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Missiles can't get through flak at all

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7 years ago
Nov 21, 2017, 8:35:36 PM

Somebody told me that bumping things make patch slower. Bumping things is actually a very dark act, coming from the deepest time of humanity, before the rise of civilization, when we were only slaves from gods of the evil. Stop bumping things. It scare me.

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7 years ago
Nov 20, 2017, 6:33:55 PM

Instead they now have a entire series of weapons that are competitively useless.  



Those who read gzars post as if he is angry, i assure you hes not. Just direct.  I tend to soften and hint, not as direct. I just wish I could have sandboxed with somebody while this was on the table to be addressed. 



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7 years ago
Nov 20, 2017, 6:29:39 PM

they wanted a high risk reward weapon. I advocated for reverse efficiencies on both sides. Like beams 25/50/100 long to short lasers 100/50/25 short to long.  Missles the same way as lasers and kinetics the same as missles. That way all the different ranges on thr battle cards mattered in your strategic thinking.  

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7 years ago
Nov 20, 2017, 6:08:46 PM

Plutar, can you remember why FLAK was increased to those levels in the first place? I was trying to remember if that was ever a request in the G2G Balance mod.

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7 years ago
Nov 20, 2017, 5:42:46 PM

Inwaves, your right, missles are extremely situational.  I played a MP game and built a multiplayer fleet with only missles.  This was done just as a joke, laughed about until my opponennt put in a counter.   My opponent didn't bother with a flak ship, so I smoked him until he put in a single flak ship.  The original point of this thread was to point out how grossly over efficient flak is. If there isn;t enough flak to stop the missles, missles are deadly.


It's a matter of efficiency, currently in game kinetics are too situational to be of any use (you have to be at close range for them to do any damage) and flak is FAR to efficient at taking out missles from the midgame forward.


3 Carriars worth of missles should be enough missles to kill ONE attacker, even if hes a flak specialist.   In no way should that ever happen.  

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7 years ago
Nov 20, 2017, 4:35:59 PM

Hey, was linked to this, good stuff, wanted do add my own quick test, where we have 2 prowlers (1 cannon, 1 laser, 3 shields I suppose), vs. 3 unfallen scouts + starting hero, that would be 6 guns total.


Question was what should unfallen pack 


a) total 6x beams + shields

b) total 6x missiles + NO defense


All modules are default.


Turned out that missiles are way better in this particular situation.


Screenshots with descriptions:https://imgur.com/a/xD7ZB


Note also the strange behavior of shields, they did nothing even with "power to shields", or it's just reporting bug.

Updated 7 years ago.
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7 years ago
Nov 17, 2017, 5:28:40 PM
Kynrael wrote:
Gzar wrote:

Even flak on multiple ships focuses one missile?

The more a missile is being targeted, the more it will be targeted basically. The logic being you want your flaks to make sure they're destroying missiles - spreading fire means taking the risk of not destroying any missiles. Range is taken into account of course.

This is actually reassuring and the most logical course for it. Incidentally it could also be a reason why they are so efficient if they currently have time to retarget after incepting each missile one-by-one with overwhelming force. Perhaps increasing the cooldown again would resolve it without altering individual values?


Curious to see what these new modules are - if the railguns have new particle fx I will be quite hyped - and what visuals you settle on for flak. (I actually quite like Stellaris' laser point-defense approach, it's satisfying to watch.)

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7 years ago
Nov 17, 2017, 2:27:59 PM
CyRob wrote:
Kynrael wrote: [...] Not to spoil, but if the Free Week-end goes well there might be some addition that fills in that role... :)

Well we are already 75% towards the Ship Modules Pack, I do like that sound of the additions (Energy Squadrons, Swarm missiles and Railgun modules)

Those sound so YUMMY!

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7 years ago
Nov 17, 2017, 2:12:55 PM
Gzar wrote:

Even flak on multiple ships focuses one missile?

The more a missile is being targeted, the more it will be targeted basically. The logic being you want your flaks to make sure they're destroying missiles - spreading fire means taking the risk of not destroying any missiles. Range is taken into account of course.

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7 years ago
Nov 17, 2017, 2:04:52 PM
Kynrael wrote: [...] Not to spoil, but if the Free Week-end goes well there might be some addition that fills in that role... :)

Well we are already 75% towards the Ship Modules Pack, I do like that sound of the additions (Energy Squadrons, Swarm missiles and Railgun modules)

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7 years ago
Nov 20, 2017, 6:52:01 PM

Well from the modules they named in the new modules pack, I have a suspicion that Railguns will be the hard hitting kinetic weapon and that Swarm missiles will now be used to counter flak. Perhaps standard Kinetics will now be relegated properly to flak duty only.

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7 years ago
Nov 17, 2017, 1:59:05 PM

The flak focuses fire on one missile at a time. I'll have to go over the maths I did then - we're also working a bit on how flaks should look and that's why we were trying things out with range, flak cooldown, etc...


We also need to be careful not to have missiles be too powerful and be able on their own to punch through Flak defences. Not to spoil, but if the Free Week-end goes well there might be some addition that fills in that role... :)

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7 years ago
Nov 17, 2017, 11:40:12 AM

This is entirely as anticipated to me - you need to run these sorts of tests internally, but agreed with plutar that us guys should have gotten on it sooner. What I noticed from looking at the xmls, Kynrael, is that you have tried altering every value - flak cooldown, rate of fire, range - except the actual damage they inflict. 


When I was trying to nerf them, I found that reducing the damage directly was the most effective, but as Gzar has noted, there's some delicate maths to be done to make sure that flak doesn't just waste its fire on missiles without destroying any at all. Do you know if flak focus fires or tracks separate targets?


As it stands, I remain quite anti-flak given they represent such a hard counter. For the future, I would still implore you to consider separating them into a module independent of kinetics that only functions as flak and not an offensive weapon. This'd mean there's actually some cost to countering missiles. 


In the meantime, I think you should be looking at no higher than a 50-75% intercept rate for 1:1 flak:missiles, so assuming you equipped your fleet fully with kinetics vs. missiles. As it stands, you require far less flak to deal with more missiles at a 100% rate. This just isn't tenable.

Updated 7 years ago.
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7 years ago
Nov 17, 2017, 11:11:03 AM

Stuff like this must drive you guys nuts, nobody want'ed to sandbox last week :(

missles are highly effective going against ships without projectiles lol

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7 years ago
Nov 17, 2017, 6:56:59 AM

That's essentially what I remember of my last games with the mod. A single flak gun on every ship and you were just safe of any missile. I think it was mentioned before as well and thought it would be fixed honestly.

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7 years ago
Nov 17, 2017, 6:30:14 AM

Yeah, I didn't pick any missiles in my new Galactic statecraft game because I'd just think that they'd be shot down. I haven't tested the missile efficiency yet but I do believe the outcome of your test.


I fill the weapons slots mostly with lazers and beams and have one slug kinetic per ship.


It's a shame because I love the sight of grand missile volleys!

Updated 7 years ago.
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