[SCR] OOS Combat Rebalance (alpha 0.32 - 06.08.10)
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How so, you said...Gazz wrote:You're kinda contradicting yourself there.thunderai wrote:I'ts probably a joke, but I don't recall Mass Drivers doing any damage against shields. If the elite and the mass drivers are all thats attacking the station wouldn't the shield regeneration of the station outweight the damage output of any single fighter weapon?
a Disco valiantly poking at the shields of a station and an Elite, actually using 4 mass drivers and hurting that same station. Well, sometime next century but in principle it was hurting it.
My question was, is the damage caused by the disco enough to even eare down the shields, I would think the shield regeneration would be faster than the damage caused.
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Thunderai I think the contradiction is in terms of the Mass driver by passes shields and so the regeneration of them matters not
Gazz I have run the script for a day now and it is seriously lags my game when I restored back to before the script installation it runs fine is there a way of fixing this?
Gazz I have run the script for a day now and it is seriously lags my game when I restored back to before the script installation it runs fine is there a way of fixing this?
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Oh, well thats new, I didn't know that... good to know.PWAGGO wrote:Thunderai I think the contradiction is in terms of the Mass driver by passes shields and so the regeneration of them matters not
Gazz I have run the script for a day now and it is seriously lags my game when I restored back to before the script installation it runs fine is there a way of fixing this?
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If your computer is too slow to run it - no.PWAGGO wrote:I have run the script for a day now and it is seriously lags my game when I restored back to before the script installation it runs fine is there a way of fixing this?
This is an alpha version. Efficiency is not even considered.
Pretty much all ships have light and heavy turrets so there will automatically be a laser mix.homerdog wrote:This may be a silly question but I'd like to know. If I understand correctly MARS selects the most powerful lasers OOS. Wouldn't this work against what this mod is trying to accomplish? Or have you accounted for that?
The Boreas can mount 100% capital ship lasers but the use of IBL in 2 turrets is the main balancing issue with this ship so you should be perfectly fine without any IBL.
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Right, but say for example an M2 is taking on 10 M3s. The M2 has PPCs and flak, enough of each to load all of its turrets. If it's running MARS will it default to the PPCs in this situation OOS? With the original OOS formulas that would be preferred, but with your mod I understand the flak would be better..Gazz wrote:Pretty much all ships have light and heavy turrets so there will automatically be a laser mix.
The Boreas can mount 100% capital ship lasers but the use of IBL in 2 turrets is the main balancing issue with this ship so you should be perfectly fine without any IBL.
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Then, just like in-sector, it won't be very good against certain classes of targets. A capital ship with only PPCs won't be as good against fighters as it would be if it carried only flak guns, for example, and probably won't be as good as if it carried half PPCs and half Flak.What about when a mod has removed all "laser mix" from the ship ? Ie. Its carrying either all PPC's or all PBE's for example.
Langy the Mutant Dwarf
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MARS does not switch weapons while fighting OOS.homerdog wrote:Right, but say for example an M2 is taking on 10 M3s. The M2 has PPCs and flak, enough of each to load all of its turrets. If it's running MARS will it default to the PPCs in this situation OOS? With the original OOS formulas that would be preferred, but with your mod I understand the flak would be better..
AFAIK, no script does.
Any optimisation to MARS or other scripts would come much much later.
That my guesstimated values are basically on target is no big surprise because a lot of planning went into this. I still do expect some unprobability issues with different ship / weapon configurations.
This is not a finished script.
Noone (me included) would adapt script XYZ to support this alpha version where everything could still change.
Then it probably sucks to be that ship.apricotslice wrote:What about when a mod has removed all "laser mix" from the ship ? Ie. Its carrying either all PPC's or all PBE's for example.
Without giving any info, a simple answer is the best you can get...PWAGGO wrote:Lol I love simple answers the spec of my PC is not bad but admittedly could be better.
It may be the logging. It is... massive.
I dunno. Maybe yer running out of virtual memory.
But this is purely a test version. The logging is the whole point of it.
That people use it for actual playing is possible but as long as I call it an alpha version, I don't need to care if it ruins any player property or trashes any savegames. =)
Last edited by Gazz on Tue, 9. Jun 09, 12:18, edited 1 time in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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@gazz
I'm playing or rather continueing an actual game with your alpha and have so far not come across any "unprobability issues" i'd noticed
so trash away ...
any interest in special information to be combed out of your submassive logging (*massive* logging (others would call it *insensible*) is like a G per hour) ??
- victim survivability
- hit statistics
...
I'm playing or rather continueing an actual game with your alpha and have so far not come across any "unprobability issues" i'd noticed
so trash away ...
any interest in special information to be combed out of your submassive logging (*massive* logging (others would call it *insensible*) is like a G per hour) ??
- victim survivability
- hit statistics
...
Redest du noch - oder denkst du schon ?
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Is the counterfire too heavy?
My intention was to damage attacking small ships/drones but not instantly incinerate anything that touches a capital ship.
M1/M2 firing for 5 sec hit a fighter for 200.000-500.000 damage.
That is mostly the heavy anti-fighter lasers like CIG but also "light" batteries like Flak.
Without PPC (during CF) that value should be roughly 1/3 lower.
That's actually not unrealistic if you take some heavy Flak batteries into account but it's certain and instant death for every fighter poking an M2.
I don't know how it is with M7 but they have a lot fewer turrets. I bet they still take out many fighters on their first pass.
Right now, CF uses up 5 seconds of the cap ship's next turn fire time.
Or should. It's not tested... very well.
Do you see any log entries were the add battery line of the main attack, (not CF: add battery)has different "second" values for the 3 batteries?
If there are mismatching seconds then the accounting works when the ship fires all batteries.
Since CF only uses the 2nd and 3rd largest batteries, the primary guns of an M2 are never used. These would have all their "seconds" left after doing counterfire in the previous turn.
So... how do we want it to be?
The capital ships differ greatly in their firepower against fighters but I could assign a lower CF.Burst.Length so that the average M1/2 does 40-50000 average shield damage...
But even 1 second would be devastating with some ships - like terrans with lots and lots of Flak.
Or simply a modifier to reduce CF accuracy for "shooting from the hip at targets of opportunity"?
An M2 deliberately attacking a fighter should definitely incinerate it but counterfire should not... generally.
@ Lancefighter
What the man said.
But (deja vue?) this is an alpha version. It's not even remotely feature complete.
I will not even look into compatibility issues at this time.
However, you can test if it works. Testing the core functionality is all we're doing here...
My intention was to damage attacking small ships/drones but not instantly incinerate anything that touches a capital ship.
M1/M2 firing for 5 sec hit a fighter for 200.000-500.000 damage.
That is mostly the heavy anti-fighter lasers like CIG but also "light" batteries like Flak.
Without PPC (during CF) that value should be roughly 1/3 lower.
That's actually not unrealistic if you take some heavy Flak batteries into account but it's certain and instant death for every fighter poking an M2.
I don't know how it is with M7 but they have a lot fewer turrets. I bet they still take out many fighters on their first pass.
Right now, CF uses up 5 seconds of the cap ship's next turn fire time.
Or should. It's not tested... very well.
Do you see any log entries were the add battery line of the main attack, (not CF: add battery)
Code: Select all
add battery;1;shield DPS;90596;hull DPS;31533;pierce DPS;0;sec left;5
If there are mismatching seconds then the accounting works when the ship fires all batteries.
Since CF only uses the 2nd and 3rd largest batteries, the primary guns of an M2 are never used. These would have all their "seconds" left after doing counterfire in the previous turn.
So... how do we want it to be?
The capital ships differ greatly in their firepower against fighters but I could assign a lower CF.Burst.Length so that the average M1/2 does 40-50000 average shield damage...
But even 1 second would be devastating with some ships - like terrans with lots and lots of Flak.
Or simply a modifier to reduce CF accuracy for "shooting from the hip at targets of opportunity"?
An M2 deliberately attacking a fighter should definitely incinerate it but counterfire should not... generally.
@ Lancefighter
What the man said.
But (deja vue?) this is an alpha version. It's not even remotely feature complete.
I will not even look into compatibility issues at this time.
However, you can test if it works. Testing the core functionality is all we're doing here...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Why not? An M2, especially an M2 equipped with flak, should devastate fighters - unless there are too many fighters for it to blast away.An M2 deliberately attacking a fighter should definitely incinerate it but counterfire should not... generally.
About 100k worth of damage per counterfire turn sounds about right - enough so that most M4s and lower will be destroyed, but heavily shielded M3s will survive.
You do need to figure evasion into it, though - five seconds of counterfire might be just fine after you get the evasion bits done.
Langy the Mutant Dwarf