shields up with high capacity)

If(projectile in air dmg vs armor dr> hard chosen value) or (armor < threshold percentage) and (flux capacity < threshold) then raise shields.

This isn’t perfect (it will cycle shields on/off in a fight as enemies stop shooting inefficient weapons which makes it easy to sneak in weapons like tachyon lances et al especially against front shield ships) but should be far better than current management which runs cap up by dumping inefficiently into shields and by shield tanking almost all damage always.  The AI would dump when enemies are vulnerable, would fire the more efficient weapons first in any situation and would attempt to armor tank when enemies were not shooting high armor damaging weapons.

*because it’s ideal for most ships, including almost all destroyer and smaller and most times a ship is outgunned but outmaneuvers their opponents. However the AI definitely does not flux dump effectively.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Gothars on August 22, 2020, 03:40:05 PM
Iirc, one of the things contributing to the value of vents over capacitators is their utility during overload.
More vents decrease the amount of flux you will have after an overload (and the overload duration?), while caps increase it.

Maybe that should be reversed? If more vents were bad during an overload and more caps good, that would expand caps role as the safe, conservative alternative to even more daring, risky vents.

Iore-wise we could imagine that an overload means uncontrolled venting into the interior of the ship ( more vents mean more uncontrolled venting), while more capacitors are better able to absorb that chaotic venting.


Title: Re: Possible "Empty mounts spam" solution?
Post by: Goumindong on August 22, 2020, 03:53:26 PM
Eh. Caps over vents doesn’t seem to be an issue. More caps are always good and people inefficiently choose to not fit caps in many situations.

Think about your ships total damage over a fight where it doesnt overflux. It will be DPS * health/enemy DPS.

A percentage increase in DPS is exactly equal to a percentage increase in health. And given that guns often shut off for many ships once you’re out of flux and taking armor damage... the better option of cap or vent is whichever provides the higher percentage increase.

Like, everyone takes hardened shields but on a number of ships slamming caps is more efficient
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 22, 2020, 04:03:51 PM
Hmm. I feel like this is assuming that "having weapons in all slots" is a good thing regardless of *why* there are weapons in all slots.
Because filling up mounts with guns on ships looks good.  On the other hand, mostly unarmed ships look ugly, and it feels like an insult when such loadouts are more effective than one loaded with guns.  It is certainly non-intuitive.

Unarmed Drover and Astral with high-end fighters work good, but looks stupid!

If I do not use (Sabot) missiles on Aurora, loadout is two heavy blasters and maybe some pd beams, rest of OP into flux and shields.  Can win flux wars against other cruisers instead of losing by stalemate then PPT timeout because of insufficient flux trade advantage.  Looks incredibly stupid.

Odyssey with two plasma cannons, two good fighters, and little else is a good build for the playership (has flux and shields to outgun just about anything); AI suicides with plasma drive, but beside the point.  All those empty mounts, incredible eyesore.  On the other hand, if I fill all the mounts and attempt double plasma, my Odyssey loses the slugfest against an enemy battleship due to poor stats.

I want to put big high-end guns on Onslaught like I can on Conquest, but that does not work, at least not since 0.8a.  Instead, I need to be content with either SO-like loadout of HMG/chainguns (the Lucky build), or lots of needlers and missiles because dissipation is atrocious - yuck!

Mounts are meant to be filled with guns, not sacked for bonus OP, and it is a crying shame the game encourages that latter.   The bonus OP excuse for mounts seems like a terrible cop-out.  It was not that way with high-powered skills before v0.8a allowed most ships to fill every mount and kill things like they should.

(Related, in Diablo 2, I did not like helms like Vampire Gaze or Harlequin Crest [infamously called 'Shako'] on characters because they made them look hideously ugly, even if they were among the best items for various characters.)
Title: Re: Possible "Empty mounts spam" solution?
Post by: Gothars on August 22, 2020, 04:27:30 PM
I kinda like the look of some empty mounts, now that they have covers.

[total damage over a fight] = DPS * health/enemy DPS

That "health" variable is quite the oversimplifcation of positioning, dodging, tactics, shield management...well, most of the combat gameplay, really.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Gothars on August 22, 2020, 04:40:04 PM
Haha, maybe there could also be some 1-op fake weapons (with almost identical sprites) that the ai reacts to (with keeping distance, estimating damage potential etc) for the first 30-90 seconds of a fight. You know:

Spoiler
(https://1.bp.blogspot.com/-YqGn1C98SzM/WOcjrUbPFyI/AAAAAAAAMjI/ym5CYCOUZ5UabKTF_NohyRtz7qjCI8j_QCLcB/s1600/dummy_tanks_2.jpg)
[close]
Title: Re: Possible "Empty mounts spam" solution?
Post by: SafariJohn on August 22, 2020, 04:40:47 PM
I agree with Megas, it looks sad when a slot is left empty. Covers help, but only so much.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Goumindong on August 22, 2020, 04:43:52 PM
I kinda like the look of some empty mounts, now that they have covers.

[total damage over a fight] = DPS * health/enemy DPS

That "health" variable is quite the oversimplifcation of positioning, dodging, tactics, shield management...well, most of the combat gameplay, really.

No. Its not. Well it is, it just doesn't matter. Because positioning, dodging, tactics, shield management et all.. are all static on hull choice and so not determined by whether or not you shift some vents to caps or caps to vents. Which is to say [total damage over a fight] = (DPS * health/enemy DPS ) *Constant + Constant. Such that d(total dmg)/d(dps) is not dependent on them and so we don't actually care when choosing how to optimize caps and vents. They do not matter
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 22, 2020, 04:52:33 PM
I do not mind few mounts empty.  Something like Conquest with few of the more useless mounts (like medium energy) empty?  Okay, fine.  Onslaught that leaves small mounts empty because they lack the range of bigger guns?  Fine.  But a ship (like carrier or non-Sabot Aurora) that needs to leave most mounts empty just to fight competently with the one or two main guns they need to use, and fight better than the same ship type that mounted lots of guns instead?  Not cool!

As for Hardened Shields, I like it more than more caps because venting is faster.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Alex on August 22, 2020, 05:34:20 PM
Because positioning, dodging, tactics, shield management et all ... and so we don't actually care when choosing how to optimize caps and vents. They do not matter

Well, that's not actually true, is it? See: phase ships and capacitors being comparatively a much better choice on them than on other ships, due to their ability to maneuver in and out, making high alpha strikes (and thus caps) more effective. Any ship that can choose the engagement can benefit more from capacitors over vents, with phase ships being the most extreme example (and, granted, they also need extra flux capacity to close in effectively, but that's not the only reason caps are good on them.)

Iirc, one of the things contributing to the value of vents over capacitators is their utility during overload.
More vents decrease the amount of flux you will have after an overload (and the overload duration?), while caps increase it.

Maybe that should be reversed? If more vents were bad during an overload and more caps good, that would expand caps role as the safe, conservative alternative to even more daring, risky vents.

Iore-wise we could imagine that an overload means uncontrolled venting into the interior of the ship ( more vents mean more uncontrolled venting), while more capacitors are better able to absorb that chaotic venting.

Hmm. So this is developing the idea of making overfluxed loadouts / alpha strikes more potent, right? That is, making caps better goes ... somewhat hand-in-hand with making overfluxed loadouts better. Not precisely, but still.

Thing is, I don't think that improving essentially a failure case ("oops, overloaded, 50% chance you're about to be deleted by some Harpoons anyway") is going to be a super effective way to go here. It feels like it'd need to improve something the player wants to do, not something they would avoid almost entirely with perfect play. Hmm.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Thaago on August 22, 2020, 05:46:25 PM
I don't think there is an inherent reason why a ship "should" use all its slots and the idea of putting on less guns in order to have more of other systems should be familiar to anyone thats played games with a resource tradeoff system. This is usually sci-fi/military fantasy games and notably not fantasy RPGs, where players are encouraged to fill every slot as a rule as there are usually no tradeoffs involved.

I usually use most slots because ships in my experience perform "better" with the slots used, but there are some exceptions, especially when I want to do a particular weapon combo in the other mounts that is flux hungry. For example, if on an Eagle I really want 2 Ion Beams for really high EMP lockdown, I'll need to leave some slots empty for better vent/cap stats.

"Better" of course is my personal definition to get the ships to do what I want, and someone else might have a different definition: according to my definition of "better" I will almost never install Reinforced Bulkheads as I see it as a straight OP waste on all but the most valuable ships that sometimes go POP, like Omens. I also as a rule want to be overfluxed by about 25-50% on my guns, and if for some reason my guns aren't overfluxed by that much I'll shift vents into caps, because I think the vents are wasted. Other people probably disagree with both of those. :D

(Also the medium energy on the Conquest are useful on some builds: for snipe/missile build a single Ion Beam on the Gauss side is good. For brawling build or a player Torpedo build a pair of Heavy Blasters gives it good cruiser forward firepower. In the next version when the Heavy Burst PD isn't terrible I might use it for PD and leave the small energies blank, we'll see. I do leave them empty sometimes, depending on what main guns/missiles are available.)

Title: Re: Possible "Empty mounts spam" solution?
Post by: Histidine on August 22, 2020, 06:12:15 PM
If some mounts being empty is normal, vanilla variants should do that at least sometimes. (Although I understand autofit plugin doesn't handle empty mounts well)
Title: Re: Possible "Empty mounts spam" solution?
Post by: Thaago on August 22, 2020, 06:22:53 PM
If some mounts being empty is normal, vanilla variants should do that at least sometimes. (Although I understand autofit plugin doesn't handle empty mounts well)

Fair point!
Title: Re: Possible "Empty mounts spam" solution?
Post by: Gothars on August 22, 2020, 06:29:31 PM
Hmm. So this is developing the idea of making overfluxed loadouts / alpha strikes more potent, right? That is, making caps better goes ... somewhat hand-in-hand with making overfluxed loadouts better. Not precisely, but still.

Thing is, I don't think that improving essentially a failure case ("oops, overloaded, 50% chance you're about to be deleted by some Harpoons anyway") is going to be a super effective way to go here. It feels like it'd need to improve something the player wants to do, not something they would avoid almost entirely with perfect play. Hmm.

Mh, sorry, what does overfluxed mean, exactly? Just a very high flux capacity or generally high end flux stats?

I think making caps better this way is not primarily for alpha strikers, but also for all kind of support, carrier and civilian ships that use high flux capacity to keep their shields up until help arrives. A ship with no vents and all caps might then only have a very few seconds of overload, and that 50% death chance might drop to 10%.

Or said another way, the ability to keep up sustained fire by having many vents would be a direct trade off for your survival chances during overload.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Alex on August 22, 2020, 06:34:19 PM
Ah, sorry, by "overfluxed" I mean "weapons build flux at a rate that's significantly higher than the ship's dissipation".

I see what you're saying, yeah. Overload is still something to avoid, though - I guess this could be an ok effect on some ships (generally support that's not meant to fight - where you *already* often want caps anyway)), but for anything else, I don't think it'd make enough difference. It's still just buffing a state the ship is doing its best to avoid!
Title: Re: Possible "Empty mounts spam" solution?
Post by: Gothars on August 22, 2020, 06:47:08 PM
Funny, I'd think of that as underfluxed or over-armed^^"

As a side note, I'm on my first proper holiday since a long time, finding the leisure for the forum, and it's really fun thinking about Starsector game mechanics again. Missed it, even though I'm rusty:)

Title: Re: Possible "Empty mounts spam" solution?
Post by: Alex on August 22, 2020, 07:01:46 PM
Not a bad thing to do during a holiday, especially these days :)

(Overfluxed = generating too much flux! I think maybe there's a tendency to sometimes invert flux - as in thinking of "underfluxed = doesn't have enough flux to fire its weapons" but more properly it's the opposite.)
Title: Re: Possible "Empty mounts spam" solution?
Post by: SafariJohn on August 22, 2020, 07:09:55 PM
I think my main gripe, as I harped on with the 2 new cruisers, is that some ships have slots they NEVER want a weapon in. Scarab's side slots, for example; it's bad design IMO.

Dedicated logistics ships also suffer from this, but I think if fleets were small enough there would be incentive to arm them to beef up your fleet. Or they would be ditched for hybrid ships, I dunno.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Goumindong on August 22, 2020, 07:28:20 PM

Well, that's not actually true, is it? See: phase ships and capacitors being comparatively a much better choice on them than on other ships, due to their ability to maneuver in and out, making high alpha strikes (and thus caps) more effective. Any ship that can choose the engagement can benefit more from capacitors over vents, with phase ships being the most extreme example (and, granted, they also need extra flux capacity to close in effectively, but that's not the only reason caps are good on them.)

Well... sure but i have a feeling we weren't talking about phase ships. But even then the vents and caps trade off works. Its just that vents allow a faster recycle time and caps allow a higher burst. Fundamentally your DPS is still hard limited by your vents in a linear fashion. The caps just let you bank it.

Same thing happens for "high mobility ships" but caps also provide immediate tank and so extend the potential engagement duration as well (as well as let you bank your flux dissipation)

As a result the effectiveness of the ship is still a function of the product of vents and caps and absent non-linear scaling as to their value you will still tend to maximize at whichever additional vent/cap has the higher percentage increase.


Keep in mind that my position was that "caps are undervalued right now in most peoples fitting paradigm". I think that so is overfluxing (so long as you've range gapped your weapons such that they provide significantly different value/purpose to where you spend the flux) but that situation would still be improved by better AI weapon management
Title: Re: Possible "Empty mounts spam" solution?
Post by: Gothars on August 22, 2020, 07:35:09 PM
I see what you're saying, yeah. Overload is still something to avoid, though - I guess this could be an ok effect on some ships (generally support that's not meant to fight - where you *already* often want caps anyway)), but for anything else, I don't think it'd make enough difference. It's still just buffing a state the ship is doing its best to avoid!

Make sense:)

If you'd want to be quite adventerous here, you could change that and let players develop overload into a state that's part of their tactis. Imagine you, on you max caps ship, approach a target, fire a battery of AM-blasters and max out flux, get overloaded, and now your dissipation is actually higher than it would be if your (non-existing) vents were still responsible for it. You could complement that playstile with hullmods, e.g. one that lets you fire weapons even during overload - at the cost of permanent flux capacity for the duration of the battle.
Or one that makes it so the overload acts like the EMP-effect of the Omen.

Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 22, 2020, 08:05:52 PM
Personally, I have no issues with empty mounts.  And you're still going to run into that in player fleets sometimes simply because they don't have weapons on hand or purchasable to fill them with.  Sometimes when you buy that wolf, you've got a pulse laser and no other energy weapons for sale.  It is just making a bad situation worse for no good reason.

If you increase flux stats, you'll still have some load outs without all weapon slots filled because players will push their OP into hullmods.  Or simply switch to higher flux weapons and still leave some empty.  As far as I can tell, one of the design goals of the ship loadout system is flexibility and trade offs.  So give an Onslaught double the flux dissipation, and you will still have builds that pump a ton of OP into hullmods and perhaps leave off weapons.  Especially if they pile on high flux cost weapons.

The biggest problem with this idea, is we've got huge variation in weapon OP costs and flux usage.  For any sane amount of flux you put on an Onslaught, I can always put more weapons on it than flux dissipation allows.  All you would be doing is moving the cutoff where empty mounts start showing up.  An Onslaught equipped with three Mjolnirs and the built in two TPC hits 2400 flux/second.  And that is just on the larges.  Throw on high flux mediums and smalls and you can probably hit almost 7,000 flux per second.  An Onslaught equipped with 3 Hellbore and 2 TPC hits 1150 flux/second.  There's a 1250 flux plus 24 OP difference right there in the larges, and potentially another 4,000 flux/second in the smalls if you just fill them vulcans or something.

If you give all ships tons of flux dissipation, and suddenly the cheap, flux efficient weapons don't have a place.  Why use cheap bombers on a Drover or Astral with guns/missiles when you can just use high end bombers and guns?

Unless people are proposing to flatten all weapon OP costs and flux usage, while also making them trivial in OP cost relative to hull mods, I don't see how you can avoid some player builds skipping weapons.
Title: Re: Possible "Empty mounts spam" solution?
Post by: huhn on August 22, 2020, 08:33:19 PM
Well, that's not actually true, is it? See: phase ships and capacitors being comparatively a much better choice on them than on other ships, due to their ability to maneuver in and out, making high alpha strikes (and thus caps) more effective. Any ship that can choose the engagement can benefit more from capacitors over vents, with phase ships being the most extreme example (and, granted, they also need extra flux capacity to close in effectively, but that's not the only reason caps are good on them.)
i have to disagree on this. i'm pretty fly the doom constantly (my doom fanaticism is so bad i'm getting bored of the game) and i would never take a cap over a vent on this ship and i'm over capping constantly and only 2-3 of my anti matter blaster totally worth is because thanks to the vent i can even at max flux "instantly" cloak again. even at 100 % it only take a very very short time to vent the ship.

i care about the time it takes to vent caps don't help me here and i rarely vent when i'm even close to 100% i'm venting at 1-30 % all the time.

but i'm personally think the system is currently working pretty good.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Alex on August 22, 2020, 08:50:23 PM
I think my main gripe, as I harped on with the 2 new cruisers, is that some ships have slots they NEVER want a weapon in. Scarab's side slots, for example; it's bad design IMO.

I mean, it says "experimental" right on the tin! (Only about 50% kidding here... more seriously, though, the Scarab is not a great *general purpose* argument here, because it's pretty unique. The obvious "solution" there would just be to remove a few weapon slots, not make systemic changes. Edit: and I suppose likewise for other ships where that's truly the case!)


Well... sure but i have a feeling we weren't talking about phase ships. But even then the vents and caps trade off works. Its just that vents allow a faster recycle time and caps allow a higher burst. Fundamentally your DPS is still hard limited by your vents in a linear fashion. The caps just let you bank it.

Same thing happens for "high mobility ships" but caps also provide immediate tank and so extend the potential engagement duration as well (as well as let you bank your flux dissipation)

As a result the effectiveness of the ship is still a function of the product of vents and caps and absent non-linear scaling as to their value you will still tend to maximize at whichever additional vent/cap has the higher percentage increase.

Gotcha. I just meant that generally ships that control the engagement stand to benefit more from capacitors than ships that don't.


Keep in mind that my position was that "caps are undervalued right now in most peoples fitting paradigm". I think that so is overfluxing (so long as you've range gapped your weapons such that they provide significantly different value/purpose to where you spend the flux) but that situation would still be improved by better AI weapon management

FWIW, the AI *will* have better flux management in the next release, though probably not to that degree.


If you'd want to be quite adventerous here, you could change that and let players develop overload into a state that's part of their tactis. Imagine you, on you max caps ship, approach a target, fire a battery of AM-blasters and max out flux, get overloaded, and now your dissipation is actually higher than it would be if your (non-existing) vents were still responsible for it. You could complement that playstile with hullmods, e.g. one that lets you fire weapons even during overload - at the cost of permanent flux capacity for the duration of the battle.
Or one that makes it so the overload acts like the EMP-effect of the Omen.

Sort of sounds like venting with a twist :)

This reminds me of the "dump coolant" or whatever feature from mech warrior, where you could dissipate heat rapidly at the cost of a permanent penalty to your mech's heat stats.

In general, though, this kind of stuff - while it could be fun - is I think too much of a change given where things are at right now. It entails a bunch of AI changes, a metric ton of playtesting, and so on. I mean, IF we're aiming to improve capacitors, that feels like a tiny bit of overkill :)

I think capacitors are in a pretty reasonable place, by the way! They super don't need to be "as good as" vents. I think there may be a tendency to assume that they should be because they both cost one OP each but design-wise, they're basically a fine-grained dump for ordnance points. There's no reason they need to be equally good - as long as capacitors aren't *entirely useless*, they're fine since they fill their place in the design.

For example, if e.g. there were changes that made overfluxed loadouts better, that'd make capacitors better too, yeah, but that wouldn't be the reason for the changes, that'd just be a consequence.


Spoiler
Personally, I have no issues with empty mounts.  And you're still going to run into that in player fleets sometimes simply because they don't have weapons on hand or purchasable to fill them with.  Sometimes when you buy that wolf, you've got a pulse laser and no other energy weapons for sale.  It is just making a bad situation worse for no good reason.

If you increase flux stats, you'll still have some load outs without all weapon slots filled because players will push their OP into hullmods.  Or simply switch to higher flux weapons and still leave some empty.  As far as I can tell, one of the design goals of the ship loadout system is flexibility and trade offs.  So give an Onslaught double the flux dissipation, and you will still have builds that pump a ton of OP into hullmods and perhaps leave off weapons.  Especially if they pile on high flux cost weapons.

The biggest problem with this idea, is we've got huge variation in weapon OP costs and flux usage.  For any sane amount of flux you put on an Onslaught, I can always put more weapons on it than flux dissipation allows.  All you would be doing is moving the cutoff where empty mounts start showing up.  An Onslaught equipped with three Mjolnirs and the built in two TPC hits 2400 flux/second.  And that is just on the larges.  Throw on high flux mediums and smalls and you can probably hit almost 7,000 flux per second.  An Onslaught equipped with 3 Hellbore and 2 TPC hits 1150 flux/second.  There's a 1250 flux plus 24 OP difference right there in the larges, and potentially another 4,000 flux/second in the smalls if you just fill them vulcans or something.

If you give all ships tons of flux dissipation, and suddenly the cheap, flux efficient weapons don't have a place.  Why use cheap bombers on a Drover or Astral with guns/missiles when you can just use high end bombers and guns?

Unless people are proposing to flatten all weapon OP costs and flux usage, while also making them trivial in OP cost relative to hull mods, I don't see how you can avoid some player builds skipping weapons.
[close]

(Makes sense!)



i have to disagree on this. i'm pretty fly the doom constantly (my doom fanaticism is so bad i'm getting bored of the game) and i would never take a cap over a vent on this ship and i'm over capping constantly and only 2-3 of my anti matter blaster totally worth is because thanks to the vent i can even at max flux "instantly" cloak again. even at 100 % it only take a very very short time to vent the ship.

i care about the time it takes to vent caps don't help me here and i rarely vent when i'm even close to 100% i'm venting at 1-30 % all the time.

but i'm personally think the system is currently working pretty good.

To clarify, what I'm saying is that on ships that control the engagement, capacitors are relatively more valuable than capacitors are on ships that don't. Not that capacitors are necessarily better than *vents* on these ships. Also, the Doom, while a phase ship, plays fairly differently than its smaller, faster cousins - it's not so much about hit and run - so, yeah, that doesn't really apply to it; we're on the same page there. I probably shouldn't have blanketly said "phase ships"; how they play changes quite a bit at cruiser level and beyond!
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 22, 2020, 11:00:21 PM
Usually I think about ships that are overfluxxed as dealing some self-damage whenever they fire over dissipation. Vents reduce this self-damage, and thus increase the available shield HP, which is the same effect that you get from capacitors in some sense (not necessarily the same magnitude), but without increased vent time, which is why I generally value them a bit more.

I think for DPS considerations, it's also important to think about venting and vent cycles as well. You get double dissipation while venting, so it's actually better for DPS to fire more than your dissipation and vent than to fire right at dissipation forever. You bank up some flux but then dissipate it at 2x speed which does more damage than you would have firing at base dissipation the whole time.

One idea for buffing over fluxed ships is to buff resistant flux conduits. It seems to me that RFC is a real enabler of vent spammy loadouts, so buffing it would indirectly buff the play style.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Mondaymonkey on August 22, 2020, 11:13:24 PM
Shi~...

That was really strong whiskey yesterday...
Title: Re: Possible "Empty mounts spam" solution?
Post by: SCC on August 23, 2020, 12:20:53 AM
I was thinking about this stuff since a while ago, too.
The first two, obvious ideas are either to give ships infinite flux or to create weapons that cost no flux or OP to mount and fire. Or, well, those are the limits. I personally would prefer leaving ships as they are and go for cheap guns instead. Cheap enough that they are similar to spending leftover OPs on caps: it's not going to hurt you and it's better than nothing. The question is, how cheap those weapons would have to be and what strength would balance the "not better than normal weapons" and "not worse than getting more caps/vents" requirements? There sort of are guns like that already (you can put light mortars in small and medium ballistics, and heavy mortars in larges), but they don't seem to be used as filler. And there are no energy equivalents (mining lasers are so bad, it's better not to get them at all!).
I'm not sure if I'm opposed to the cheap guns idea, but it would be best to just test it out.

Iirc, one of the things contributing to the value of vents over capacitators is their utility during overload.
More vents decrease the amount of flux you will have after an overload (and the overload duration?), while caps increase it.
Vents are better than caps because dissipation is firepower over time. Caps are good for short or lopsided engagements, where you just swoop and win, but most of my battles are ones where there's no possible flux capacitance that would let me win. If you're going to hit the cap anyway, it's better to have more vents and perform better when the situation is unfavourable. Ships that can retreat far, far away to vent can benefit from caps somewhat, but they are rare.

I think my main gripe, as I harped on with the 2 new cruisers, is that some ships have slots they NEVER want a weapon in. Scarab's side slots, for example; it's bad design IMO.
Mora and Onslaught also have some unnecessary mounts, but those are far more arguable.

I think for DPS considerations, it's also important to think about venting and vent cycles as well. You get double dissipation while venting, so it's actually better for DPS to fire more than your dissipation and vent than to fire right at dissipation forever. You bank up some flux but then dissipate it at 2x speed which does more damage than you would have firing at base dissipation the whole time.
Vents make venting faster and AI more eager to do it. It's a no brainer for the player and still an attractive option for AI, though the latter more because AI is just too shy about venting.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 23, 2020, 07:05:40 AM
The weapons would need to have either no OP cost or no flux cost.  Otherwise, I rather spend the OP on more flux.  Too many ships are OP starved even with Loadout Design 3, and I need every last OP I can get, which (plus insufficient dissipation) is why we have empty mounts in the first place.

If we want free weapons, they probably need to have ammo or charges that do not regenerate, or regenerate so slowly that does not matter (for the damage they can do).  Ballistics can have something like a light autocannon that does frag damage.  Energy can be a high-delay pulse laser with limited non-renewable charges or even the current mining laser (which is so bad for being too weak and too slow).  Missile can be the Talon's Swarmer or a single dumb-fire 400-500 damage missile.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 23, 2020, 07:58:43 AM
It occurred to me that depending how common those new special hull eraser weapons will be, it might make sense to have backup weapons, maybe.  Plasma Odyssey that loses its plasma cannons to the disintegrator ray will need to either retreat or fall on the enemy's sword to free up DP for reinforcements.
Title: Re: Possible "Empty mounts spam" solution?
Post by: SafariJohn on August 23, 2020, 09:14:34 AM
If you want to buff capacitors, just give them a vent speed buff that cancels out the increased time to vent the extra capacity. Then they would no longer have the downside that makes them less appealing than vents.
Title: Re: Possible "Empty mounts spam" solution?
Post by: bobucles on August 23, 2020, 10:42:12 AM
The only weapon mounts potentially worth keeping empty are small energy mounts. Small ballistic mounts are too good, the point defense is good and the anti shield ballistics are good. Small missile mounts can be kept empty depending on preference, but they are also powerful mounts worth using.
Title: Re: Possible "Empty mounts spam" solution?
Post by: FooF on August 23, 2020, 11:39:47 AM
I don't think changing how vents/capacitors work at this stage is worthwhile (for reasons Alex mentioned).

Leaving a bunch of mounts empty, perhaps all but a few, feels unintuitive to me but I can't deny there are some examples where this seems to be the optimal choice. Astrals and Drovers being cited, 2x Plasma Cannon Odyssey, 2x Plasma Cannon Paragon with minor PD, etc. This has historical precedence: HMS Dreadnought and the "All Big Gun" philosophy that was a paradigm shift for battleships. If the minor guns don't contribute to the primary role of the ship, why bother with them? All players are doing are coming to the same realization that warship designers had over one hundred years ago.

I don't think you can prevent that kind of specialization but here's why it's "bad" for gameplay to me: the only ships in the game that utilize this tactic are player-made. Enemy fleets and the Autofit algorithm try to fill every weapon mount. A new player might wise up eventually to leaving a few mounts empty but the vast majority of use-cases he/she will see initially are fully-armed ships. It will take a lot experimentation or going onto forums like this one for someone to think outside-the-box like that. There are a few tips at start up that say "having more guns is not necessarily better" but until someone sees the actual advantage in action, it doesn't really click. Instead, trying to work within-the-box, players will do what we've always done and use smaller weapons, max vents, use higher-efficiency weapons, etc., but still try to fill as many weapon mounts as possible. Leaving slots empty will not "feel" right because the game seems to be pushing you to fill them.

That's why I like an idea that was floated earlier in this thread and that is putting "something else" in a weapon mount. There's a ton of things you could do here, but what strikes me as very interesting is putting hullmod-like bonuses in empty weapon mounts is that if an extra auxiliary engine, some kind of local shield, extra missiles, etc. were physically on the ship, they could be disabled/destroyed mid-battle. Such a system reminds me of Homeworld 2 where the Capital ship Subsystems that allowed for building ships, hyperspace jumps, etc. were physical entities that could be targeted. But, perhaps the buffs/bonuses that these "mounted" hullmods have couldn't be achieved through traditional hullmods.

The point being, leaving slots empty would be an opportunity cost beyond just vents, OP, and flux efficiency. It could still work but it might not be intra-competitive against putting some kind of mounted hullmod on that does "X" and has a greater net effect on battles than flux efficiency. Where this goes wrong is that targeting individual weapon mounts is hard, not just for players, but for the AI and it would make EMP weapons extremely disruptive. But, it adds a wrinkle to battles and to ship design.
Title: Re: Possible "Empty mounts spam" solution?
Post by: SafariJohn on August 23, 2020, 02:35:25 PM
I remember someone saying that reducing fighter roaming range might indirectly encourage carriers to mount weapons, since they would have to be closer to the action.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 23, 2020, 03:09:29 PM
I don't think you can prevent that kind of specialization but here's why it's "bad" for gameplay to me: the only ships in the game that utilize this tactic are player-made. Enemy fleets and the Autofit algorithm try to fill every weapon mount. A new player might wise up eventually to leaving a few mounts empty but the vast majority of use-cases he/she will see initially are fully-armed ships. It will take a lot experimentation or going onto forums like this one for someone to think outside-the-box like that. There are a few tips at start up that say "having more guns is not necessarily better" but until someone sees the actual advantage in action, it doesn't really click. Instead, trying to work within-the-box, players will do what we've always done and use smaller weapons, max vents, use higher-efficiency weapons, etc., but still try to fill as many weapon mounts as possible. Leaving slots empty will not "feel" right because the game seems to be pushing you to fill them.
In my case, I fill mounts because mounts are meant to be filled, and not filling them looks... so wrong.  Mostly unarmed ships (including carriers that sacrifice weapons for high-end fighters like Astral does) look dumb, and it is grating if they are both effective and more effective than a fully-armed or even mostly armed ship.

It seems some ships, like Odyssey and Astral, were intentionally designed to have their mounts sacked for OP, which is why some ships feel so OP starved.  They need to sack mounts to get the stats they need.  Aurora losing flux stats in 0.9 (while still costing nearly as much in DP as a capital) really hurt.

That's why I like an idea that was floated earlier in this thread and that is putting "something else" in a weapon mount. There's a ton of things you could do here, but what strikes me as very interesting is putting hullmod-like bonuses in empty weapon mounts is that if an extra auxiliary engine, some kind of local shield, extra missiles, etc. were physically on the ship, they could be disabled/destroyed mid-battle. Such a system reminds me of Homeworld 2 where the Capital ship Subsystems that allowed for building ships, hyperspace jumps, etc. were physical entities that could be targeted. But, perhaps the buffs/bonuses that these "mounted" hullmods have couldn't be achieved through traditional hullmods.
The decorative satellite dish Onslaught used to have.  Maybe greater sight radius (2500 is not enough for big screens) and bigger ECM bonus.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Mordodrukow on August 23, 2020, 03:37:40 PM
Sry, my english is bad, and i have no time to read all 3 pages here, but imo, empty hardpoints is OK. Gameplay should be > than immersion, and the possibility of getting better ship with less weapons is an example of good gameplay. Come on, if you know, that you must fill all hardpoints, its easier to make building decisions!

And anyway, even if you wanna players to fill all HPs, giving them penalties is bad game design. Giving them in-game problem, which can be solved by using all avaliable HPs is good one.

It reminds me about the time i played Mechwarrior online. There were two kind of people: lore fans and competitive players. While first group cried that "Hey, on Sarna this mech has LRM10, two large lasors and AC10! Why everybody here fit it with only 4 large lasors?!" the second group just used what works and enjoyed the game. The same true for SS: you have an enviroment, and in this enviroment some some ships perform better with lower amount of weapons (hi, 2-plasma Odyssey!).

But i have to admit: it is harder to create some tasks which need many weapons here, because player uses many ships. But again: artificial restrictions look too... artificial? Its like ghost heat in MWO: it helps to restrict boating, but a lot of players dont like this mechanics.
Title: Re: Possible "Empty mounts spam" solution?
Post by: pairedeciseaux on August 24, 2020, 12:45:01 PM
I just checked in my current campaign which is close to "the end",

Spoiler
Ships in fleet with empty mounts:
1 Conquest
2 Legion
2 Legion (XIV)
1 Eagle
2 Falcon
1 Hammerhead
1 Shrike
1 Shrike (P)
1 Wolf
1 Lasher
2 Colossus
2 Prometheus

Ships in fleet without empty mounts:
2 Heron
1 Hammerhead
1 Drover

Ships stored with empty mounts (ships were not stripped before being stored):
3 Dominators
1 Buffalo
1 Nebula
1 Dram

Ships stored without empty mounts:
1 Dominator
2 Venture
2 Enforcer
1 Condor
[close]

AFAIC leaving some mounts empty is part of the ship loadout design decision, so up to the player. I'm glad we have this kind of flexibility which, IMO, is an integral part of the modular weapon system (...which, IMO, combined with ship diversity and good in-battle gameplay is responsible for a very large part of the goodness of the game in its current form).

Some ideas to improve player awareness:

And anyway, even if you wanna players to fill all HPs, giving them penalties is bad game design. Giving them in-game problem, which can be solved by using all avaliable HPs is good one.

Agreed.  :)

Though we can look at this both ways: filling all mounts can help in some situations and leaving some mount empty can help in others.  :D

That's why, IMO it's best to teach player about this and let him decide how to solve in-game problems with existing tools (which are plenty!).
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 24, 2020, 04:01:52 PM
AFAIC leaving some mounts empty is part of the ship loadout design decision, so up to the player.
I do not like it when it is optimal or better than filling in the majority of the ship's mounts.  It looks so wrong, even if optimal gameplay demands leaving too many mounts empty.  Hurts even more when leaving so many mounts empty was not so advantageous in previous releases.

If I get a big battleship with lots of mounts, I want to fill them with lots of high-end guns (because mounts are meant to be filled).  When doing that gets my ship or an AI ship killed because of lack of OP or other stats, while using a degenerate loadout that is mostly unarmed yet highly effective and more effective than a lots-of-guns loadout, it is grating, not fun, and not the sort of combat I signed up for when I got the game.

Basically, I want to watch a big ship fire lots of guns everywhere and kill everything, not fight like an extra large fighter craft with one big gun like in an arcade shmup.

Ever since fighters changed from being ships into being weapons, guns on most carriers became a liability, and some carriers are best without any guns because they need their OP to do their job of carrying good fighters, and good fighters are hideously expensive (and Expanded Deck Crew is the ITU for carriers), so not enough OP left to properly support guns like in pre-0.8a (well, pre-0.7a) releases.  Legion is an exception, but even that ship needs to leave too many mounts empty to brawl and carry fighters competently enough.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Thaago on August 24, 2020, 08:22:35 PM
I will sometimes leave 2 small mounts empty on a Legion because they have small arcs, but its a fantastic ship to just load up on weapons otherwise. It has enough flux to run its large ballistics and 5 medium missiles is a fantastic punch.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Eji1700 on August 25, 2020, 12:45:07 AM
Hmm. I feel like this is assuming that "having weapons in all slots" is a good thing regardless of *why* there are weapons in all slots. I don't think that holds up - having weapons in all slots is good if you, well, want the weapons that are there and mean to use them.

Just having some random stuff there - or the cheapest possible, to be able to max out vents - or some other idea (say, not having weapons in a slot reduces armor, or w/e)... I think that'd just make a loadout feel messy, because you're putting weapons in for some reason other than actually wanting the weapons. "Put the weapons in a separate group and never fire them" could become a thing, etc.

I'm not entirely sold on the premise that "always have weapons in all slots" is good. If that were a goal, though, then I think the solution would probably involve increasing ship flux budgets (which could be troublesome to iron out balance-wise) and/or adding some very low-end, low-flux options for ... probably small and medium ballistic/energy slots. Though even if these cost 1-2 OP and generated no flux, it might be a hard sell in a lot of cases.

It seems like there is also some potential in somehow making burst damage potential "better" (which would make an over-fluxed loadout more desirable), but I haven't really thought that through, so that's mostly theoretical...
I 100% think it should be a viable option to "under mount" a ship, but I also feel like it shouldn't be the go to?

From a casual perspective "moar dakka" is intuitive and fun (just seeing your capital armed to the teeth is a nice feeling), but there's a heavy learning curve on kitting out some of the larger ships, making it very easy to accidentally over spec them.

I think the first thing to help with this would be clearer feedback on flux stats.  It's SO important but it's just "more numbers" on a screen that's already overwhelming with them. 

Having flux dissipation right next to(not on a line below) weapon flux (both on the main screen and the weapon group screen) would help really draw eyes on the idea that comparing these two numbers is super super vital.  Bonus points if you can color code the dissipation number on some % scheme (super green when it's 2 to 1 and super red when it's 1 to 2 or something).   Or maybe just put the % efficiency right next to it instead (numbers easier than colors?  I dunno UI is the devil and its half my job).

This, again will help beginners really keep an eye on both the actual ships overall flux, and what it looks like for each weapon group, hopefully also teaching the idea of strategic weapon group usage/show off why missiles can be so good.

Somewhat related to this is the fact that ships don't come stock with weapons, unless recovered (and post salvage with a few).  There are premade loadouts, but as a beginner i'd click on those, get annoyed that I didn't have all the weapons an it just "winged it", now had no idea if that was any good, and basically  gave up with it (since hunting down a bunch of weapons just to test a maybe ok loadout isn't exactly fun with rng shops and no idea how to tell what planets might have what you're looking for).

I feel it might help if they did, and even if not, if maybe more premade loadouts were under gunned.  Really drive home there's some great builds that center around putting on some killer weaponry but not bothering to fill out the rest.

Title: Re: Possible "Empty mounts spam" solution?
Post by: DeTess on August 25, 2020, 02:13:32 AM


I think the first thing to help with this would be clearer feedback on flux stats.  It's SO important but it's just "more numbers" on a screen that's already overwhelming with them. 

Having flux dissipation right next to(not on a line below) weapon flux (both on the main screen and the weapon group screen) would help really draw eyes on the idea that comparing these two numbers is super super vital.  Bonus points if you can color code the dissipation number on some % scheme (super green when it's 2 to 1 and super red when it's 1 to 2 or something).   Or maybe just put the % efficiency right next to it instead (numbers easier than colors?  I dunno UI is the devil and its half my job).

What might help with more easily judging it is to have a number somewhere in the ship fitting screen that shows 'time to overload', going by the assumption that the ship is running the shield and firing all its weapons simultaneously. That won't be 100% accurate, of course, but it should still be a nice way to translate the numbers into something more easily understood. It means players can more easily see the consequences of their build decision on their flux management.
Title: Re: Possible "Empty mounts spam" solution?
Post by: DatonKallandor on August 25, 2020, 05:22:57 AM
I think it'd be very easy to design a 0 OP "default" weapon for every slot type without breaking anything balance wise. It would probably even help to have a little more guaranteed PD, even if it's very bad PD, to aggregate together in bigger fights.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 25, 2020, 07:26:58 AM
I will sometimes leave 2 small mounts empty on a Legion because they have small arcs, but its a fantastic ship to just load up on weapons otherwise. It has enough flux to run its large ballistics and 5 medium missiles is a fantastic punch.
For my Legion, all small mounts and maybe some of the medium mounts are empty.  Weapon loadouts are one among:
* Two Hellbore and two light Heavy Needlers
* Mark IX and HAG, maybe Heavy Needler in center medium.
* Mjolnir and Heavy Needler (latter in heavy mount).

I do not remember if I fill the rest of the mediums with (dual) flak.

I use both Expanded Deck Crew AND Integrated Targeting Unit on Legion.  That is a lot of OP on those two hullmods alone.

I do not use bombers on Legion.  If I want bombers, I use Astral instead.
Title: Re: Possible "Empty mounts spam" solution?
Post by: FooF on August 25, 2020, 08:30:52 AM
I think it'd be very easy to design a 0 OP "default" weapon for every slot type without breaking anything balance wise. It would probably even help to have a little more guaranteed PD, even if it's very bad PD, to aggregate together in bigger fights.

Eh, even if a weapon was 0 OP, if costs flux to fire than it defeats the purpose of why I'm leaving the slot empty. I leave slots empty for flux reasons far more often than trying to save OP.

Re: More flux/weapon numbers on refit

The number I'm most concerned with is flux use under "normal" circumstances. For most ships, that means primary weapons (not PD) at maximum range. Weapons that are in the rear or side that don't typically contribute against primary targets I tend to ignore. Likewise, if I have a bunch of 1000 Range HVDs/Maulers, the LAGs up close probably won't be firing under normal circumstances.

That number is what I try to build around because it's the most frequent use-case. If a ship is at/around 100-125% of its flux dissipation with its primary weapons loadout, it tends to win long-term (especially in AI hands).
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 25, 2020, 10:00:48 AM
0 OP weapons do represent some flux savings (over non 0 OP weapons) in the sense that you free up OP to spend on flux related stuff like vents and hull mods. 0 OP weapons can be left not firing and only used in specific circumstances without any penalty: there's no downside to putting them on your ship (other than credit cost I suppose), even if you don't use them, which does solve the 'empty mounts' problem, albeit not necessarily in the most natural way.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 25, 2020, 10:14:45 AM
0 OP weapons do represent some flux savings (over non 0 OP weapons) in the sense that you free up OP to spend on flux related stuff like vents and hull mods. 0 OP weapons can be left not firing and only used in specific circumstances without any penalty: there's no downside to putting them on your ship (other than credit cost I suppose), even if you don't use them, which does solve the 'empty mounts' problem, albeit not necessarily in the most natural way.
AI is not good at leaving weapons alone.  If it has them, it will use them.  (To be honest, there were times I wish I could rip out the TPCs from Onslaught because AI loves to max its flux bar by firing them with reckless abandon.)

For 0 OP weapons to be good, it either needs to be flux-free, or it needs to be a good deal like two Light Mortars instead of one Light Assault Gun.

Eh, even if a weapon was 0 OP, if costs flux to fire than it defeats the purpose of why I'm leaving the slot empty. I leave slots empty for flux reasons far more often than trying to save OP.
Varies by ship for me.  For carriers and phase ships, it is purely for OP reasons.  (I would gladly put guns on carriers, but lack of OP after fighters prevents that, and I would put PD on Harbinger and more guns on Doom if I had more OP.)  For Aurora and Odyssey, it is primarily lack of OP (to afford all among flux, hullmods, and minor weapons).  For something like Onslaught, it is mostly due to lack of dissipation.  For Conquest, it is a mix of three reasons:  1) not enough OP to fill all missile slots, 2) too much flux usage with medium energy weapon, and 3) energy and rear medium ballistic left empty to make sure AI stays within optimal range band with its three important guns (Mjolnir, Heavy Needler, and Mark IX).
Title: Re: Possible "Empty mounts spam" solution?
Post by: DatonKallandor on August 25, 2020, 10:55:51 AM
Eh, even if a weapon was 0 OP, if costs flux to fire than it defeats the purpose of why I'm leaving the slot empty.

The solution to that problem is in your sentence. They shouldn't cost flux to fire.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 25, 2020, 11:40:32 AM
Eh, even if a weapon was 0 OP, if costs flux to fire than it defeats the purpose of why I'm leaving the slot empty.

The solution to that problem is in your sentence. They shouldn't cost flux to fire.

Zero cost things tend to be very hard to balance.  Either they're pointless from a combat point of view (having no effect on the outcome) and essentially just a prettier weapon cover, or they are going to shift the optimal loadout even more towards a couple high end/high flux weapons and fill out everything else with 0 cost stuff, meaning the low cost and higher flux efficient weapons get skipped even more. 

I will point out we already have a 0 OP cost/0 flux cost option.  It is called the empty weapon slot and there are already "optimal builds" using it.  This proposed option will simply make said builds even better and in fact push builds more towards that end of things (a couple high OP cost/high flux usage weapons, high OP cost fighters and nothing else).  Is that what we want in the game balance space?
Title: Re: Possible "Empty mounts spam" solution?
Post by: Grievous69 on August 25, 2020, 12:39:43 PM
Sorry I didn't go through all of the previous posts but I just want to say I agree it's dumb when the optimal build for a ship is to leave it almost naked and focus everything into flux and hullmods. Of course there's nothing terribly wrong with that, it just bothers me it's a thing on multiple ships. That said, I disagree with the OP, having any sort of arbitrary bonuses or punishing a player for doing something unique is bad and should be avoided. Honestly I don't know if there even is a way you could "fix" this.

0 OP weapons that don't cost flux is hilarious, you'll just end up in the same place as before, only now those weapons will replace empty mounts. Again, there's not much choice there. What I would like is more granularity between weapons. Currently if you want some token PD, it'll add up pretty fast on OP. And only ballistics have decent cheap assault options. Missiles are fine imo, you can leave them empty if you want but you lose a fair bit of punchyness for relatively low OP cost. Ballistics are also mostly fine, although I'd like to see a 1-2 OP option, because some ships just have waaay too many small mounts. And now energy mounts, dear god they desperately need something. Most of the ships with optimal "naked" builds have energy mounts that hurt more to fill than leave empty.

I'd still like to see some cool niche builds with few weapons but hopefully not as many as now. Actually now that I think about it, a huge amount of ships are horribly underfluxed and really need all the OPs spent on that just so they don't explode in a normal fight. I feel like even when you go with efficient weapons, you still end up being way over your initial stats.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 25, 2020, 02:33:54 PM
Quote
I will point out we already have a 0 OP cost/0 flux cost option.  It is called the empty weapon slot and there are already "optimal builds" using it.
Only problem (to me) is that zero cost option looks ugly and feels stupid when about more than half of all mounts are empty, regardless of covers.  I use some of those builds (because they are optimal), but I do not like using them.  Nonsense like unarmed carrier or two blaster-only Aurora.

I do not feel like I am playing a cruiser or capital with two-blaster Aurora or two plasma Odyssey.  Instead, I feel like I am playing the fast starter gunship or slow starter light freighter or transport from other space games instead of their cruiser equivalent.

I do not have a problem with few select mounts (out of many) empty, like empty medium missile and energy mounts on Conquest.  For those, all of the biggest mounts and most of the rest are filled up, with few of the awkward mounts are left empty.

As for balance, I would not mind skills being restored to their pre-0.8a glory (and maybe the return of some fun exploits like vent spamming and burn cancelling) so that filling all mounts becomes a good idea like it used to be, thanks to generous OP and high stats.  As for carriers, bring fighters-as-ships back so that OP is freed for guns and flux (instead of locked up in multiple 8+ OP fighters and Expended Deck Crew), and carriers can arm themselves like a warship of a single class size less like they used to.

Sorry I didn't go through all of the previous posts but I just want to say I agree it's dumb when the optimal build for a ship is to leave it almost naked and focus everything into flux and hullmods. Of course there's nothing terribly wrong with that, it just bothers me it's a thing on multiple ships.
Totally agreed.
Title: Re: Possible "Empty mounts spam" solution?
Post by: FooF on August 25, 2020, 06:20:32 PM
Zero cost things tend to be very hard to balance.  Either they're pointless from a combat point of view (having no effect on the outcome) and essentially just a prettier weapon cover, or they are going to shift the optimal loadout even more towards a couple high end/high flux weapons and fill out everything else with 0 cost stuff, meaning the low cost and higher flux efficient weapons get skipped even more. 

I will point out we already have a 0 OP cost/0 flux cost option.  It is called the empty weapon slot and there are already "optimal builds" using it.  This proposed option will simply make said builds even better and in fact push builds more towards that end of things (a couple high OP cost/high flux usage weapons, high OP cost fighters and nothing else).  Is that what we want in the game balance space?

I'm lol'ing at finding an optimal load out that maximizes the 0 OP/Flux weapons with a few "real" ones and proving, objectively, that it's better not to mount anything in these slots. (I guess I assumed that 0-flux weapons, even with drastic downsides, would be a weird precedent to set...)

I find it interesting that the detractors of "naked hulls," myself included, continue to appeal to the "feel" or "look" of said ships. Do we have any out there that prefer the "feel" or "look" of these ships when leaving a bunch of mounts empty? (The question behind the question: is this a balance concern, aesthetic concern, gameplay concern, or what?)

Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 26, 2020, 07:44:10 AM
I find it interesting that the detractors of "naked hulls," myself included, continue to appeal to the "feel" or "look" of said ships. Do we have any out there that prefer the "feel" or "look" of these ships when leaving a bunch of mounts empty? (The question behind the question: is this a balance concern, aesthetic concern, gameplay concern, or what?)
For me, it is mostly an aesthetic concern.  Balance and gameplay wise, naked hulls are probably mostly fine, albeit unintuitive since variants rarely have missing (or even undergunned) mounts.  Mostly because it is on par with fun minor exploits like vent spamming and burn cancelling, and Alex removed them because AI does not know how to use those exploits to even the playing field.  AI rarely has variants with naked or undergunned mounts.  Basically, most ships on the (enemy) NPC side are traditional lots-of-guns ships armed to the teeth.

Back to aesthetics, I just cannot stand the look or feel of the naked hulls.  I want a capital ship to fire lots of guns at a bunch of little ships or at an enemy battleship.  I do not want a capital ship to have one or two guns pretending to be a shmup fighter craft (like two plasma Odyssey or unarmed Astral), and being better or more optimal than a traditional lots-of-guns battleship because the latter does not have the stats (even after skill min-maxing) to support lots of guns.  I already played many other space games, starting with '80s arcade games and Atarl 2600 console, for fighter craft gameplay.  I got Starsector so I could pilot a big ship and mow down ships with lots of guns.

Similarly, when fighters were ships, carriers could arm themselves with guns and brawl in a pinch, much like Mules can.  Now, with fighters as weapons, carriers spend most OP on good fighters and hullmods (because guns and bad fighters perform worse), and any weapons they have are either PD or missile support.  Trying to brawl like a Mule is futile, except for Legion.  I do not like this.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 26, 2020, 09:14:57 AM
Personally, the aesthetics of mount covers doesn't bother me.  Perhaps because I view my fleet as a ragtag bunch of misfits, hand cobbled together instead of mass produced production line ships.  Especially the ones with D-mods.

Back to aesthetics, I just cannot stand the look or feel of the naked hulls.  I want a capital ship to fire lots of guns at a bunch of little ships or at an enemy battleship.  I do not want a capital ship to have one or two guns pretending to be a shmup fighter craft (like two plasma Odyssey or unarmed Astral), and being better or more optimal than a traditional lots-of-guns battleship because the latter does not have the stats (even after skill min-maxing) to support lots of guns.  I already played many other space games, starting with '80s arcade games and Atarl 2600 console, for fighter craft gameplay.  I got Starsector so I could pilot a big ship and mow down ships with lots of guns.

But you don't have to use a dual plasma Odyssey.  If you want lots of weapon spam, slap on Autopulse cannons, and fill in the small mounts with tactical lasers or something?  Assuming a tradeoff of 1 OP of 10 flux/second, two Plasma cannons cost like 225 OP, while Autopulse lasers only cost 90 OP (1650 flux vs 500 flux, 30 OP vs 20 OP).  That should be enough to mount like 12 tactical lasers (4 OP + 75 flux each).  Ideally, those two setups should be roughly as effective, or at least have reasonable tradeoffs against different enemies.

And if its significantly less effective, then we should be asking for buffs to Autopulse lasers and small energy weapons so it is closer to being true.  Fundamentally, I view the issue of people not wanting to fill out all weapon slots as one of balance, not aethetics.  If it is significantly better, that implies to me high flux/high cost weapons are over performing relative to low cost/flux efficient weapons.  If its only a little better, that is probably fine since really fine tuned balance is almost impossible with a system of ship outfitting as flexible as Starsector's. 

I don't like these one size fits all, global changes as they're not getting at the potential underlying problem.  Or making that underlying problem worse.  Dual Plasma cannons get even better relative to Autopulse lasers in the presences of 0 OP and 0 flux cost weapons.  If a front line combat ship doesn't want to use all its weapon slots, the weapons are likely not balanced with respect to the combination of OP cost, flux cost, and weapon mount cost.  I don't know much of that third factor, the weapon mount cost, is taken into account.

Similarly, when fighters were ships, carriers could arm themselves with guns and brawl in a pinch, much like Mules can.  Now, with fighters as weapons, carriers spend most OP on good fighters and hullmods (because guns and bad fighters perform worse), and any weapons they have are either PD or missile support.  Trying to brawl like a Mule is futile, except for Legion.  I do not like this.

To be honest, it's probably possible to create a mod which adds a hullmod which does the following:
1) Reduce the applied cost of all mounted fighters to zero OP
2) Increases the DP cost of the carrier by 1/2 or 1/3 or some appropriate fraction (rounding up) of the original base OP value of the mounted fighters
3) Increases the FP value of the ship by a similarly appropriate amount (1/4 or 1/6 or something)

It essentially separates the fighter and guns/missiles/hullmods points pools, while not restricting overall fighter mounting choices, and interfaces cleanly with current code without any major backend changes.  Just changing OP and DP.  It also interestingly seems to solve the Valkyrie + Converted Hangar problem, as now you've got a minimum DP associated with the fighter as well.  Valkyries at 6 DP using Sparks versus 18 DP drovers with sparks isn't nearly as bad as 3 DP Valkyries and 12 DP drovers with sparks. Ratio of 3 to 1 instead of 4 to 1 (assuming Sparks come out as 3 DP cost in this model).  Astral filled with tridents is something like 95 DP.  On the other hand, it'd be like having the current Astral (45) plus 150 extra OP, allowing the use of the Large missile banks and some beam spam, so maybe it is in the right ballpark?  It would at least provide an alternative option to the current carrier build paradigms. 

Although I'd be hesitant to apply such a mod globally to AI controlled ships since I don't know how the auto-fit code would interact.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 26, 2020, 10:04:26 AM
Autopulse is little more than a more flux efficient pulse laser in the biggest fights - not good enough.  Autopulse is for alpha-striking weaker targets.  (Against a battlestation, mining blaster is better.)  There is no substitute for the plasma cannon.  Plasma cannon has excellent DPS, more penetration than a pulse laser, and better efficiency than mining/heavy blasters, and more range than both (700 vs. 600).

Same idea with unarmed carrier.  I could use guns and Talons, but they are suboptimal compared to unarmed carrier.
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 26, 2020, 10:17:14 AM
I don't think that 0 OP or 0 flux cost weapons are a good idea. There's plenty of space between existing weapons and 0 cost stuff that can be filled out. I think the reason a lot of low tech and mid tech ships don't suffer from these problems is that there are good low flux ballistic PD options to fill out mounts. Frag damage beam PD could be a good option if you just wanted mount filling weapons, but I don't think that really addresses the underly problem of balance between energy weapons.


I think that carriers and warships have different reasons for empty mounts that need to be addressed separately. Carriers already have 0 flux cost weapons in the form of fighters and generally not enough OP to get both good fighters and weapons. There have been several posts about reworking carriers (flux cost to fighters, bay types etc.) that try to address this. There's also just a general issues of tight OP budgets on carriers that could be addressed (mostly for the astral IMO). I don't think there's anything wrong with  dedicated carriers that can't afford to equip powerful weapons though. It's just a different class of ship that didn't exist prior to the carrier rework.



Warships should be able to equip lots of weapons though. I think most of the empty mount set ups on warships (particularly high tech ships) are a result of energy weapon balance and the fundamental nature of the flux mechanics. Energy weapons pretty much universally have efficiency 1:1 or worse meaning that it's actively bad to fire into shields (you build more flux in your own ship than the enemy) unless you have enough dissipation to fire without generating flux in your own ships (or very close to that point). That reality of these mechanics naturally leads to 'empty loadouts' because you need to have enough dissipation to fire your weapons, otherwise you're hurting yourself (or treading water/not making progress in the fight). I know Alex was talking about making over-fluxed loadouts better, but I don't think it's possible to make those loadouts better using inefficient weapons without giving ships more dissipation (a straight buff that they don't need). No amount of inefficient damage over dissipation will help you in the flux war.

I suppose another option is to reduce the flux and DPS proportionally of all energy weapons so that you can fit more of them under dissipation without affecting efficiency, but that feels way harder to balance, and would probably cause issues with armor penetration.


Once you consider that you don't want to fire over dissipation, you can evaluate weapons by how effectively they transform your dissipation into damage. Odyssey leaves all it's small mounts empty because there's just no reason to ever spend any of your dissipation on the available small energy weapons when you have plasma cannons. The plasma cannon has pretty much the same efficiency, better range (with the exception of tac laser) and waaaaaaay better armor penetration. I think Hiruma Kai hit the nail on the head: plasma cannons are just better at converting dissipation into damage than other energy weapons. I think Auto Pulse is somewhat close to being as good as a plasma cannon because of .75 efficiency, but the sustained DPS is so low that it falls a bit short. A buff to the recharge rate would put Auto pulse right up there with the plasma cannon, and even now, I think auto pulse + plasma is better than 2x plasma for the AI because the flux cost is so much more manageable.


With regards to smaller weapons, they have worse range and worse armor penetration across the board so they really need an efficiency advantage to compete with bigger weapons, otherwise you end up with loadouts focused on a few of the biggest weapons the ship can mount because they are better in every way than the smaller weapons. I don't think there's any space in the game for a small energy weapon like the IR pulse laser because you don't want to fire it over dissipation (1:1 damage means it's doing close to nothing in the flux war unless the enemy has very bad shields), and you pretty much always have some other option with better range/armor penetration to use up your dissipation. IR pulse laser needs at least an efficiency buff (maybe a reduction in flux cost to ~100-115) to ever be useful IMO. Pulse laser could really use the same treatment IMO, although it gets used because there's just no other option on some ships. Alternatively you could add some new more efficient energy weapons and keep current Pulse and IR pulse lasers but I think you would really risk making IR pulse/ Pulse completely irrelevant by doing that.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 26, 2020, 10:39:18 AM
I do not give hard-flux Odyssey to AI because it plasma burns into a mob, gets surrounded, takes hits in undefended areas, and dies quickly.  The only AI Odyssey I had some success with (that is, not dying early by stupidity) is a missile-and-beam heavy loadout, which is not what I want to use if I pilot it.  The loadout of playership Odyssey and AI Odyssey in my fleet is completely, radically different.  Thus, I generally avoid using Odyssey in my fleet.  That is unlike other capitals in my fleet where I can get away with the same loadout for both my use and AI use.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Grievous69 on August 26, 2020, 10:56:58 AM
@intrinsic_parity
Agree with everything you said. Worth noting is that I think IR pulse laser may actually get an efficiency buff, I vaguely remember seeing a part of balance changes from Alex that were implemented into the previous tournament (everything is subject to change I guess). Small energy weapons truly are traps on bigger ships, you either get PD or not bother at all. Maybe Tac lasers if you're going for a beam loadout or something weird. And as you said, Pulse laser ain't much better, it's just used on ships that can't use Heavy Blaster easily.

Well Plasma Cannon is really the only reliable sustained dmg weapon. HIL is a beam that requires kinetics to be good (which most high-tech ships don't have), and other options aren't that crazy unless massed. It's only logical that people go all in with Plasma cannons and focus on doing as much damage as they can with them.
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 26, 2020, 11:15:56 AM
I do not give hard-flux Odyssey to AI because it plasma burns into a mob, gets surrounded, takes hits in undefended areas, and dies quickly.  The only AI Odyssey I had some success with (that is, not dying early by stupidity) is a missile-and-beam heavy loadout, which is not what I want to use if I pilot it.  The loadout of playership Odyssey and AI Odyssey in my fleet is completely, radically different.  Thus, I generally avoid using Odyssey in my fleet.  That is unlike other capitals in my fleet where I can get away with the same loadout for both my use and AI use.

I've found that AI odyssey with 2x medium sabots in forward facing pods, locust, light PD, and plasma + Auto pulse is fairly reliable in AI hands. That very close to my flagship odyssey build. Beam odyssey is a waste of DP IMO. I wouldn't deploy an AI odyssey if the enemy has a big numerical advantage because of issues with the AI getting surrounded, but that's an issue with any maneuverable ship in AI hands, not just odyssey. In my experience it works fine for even or close to even battles.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 26, 2020, 11:37:24 AM
To be honest, for my flagship Odyssey, I tend to run Dual Plasma + 12 PD lasers + Locust Launcher + 2 Longbow.  All the damage buff skills (Ordinance Expertise, Target Analysis, Advanced Countermeasure) + Integrated Point Defense AI + Integrated Targeting Unit swat missiles/fighters well enough.  Especially Doom mines.  They just disappear as soon they show up.  Given the 180 degree shields, I find being able to catch fighters/missiles/mines on where the shield isn't to be extremely useful.

Because Odysseys tend to be so rare, if I actually do get a 2nd, its generally configured as a spare flagship to swap in rather than for AI control.
Title: Re: Possible "Empty mounts spam" solution?
Post by: SCC on August 26, 2020, 11:52:38 AM
The reason to use two plasma cannons on Odyssey is because if you go full on dissipation, autopulse lasers simply won't use it all and small energy guns aren't worthwhile for dealing damage without any gimmicks. If you were to make APL into a brawling gun like PC, then that defeats the point of those weapons being different. I personally prefer APL + HIL or TL combo, but that's because I'm mainly a Conquest man and Odyssey is just a faster, weaker Conquest to me.

The difference between IR Pulse Laser and normal Pulse Laser is that the former does about equal damage to similar ballistics (it deals about as much damage as Dual Autocannon, before DAC even has kinetic bonus to shields applied to it!), whereas Pulse Laser does 50% more damage than equivalent ballistics, making up for the energy type. It's more bursty.

High-tech ships have the most obvious reasons to leave many mounts empty (good shields), but it occasionally happens to other ships, too. Standoff Falcon and Eagle get ballistics, an ion beam, rear PD... You can get some tacticals, but you're more likely to do it because it's weird not to have guns, rather because it's better. If Onslaught wants to use TPCs, it can use also one of its large ballistics and 3-4 mediums, but the rest is better off with flaks (including downsizing side larges) or nothing (the smalls).
From more petty stuff, Conquest can go for an asymmetrical build. I don't even bother with side small energies and one of the mediums, because smalls aren't good for anything and I need an ion beam only for one side. The only of Dominator's smalls that always get filled are the rear ones (though, admittedly, that might be because I don't trust a low-tech ship without flak cannons). Paragon's medium or small energy turrets are mostly optional if you don't go for an all tachlance loadout. Larges and needlers are for dealing with ships and everything else is for dealing with fighters and maybe missiles, but you don't really need much of either.
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 26, 2020, 01:40:46 PM
If you were to make APL into a brawling gun like PC, then that defeats the point of those weapons being different.
APL is unique because of its good efficiency (for energy) that it pays for with lower armor penetration and low sustained DPS. Plasma cannon has super good armor penetration that it pays for with mediocre efficiency and high flux cost. I  don't think that a moderate increase in sustained DPS (I'm talking like 400-450 sustained DPS instead of 300 which is still way less than PC at 750 DPS) would move them into the same niche. You would still vastly prefer PC for anti-armor and DPS but auto pulse would help more with shield breaking which is the role it already has. It would just be a bit less of liability in extended engagements.

The difference between IR Pulse Laser and normal Pulse Laser is that the former does about equal damage to similar ballistics (it deals about as much damage as Dual Autocannon, before DAC even has kinetic bonus to shields applied to it!), whereas Pulse Laser does 50% more damage than equivalent ballistics, making up for the energy type. It's more bursty.
Ballistic weapon damage multipliers and range bonuses still make pulse laser very bad in comparison. The HAC has ~33% more shield dps than pulse laser while having ~50% less flux cost and 200 extra range. Then against hull where raw DPS might be a plus, PL and IRPL still get gimped by residual armor and aren't much better than kinetics against decently armored targets (i.e. you want another weapon for hull dps in either case). Pulse laser is definitely better than IR pulse laser, but it still doesn't make up the difference between ballistics and energy. Hard flux energy weapon selection is like if your only options were the arblest (pulse laser) and assault chaingun (heavy blaster). I guess beams are sort of like HVD/Mauler builds too, but that's sort of a different thread. Basically, I think energy weapon slots lack options to brawl effectively (because of efficiency) so you kinda have to go for 'quasi SO' builds that are all in on dissipation, and those builds work best by focusing on a few weapons. 
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 26, 2020, 01:57:31 PM
I tried additional weapons on two plasma odyssey like locusts and burst pd, but ended up not having enough OP left to go all in on flux stats to brawl very well.  Locusts in big fights are a waste without Expanded Missile Racks (they do not last long enough without it, and Odyssey cannot afford EMR), and putting more than a few PD eats too much OP from caps.  Odyssey with both max caps and vents (and the shield and extra flux hullmods) can fire plasma for a long time and outgun just about anything, then burn away to flee.  (But to get that, Odyssey is left mostly naked aside from the two plasma and two fighters.)  Odyssey with no caps cannot sustain double plasma long enough.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Goumindong on August 26, 2020, 02:35:41 PM
Autopulse is little more than a more flux efficient pulse laser in the biggest fights - not good enough.  Autopulse is for alpha-striking weaker targets.  (Against a battlestation, mining blaster is better.)  There is no substitute for the plasma cannon.  Plasma cannon has excellent DPS, more penetration than a pulse laser, and better efficiency than mining/heavy blasters, and more range than both (700 vs. 600).

Same idea with unarmed carrier.  I could use guns and Talons, but they are suboptimal compared to unarmed carrier.

Autopulse is efficient enough for shields. The main issue is that if you don't crack the shields on your initial volley you're out of damage because the weapon only does medium mount DPS once its charges are used up. Additionally its recoil makes it much harder to kill smaller ships once they start to realize they're overwhelmed*. So if you're running them as primary damage you've got huge range issues. What do you do if you don't get close enough for IR pulse? Well you die is what happens

An IR pulse/Autopulse Odyssey is not bad (12 IR pulse, 2 Auto Pulse, Extended Mags, Longbow, Xyphos, Hardened, 50 caps, 38 vents) its just not as good as the plasma version and a TL/HIL version like that is probably better in general for the same type of thing

*Plasma Cannon also has an advantage in that it has a very long weapon falloff
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 26, 2020, 02:45:37 PM
Plasma cannon has the same armor penetration as the heavy blaster with the efficiency of the pulse laser and a much higher DPS than both.

I think the autopulse laser should be a shield breaking specialist, but it's sustained dps is a bit too low for that role. For pure burst damage against smaller ships, the tach lance is just so much better than APL. I think it should be focused on the efficiency aspect since that's the biggest unfilled niche for large energy weapons IMO.


I tried additional weapons on two plasma odyssey like locusts and burst pd, but ended up not having enough OP left to go all in on flux stats to brawl very well.  Locusts in big fights are a waste without Expanded Missile Racks (they do not last long enough without it, and Odyssey cannot afford EMR), and putting more than a few PD eats too much OP from caps.  Odyssey with both max caps and vents (and the shield and extra flux hullmods) can fire plasma for a long time and outgun just about anything, then burn away to flee.  (But to get that, Odyssey is left mostly naked aside from the two plasma and two fighters.)  Odyssey with no caps cannot sustain double plasma long enough.

Were you testing with skills? 2x Plasma odyssey with dissipation skills is a pretty big difference. I don't feel like I need caps much to fire 2x plasma cannons with skills (I guess I still take hardened shields which is sort of like caps).
Title: Re: Possible "Empty mounts spam" solution?
Post by: Thaago on August 26, 2020, 04:04:50 PM
Hmm, I just built a fully kitted plasma odyssey with no skills - all mounts filled including a hurricane to stress test the OP - and it can still brawl down the sim (not the best but ok) Onslaught and can fire its plasma cannons for a very long time. With skills its going to have another 262.5 flux or so (effective) dissipation and more OP, even without using the (mildly innefficient) flux hullmod. Can't it just continuously fire the plasmas?
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 26, 2020, 04:18:31 PM
Were you testing with skills? 2x Plasma odyssey with dissipation skills is a pretty big difference. I don't feel like I need caps much to fire 2x plasma cannons with skills (I guess I still take hardened shields which is sort of like caps).
Some, but not full combat because I had nine sunk into Industy (for Industrial Planning and Colony Management), and some others unspent because I could not decide which combat skills I want.  I also had no points in Officer Management, though I wanted one for six officers.

I think I had the dissipation skill, at least up to faster venting (which I think is 2).  Might have had it at 3, but I do not remember.

If I play another game, I would ignore Industry and go full combat.  If Pather bug was fixed and made babysitting from core use intolerable, I... probably would sink nine into Industry and three into Planetary Operations for full colony skills because I like having lots of big colonies, but it would gimp my combat power too much, which I do not like.  Thus, the Pather bug, which enables free unlimited core use, is great because player can sink everything into combat for the best combat and still rule lots of worlds like a proper space lord.
Title: Re: Possible "Empty mounts spam" solution?
Post by: pairedeciseaux on August 26, 2020, 05:13:28 PM
Duh, looks like I'm in the minority here WRT to small guns on Odyssey.  :)

When I have an Odyssey, I also use dual Plasma Cannon, but... I never ever leave small mounts empty: these get a mix of IR Pulse Laser, LR PD Laser and Burst PD Laser. Which are all fine guns AFAIC.

IIRC I use 4 IR Pulse Lasers, 2 on each side, so the ship gets a good anti fighter coverage. Those small guns do a decent job against small targets and do not contribute damaging large targets because large targets are kept close to the maximum range of the Plasma Cannons. This is my "optimal" Odyssey doctrine.

Other than managing distance, a key thing here is proper weapon group setup, but I'm pretty sure I don't have to explain this to experienced players.

(though I don't use the ship often because it's so rare)

Warships should be able to equip lots of weapons though.

All warships are able to equip lots of weapons. When some weapons mounts are empty it's either lack of guns, or player choice. Nothing in the game design actually prevent equipping lots of guns. I know it's obvious but at the same time reading this conversation while not having in game experience could lead someone to get a false impression, IMO.

I think most of the empty mount set ups on warships (particularly high tech ships) are a result of energy weapon balance and the fundamental nature of the flux mechanics. Energy weapons pretty much universally have efficiency 1:1 or worse meaning that it's actively bad to fire into shields (you build more flux in your own ship than the enemy) unless you have enough dissipation to fire without generating flux in your own ships (or very close to that point).

Sure. But if you look at the big picture, shield efficiency and flux pool play an important role in combat. And mobility. And armor piercing weapons. And nearby allies.

I've played half my current campaign piloting a Shrike: Pulse Laser + Ion Cannon on autofire, dual Antimatter Blaster on manual fire. Empty mount on this build: no missiles, my choice. Do I need to explain the kind of flux you build when you fire two AMB? I had no issue whatsoever WRT to flux management, because dissipation, flux pool, shield efficiency, mobility, nearby allies. Mostly player piloted build TBH, I'm not sure how AI manages it.

In other words, designing a ship loadout around main guns vs ship's dissipation is important, yes, but it should not be the only criteria. Especially on high tech ships.

That reality of these mechanics naturally leads to 'empty loadouts' because you need to have enough dissipation to fire your weapons, otherwise you're hurting yourself (or treading water/not making progress in the fight).

Not only with high tech ships. In my fleets I would usually put a single Heavy Blaster on midline cruisers : which translates into 2 empty medium energy mount on Eagle and 1 empty medium energy mount on Falcon. My load out choice, I'm pretty comfortable with this and do not consider this a problem at all. If I wanted to use beams on Eagle, I would be happy to have 3 medium energy mounts. See?

So AFAIC empty mounts are not a problem to solve, and so far, from what I have read in this conversation, I have not found any compelling reason to consider them as a problem.

Last part is a bit blunt and is not directed at intrinsic_parity or any specific person. Putting this under spoiler:
Spoiler
I don't know, maybe people should learn to make loadout design decisions they are comfortable with ... knowing that trade-offs have to be made in the process.

As a player you know the rules, you cannot have on a single ship: high end guns + high end missiles + high end fighters + high end hull mods + top of the line flux stats + no empty mount. You know the rules, right?

As a player you evaluate intended role for the ship in your fleet, how you fulfil the role/missions through guns/missiles/fighters/empty mounts choices, how you balance ship's strengths and weaknesses through flux stats and hull mods.

This, by the way, is conscious gameplay. My point of view on the matter is: player should assume responsibility on his choices. Not doing so can lead to player frustration, which clearly is self inflicted pain in this case.

Two solutions if you find yourself at odds with the current game design: (1) change vanilla game design, (2) modding. Reading Alex's first reply in this conversation I wouldn't be optimistic about convincing him of doing (1), though discussions sure can lead to changes. On the other hand with (2) the sky is the limit, so... what are you waiting for?  :D

As far as managing player expectations go, one thing that could be done in the game is adding some/more explicit messages along the line of "trade-offs have to be made" on refit screen and other appropriate places if any. And maybe add a load out design tutorial.
[close]
Title: Re: Possible "Empty mounts spam" solution?
Post by: SCC on August 26, 2020, 11:18:31 PM
Ballistic weapon damage multipliers and range bonuses still make pulse laser very bad in comparison. The HAC has ~33% more shield dps than pulse laser while having ~50% less flux cost and 200 extra range. Then against hull where raw DPS might be a plus, PL and IRPL still get gimped by residual armor and aren't much better than kinetics against decently armored targets (i.e. you want another weapon for hull dps in either case). Pulse laser is definitely better than IR pulse laser, but it still doesn't make up the difference between ballistics and energy. Hard flux energy weapon selection is like if your only options were the arblest (pulse laser) and assault chaingun (heavy blaster). I guess beams are sort of like HVD/Mauler builds too, but that's sort of a different thread. Basically, I think energy weapon slots lack options to brawl effectively (because of efficiency) so you kinda have to go for 'quasi SO' builds that are all in on dissipation, and those builds work best by focusing on a few weapons.
Thank you for noticing that ballistic weapons and energy weapons are not, in fact, the same.
2 Pulse Lasers will have 606 DPS against shields and armour, for 666 FPS, with perfect accuracy.
HAC and Heavy Mortar will have 538 DPS against shields, 374 DPS against 100 armour, for 394 FPS. More range, less accuracy. HAC and Heavy Mauler combo would have 347 DPS against shields, 231 DPS against 100 armour, for 364 FPS. Again, more range, less accuracy.

Though this got kinda off the track, because I was complaining about IR Laser not being good enough, when Pulse Laser is (though it's still fairly mediocre).
If there's an issue with (almost) all energy weapons, I'd say there could also be an issue with high-tech ships not being good enough to make up for their bad weapons.

So AFAIC empty mounts are not a problem to solve, and so far, from what I have read in this conversation, I have not found any compelling reason to consider them as a problem.
"As far as I cnow"?
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 27, 2020, 03:08:23 AM
2 Pulse Lasers will have 606 DPS against shields and armour, for 666 FPS, with perfect accuracy.
HAC and Heavy Mortar will have 538 DPS against shields, 374 DPS against 100 armour, for 394 FPS. More range, less accuracy. HAC and Heavy Mauler combo would have 347 DPS against shields, 231 DPS against 100 armour, for 364 FPS. Again, more range, less accuracy.

2x Pulse lasers actually have 303 total DPS against 100 armor if you want a fair comparison. Also HAC + Mauler is 494.5 DPS to shields.

Pulse laser gives 12% higher shield dps (but worse efficiency) and 19% worse armor dps for nearly 70% higher flux cost compared to HAC + HM. I don't see how that's even close. Also, 100 armor is like heavy fighter armor, or the absolute squishiest frigates. Against 500 armor which is a heavy frigate/destroyer, 2x pulse laser do 101 dps to armor while HAC + HM do 150.5, so the gap worsens as you go to more common scenarios. Pulse laser isn't strictly worse than medium ballistics (there are situations where it has a small edge), but it's very clearly a big step back in most cases as far as I can't tell.

I get that energy weapons are supposed to be a bit worse to compensate for High tech having better base stats, but I feel like the gap between an average energy weapon like the pulse laser and an average ballistic weapon is too big. The pulse laser feels like the commonly available weak weapon that needs to exist in the game, but there aren't the other good options as alternatives. Maybe I just prefer decent ships with good weapons rather than super powerful ships with crappy weapons. I find the latter very unsatisfying.


@pairedeciseaux I'm more interested in understanding why empty mount loadouts tend to perform better because I enjoy understanding the relationship between underlying mechanics and loadout performance. Of course there are other factors at play in combat, and the player can make almost any ship and loadout work to some extent, but being able to break the enemies shield is one of the most fundamental requirement of combat in starsector and the dissipation and efficiency balance is the core of that capability so it should be one of the most important considerations, especially for the AI that can't reliable leverage maneuverability and allies to overcome enemy shields.

Also, I was maybe a bit too extreme in saying certain things were 'never useful', but all I meant by that was that I couldn't think of any scenario where I wouldn't prefer something else (IR pulse laser). That doesn't mean those things wouldn't work, just that there is a better choice in my experience. I personally would not use a loadout if I knew there was a better one available, but that doesn't mean that loadout can't effectively kill things, or that other people might like it.
Title: Re: Possible "Empty mounts spam" solution?
Post by: SCC on August 27, 2020, 04:01:26 AM
2x Pulse lasers actually have 303 total DPS against 100 armor if you want a fair comparison. Also HAC + Mauler is 494.5 DPS to shields.
Yeah, sorry, I went "eh, it's energy, it's the same" and then changed my mind to include armour damage reduction. And I probably should have caught up to HAC + Heavy Mauler combo's incorrect value faster, it's lower than just HAC alone... Either way, the idea is that comparing a single weapons against another single weapon is pointless with energy weapons.

Maybe I just prefer decent ships with good weapons rather than super powerful ships with crappy weapons. I find the latter very unsatisfying.
Too bad that's basically the entire concept of high-tech ships.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 27, 2020, 04:37:18 AM
The pulse laser feels like the commonly available weak weapon that needs to exist in the game, but there aren't the other good options as alternatives.
Such weapons at medium size generally cost 7 or 8 OP (Arbalest, Heavy Mortar, single Flak, Pilums), but Pulse Laser costs 10 OP and is unavailable at Open Market like a mid-grade medium weapon (even if it does not feel like one).  Mining Blaster is the commonly available weapon at Open Market, but has awful range and efficiency, and costs 10 OP.

Too bad that's basically the entire concept of high-tech ships.
Not all are elite ships.  Wolf is crappy, not enough flux stats to support even a Pulse Laser, let alone Heavy Blaster.  Shrike is a cheap ship.  Next release will bring the Fury.  Then there is Apogee, which seems to be intended to be a high-tech Mule/Falcon blend, but ends up being overpowered for its price after it gets Plasma Cannon and Locusts.

Then, there are those that seem to be meant to be elite but fail at it.  Scarab (it was good in 0.7.2a, but not since 0.8a), Hyperion (capital spam and other subtle changes since 0.9a made it obsolete thanks to insufficient PPT), Aurora (overpriced, and requires Sabots or empty hull to do well).

Then there is Medusa which is decent or good, but it is no Drover; and Paragon, which is good (it better be for 60 DP).  Both can use ballistics.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 27, 2020, 08:28:31 AM
How much does damage to Hull matter in the HAC/Mauler vs Pulse Laser match up?  Pulse Laser is 606 DPS to hull, at 0.9 efficiency.  Heavy Autocannon is 214 DPS to hull at 1.0 efficiency and Mauler is 133 DPS at 0.89 efficiency - for a combined 347 DPS at 0.95 efficiency.

So 2x Pulse laser give 74% more hull DPS for 82% more flux.  It certainly falls into the spend more flux to get more damage in that comparison.

Perhaps what might be a better metric is, how long does it take 2x Pulse lasers to kill 1) a fighter, 2) a frigate, 3) a destroyer, 4) a cruiser, and 5) a capital compared to a HAC/Heavy Mauler?

I mean, you still actually need to destroy the hull eventually, so you can't really ignore it. Take a base Onslaught, no mods.

Shields - 17000
Armor - 1750 (87.5 minimum)
Hull - 20000

2x Pulse Laser takes 28 seconds (and ~18,648 flux) to get to overload.  HAC/Mauler takes 34 seconds and ~12,376 flux.
Assuming you're hitting 1 spot, 2x Pulse laser takes about 101 total shots, or 16.6 seconds and ~11,100 flux to get through armor.  HAC/Mauler takes roughly 12 mauler shots and 36 HAC shots, for a total time of around 18 seconds and 6552 flux.
Lastly, it takes 2x Pulse lasers about 375 total shots (61.8 seconds and ~41,212 flux). HAC/Mauler takes about 107 seconds and 38,945 flux.

Total time (assuming you go through shields only once):
2x Pulse laser = 106 seconds and ~71,000 soft flux.
HAC/Heavy Mauler = 159 seconds and ~58,000 soft flux.

Onslaught is probably an extreme case, but still.  It also raises the question, how much flux damage did you take from the Onslaught during that extra 53 seconds.

If High Tech ships are intended to have superior speed, then arguably you in fact want more damage more quickly, then pull back to vent for a hit and run play style.

When trying to compare weapons, I personally like to look at the total OP cost on weapons assuming the flux were converted to vents.  So a Pulse laser is effectively 10 OP + 33.3 OP = 43.3 OP.  A Heavy Autocannon is 10 + 21.4 = 31.4 OP.  And a Heavy Mauler is 12 + 15 = 27 OP.

In which case 86.6 OP versus 58.4, or 48% more OP cost for the Pulse lasers.  So the hull performance (75% more damage for only 48% more OP) is quite good.  The shield performance (22% more damage for 48% more OP) is not as good.  The armor performance is hard to say, since it really depends on if you're hitting the same spot over and over, having the damage spread, and what the actual armor values are.  However, just looking at raw DPS, the armor performance (62% more damage for 48% more OP) is actually reasonable.  Keeping in mind, this is assuming you can buy enough vents.
Title: Re: Possible "Empty mounts spam" solution?
Post by: FooF on August 27, 2020, 09:22:37 AM
I'd say we've gone off-track but we've identified (again for the 50th time) that Energy weapons, and by extension High-Tech ships, are the worst offenders as for the empty-mount spam.

It's odd, I've defended the High-Tech doctrine for years now because if, for example, you converted an Aurora to all-Ballistic mounts, it would be the most OP ship in the game by a huge margin. Even a few Universals/Hybrids that allowed you to throw a few Small or Medium Ballistics on there would quickly make it ridiculous. High-Tech needs the inefficient Energy weapons to bring them back down to Terra. Yet, I'll be darned if Energy Weapons aren't among the most griped-about things in the game.

@Hiruma Kai

The comparison is useful but a.) The HAC+Mauler combo also has +200/+400 range advantage which is hard to understate and b.) personally, I think the HAC+Heavy Mortar combo is a more useful comparison. The Mauler is a bit more "elite" than the Pulse Laser and is exchanging DPS for range. The Mortar is significantly better than the Mauler in terms of overall DPS and efficiency and isn't far behind the Mauler in terms of armor penetration. Range becomes less of a point of contrast, as well, if comparing against the Pulse Lasers.

Also, while the High-Tech ship is killing faster, it also used ~22% more flux overall to do the same thing. Most High-Tech ships have better flux stats (22% better?) but during certain phases of the fight, it's spending literally 50% more flux to get through shields and 70% more to get through armor. Against lighter targets than an Onslaught, and switching to the Heavy Mortar, my guess is that HAC+Mortar combo would widen the flux gap considerably and also reduce the time-to-kill for the Ballistics combo.

Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 27, 2020, 10:30:51 AM
How much does damage to Hull matter in the HAC/Mauler vs Pulse Laser match up?  Pulse Laser is 606 DPS to hull, at 0.9 efficiency.  Heavy Autocannon is 214 DPS to hull at 1.0 efficiency and Mauler is 133 DPS at 0.89 efficiency - for a combined 347 DPS at 0.95 efficiency....
You picked the heavy mauler which is an (intentionally) low DPS 1000 range sniper. It's not surprising that you find the DPS to be lacking... The range is the reason to use that gun, not the DPS, and I think that it's a bit weak at the moment. You should really compare to the heavy mortar which is the common unspecialized ballistic HE option.

Also, raw amror/hull dps isn't really relevant, performance against actual armor values you will likely encounter is. I demonstrated in my last post that pulse laser has worse armor performance against average destroyer tier armor (500) which is the probably the most common and thus most important scenario. Pulse laser does 484 dps to hull against 500 armor, 404 dps to hull against 1000 armor. It still definitely has an advantage, but it's quite a bit smaller. Only ~40% hull dps advantage compared to HAC+Mortar across the 500-1000 armor range, as far as I can tell, so not a particularly efficient use of that extra 70% flux generation.

Also if you're trying to kill an onslaught with two medium slots, something has gone horribly wrong. You should consider performance against destroyers and maybe light cruisers. 


Maybe I just prefer decent ships with good weapons rather than super powerful ships with crappy weapons. I find the latter very unsatisfying.
Too bad that's basically the entire concept of high-tech ships.
I would rather them be a bit worse and have a bit better guns. It doesn't have to completely negate the design philosophy. I just wish it was a bit less extreme so that it didn't sometimes feel like you were bashing your head against a wall shield with crappy weapons while flying circles around the enemy. Why not flying semi-circles and hitting the wall with a moderately sized hammer? I don't think it makes sense that some ships have the best shields and systems, but have weapons that can barely break shields. High tech ships should have some effective ways to break shields. Also as megas pointed out, not all high tech ships are equally powerful and the weaker ones (wolf) get really hung out to dry by the weak weapon options.

The pulse laser is probably fine as a common but slightly weak weapon, but it shouldn't be the best medium energy anti shield option that high tech ships have. High tech ships have tons of great anti hull and anti armor weapons already, they don't need a mediocre one like the pulse laser, they need a decent anti shield weapon, even if that means some ships have to be slightly nerfed to not be OP. The reason I got onto this whole tangent in the first place was that I think the empty mount spam on high tech ships is (to some degree) a product of the lack of good anti-shield options. In the absence of efficient damage, you have to max vents and remain under dissipation to win the flux war leading naturally to the empty mount loadouts which simply leverage that limited dissipation in the most efficient way. At least that's my hypothesis.
Title: Re: Possible "Empty mounts spam" solution?
Post by: FooF on August 27, 2020, 10:52:47 AM
Right. Efficiency is king among High-Tech/Energy loadouts to the exclusion of almost all other factors.

I agree about the Pulse Laser, though Gravitons do exist. The next patch may add a few wrinkles. A 500-range Graviton that does 200 hard flux/sec would supersede the Pulse Laser for efficiency against shields. A lot of the Small Energy beams might become pseudo-useful in an assault role. Also, I think bonus damage for high-flux is making a return via skills. I still maintain that Small Energy is by far the worst slot to have in the game, though, and that contributes to the empty mounts problem for High-Tech.

(As an aside, I sometimes forget that Energy was originally built around doing extra damage as flux increased. Likewise, for Ballistics having ammo. Not that I opine for the good old days but some of the principles behind the weapons have been lost along the away and those were balancing factors. Energy being short-ranged, unlimited generalists and growing more powerful as you use them is a totally different beast than specialized, long-range Ballistics that had limited use. I'm not against moving away from the original design but knowing the history helps explain why Energy and Ballistics are the way they are.)

Title: Re: Possible "Empty mounts spam" solution?
Post by: Megas on August 27, 2020, 11:00:20 AM
Quote
The pulse laser is probably fine as a common but slightly weak weapon, but it shouldn't be the best medium energy anti shield option that high tech ships have. High tech ships have tons of great anti hull and anti armor weapons already, they don't need a mediocre one like the pulse laser, they need a decent anti shield weapon, even if that means some ships have to be slightly nerfed to not be OP. The reason I got onto this whole tangent in the first place was that I think the empty mount spam on high tech ships is (to some degree) a product of the lack of good anti-shield options. In the absence of efficient damage, you have to max vents and remain under dissipation to win the flux war leading naturally to the empty mount loadouts which simply leverage that limited dissipation in the most efficient way. At least that's my hypothesis.
Which also feeds into Sabot spam.  For ships like Shrike and Aurora, if it cannot get the flux stats it needs to overwhelm an enemy, then the only other option is the spam Sabots.

Pulse lasers have windup, and they lack armor penetration.  High-tech cannot really hit-and-run with them.  If high-tech wants to kill enemies with them, they either need other weapons (kinetics for Medusa and Shrike-P, Sabots for anyone else) or sack as many mounts as possible to afford all of the caps, vents, and flux and shield hullmods to obtain a huge flux advantage, then shield tank as it trade blows with the enemy.

High-tech are not the only ones with energy weapons.  Midline has them too, although most can sack them for more OP.  Sunder is another possible sack all mounts to power plasma cannon.

Also, I am tempted to sack mounts on Dominator and Onslaught at times to get more OP.  Since they have dissipation problems, and they cannot use Locusts, they really want Expanded Missile Racks, and that does not come cheap.  No missiles Dominator and Onslaught seem like a bad idea because they seem to lack firepower without missiles.

(As an aside, I sometimes forget that Energy was originally built around doing extra damage as flux increased. Likewise, for Ballistics having ammo. Not that I opine for the good old days but some of the principles behind the weapons have been lost along the away and those were balancing factors. Energy being short-ranged, unlimited generalists and growing more powerful as you use them is a totally different beast than specialized, long-range Ballistics that had limited use. I'm not against moving away from the original design but knowing the history helps explain why Energy and Ballistics are the way they are.)
Pulse lasers were really bad back in those days.  Their DPS was hideously low.  (I often preferred mining blaster over pulse laser as the cheap medium option.)  They got the most DPS increase after the removal of flux supercharge.  However, mining blaster got shafted after the removal of flux supercharge.
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 27, 2020, 11:40:56 AM
I agree about the Pulse Laser, though Gravitons do exist. The next patch may add a few wrinkles. A 500-range Graviton that does 200 hard flux/sec would supersede the Pulse Laser for efficiency against shields. A lot of the Small Energy beams might become pseudo-useful in an assault role. Also, I think bonus damage for high-flux is making a return via skills. I still maintain that Small Energy is by far the worst slot to have in the game, though, and that contributes to the empty mounts problem for High-Tech.

Very good point, lots of things will need to be reevaluated in the next release.
Title: Re: Possible "Empty mounts spam" solution?
Post by: pairedeciseaux on August 27, 2020, 11:50:37 AM
Also, I am tempted to sack mounts on Dominator and Onslaught at times to get more OP.  Since they have dissipation problems, and they cannot use Locusts, they really want Expanded Missile Racks, and that does not come cheap.  No missiles Dominator and Onslaught seem like a bad idea because they seem to lack firepower without missiles.

I start from a similar thought about missiles and dissipation but end up with a different decision. On Dominator, depending on large weapons availability / my choice, and depending on D-mods:
- with lowish large weapons flux requirement (think Hellbore) and no D-mods, I would most likely put up to 3 medium missile launchers with a preference for reapers, sometimes pilums, but would not use Expanded Missile Racks, and would fill all non missiles mounts
- with high large weapons flux requirements (think Mjolnir) or with flux related D-mods, I would sacrifice missiles and fill all non missiles mounts

In any cases my standard hullmod set for Dominator is Dedicated Targeting Core (or Integrated Targeting Unit) + Auxiliary Thrusters and(/or?) Flux Distributor.

Summary: in my fleets Dominators have 0 to 3 empty medium missile mounts, no other empty mount.

( though I respect the Expanded Missile Racks choice on such a ship ;) )

Very good point, lots of things will need to be reevaluated in the next release.

The AI flux management improvement by itself might change the way we outfit several ships.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 27, 2020, 12:32:57 PM
How much does damage to Hull matter in the HAC/Mauler vs Pulse Laser match up?  Pulse Laser is 606 DPS to hull, at 0.9 efficiency.  Heavy Autocannon is 214 DPS to hull at 1.0 efficiency and Mauler is 133 DPS at 0.89 efficiency - for a combined 347 DPS at 0.95 efficiency....
You picked the heavy mauler which is an (intentionally) low DPS 1000 range sniper. It's not surprising that you find the DPS to be lacking... The range is the reason to use that gun, not the DPS, and I think that it's a bit weak at the moment. You should really compare to the heavy mortar which is the common unspecialized ballistic HE option.

I picked the Heavy Mauler because it lands it shots on target and in the same place without too much loss of true DPS.  I've tried firing a heavy mortar non-stop (i.e. 220 DPS) and its cone of uncertainty gets huge fast.  I used a capital since its slow and allows you to hit the same spot with a medium class ship.  Although, for a better comparison, I probably should have used a hypervelocity driver instead of a HAC.  I guess I was thinking the shields didn't matter as much in terms of spread shots and so the spread was acceptable against a capital, but that is not true for the hull damage/armor portions I guess.

I'm quite willing to run the numbers against other ships - if you're willing to give me a hit % for each weapon against said target.

From my quick testing using a Heron (medium omni-slot) under AI control against an AI Omen I get the following approximate hit %.
Heavy Mortar: 42 projectiles fired, 2 impacted missiles from the omen, 22 hit. If we assume the missile hits would have hit the omen, that is a 57% hit rate.
Heavy Mauler: 41 projectiles fires, 2 impacted missiles, 35 hit.  37/41 = 90% hit rate
Heavy Autocannon: 45 projectiles, 20 hits  = 44% hit rate.  Although, the omen backed off a lot more and dodged more because those hits hurt its shield much more.
Pulse Laser: 40 projectiles, 2 missiles, 36 hits  = 95% hit rate.

Now against a Medusa:
Heavy Mortar: 40 projectiles fired, 31 hits = 77.5%
Heavy Mauler: 40 projectiles, 37 hits =92.5%
Heavy Autocannon: 42 projectiles, 33 hits = 78.5%
Pulse Laser: 40 projectiles, 38 hits = 95% (only missed on medusa jumps)

Accuracy matters given a miss is a bunch of flux for no benefit.

I'm open to other reasonable hit chances against a given target.

Also, raw amror/hull dps isn't really relevant, performance against actual armor values you will likely encounter is. I demonstrated in my last post that pulse laser has worse armor performance against average destroyer tier armor (500) which is the probably the most common and thus most important scenario. Pulse laser does 484 dps to hull against 500 armor, 404 dps to hull against 1000 armor. It still definitely has an advantage, but it's quite a bit smaller. Only ~40% hull dps advantage compared to HAC+Mortar across the 500-1000 armor range, as far as I can tell, so not a particularly efficient use of that extra 70% flux generation.

Also if you're trying to kill an onslaught with two medium slots, something has gone horribly wrong. You should consider performance against destroyers and maybe light cruisers.

Or something has gone horribly right. A lightly escorted Onslaught when I'm still relying on destroyers (say a Medusa)?  Depending on escorts on both sides, that is doable and might be how it goes down.

Well, given the superiority of HAC over pulse in terms of shields, lets take that Medusa example.

Unmodded Medusa is 10,000 effective shield points, 300 armor and 3000 hull, so pretty much worst case for the pulse laser (high shields, low hull).

HAC+Heavy Mortar is 214*0.785*2 + 220*0.5*0.775 = 421 effective shield DPS.  23.7 seconds and 9337 flux.
2x Pulse laser is 606*0.95 = 575 effective shield DPS. 17.4 seconds and 11,568 flux.

HAC+Heavy Mortar takes 2 shots of each to get through armor, roughly 1 second of fire and 380 flux.
2x Pulse laser takes 8 total shots to get through armor, 1.32 seconds and 879 flux.

HAC+Heavy Mortar with 15 residual armor has 214*0.785*0.769 + 220*0.775*0.88 = 279 DPS against hull. 10.7 second and 4233 flux.
2x Pulse laser is 526 DPS against hull.   5.7 seconds and 3791 flux.

HAC+Heavy Mortar vs Medusa: 35.4 seconds and 13,950 flux
2x Pulse Laser vs Medusa: 24.4 seconds and 16,238 flux

16% more flux while only taking 2/3 the time.  Of course, this is making the big assumption that all hits land in the same armor cell, and that you only need to overload the target once.  The pulse laser is more likely to cause an overload (more damage in a shorter period of time against shields), and more likely to finish it within an overload period (7 seconds to kill against armor/hull versus 12).

I expect against a cruiser or capital, the accuracy of the HAC+Heavy Mortar would improve significantly, probably close to that of a Pulse laser, improving damage by ~25% and reducing final flux costs by a similar proportion.
Title: Re: Possible "Empty mounts spam" solution?
Post by: RustyCabbage on August 27, 2020, 01:16:36 PM
Well, given the superiority of HAC over pulse in terms of shields, lets take that Medusa example.

Unmodded Medusa is 10,000 effective shield points, 300 armor and 3000 hull, so pretty much worst case for the pulse laser (high shields, low hull).
Minor interjection here, but high shields, low armor/hull is one of the better cases for pulse lasers. As mentioned somewhere previously in the thread, the pulse laser is probably the best anti-shield Energy weapon when it comes to medium mounts. Pulse Lasers start having problems when they have difficulty cracking armor. I'd like to see the results against an Enforcer or Venture/Dominator, which with their significantly lower speed further skew the results back towards the ballistics.



Regarding empty weapon mounts, I agree with making small/medium (energy--because this is rarely an issue with ballistic mounts) weapons more efficient would mitigate this problem. Ballistics don't have this problem because their smaller mounts are generally more efficient than the larges, while for energy Plasma Cannons reign supreme, so why bother with the smaller options?
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 27, 2020, 02:05:54 PM
Well, given the superiority of HAC over pulse in terms of shields, lets take that Medusa example.

Unmodded Medusa is 10,000 effective shield points, 300 armor and 3000 hull, so pretty much worst case for the pulse laser (high shields, low hull).
Minor interjection here, but high shields, low armor/hull is one of the better cases for pulse lasers. As mentioned somewhere previously in the thread, the pulse laser is probably the best anti-shield Energy weapon when it comes to medium mounts. Pulse Lasers start having problems when they have difficulty cracking armor. I'd like to see the results against an Enforcer or Venture/Dominator, which with their significantly lower speed further skew the results back towards the ballistics.

Well, I was thinking about the relative ratio of the DPS of the HAC/Heavy Mortar combo to Pulse lasers.  The ratio of Pulse DPS/(HAC+Heavy Mortar DPS) is best against hull and worst against shields (for most reasonable armor).  High Hull usually goes with high armor, and so once you've removed the armor, the hull begins to dominate.  Assuming you can hit the same armor cell.  Probably not true for AI, possibly true for a player depending on circumstances.

But you're right, if you're only interested in removing armor and not destroying the ship, the armor stripping power of the pulse laser is worse than that of the HAC/Heavy mortar combo - again assuming all shots hit the same spot.

But sure, I can do a Venture. We'll assume all shots are hitting the same armor cell (which is a buff to heavy mortar/hac, but not too much).

7000 shields, 1250 Armor, 10,000 Hull.

HAC+Heavy Mortar vs Shields: 538 DPS, 13 seconds, 5126 flux
2x Pulse laser vs Shields: 606 DPS, 11.5 seconds, 7693 flux

HAC+Heavy Mortar vs Armor: 19 projectiles of heavy mortar and 19 projectiles of HAC, about 9.5 seconds, 3743 flux
2x Pulse laser vs Armor: 68 projectiles, 11.2 seconds, 7473 flux

HAC+Heavy Mortar vs Hull (62.5 minimum armor): 214*0.444 + 220*0.778 = 266.1 DPS, 37.56 seconds, 14802 flux
2x Pulse Laser vs Hull: 606*0.615 = 372.9 DPS, 26.8 seconds, 17858 flux

HAC+Heavy Mortar vs Venture: 60 seconds and ~23,500 flux
2x Pulse Laser vs Venture: 50 seconds and ~33,000 flux

In this case, the Pulse lasers are about 17% faster in killing, but at a 40% increased flux cost compared to the HAC+Heavy Mortar combo.  At this level of armor, the heavy mortar has pulled ahead in time to remove it.

Although, having just tested it, when fired continuously, some of the HAC/heavy mortar shots will still miss the Venture.  Dropped the HAC+Heavy Mortar combo on a Paragon and set it up against a Venture and laughed while it spent more time shooting the mining pods instead of the Venture and straight up missing both half the time.  Tried the same thing against a Dominator and there are still missed shots.  The Dominator, with its longer range weapons, spends more time at max range, where the large fire cone matters more.  Depending on how the Dominator moves, the guns may stop firing and reset their fire cones, improving accuracy for a little while.

Pulse lasers are dead center of mass every time against the Dominator, and quickly removed the mining pods and then proceeded to accurately hit the Venture (until it launched another mining pod).

So the above numbers probably need a round of accuracy correction.  At what range band do you want the accuracy computed?  Point blank is 100%. Max range ITU on a cruiser, probably 75-90%?  Max range on a Paragon?
Title: Re: Possible "Empty mounts spam" solution?
Post by: intrinsic_parity on August 27, 2020, 02:46:27 PM
@ Hiruma Kai
RE: accuracy, Looking at some follow up comments, you already know this but there's a ton of things that affect accuracy that are situation specific and I don't think an 'accuracy damage multiplier' really makes sense. Even just looking at accuracy experiments, if the AI behaves a bit differently and factors like range and speed change, the % hits are also going to change and I don't see how you can simplify that to a simple damage multiplier for all situations. Whatever number you pick for accuracy, it will be wrong a lot of the time and the player could easily manage range to mitigate it as well. Also, I believe that turrets have worse accuracy (could be wrong but I definitely remember hearing about it), so considering hard points vs turrets matters (I think).

Also skills (gunnery implants) can improve accuracy and shot speed for ballistics that will significantly improve hit % but have very little affect on energy weapons which already do fine in that category (it's actually very surprising how much better needlers get with skills).

Also range matters a lot qualitatively in ways that aren't represented at all in DPS calculations:
If the ship with a pulse laser is firing from 600 range, but the ship with HAC is firing from 800 range, the 800 range ship will have a lower hit percentage default, but it also could avoid enemy fire which might be a worthwhile trade off depending on the enemy weapons. Range also allows for 'extra damage', i.e. a ship with 200 extra range gets to take a bunch of shots that it wouldn't even get to fire otherwise. If we're talking about player controlled ships, then that range could translate to proper kiting, meaning you never have to go into weapons range and take damage which could be worth reduced DPS and increased TTK/flux cost. This would be more relevant for HVD/Mauler Setups.

Also, the dissipation of the ships in question matters a lot. Firing weapons under dissipation does not cost capacity, but firing over does. You should really take the flux costs and subtract the portion that is covered by dissipation to get a better sense of how firing weapons affects your actual flux levels because that it what is relevant to overloading and venting. HAC + Mortar is much easier to fit under dissipation in my experience.

All of that being said, I think the really important point is that if you lose the flux battle, then you don't get to shoot the enemies armor and hull. Pulse lasers are the best hard flux energy weapon for shield breaking available, so it really matters how they perform in this category a lot more than in other categories (they basically dictate how good a smaller high tech ship can be at breaking shields without missiles) which is why I emphasize this performance and compare to kinetics. That is the role that pulse laser has to fill on high tech ships because there are no other better options.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Hiruma Kai on August 27, 2020, 03:31:13 PM
@ Hiruma Kai
RE: accuracy, Looking at some follow up comments, you already know this but there's a ton of things that affect accuracy that are situation specific and I don't think an 'accuracy damage multiplier' really makes sense. Even just looking at accuracy experiments, if the AI behaves a bit differently and factors like range and speed change, the % hits are also going to change and I don't see how you can simplify that to a simple damage multiplier for all situations. Whatever number you pick for accuracy, it will be wrong a lot of the time and the player could easily manage range to mitigate it as well. Also, I believe that turrets have worse accuracy (could be wrong but I definitely remember hearing about it), so considering hard points vs turrets matters (I think).

Fair enough.  Although continuing that line of reasoning means it is impossible to compare weapons on paper, since you need to pick something to be the hit rate.  Ignoring it is simply making an assumption - you've assumed 100% accuracy which is no different than an assumption of 75% accuracy.   That is still a choice that, as you put it, going to be wrong a lot of the time.

@ Hiruma Kai
Also skills (gunnery implants) can improve accuracy and shot speed for ballistics that will significantly improve hit % but have very little affect on energy weapons which already do fine in that category (it's actually very surprising how much better needlers get with skills).

True.  There are also skills which reduce kinetic damage to armor, explosive damage to shields, and skills which increase flux capacity and dissipation.  There are hull mods which decrease energy damage.  Although, are there skills/hull mods which reduce the size of the fire cone after you've been firing for awhile?

You also raise a lot of good points in terms of other variables such as range and speed, some of which are dependent on hulls and situation.  And that is not even getting into things like game changing hull mods like safety overrides.

And I agree, a Pulse laser effectively is 43.3 OP when you factor flux cost, 86.6 for two, while a HAC + Heavy Mortar is more like 56.4.  You're spending 53% more OP.  If we were to try to get about the same OP equivalent cost, it'd be like 3x Pulse lasers are kinda worth 2x HAC + 2x Heavy Mortar (~15% off), but what is the value of needing an extra medium mount?

So I guess the question comes down to rather than looking at raw numbers:  How does it actually play out in missions and the campaign.  Against a variety of targets from fighters to capitals.
Title: Re: Possible "Empty mounts spam" solution?
Post by: SCC on August 28, 2020, 10:59:38 AM
Ballistic mounts have less guns to fire at most times (since you don't want to fire kinetics at armour and high explosives at shield (or, at least, they would have, if autofire AI understood damage types!)), so you can have twice as many guns as you need at any time (though in actual game, you actually will bring more kinetics). Energy guns use the same guns for everything (most of the time), except for specialist weapons, so they effectively need (or can use) only half the guns.

I wonder if adding small and medium low dps, low OP cost, high efficiency energy guns would change the loadouts. Or rather, if it could be a competitive alternative to "get heavy blasters and max out flux stats" loadouts, ones relying on energy guns to get through shields. Sort of similar to the initial idea of making 0 OP/0 flux/otherwise cheap weapons, except not as extreme and only for energy smalls and mediums.
Title: Re: Possible "Empty mounts spam" solution?
Post by: ubuntufreakdragon on September 19, 2020, 04:11:21 AM
Another option to fill empty mounts would be adding nav beacons command relays and sensor scramblers as a 0OP choice to mount.
Energy: s: 1ECM m:2ECM l:4ecm
Missile: s: 1%speed m: 2% l: 4%
Balistics: s: 1%more deployment&comand point recover m: 2% l: 4%
Just as an idea.
Title: Re: Possible "Empty mounts spam" solution?
Post by: SonnaBanana on September 19, 2020, 09:57:00 AM
Allow weapons to be mounted at half their OP cost, but with maluses?
Ballistics at half ROF, Energy at double flux generation and Missiles at half missile hitpoints, for an example.
Title: Re: Possible "Empty mounts spam" solution?
Post by: Grievous69 on September 19, 2020, 10:11:06 AM
The whole point of small energies being bad is that they suck up dissipation for virtually no gain, and you want to make it even worse? No thank you. OP is not the issue, it's having enough flux to fire your actual guns. Ballistics don't really need much help, and the missile thing just seems like a straight buff to me. Missile saturation > one really strong missile. Besides, these would have to work as different weapons, otherwise it'd be too confusing.

I still think there's no need for a fundamental change that will confuse most players. I'd rather see current ''problematic'' small weapons fixed, or maybe add some new cheap ones.