thegory1 thegory1

Weapon balance & values

Weapon balance & values

Difference between classes

Preface: This post has grown somewhat organically as I went through XML files over the past hour or 2. It moves from a balance discussion to something close to a modding discussion but there is no mod here. If it tests well and there is any demand I could put it up into the mod forum.

Found what I would call an oddity in weapons stats (base before mods, could very well be different after). This takes only base weapons, ignoring specials. that's an oversight of course but I'm working on it.

The below post is working off base values without technology bonuses. Multiplicative bonuses will not affect the general message but flat bonuses will if they apply to mass, base damage or production costs. Also note the column "Normalised damage". This is somewhat of an inaccurate yardstick for measurement, it's just a placeholder until I can locate actual figures. What is it? it's the average damage the weapon would do firing at base firing rates as a ship moves at 30 units/per second from maximum range to point blank range. 

For example, missiles. One shot every 8 seconds at base rate, moving at 320 units per shot, is approx 4 shots from max range to point blank range.  Because I'm lazy, and hate excel, and hate how formatting numbers created via formulas still uses hidden decimals and I'm too lazy to force integers in the formulas. For Kinetic, this is one shot every 4 seconds, which is moving at 120 units per shot from 600 units to point blank (or 5 shots).

Base values in the XML files suggest the following:

  • Beam weapons cost the most in basic production
  • Kinetic weapons take the most space
  • Missile weapons hit harder than comparable class weapons from other branches
  • Kinetic weapons cost the most maintenance but lowest initial production
  • Kinetic weapons do the least damage by far. At base stats they're lucky to beat 50% of beam damage over 30s or 33% of missile damage over normalised damage ranges.
  • Missile weapons are the most space/damage efficient, and cheaper than beams
  • Beam weapons are smallest, then missiles, then Kinetic.

So basically, if we weight classes as a 1 for poorest and 3 for top, the values are (and damage has a 2x weight)

  • Kinetics - 6: low cost (3, best), large (1, worst), and low damage (2, worst)
  • Beams - 8: high cost (1), tiny (3), mid damage (4)
  • Missiles - 10: mid cost (2), mid size (2), top damage (6)
This doesn't seem right. Missiles are cheap, they hit the hardest and they're not the biggest? Why are kinetics the largest? This means their damage/mass being worst/worst means they're not an attractive weapon going by base statistics *at all*. Ironically, I haven't actually seen any AI using mass weapons to any degree yet, only beam or missile. I wonder if they're hard-coded to seek specific weapons or if they balance the abilities?

This also tells me that missiles are a better way to go playing the AI. Also explains the amount of complaints about missile balance. I've re-organised it as follows -

  • Kinetics - 8: Smallest (3), low damage (2), low cost (3)
  • Beam - 9: Medium size (2), medium damage (4), medium cost (3)
  • Missiles - 8: largest size (1) highest damage (6), highest cost (1)

Basically, cost was not related to strength, neither was mass related to strength as missiles were both the cheapest/per damage and the highest damaging/per mass. This effectively means you're not hamstringing yourself by making kinetics if you're running on low production by effectively ending up with ultra-low damage ships. Instead, they're just kind of low damage. Missiles still hit the hardest, but the cost is now appropriate rather than being the cheapest and the hardest hitting, as outlined above.

As reference, see screenshot by comparison. Beware, its probably been resized or shrank so click on it to get the full pciture.



Changes I made:

  • Kinetic production costs lowered slightly in stages 1+2
  • Kinetic mass reduced below than of beam weapons
  • Kinetic maintenance brought below beam weapons (but as you can have more, it evens out)
  • Beam weapon maintenance decreased slightly
  • Beam weapon masses increased slightly at higher levels
  • Missile weapon cost increased significantly
  • Missile weapon mass increased slightly (not above 25% at any level)
  • Missile weapon attack untouched
  • Missile weapon maintenance increased significantly

Now I'm off to change the specials and to play test! I could really do with some input RE: Specials, so if you have any suggestions about balance, let me know!

 

190,210 views 45 replies
Reply #26 Top

So I guess I'll be the first to ask for it then, where is the mod post associated with this?  Your logic makes a ton of sense, and I find it silly how ineffective mass drivers are in this game.  I really want to make some gun boats!  

 

Can I has mod now?

Reply #27 Top

When I get a chance to get it on the 1.01 XML file, absolutely. And to ensure double check values on changes just in case there are any stealth changes. I would ***LOVE*** to figure out a way to modify base fire rate, but I haven't yet. I would love to see Kinetics doing negligible damage but firing like rotary cannons.

Reply #28 Top

How did you make your changes by the way?  Manually, with a script?  I am really impatient, I see something I want and I want it now.  I am tempted to just try to make the changes myself >.<

Reply #29 Top

Quoting thegory1, reply 27
I would ***LOVE*** to figure out a way to modify base fire rate, but I haven't yet.

The base values for weapons (accuracy, rate of fire, and range) are set in the GalCiv3GlobalDefs.xml. Rate of fire is called Cooldown in the file.

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Reply #30 Top

Interesting, well I made a mod using your values OP, but now that Gaunathor has pointed out how to mod rate of fire, I'm wondering if it might be interesting to adjust kinetic firerate a bit.  I really feel like they should shoot faster, far faster than lasers and missiles.  Even just cutting the damage and firerate in half would feel better, but then I have to wonder if half points of damage are tracked or not.  Can you do .5 damage, or is it only integers?

Reply #31 Top

I'm 99% sure it tracks partial damage since there are multiplicative bonuses in the game. Just home from work and my XML appears to be working fine with 1.01 which is some good news. 

There are 2 key points that do worry me about fire rates - 

  • Defense attrition. Is it total damage based, or total times it's been damaged? Need to find out if increased firing rate with similar damage over time output causes differing affects to defense
  • Modifying firing rates will drastically change defense effectiveness - lower damage on kinetics for example would suggest that armor mitigation would need reduced (assuming attrition not being affected by firing rate changes) as it would be more effective with less damage per tick.

Guess I've got some homework to do!

 

The base values for weapons (accuracy, rate of fire, and range) are set in the GalCiv3GlobalDefs.xml. Rate of fire is called Cooldown in the file.

Statics (bases/shipyards) fire faster. Interesting.

Reply #32 Top

I'm curious about something that you may or may not know but I figured I'd ask here. Is it possible to add modifiers to weapons based on the hull they are firing on?

Example. A kinetic weapon firing at a tiny hull incurs an accuracy penalty. A kinetic weapon on a tiny hull firing on a huge hull incurs a damage penalty. I'm fairly certain you can already restrict weapon systems to hull type if you want to.

Reply #33 Top

I've already been looking into accuracy penalties across ship classes, nothing so far

Reply #34 Top

Quoting Osbot, reply 32

I'm curious about something that you may or may not know but I figured I'd ask here. Is it possible to add modifiers to weapons based on the hull they are firing on?

Example. A kinetic weapon firing at a tiny hull incurs an accuracy penalty. A kinetic weapon on a tiny hull firing on a huge hull incurs a damage penalty. I'm fairly certain you can already restrict weapon systems to hull type if you want to.

I haven't figured out how to do this, but I have played around with changing weapon modifiers based on the firing hull. Things like increasing accuracy for kinetics on tiny hulls, increasing range for huge hulls, etc. Also played with giving all tiny and small ships a certain amount of Jamming to simulate evasion/difficulty of hitting a small object - this would kinda work for your first example; you could apply a negative damage modifier to tiny hulls to simulate the second (though this would apply vs all ships, not just huge).

Reply #35 Top

Quoting Sansloi37, reply 34

I haven't figured out how to do this, but I have played around with changing weapon modifiers based on the firing hull. Things like increasing accuracy for kinetics on tiny hulls, increasing range for huge hulls, etc. Also played with giving all tiny and small ships a certain amount of Jamming to simulate evasion/difficulty of hitting a small object - this would kinda work for your first example; you could apply a negative damage modifier to tiny hulls to simulate the second (though this would apply vs all ships, not just huge).

I've worked out ranges and accuracy but not based on the target, only based upon the firing ship. 

What I'm actively working on is massively decreasing accuracy and increasing either damage or fire rate for weapons to compensate with normalised damage taking base accuracy into account and...it's really, really interesting to be honest.

Plus I want to be able to build in 5% accuracy bonuses based in size difference. That's my holy grail atm. 

Reply #36 Top

Thegory, 

 

Please post a simply but as detailed as possible question regarding weapon values under the 'dev stream' announcement for Paul to touch  on today. I would like to hear what his thoughts are on your findings. 

I posted there in large font and in bold about Sensor stacking. 

Reply #38 Top

And here's some ROF adjustments I'm testing out:

Missiles start harder and decrease over time, while kinetics are weakest early and strongest in close.

Rates of fire are changed from 8 base missile, 5 beam and 4 kinetic to 9 base missile, 4 beam and 1 second kinetic (It looks cool too). Now I need to fiddle with defenses. 

Reply #39 Top

thegory1 this stuff is awesome, I really wish you would keep a link available to test out your current modifications.  

Reply #40 Top

I tried modding weapon cooldowns and it didn't seem to work, I copied over the GalCiv3GlobalDefs file into my Weapon Rebalancing\data\Game directory and it doesn't seem to work.  How did you make it work thegory1?

 Also, can someone shed some light on what this means?

<GlobalFactionMods>

<EffectType>ShieldEfficiency</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.5</Value>
</GlobalFactionMods>

<GlobalFactionMods>
<EffectType>ArmorEfficiency</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.5</Value>
</GlobalFactionMods>

<GlobalFactionMods>
<EffectType>PointEfficiency</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.5</Value>
</GlobalFactionMods>

<GlobalFactionMods>
<EffectType>SalvageRatio</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.25</Value>
</GlobalFactionMods>

 

Reply #41 Top

In the end, I'm gonna focus my Terans on Beams, cause they look fukkin cool. 

 

Zap! Zap! BZZZZT!

Reply #42 Top

Quoting Arumba, reply 40

I tried modding weapon cooldowns and it didn't seem to work, I copied over the GalCiv3GlobalDefs file into my Weapon Rebalancing\data\Game directory and it doesn't seem to work.  How did you make it work thegory1?

It'll crash existing saves, looks like you need a new game to make it work. I made a video :)



This is 3 start-game ships with 2 railguns each and no other mods/defenses vs a starting survey ship. Also note the survey ship has boosted defenses because I'm messing around, but ignore that for now - the ship would still only have taken ~10-15 damage anyways and my fleet never stood a chance. Shows you that speed is definitely moddable, as well as accuracy settings!

Reply #43 Top

This was my basic experience with it as well, hence my question about how armor values are working.  It seems like fast rate of fire 1 damage mass driver hits don't really remove armor.  

Reply #44 Top

Well with the accuracy changes (35%) they're only going to remove 1 per second (roughly 1 hit per 3 fighters per round). I've been experimenting with increased hitpoints and defense values to prolong combat to test if elongated combat makes a difference in weapon effectiveness, but that video was an unfair test, that was simply aesthetics :)

Reply #45 Top

It seems to me like sometimes the armor doesn't degrade even when hit.