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Author Topic: 7th Starsector Fleet Building Tournament  (Read 19541 times)

intrinsic_parity

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Re: 7th Starsector Fleet Building Tournament
« Reply #60 on: September 20, 2019, 07:50:42 AM »

I remember seeing the paragon trying to deal with sabots in the tournament. It took a hit on shields, then turned on fortress shield right after (while nothing was happening) and then turn it off just in time to take another sabot hit. It was totally out of phase with the incoming sabots. I wonder if there's some intentional delay (intended to make the AI react slower so it's less difficult for humans) that is causing this. This could be an issue specifically with fortress shield AI though, I'm not sure.

for reference
https://clips.twitch.tv/EnergeticThoughtfulShingleGingerPower

Interestingly, it is able to turn the fortress shield on in time to deal with reapers, and that saves it from a lot of sabots that were synced with reapers.

I'm not sure if it is better to ban/limit falcon p's or ban/limit sabots. Neither option seems great.
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namad

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Re: 7th Starsector Fleet Building Tournament
« Reply #61 on: September 20, 2019, 08:01:03 AM »

I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Look at Czar Nicholas II over here wanting to ban the technology he can't keep up with.  ;)
Fact of the matter is, Vayra just blindsided the field by finding a very effective ship layout. That's what you'd expect of a tournament, though, for players to find the strongest possible layouts and fleets. I am convinced this can be countered, it's just that before the tourney, nobody else seemed to have thought of it. Most players went with SO which gets shredded by missiles and most other fleets didn't have all that much PD.
Outright banning a succesful design midway through the tournament would be a bit harsh and shortsighted.
And nerfing Sabots would be just as reactonary.
In the same vein, one might ban the Apogee as well for being OP due its incredibly tanky shield and weapon mounts.
I would advise just chilling and seeing where this tourney goes.

Actually I didn't want to ban sabot's ... you're agreeing with me. I guess the reason you think I want to ban sabots is that I defended them when no one was saying anything. Thing is? For the entirety of the past two streams everyone in chat has being saying the falconP is insanely OP and alex better nerf it, my post was sort of a replye to that. So, uh, yeah, I 100% agree with you. My main point was to say that I think sabot's are what's been OP moreso than falconP's (although the falconP is the best sabot carrier and the best sabot tanker both at once it seems). I don't think the sabot's need to be made less effective or worse, but there is straight up something wrong with the ai as it relates to defending against sabots.


I remember seeing the paragon trying to deal with sabots in the tournament. It took a hit on shields, then turned on fortress shield right after (while nothing was happening) and then turn it off just in time to take another sabot hit. It was totally out of phase with the incoming sabots. I wonder if there's some intentional delay (intended to make the AI react slower so it's less difficult for humans) that is causing this. This could be an issue specifically with fortress shield AI though, I'm not sure.

for reference
https://clips.twitch.tv/EnergeticThoughtfulShingleGingerPower

Interestingly, it is able to turn the fortress shield on in time to deal with reapers, and that saves it from a lot of sabots that were synced with reapers.

I'm not sure if it is better to ban/limit falcon p's or ban/limit sabots. Neither option seems great.

This is an even better example than what I was talking about. Straight up if an ai pilot is turning his fortress shield on, right after the sabot hit, when nothing is happening... yet properly manages to fortress tank reapers... That's a problem, a bug level problem. Either it's a mistake in the AI, OR the sabot's are literally just so fast the ai can't react (but like I said before, maybe it could pre-plan better for the moment the shotgun will go off).

Think about the retreat tournament issue. The tournament mod makes it impossible for ships to retreat, HOWEVER if a ship is within the retreat section of the map, and it decides it wants to retreat, it instantly leaves the battle before the code can use the next tick of ai maths to tell itself it doesn't want to retreat. It's possible a similar issue exists for sabots, or maybe alex did it on purpose, but I don't see why he would, fortress shield is really the only effective way to tank sabots and fortress shield is a rare special ability.

In my original point, I was just saying if a ship gets shotgunned two times in a row, ideally it would try to take one hit on armor and one on shields so as to avoid overloading (if that's how that math works and it would take two bursts to overload it for example).... but the fortress shield situation is much much simpler, it's objective, not subjective, the math is clear, it's not EMP versus overload, it's nothing versus disaster. So, yeah. The ai needs to be able to react to the sabot shotgun, the ai already knows how to react to most slow mirvs that I've seen in mods and such... so IMO if the ai cannot be improved maybe the shotgun effect needs to go from like 0.1 seconds to 0.2 seconds or however long is needed for the ai to notice (but ideally without ruining the cool shotgun effect).


tl;dr if fortress shield is the only counter in the game to sabot's, then fortress shield should work against sabots.
« Last Edit: September 23, 2019, 01:19:07 AM by namad »
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Astraltor

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Re: 7th Starsector Fleet Building Tournament
« Reply #62 on: September 26, 2019, 11:35:26 AM »

Grand Finals in approximately 2.5 hours!

Vayra versus Kissa Mies, rematch, best of 3!

Also featuring several just for fun, exhibition matches ^_^

https://www.timeanddate.com/countdown/generic?iso=20190926T2100&p0=1440&msg=Finals

https://www.twitch.tv/thaago

https://www.youtube.com/user/Thaago/live
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wtftucker

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Re: 7th Starsector Fleet Building Tournament
« Reply #63 on: September 26, 2019, 11:54:32 AM »

I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Look at Czar Nicholas II over here wanting to ban the technology he can't keep up with.  ;)
Fact of the matter is, Vayra just blindsided the field by finding a very effective ship layout. That's what you'd expect of a tournament, though, for players to find the strongest possible layouts and fleets. I am convinced this can be countered, it's just that before the tourney, nobody else seemed to have thought of it. Most players went with SO which gets shredded by missiles and most other fleets didn't have all that much PD.
Outright banning a succesful design midway through the tournament would be a bit harsh and shortsighted.
And nerfing Sabots would be just as reactonary.
In the same vein, one might ban the Apogee as well for being OP due its incredibly tanky shield and weapon mounts.
I would advise just chilling and seeing where this tourney goes.

Actually I didn't want to ban sabot's ... you're agreeing with me. I guess the reason you think I want to ban sabots is that I defended them when no one was saying anything. Thing is? For the entirety of the past two streams everyone in chat has being saying the falconP is insanely OP and alex better nerf it, my post was sort of a replye to that. So, uh, yeah, I 100% agree with you. My main point was to say that I think sabot's are what's been OP moreso than falconP's (although the falconP is the best sabot carrier and the best sabot tanker both at once it seems). I don't think the sabot's need to be made less effective or worse, but there is straight up something wrong with the ai as it relates to defending against sabots.


I remember seeing the paragon trying to deal with sabots in the tournament. It took a hit on shields, then turned on fortress shield right after (while nothing was happening) and then turn it off just in time to take another sabot hit. It was totally out of phase with the incoming sabots. I wonder if there's some intentional delay (intended to make the AI react slower so it's less difficult for humans) that is causing this. This could be an issue specifically with fortress shield AI though, I'm not sure.

for reference
https://clips.twitch.tv/EnergeticThoughtfulShingleGingerPower

Interestingly, it is able to turn the fortress shield on in time to deal with reapers, and that saves it from a lot of sabots that were synced with reapers.

I'm not sure if it is better to ban/limit falcon p's or ban/limit sabots. Neither option seems great.

This is an even better example than what I was talking about. Straight up if an ai pilot is turning his fortress shield on, right after the sabot hit, when nothing is happening... yet properly manages to fortress tank reapers... That's a problem, a bug level problem. Either it's a mistake in the AI, OR the sabot's are literally just so fast the ai can't react (but like I said before, maybe it could pre-plan better for the moment the shotgun will go off).

Think about the retreat tournament issue. The tournament mod makes it impossible for ships to retreat, HOWEVER if a ship is within the retreat section of the map, and it decides it wants to retreat, it instantly leaves the battle before the code can use the next tick of ai maths to tell itself it doesn't want to retreat. It's possible a similar issue exists for sabots, or maybe alex did it on purpose, but I don't see why he would, fortress shield is really the only effective way to tank sabots and fortress shield is a rare special ability.

In my original point, I was just saying if a ship gets shotgunned two times in a row, ideally it would try to take one hit on armor and one on shields so as to avoid overloading (if that's how that math works and it would take two bursts to overload it for example).... but the fortress shield situation is much much simpler, it's objective, not subjective, the math is clear, it's not EMP versus overload, it's nothing versus disaster. So, yeah. The ai needs to be able to react to the sabot shotgun, the ai already knows how to react to most slow mirvs that I've seen in mods and such... so IMO if the ai cannot be improved maybe the shotgun effect needs to go from like 0.1 seconds to 0.2 seconds or however long is needed for the ai to notice (but ideally without ruining the cool shotgun effect).


tl;dr if fortress shield is the only counter in the game to sabot's, then fortress shield should work against sabots.

I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02
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Thaago

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Re: 7th Starsector Fleet Building Tournament
« Reply #64 on: September 26, 2019, 01:56:41 PM »

Final round (+ exhibitions) is starting! Come and chat.

https://www.twitch.tv/thaago
https://www.youtube.com/user/Thaago/live
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namad

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Re: 7th Starsector Fleet Building Tournament
« Reply #65 on: September 26, 2019, 02:42:10 PM »

With a DP limit of 150, even if you allowed infinitely many capitals, you could still only field at most 2 paragons.
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Modo44

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Re: 7th Starsector Fleet Building Tournament
« Reply #66 on: September 27, 2019, 01:49:47 AM »

Congrats to the Falcon (P) for really making people think about PD.
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MrDaddyPants

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Re: 7th Starsector Fleet Building Tournament
« Reply #67 on: September 27, 2019, 01:39:22 PM »


I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02


That's just super silly. Tournament in this rule-setting is essentially an answer to a question what are the most efficient ships and their combinations per 1 point of deployment (I'm aware it's a bit skewed by 15 ship limit). What do you do when you find out that some ship/s is the most efficient per deployment point? You increase it's cost untill it's price is adequate to it's efficiency. Gryphon is slower, less effective HP, less missile slots (less dps) than falconP and costs 20. Here is your solution, move falconP to at least 20 points. Repeat the cycle and soon you'll have a very very balanced ship roster (balanced to their DP costs). Double paragon fleets are absolute joke, normally paragon looses to just 3 Hammerheads, and some exceptional loadouts loose to 4.
« Last Edit: September 27, 2019, 01:42:00 PM by MrDaddyPants »
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Grievous69

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Re: 7th Starsector Fleet Building Tournament
« Reply #68 on: September 27, 2019, 01:46:10 PM »

Kinda related to that, I don't get the rule of only 1 capital per fleet. I haven't seen a single capital actually be worth its DP the whole tournament, most of them actually dying horribly. Like what's the worst that could happen, multiple Atlas Mk IIs oh no :O
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MrDaddyPants

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Re: 7th Starsector Fleet Building Tournament
« Reply #69 on: September 27, 2019, 01:59:43 PM »

Kinda related to that, I don't get the rule of only 1 capital per fleet. I haven't seen a single capital actually be worth its DP the whole tournament, most of them actually dying horribly. Like what's the worst that could happen, multiple Atlas Mk IIs oh no :O

Well Astraltor makes the rules, but yeah it's been criticized as unnecessary by majority of tourney community so this rule is probably not going to stay in play.

Also fighter limit is probably unnecessary, but.. there is issue of streaming fps drops in 20 vs 20 fighters or more so maybe a slight increase to 10 or so, is in order. But yeah most fleets with carriers also floped. My thinking behind this is fighters need a critical mass. It's the same if you had falconP with just one small harpoon loadout, rest sabots or something. You need a critical mass of harpoons to score a kill and progress a battle. Fighters in limit of 7 are limited to PD duty, distract duty, therefore wasps are 2nd cheapest option were so dominant, they come in 6 to just be annoying. If you invest 24dp (2 drovers) into a fighters and they don't actually get kills or significantly help to get kills you are in trouble. But i doubt changing the number to 10, in 150dp limit would change that, so maybe just leave it be.
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RustyCabbage

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Re: 7th Starsector Fleet Building Tournament
« Reply #70 on: September 27, 2019, 02:21:28 PM »

Welp, I guess now with the tournament over it would be a good time to stop lurking!

This tournament was a ton of fun to watch, especially since at the start of it I really had no idea how to properly outfit anything more complex than an SO Lasher and maybe some substandard Falcon Ps (and furthermore had never played around with any ship/weapon packs period), so I had plenty to learn from watching (s/o to Vayra for her exceedingly detailed thoughts on the various loadouts. It culminated in a hopefully entertaining exhibition match, so I'm happy I got to contribute something as well.

I think people got a little too caught up in the Falcon (P) OP meme, though given that (afaik) the only other solutions were Enforcer (LP) spam and Shield Bypass Battleships, I can see how copying was the most visible response. In any case, I was impressed with the variations people made in order to optimize against the mirror matchup insofar as it was possible with the amount of variance (I know if I made one it would definitely have Extreme Modifications :P). The finals ended up being plenty fun regardless, so all's well that ends well.

Thoughts on tournament balance:
  • I like the 15 ship limit; it fits the map size well and there's lots of room for action that can be captured by commentators.
  • From some pretty brief messing around testing, I think keeping the one capital ship limit is probably for the best. If they don't separate it's probably too difficult to deal with the condensed firepower, especially with the limited ship count. Perhaps limiting fleets to 1 capital ship with 40 or more DP would be a reasonable adjustment (or even "over 40 DP", given the sub-par performance of the Conquests, Legions and Onslaughts this tournament) so we can perhaps see more people experimenting with Atlas/Prometheus Mk.IIs. As symbols and others have shown, there's a lot of untapped creativity available in these ships.
  • 7 modular fighters seemed fine; maybe increasing it to 9 would let them shine more, assuming frames allow. Definitely keep it an odd number though - I don't need more reasons to choose Drovers :P
  • I think a slight DP increase would be nice - to something around 170-180. Without increasing the ship limit, it might encourage the use of more Eagle+ sized cruisers, which were severely underrepresented imo. Plus it means you can have real escorts for Cathedrals. :V
  • Regarding the omnipresent Falcon Ps, I don't think they quite merit a ban - and if they were I think the meta would just be replaced by massing other things like Enforcer (LP)s (and I would like for not all skins to be banned). Rather, I'd like some slight anti-spam measures in place - setting a limit like max 6 of one ship per fleet would be sufficient and would encourage more variety.
That said, this being my first tournament I'm quite inexperienced with how tournament metas play out, so idk maybe these suggestions would not have the intended effects. There's probably some changes that could be made regarding the 20+1 variants, but others in the Discord have made smarter suggestions than whatever I could come up with off the top of my head.

Congratulations to all the medalists and a big thank you to all the organizers, commentators and players for the entertainment!

EDIT: Also I think battlespace 12 is the most balanced one. No strange scouting frigate behaviour and the map isn't quite as cramped as battlespace 1.

namad

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Re: 7th Starsector Fleet Building Tournament
« Reply #71 on: September 27, 2019, 03:22:26 PM »


I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02


That's just super silly. Tournament in this rule-setting is essentially an answer to a question what are the most efficient ships and their combinations per 1 point of deployment (I'm aware it's a bit skewed by 15 ship limit). What do you do when you find out that some ship/s is the most efficient per deployment point? You increase it's cost untill it's price is adequate to it's efficiency. Gryphon is slower, less effective HP, less missile slots (less dps) than falconP and costs 20. Here is your solution, move falconP to at least 20 points. Repeat the cycle and soon you'll have a very very balanced ship roster (balanced to their DP costs). Double paragon fleets are absolute joke, normally paragon looses to just 3 Hammerheads, and some exceptional loadouts loose to 4.


Except of course in the campaign the gryphon's ability to have twice as many missiles over a long haul of potentially a 2or3 or4 phase battle matters. An ability the falconP doesn't have, also an ability that doesn't matter at all in this tournament. In the previous PvE tournament with 6 waves the falconP wasn't used once. Again most likely because it would've ran out of ammo after 1or2 waves and then been entirely useless.


Another thing the falconP has going for it though is it's high speed. Which is especially relevent when considering the low max range of sabot's compared to say harpoons. Although as I've already said I think sabot's are OP (specifically because the ai doesn't know how to handle them). In fact the fact that shield bypass is a counter to sabot's goes to show that the AI's ability to toggle it's shields when it sees sabot's is literally just bugged. If anything just ban sabot's until alex can patch the AI on shield toggling as it applies to sabot tanking. Shield bypass should not counter sabot's (because they deal pretty heavy emp damage). The fact shield bypass worked better than fortress shields against sabot's is again literally an AI bug. I reckon without sabot's falconP's will drop in powerlevel quite sharply.

Also removing the fighter limit would end up meanining something like the falconP can just be countered by someone who brings 14 wasp wings.


Something like hellbore cannon's plus sabot's would prevent effective shield toggling. However the time between sabot launch and harpoon hit's in this tournament was usually 6-10 seconds. Which would've made it pretty easy for the ai ships to turn off their shields, get emp'd to heck and back, see the harpoon's, raise their shields, live. The ai just didn't appear capable of thinking about sabot's much at all. Again as I've said before, my guess would be that the sabot mirv shotgun phase of 0.05 seconds or so is faster than a single AI cycle of thought. Requiring ai shield code to either plan ahead when it see's unshotgunned sabot's. Or a minor nerf to sabot shotgun speed up to 0.1 seconds or 0.2 seconds or however long it takes the ai to decide what to do about it.
« Last Edit: September 27, 2019, 03:30:49 PM by namad »
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MrDaddyPants

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Re: 7th Starsector Fleet Building Tournament
« Reply #72 on: September 27, 2019, 04:03:43 PM »


I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02


That's just super silly. Tournament in this rule-setting is essentially an answer to a question what are the most efficient ships and their combinations per 1 point of deployment (I'm aware it's a bit skewed by 15 ship limit). What do you do when you find out that some ship/s is the most efficient per deployment point? You increase it's cost untill it's price is adequate to it's efficiency. Gryphon is slower, less effective HP, less missile slots (less dps) than falconP and costs 20. Here is your solution, move falconP to at least 20 points. Repeat the cycle and soon you'll have a very very balanced ship roster (balanced to their DP costs). Double paragon fleets are absolute joke, normally paragon looses to just 3 Hammerheads, and some exceptional loadouts loose to 4.


Except of course in the campaign the gryphon's ability to have twice as many missiles over a long haul of potentially a 2or3 or4 phase battle matters. An ability the falconP doesn't have, also an ability that doesn't matter at all in this tournament. In the previous PvE tournament with 6 waves the falconP wasn't used once. Again most likely because it would've ran out of ammo after 1or2 waves and then been entirely useless.


Another thing the falconP has going for it though is it's high speed. Which is especially relevent when considering the low max range of sabot's compared to say harpoons. Although as I've already said I think sabot's are OP (specifically because the ai doesn't know how to handle them). In fact the fact that shield bypass is a counter to sabot's goes to show that the AI's ability to toggle it's shields when it sees sabot's is literally just bugged. If anything just ban sabot's until alex can patch the AI on shield toggling as it applies to sabot tanking. Shield bypass should not counter sabot's (because they deal pretty heavy emp damage). The fact shield bypass worked better than fortress shields against sabot's is again literally an AI bug. I reckon without sabot's falconP's will drop in powerlevel quite sharply.

Also removing the fighter limit would end up meanining something like the falconP can just be countered by someone who brings 14 wasp wings.


Something like hellbore cannon's plus sabot's would prevent effective shield toggling. However the time between sabot launch and harpoon hit's in this tournament was usually 6-10 seconds. Which would've made it pretty easy for the ai ships to turn off their shields, get emp'd to heck and back, see the harpoon's, raise their shields, live. The ai just didn't appear capable of thinking about sabot's much at all. Again as I've said before, my guess would be that the sabot mirv shotgun phase of 0.05 seconds or so is faster than a single AI cycle of thought. Requiring ai shield code to either plan ahead when it see's unshotgunned sabot's. Or a minor nerf to sabot shotgun speed up to 0.1 seconds or 0.2 seconds or however long it takes the ai to decide what to do about it.

1) FalconP are amazing in campaign, like 5 of them + some other complementary stuff like couple of HH can do ordo fleets and redacted nexus. They are also amazing for bounties. The only one instance where they don't shine is like huge stack of pirate ships etc. You just need to rotate them when there's no missiles.
2) In wave tourney there was a missile reload between waves as far as i was informed.
3) Shieldbypass is not the counter to faclonP. It's very specific paragon with very specific complimentary fleet. And my bet would be that it stops working if you put 1 small ion thingy on falconP's small energy mount. (it doesn't tested it).
4) AI fleet building tournament, is as you might've deduced from it's name... about AI. On paper falconP with sabots and harpoons are not strong at all. Why they work is because of AI. AI tends to get overloaded with sabots, and harpoons are amazing at capitalizing on that. If falconsP fired harpoons every time they were off cooldown, it doesn't work. If AI didn't overload on sabots it doesn't work. No one is arguing otherwise. If AI changes, it might completely change the balance, but for now moving falconP for tourney purposes to 20 (or more) is great way to deal with it.

On your other ideas and suggestions: Just test it. You might think something does something, it often doesn't. I've been there.. it's almost impossible to know without testing what will work better.
« Last Edit: September 27, 2019, 04:46:17 PM by MrDaddyPants »
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namad

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Re: 7th Starsector Fleet Building Tournament
« Reply #73 on: September 27, 2019, 06:28:52 PM »

1) Falcon is just a good ship to begin with. I'll admit that.
2) 50% missile reload. However something like a gryphon would get that 50% reload AND it's once per battle skill would also refresh
3) I was more pointing out that fortress shield (which is also on the paragon and a fairly rare ability) is "supposed" to counter sabot's but doesn't, using shield bypass only further proves how incapable the ai is of comprehending sabots.
4) It was not clear AT ALL that you were suggesting a DP cost penalty to the falconP purely for tournament rules. It sounded more like something you thought should apply always. Which was what I was disagreeing with. I 100% think it would be fine to nerf the falconP in any future similar tournaments. I just don't want to see an already average ship be nerfed into worthlessness in the base game. Also I think it might be better to change the rules so that ANY ship you stack heavily is nerfed in DP cost. Not only was 7 falconP's popular but so was 5 omens. The falconP also really relies on a certain critical mass. If let's say. The 3rd copy of a hull could +1dp and the 4th copy of a hull cost +2dp and the 5th copy of a hull cost +3dp...etc.. That would get rid of both falconP spam and omen spam almost entirely. Although it might just result in a lot of shades instead.

As for my ideas for how to counter sabot's or counter the counter to sabot's I can't really test them unless there's a large AI overhaul in a future game update. Since they were hypothetical scenarios in which the AI knew what it was doing and wasn't just confused.
« Last Edit: September 27, 2019, 06:30:29 PM by namad »
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Astraltor

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Re: 7th Starsector Fleet Building Tournament
« Reply #74 on: September 29, 2019, 08:11:20 AM »

THE 7TH FLEET BUILDING TOURNAMENT IS NOW COMPLETE

Congratulations to

Kissa Mies in first place, with 4 wins and 1 loss - dropping down to the underdogs bracket but making a glorious comeback in the grand finals for the win!

Vayra in second place, with 4 wins and 1 loss - undefeated until the grand finals, where she was brought down by Kissa Mies despite having knocked them down in the semi-finals immediately before that!

SafariJohn in third place, with 6 wins and 2 losses - knocked down to the lower bracket fairly early in the competition by SouP, but making a strong showing all the way through to the loser's semi-finals where they were knocked out by Kissa Mies during their (extremely) brief drop in brackets between the upper semi- and grand finals.

Final bracket and standings for all other gladiators can be found here: https://challonge.com/bnhuax9c

Tournament Playlist: https://www.youtube.com/playlist?list=PLCYkdoPqAL9xOtT2gTGAJza6SNJgqHKRB
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