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I have no idea, but the code must be handling it, I guess!
Heh. Something you probably should look into at some point admittedly, because I am pretty sure you could get silly results out of it if it works in some ways.
Yeah, I have a whole section on the front page about that. It's called Possible Future Features and goes on for a while.
Understood. Didn't see that, maybe it was new since I checked the front page, or I am just oblivous.
Honestly, this stuff is so complicated and changes so much and so often that the documentation would end up outdated. I recommend reading the source code itself, which is included in the mod folder. All the variables and functions have nice, consistent names, and the code is well-split into intuitively named methods.
True enough. Mostly wanted to know what the rules were "Right Now", even if it changed, because intuition pump. I don't know what weapons are altered or why yet.
Ok, so I take you to mean that more-efficient shields would be 'harder,' and what about current vs max flux?
Yea. I did some thinking on it. Since vanilla, obviously, lacks any "Shield Armor" thing, aside from shield Efficiency, you would have to add something for it. Also, rapidfire weapons have always had a larger proportional effect on shields compared to armor, so having a penetration-damage thing might not work the best.
Arbritrarilly decided, any hits at a 22.5 degree angle are fully effective, rest are deflected. Multiply angle by Efficiency, then Divide by Current/maxflux ratio. So high efficiency shields require straighter hits, and as flux increases, the restriction is loosened again.
You could also probably do something with shield radius, flux capacity, and weapon damage, but honestly, It would be complex to give something useful, when I just want projectiles bouncing off of the side of shield bubbles. XD
Also Storm needler and machinegun and similar weapons intended to take down shields rely on the fact that shields don't have flat DR, so any penetration-based deflection would be problematic.
Oh no, not again...
I believe that Salamanders have a script telling them to approach, orbit around to the back, then steer into the engines. They have a set orbit radius, and that is static, not based on speed/manuverability. As such, if the ratio between maneuverability and speed increases, the smallest possible orbit increases in size, and the salamander just gets stuck in an orbit. It doesn't know how to take a larger orbit to give it time to turn, so it keeps aiming at the ground and missing.... I mean the frigate.
Gunny battles had the Salamander specifically have quad speed and manuverability, (and double range), while all other missiles had quad speed, double manuverabiliy, and double range. Archean order's Bolo missiles may or may not have that problem solved, I dunno.
If you literally got to 90.0000..., yes
That is, probably, a no, unless AOE hits are considered direct hits, which is what I was getting at.
I am open to change about this: I had no idea it even worked out this way. I think you mean that you find reading, "Damage: 50," thinking, "Aha, so I can penetrate 750 armor rating, but only on a direct shot--gotta get right on..." and then only partially penetrating, to be annoying, right?
Exactly. Except it was more like, Thumper. 100 damage, 25 penertration. Exactly enough to breach a Talon's full armor, at 25. Except no, it only gets a partial penetration. Which, being frag, is still hilariously lethal, because frag deals ~8x as much damage as anything else because frag already has 2-3x damage, and then you added another 4x modifier.
Also, 50 damage, or rather 50 penetration can NEVER damages a 750 armor rating. 750/15 is 50, so partial penetration is also impossible. Which, honestly, I am now fine with, now that I've played around with things a decent amount, and have a good grasp on the basic mechanics.
losive.
Yes, you understood my intention exactly! Kinetic to get through at all, high explosive to exploit overmatch, two layers of armor, and frag if you have a massive overmatch! I'm surprised to learn about that intermediate frag layer, though.
Yea. Frag, honestly, is king right now, because frag weapons tend to have 2-3x damage, which in vanilla is countered by the 1/4th damage mod against anything but hull. Here, Frag hits that would slowly ablate vanilla armor tear into compartments and deal comparable damage to citadel hits. So frag damage hitting compartments can easily shred lighter frigates. Thumper is blocked at 375 armor, but that is above the frigate average. The Flak cannon, assuming it is still 200 damage and the AOE isn't actually a thing, is trumped at 750 armor, and deals 80 damage per hit, which, admittedly, isn't as ridiculous as thumper's own 5 hits of 40 per second. No wonder frigates pop so quickly.
The Assault chaingun is in a similar tier, with 75 damage, Penetration of 56 and 840 armor, and deals 112 or 11 damage per hit, 6.6 per second, for ~660 or ~66 dps. compared to Thumper's 200. Only the Assault Chaingun being able to pierce all frigate armor, and some destroyer armor really enhances it. Which is certainly a thing.
I suppose this might all be intended, but at least in vanilla, Frag weapons were extremely ineffective against armor that even somewhat outclassed them. You had to either hit very light frigates, strip with other weapons, or hose them down for quite some time.
Note that it's not 1/4th penetration but 4x effective armor thickness. Wait... the Thumper can do that? I never even knew! I've gotta try this out before patching it.
Same difference, Right? I mean, a 100 damage weapon having 100/4=25 penetration vs 25 armor, or a 100 damage weapon having 100 penetrationg vs 25x4=100 armor.
Try the first mission. I always use that when trying a balance mod, as well as a bunch of the others. Most of your starting weapons can't even touch the mule, because it's 650 armor is just too strong. Only the Assault chaingun on your wingman can function, but his thumper murders you. Of course, your wingman is immune, but the machineguns cause a long grind til he retreats, if you manage your shield correctly.
The 1/15th is not exact and is just whatever the max tile health is. You're convincing me to change it, hahaha.
Yea. Dividing by a nice neat 16 makes all the computer nerds happy. On the other hand, only a smaller number of ship end up with a round number matching weapon damage when outer armor divides by 15, so maybe maybe not.
I didn't alter it at all and have no idea how it works, but you're getting me thinking...
Oh no, thinking is dangerous.
But in seriousness, I think that compartment damage, expecially when compartments are intact, should deal extra localized weapon damage, which I think has to be Ionic to work. (or it is EMP? Been playing FTL reciently)
Once compartments are depleted, assume controls have been rerouted or w.e, so the damage bonus goes away.
weird.
Starsector is 2D, but beams are from a 3D world, and applying I = I0/x^2 penetration scaling led to mining drones popping destroyers just bumping them, which was ridiculous both because they couldn't actually get that close and because the lasers didn't have that much power behind them. So, I had to come up with my own laser damage equation, I = I0 / (1 + (x/I0)^2), which approximates inverse square diffraction at range but quickly flattens to I0 at x = 0.
Fun fact: this equation has an analytical inverse, but the sum of two terms of it D = I + E, where the diffracted EMP per second E = E0 / (1 + (x/E0)^2), does not. I will have to invert it numerically.
Nonsense. What happened to all that vertical jinking. You were the one who brought up all the "The Map is 2D, but the real world is 3D" thing
I think you said it maxes range at 10% damage dealt, which occurs at 3x ?Standard? range, so presumably you then have the following
0 = 100%
0.5 = 80%
1 = 50%
1.5 = 30.8%
2 = 20%
2.5 = 13.8%
3 = 10%
Why does the Dynamic range effect beam weapons, when they kinda sorta have instant travel time and perfect accuracy?