OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Zharkov on November 28, 2016, 08:45:09 pm

Title: Fighter Balance
Post by: Zharkov on November 28, 2016, 08:45:09 pm
I remember the times, when a fighter was a problem and posed a threat even to your (then) starting Bonaventura. Now, it stands now chance against a Hunter-Killer with a ragtag collection of looted weapons. I'd suggest to make it a bit more interesting (i.e., fear inspiring) to fight by upping the dodge capability.
Title: Re: Fighter Balance
Post by: Eddie on November 29, 2016, 02:29:53 pm
Actually, high dodge of Piratez craft is the problem. I've used single jetbikes with 50mm cannon to successfully intercept fighters.

Idea for better craft dodge balance:
It seems odd that pilot reaction gives the same dodge bonus on all ships, no matter if it's a kraken or a jetbike. My idea is to convert the dodge bonus on a craft to a pilot dodge limit. So on a jetbike a pilot could use all his reaction to dodge, while on a kraken his reaction skill is pretty useless. The craft is just not agile enough that a high reaction would benefit evasion.
This would also mean that agility fighters like the baracuda would need skilled pilots to get the most out of it. If the pilot has no good reaction skill, he can't benefit from the agility of the craft and gets no dodge bonus.

Bottom line of this would be a reduction of craft dodge, while pilot skill skaling on apropriate craft would still be the same.


Edit:
Another idea - more variety in weapon accuracy of shippings. A bomber could have bad accuracy (think death star vs x-wing), while fighters could have a very high accuracy (think tie fighter vs x-wing). The way dodge math is working right now, high accuracy penalized high dodge more than low dodge. If fighter-type shippings also had high-fire-rate-low-damage weapons, damage reduction (armor) would be more useful against them. This would create a kind of rock paper scissor situation for aircombat.

This would go well with giving the swordfish some damage reduction (it says armored in the description), so you have an equal tech alternative to your hunter killer. So then the swordfish would be your armored option that has good defence vs fighter type shippings, while your hunter killer is your agility fighter that is good vs bomber type shippings (frighters for example), because these can hardly hit it.
Title: Re: Fighter Balance
Post by: Dioxine on November 29, 2016, 03:16:37 pm
Edit:
Another idea - more variety in weapon accuracy of shippings. A bomber could have bad accuracy (think death star vs

Sounds good to me but someone would need to crunch the numbers on this to set some guidelines, and take a look at the code (does acc > 100% work against dodge? Or does it count as 100?).
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 29, 2016, 03:24:03 pm
Projectile (weapon) accuracy is multiplied by the size modifier, then dodge, craft accuracy, and pilot bonuses are added to it.  So accuracy bonuses do counteract dodge directly.  Or, put another way, dodge can drop a 100+ accuracy shot below 100, giving it a chance to miss.
Title: Re: Fighter Balance
Post by: Dioxine on November 29, 2016, 03:26:14 pm
Does it works both ways equally? Eg. if an UFO has 120% acc (with Yankes' acc bonus), and your interceptor 60% Dodge, does enemy's chance to hit equal 60%?
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 29, 2016, 03:28:21 pm
Yep! But there's no size bonus going the other way, which could be changed...

Edit: In both cases, chanceToHit = weapon accuracy (* size modifier) + hit bonuses - dodge bonuses, which is then the percent chance of hitting.  Values over 100 count as 100 for the RNG.
Title: Re: Fighter Balance
Post by: Dioxine on November 29, 2016, 03:40:25 pm
Size bonus isn't needed the other way... I could add a negative dodge bonus to larger player's crafts... Or even buff everyone else so only slow, lumbering crafts have +0 dodge. However, even the largest pirate crafts are small-sized, with Conqueror being the sole exception (high-end Medium).
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 29, 2016, 03:56:55 pm
Oh yeah, true - dodge bonus isn't at all capped to positive numbers, so it is definitely a way to differentiate player craft by size/maneuverability.  I'd think the Conqueror starts getting into large territory, the map being about the same size as a freighter but even taller.  Spy Zepplins too, but trying to intercept with those is just a joke anyways.
Title: Re: Fighter Balance
Post by: Eddie on November 29, 2016, 10:53:05 pm
Since there is probably an overhaul of aircombat coming anyway:
I feel there is a lack of lowtech heavy craft weapons. The light weapons got some recent additions that are really useful early game (sonic oscillator, reticulan plasma charger), but it's actually the heavy slot that is lacking options. You get craft with heavy weapon slots quite early, but can't really make use of them. Spike rockets don't pack enough ammo and are quite expensive to buy.

Some ideas:

- Airballs can be mounted on light and heavy slots. It's improvised anyway, there shoud be a way to fit them to a heavy mount. Not sure if the engine permits this on one launcher. If not, add a seperate airball launcher for the heavy mount.

- Create something similar to the 25mm cannon for the heavy slot. Cheap buyable ammo, big clipsize, but not very high dps. Like a 20mm or 25mm gatling, similar to how the lascannon is a gatling for the heavy mount. The 30mm could be changed to fill that role. Why change the 30mm? Because dps is nearly the same as 50mm cannon, so these guns are quite similar and not much would be lost from the change. Or just create a new gun.
If the 30mm spot is used, it could need more shippings that have these as loot. I have found parts sufficient for four 50mm cannons but not enough to assemble a single 30mm cannon yet.

- Change the reticulan plasma charger or sonic oscillator to heavy. The dps of both guns is quite similar, not much lost changing one of them to heavy.
Title: Re: Fighter Balance
Post by: Arthanor on November 29, 2016, 11:14:18 pm
Good stuff being discussed here!

Fighters are really annoying having high damage weapons with low RoF. It makes shields useless against them, even though shields are really useful against our pirate fighters until they pack good missiles.

The lack of heavy weapon slots is also very annoying. There is a big gap at the beginning, then you get a few weapons that have potential midgame, then another gap when you're locked behind one gun (boomgun) for progress. The early gap makes ships like the swordfish useless since there's nothing good to put on it.

My fix would be to simply allow light weapons to be installed into heavy slots. If you can fit a big gun, why wouldn't you be able to fit a light one if that's all you have? Sure, having a battleship with only machine guns as weapons looks stupid, but it looks less stupid than with no gun whatsoever. In my current game, I'd happily put plasma spitters on my Dragons, because they're better than anything I own for heavy weapons against the targets I want the Dragons to tackle.

An alternative would be a "duct tape 2-3 light weapons together to make a heavy one" idea, which would increase rate of fire by 2-3, but also decrease accuracy, same damage, same ammo. In fact, now that I think of it, I think I'll mod that one before I play next time.
Title: Re: Fighter Balance
Post by: KateMicucci on November 29, 2016, 11:38:25 pm
The lack of heavy weapon slots is also very annoying. There is a big gap at the beginning, then you get a few weapons that have potential midgame, then another gap when you're locked behind one gun (boomgun) for progress. The early gap makes ships like the swordfish useless since there's nothing good to put on it.
What is "good"? I don't know if its the most efficient craft, but my swordfish has been doing fine with ramjets, and the heavy craft weapons tech will unlock in a few weeks.
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 30, 2016, 12:09:42 am
Spike rockets alone don't make a heavy slot worthwhile except if you have a couple launchers/rockets from looting.  To make the Swordfish useful, you do probably need either ramjet cannons or 105 mm rockets - the latter can be gotten pretty soon after light craft weapons.  To make up for that though, there are two potential heavy weapons from using the tiny drill, as opposed to one light and one missile launcher.  I personally would like the first heavy weapons to come a bit earlier in the tech tree, but I tend to beeline that tech because I really like the Swordfish.

@Arthanor:  The craft railgun does cover that gap for heavy weapons until you get the boom gun researched - you can take down a battleship with enough of those, and they have pretty similar stats to the spitter, but cost much less to operate.
Title: Re: Fighter Balance
Post by: legionof1 on November 30, 2016, 12:24:52 am
Would that the codex weapon was a bit more independent of such a crucial late game shaping choice.
Title: Re: Fighter Balance
Post by: Arthanor on November 30, 2016, 12:27:44 am
@KateMicucci
Good simply means: More worth using (a combination of damage, DPS and cost efficiency) than light weapons of the same tier.

Ramjets have less damage (and benefit less from +Acc since they have higher native acc than most light weapons), they do have better DPS but they also have an insane cost/damage (22k/shot, really? That's on par with Seagulls and... Plasma Bombs)

In the early game, 50mm are more than enough to down most targets and really cheap to produce ammo for (10x! cheaper than Ramjets, for 1/2 the DPS and +50% total damage). The first decent heavy to me would be 105MM Rockets (bit more DPS, bit more total damage and much cheaper to produce than buying ramjet ammo). The first good heavy is the Naval Gun, then the Rail Gun. Unless there's a revamp coming on combat, Beam lasers are useless against military ships, so maybe build a few for intercepting non-shielded shipping, but keep most of your parts for Rail Guns as those will do the work you need them to against shielded targets.

@ohartenstein23
Yeah, I know, rail guns are where it's at. And I guess you're right that they are what you need in that period. I just fell for the beam laser before shields were used so I have no more power couplings and my experience is skewed. I'm now going back tech-wise and building Naval Guns to tackle cruisers  >:(

@legionof1
Yup, I'm not a fan of the codex thing either.
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 30, 2016, 12:38:05 am
Spike rockets are much more useful once you can manufacture the ammunition too - about the cheapest cost per damage out there for a heavy weapon, save for the lasers.  I wouldn't buy spikes unless I really needed that extra DPS by throwing a Pachy into combat, or if I chose red codex for Little Ilya.

Early air game is really about getting any weapon into the sky, just loot something and throw it on a craft.
Title: Re: Fighter Balance
Post by: Arthanor on November 30, 2016, 12:49:33 am
Yes, for the first craft you can send up, it doesn't matter much. Spikes are not too bad once you can make them, but really if you can dive and do some underwater missions and get a Sonic, or any light weapon, really, you're probably doing just as well. What you're engaging with early game weapons doesn't really have the potential to hurt all that much until the first military crafts, so you can save money by sacrificing DPS.
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 30, 2016, 12:57:09 am
Completely agree, I don't think you should really take on military craft until you can make basic missiles or naval guns and have dedicated interceptors.  The useful early-game loot I'd on the military transports, freighters, and raider gunships, all of which don't take huge DPS to bring to the ground, just a couple ragtag craft and lots of looted guns.

Edit: As for the incoming revamp for interceptions, I don't know all what Dioxine has in mind, but with the code support I wrote for rechargeable craft shields, I'd expect some of that difficulty created by armor on shippings will be moved to shields, in which case lasers and light weapons will probably have some use against heavy ships again.  This probably also means a split in player craft between armored ones (the current damage reduction mechanics), and shielded ones (extra hit points that recharge quickly at base).
Title: Re: Fighter Balance
Post by: Arthanor on November 30, 2016, 01:12:12 am
Very much looking forward to that. Good job on writing the code for it!
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 30, 2016, 01:29:06 am
Thanks! I'm very excited to see what happens when these new mechanics are placed in Dioxine's hands.

Edit: @Dioxine - for some basic number crunching on changing shipping accuracy, the lower bound should be the default 60%, since you can get 54 dodge with craft, pilot, and equipment bonuses.  For the case of the bomber, I could see removing the hitBonus and setting the weapon power to 150-200, so a high roll (ufo weapon damage has an RNG range between 0 and power) would just demolish a dodgy interceptor, but only hit 5-10% percent of the time.  As for an upper bound on hitBonus, it really depends on how dickish you want to be, but above 94 doesn't really do anything with player dodge maxing out at 54.
Title: Re: Fighter Balance
Post by: Eddie on November 30, 2016, 01:43:31 am
My fix would be to simply allow light weapons to be installed into heavy slots.

Beats all my ideas, +1 on that.
Title: Re: Fighter Balance
Post by: ohartenstein23 on November 30, 2016, 02:55:01 am
The simple, if hacky way of doing that, would be to create a copy of the craft weapon definition, changing only which slot it uses.  It technically would be a new weapon, but it would use the same item from your stores to equip it, much like the armors that all use uber clothing.  Could be messy though if you middle-click to bring up the pedia article; you'd need to create a new article for it to prevent a crash.

Another option would be to see if we can define a weapon slot as multiple types, e.g., a light/heavy slot - that could be useful to add to the engine if it's not there already.
Title: Re: Fighter Balance
Post by: Arthanor on November 30, 2016, 04:14:53 am
Beats all my ideas, +1 on that.

Thanks :) Now on the implementation... Actually it's super easy :D Yankes already did it. As per the OXCE readme:

Code: [Select]
type: STR_CRAFT_TYPE #default config ...
    radarChance: 100    #how effective craft radar is, default 100.
    weapons: 4          #weapon number increased to 4.
    weaponTypes:        #definition of allowed weapon types in craft. Max 4 different types per slot.
      - 0               #slot 1 accepts weapons with type 0. This is default.
      - 0               #slot 2 accepts weapons with type 0.
      - [0, 4, 13]      #slot 3 accepts weapons with type 0, 4 and 13.
      - 1               #slot 4 accepts weapons with type 1.

So it's just a matter of taking all the "weaponTypes: - 1" definitions (1 is heavy in Piratez, 0 for light, 2 for missiles) and changing them to "[0, 1]" so they can use light weapons as well.

Having seen that, I'm now considering making new weapon types for buff items so I can define where they can go on different crafts. Then interceptors can be made able to use targetters + missiles (target painting for missile using Hyperwaves) and heavy only crafts could get some buff items.
Title: Re: Fighter Balance
Post by: khade on November 30, 2016, 05:19:51 am
Something I feel would be important is that missiles are enough different that I don't want to be able to bodge those into heavy slots.  Also, would we need something set up so that the slot specific modules aren't able to be put in a different slot? I can't remember which ones go where, but I don't think the light slot one should be allowed in the heavy slot.
Title: Re: Fighter Balance
Post by: Arthanor on November 30, 2016, 06:20:33 am
Well, it's all up to Dioxine any ways.. (Or up to yourself if you decide to mod Piratez)

I think putting light weapons in heavy slots makes sense. They're kind of similar in that they shoot projectiles, just that the heavy ones are bigger guns with bigger projectiles. I agree that missiles should remain restricted to missile slots, and heavy to heavy slots. It's not about making every craft able to use every weapon. It's about making crafts with heavy slots more useful. If a cruiser (vanilla battleship) can use plasma spitters (light weapon), pirate heavy crafts should be able to as well!

As for buff items, that's partially why I was talking about defining new weapon types for them: Then you can pick where they can go. Currently they are considered weapons instead, which is a bit odd.

The light "buff weapon" is shields, which actually could be very useful on tank crafts (say limited to 2 per craft or something). I personally think shields and targetters should be able to be equipped on any slot, and keep thrusters for missile slots.

That way interceptors can be build either:
-  dodgy machine gun interceptor (as currently, 2 light + 2  thrusters) perfect for chancing light combat crafts
-  accurate machine gun one (as currently, 2 light + 2 targetters) for freighters and the likes (but heavier gunships could be better at that)

but also:
- accurate missile one (2 targetters + 2 missiles) great for supporting a tank and taking down military crafts.
- shield + machine guns for non shielded crafts with light weapons

 whereas shield + missiles is rather useless: You want missiles because they are better against shields, but shielded things hit much too hard for regular interceptors to be good tanks unless they rely on dodge, regardless of shield add-ons.

And then, if you have enough support crafts, you can build a shielded tank to try to lower the damage taken/repair time. Although if you have good guns it might be better to use those to kill the target faster instead.

I feel like opening up lights for heavy makes heavy crafts more interesting (want to field interceptors with 2x light + 2x targetters or gunships with 3x lights or heavy? The former is better against small UFOs, the latter against big ones) and freeing some of the buff items means even more variety of builds for interceptors (ex.: an accurate missile ship is not a good choice for intercepting lighter UFOs, but is great support for military ones, so then you want also a good light UFO interceptor, and maybe a good supply ship interceptor too, which isn't the same).