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Defence mechanics - explanations / issues

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7 years ago
Feb 12, 2018, 11:47:09 AM

Brief comparison of current values for Horatio ships:

  1. T2 defender, 2750 health: two T2 platings give ~300 flat HP and 31% damage reduction for effectively about 300 + 0.3*3000 = 1300 effective HP versus projectile, 300 versus everything. Two T2 shields give 540 shield capacity.
  2. T3 guardian, 10450 health: four T3 platings give ~2500 flat HP and and 63% damage reduction for effectively about 2500 + 0.6*12000 = 10500 effective HP versus projectile, 2500 versus everything else. Four T3 shields give 5400 shield capacity.

Going from the baseline that a perfectly matching defense of the same tier should be roughly equally good, shield capacity values need to be roughly doubled. I think diversity still applies to some degree with (equally buffed) flotilla shields later making many small ships a soft counter for energy weapons, but without some equivalence for comparable encounters, energy weapons will just continue to dominate.


Also the +100% shield damage of antimatter beam weapons is IMO ridiculous, making them completely unciounterable. Give them +10% hull plating penetration instead.

samsonazs wrote:

Published mod that improves shield HP and adjusts weapon penetration.

http://steamcommunity.com/sharedfiles/filedetails/?id=1294096509

I like the idea, but looking at the screenshot, roughly double effective HP vs energy from a single shield module seems a bit much if you compare it to the two equivalent (I think?) plating modules.

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7 years ago
Jan 9, 2018, 9:18:50 AM

@samsonazs looking at all the work you've put into this maybe the answer is simply that the system is too complicated, especially given the implementation of combat in the game. In other words the majority of the strategy in terms of combat occurs in the ship designer therefore the calculations that define a good ship design should be transparent and simple so that players can easily determine what the best course of action is. Perhaps the best solution would be to simplify the process by removing shield and hull penetration values from weapons and defenses completely.


Armour would simply provide a HP boost and shields would provide a seperate HP pool that energy weapons would first need to deplete before they could damage the hull while projectile weapons ignore it. Damage and HP values would then need to be rebalanced accordingly.

Updated 7 years ago.
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7 years ago
Jan 9, 2018, 10:55:49 AM
anendlessbore wrote:

Armour would simply provide a HP boost and shields would provide a seperate HP pool that energy weapons would first need to deplete before they could damage the hull while projectile weapons ignore it. Damage and HP values would then need to be rebalanced accordingly.

In that case using lasers wouldn't be such a good option as those weapons would be a lot weaker as they would need to go trough an additional layer of protection (if a ship would have shields installed).

I would stick with the original simple idea:
- projectile weapons mostly bypass shields and are countered by hull plating

- energy weapons are mostly countered by shields and are excelent agains hull plating


Just to make this work correctly the defence values need to be in line.

Combine this with the new weapons "gauss cannon" that can bypass shields and hull and also improve flotilla shields (I did not change those yet in my mod) and I think this can work.

Game mechanics aren't so complex once you know them and even if they are as long as they uphold fundamental laws that are easy to understand then all is good.


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7 years ago
Jan 10, 2018, 10:37:54 AM

Just to put it there also.

Currently experience provides significant bonuses to ship HP which widens the defence gap even further.

So I suggest this IDEA that changes the way ships level up.

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7 years ago
Jan 29, 2018, 8:55:47 AM

So how is this going? People don't care? I think that "power to shields" tactic is still 150% useless and nothing changed with recent patch, or am i wrong? 

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7 years ago
Jan 29, 2018, 9:07:11 AM

Currently that card is still useless in my opinion.

Working on changing the way missiles and flak work to have it as a combined battle mod.


I played some with the increased shield HP mod I created that also changes penetration values and it worked out fine in my opinion.

Sometimes my ships got killed when they still had shield HP as kinetic weapons mostly bypassed it.


Having those extra HP meant that it did make sense to use "power to shields" if you were fighting agains an energy fleet.

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7 years ago
Jan 29, 2018, 12:31:04 PM

But did any of new patch since beggining of this thread changed something on how shields work or not? 

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7 years ago
Jan 29, 2018, 2:15:25 PM
KingBread wrote:

But did any of new patch since beggining of this thread changed something on how shields work or not? 

It didn't. Vaulters expansion didn't affect shield HP or the weapon system.

From what I know a balance to weapons and defences is being worked on but I don't know what the end result of that will be.

Updated 7 years ago.
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7 years ago
Jan 8, 2018, 9:37:34 PM
Aitarus wrote:

I just want to reiterate this as the most elegant solution: to use the 'damage against shields' modifier. It requires no tweaking of individual shield capacity and scales across all levels automatically. Not only that, it does not adversely affect projectiles like any other buff to shields would as you can assign them the 50% back.


Your proposed changes, without any alterations to weapon penetration values, could end up making an intensifier crit chance stacked energy meta the only option, or railguns. Projectile weapons with their base penetration of 50/60% vs. shields and their riskier ranges would be hamstrung still further.

The mod also changes weapons behaviour so that kinetic weapons have 0,9 and 0,8 shield penetration.

This way shield don't protect much against projectiles and your ship can get destroyed when your shields still have HP.


Kinetic   SPF=0,8   HPF=0,2

Missile   SPF=0,9   HPF=0,1

Laser      SPF=0,2   HPF=0,8

Beam     SPF=0,1   HPF=0,9


The modification of every weapon being reduced by shields that you suggest means that you no longer have a rock / paper / scisors approach to space battle where one defence works well only agains one type of weapons.


The solution I am suggesting is more in line with that.

Also this will mean that rail guns might get more attention and I am very interested to see how swarm missiles will work.

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7 years ago
Feb 12, 2018, 1:47:49 PM

Yes it does need more adjusting and I am working on that.

I made a mistake by trying to adjust everything mostly for mid/late game where the numbers are good.

But by that time the early modules are no longer in use.


So I will compensate for that to make early modules balanced mostly for attacker class ships and later modules more for hunter / carrier.

It means that early game shields will have less HP and things should balance out nicely.


You can never make it even everywhere as both defences scale at different rates.

Updated 7 years ago.
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7 years ago
Feb 12, 2018, 7:34:18 PM

Uploaded a corrected version.

Higher level shield modules on attacker and sometimes on hunter class ships will still have HP when ship gets destroyed.
This is intended to balance modules between small and large hulls.

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7 years ago
Feb 13, 2018, 8:03:59 AM

Armor penetration of energy weapons (80/90%) being significantly higher than shield penetration of projectile weapons (50/60%) does seem to mess up things on a pretty fundamental level... basically armor counters projectiles really well, and shields counter projectiles and energy, but worse.

So either you have high shield capacities, then shields counter everything, or low ones, and energy weapons cannot be countered (current state). I don't really see the idea behind this, or an elegant solution to balance things out. It is also kind of funny that shield absorption values are only important against projectile weapons, with capacity being the far more limiting factor otherwise. 


But the shield problem goes beyond this: If you raise shield capacity to the point they never run out, you effectively just have a second layer of armor. I think shield modules should just have 100% absorption as standard, with additional modules only increasing capacity. It's somewhat close to what we currently have, but much clearer. Then you can raise capacity by about 100% so full shields of the same tier roughly give double effective HP against pure energy (like pure armor does against projectiles), but raise shield penetration of projectiles to 90%.

Updated 7 years ago.
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7 years ago
Feb 13, 2018, 11:36:32 AM

I found another fun fact: Currently, Quadrinix shields are arguably worse than antimatter ones:


Quadrinix shields give 60 health, 330 shield, with 450 reloading each phase. Antimatter shields give 50 health, 900 shield and 4% evasion.


A Guardian has about 3k HP. So 4% evasion is worth about 0.04*3k=120 HP, for an effective 170 health and 900 shields. Even if we're very generous and say that the Quadrinix shield reloads two times before the battle ends, it only slightly beats antimatter in shields and loses in health, arguably being worse overall.


A carrier has 30k HP and 4* slot modifiers, so antimatter is worth 30k*0.04 + 200 =1400 HP and 3600 shields. Quadrinix is 240 HP, 1320 shields and 1800 reloading every phase. It soundly loses in HP, and again has to reload two times to catch up to antimatter (5000 vs 5160 HP) even against pure energy.


Shield capacity numbers in general are simply too low relative to HP numbers.

Updated 7 years ago.
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7 years ago
Feb 13, 2018, 1:32:05 PM
YertyL wrote:

But the shield problem goes beyond this: If you raise shield capacity to the point they never run out, you effectively just have a second layer of armor. I think shield modules should just have 100% absorption as standard, with additional modules only increasing capacity. It's somewhat close to what we currently have, but much clearer. Then you can raise capacity by about 100% so full shields of the same tier roughly give double effective HP against pure energy (like pure armor does against projectiles), but raise shield penetration of projectiles to 90%.

That is why in the mod I made projectile weapons have 90/80% shield penetration.


YertyL wrote:

I found another fun fact: Currently, Quadrinix shields are arguably worse than antimatter ones:


Quadrinix shields give 60 health, 330 shield, with 450 reloading each phase. Antimatter shields give 50 health, 900 shield and 4% evasion.

I would count effective shield value for Quadrinix shields at 450 * 2 + 330 = 1230 HP

As the reload means you get a 450 HP boost twice in battle. (if you live to use it twice).

That doesn't change the fact that I would also still go for the 4% evasion as that applies everything and it is much better then that extra 330 shield HP.

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7 years ago
Mar 2, 2018, 7:58:52 PM

Can any of you break down how missile damage works in relation to both Kenetic and Lasers? I never use them as they seem like they do very little damage vs Lasers in my initial tests.


My normal build out is:


1 Yellow 100/100/100 Laser (for the enemy -20 accuracy)

2 Orange 50/100/50 Lasers for the damage

1 Kenetic Flack cannon to blast missiles.


1-2 Shields

1 Armor


1 Engine

1-3 Laser Damage Enhancers


Even on Endless difficulty I seem to melt everything as long as I keep up my CP.


Thoughts?

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7 years ago
Mar 3, 2018, 8:21:36 PM

Missiles are supposed to deal more damage than anything else in the long range phase, outdamaging the beam ships, if the enemy does not have flaks, it has a tiny window to be used in the early game where it can destroy beam users with insufficient flak. But since there are much stronger hero abilities for energy damage +40% and 80% shield penetration and flaks exist, they are easily countered. While lasers and beams, especially the orange lasers as you mention have little real counterplay.


Even better "endgame" setup would be to use the current version AoE weapon, which works well with barrage card and at max range being the strongest weapon dps wise in the game.
If you have the MP to spare, you could also try irradiation shenanigans with boarding mods.

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7 years ago
Jan 3, 2018, 3:54:03 PM
samsonazs wrote:

Did some calculations and the gap between projectile defence and energy defence grows wider and wider as the modules improve.


On a Hunter class ship if you mount 3x basic era 2 plating you end up with 8.316 HP and 32% kinetic damage reduction.

This means you need 12.229 projectile damage to kill the ship.


If you mount 3x basic era 2 shields then you end up with 7.620 ship HP and 2.430 shield HP.

So you need 10.050 energy damage to kill the ship.


If shields would have twice current HP then this would equal out (actually shields would be a little better).

But with modules using strategic resources this gap is a lot larger.


On a Hunter ship mounting 5x Improved Reactive Plating gives 10.780 HP and 68% kinetic damage reduction.

So you need 33.687,5 projectile damage to kill the ship.


Mounting 5x Improved Uniform Shielding gives 7.900 ship HP and 7.430 shield HP.

So you need 15.330 energy damage to kill the ship.

That is less then half of what hull plating is providing.


Those calculations don't take into account shield penetration and hull penetration and the percent of damage sent to shield HP on each shot but give a nice indication of the gap that needs to be fixed between those two defences.

You forgot to include the ship HP bonus from XP which only inceases ship HP and not shield HP which makes the armor even more ridiculous.

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7 years ago
Dec 31, 2017, 1:13:31 AM

This is not a 'new mechanic' for shields, it has always been this way. I just assume that people didn't catch onto that until recently.


It is why I was actually concerned when the devs increased the shield absorption at the same time as increasing capacity when they realised a buff was called for, since higher absorption ironically devalues shields while simultaneously improving the initial mitigation. One solution to this like you said would be to make the capacity so high that they don't ever deplete, giving you the passive defense of plating, but then there is less diversity in how the defenses work.


Another would be to make it so each defense absorbs closer to the same amount from projectile and energy, but functions in their unique ways - making it a matter of 'how' you want to mitigate damage, and less 'what' you want to mitigate. Plating would be more viable vs. energy damage type, and also good vs. sustained projectile fire. That said, you should note that they currently do sort of work in this manner given energy damage is more sustained and thus worse at penetrating shields, while projectile damage is far burstier and better at taking down shields.


In practice, shields are actually a bit too good vs. even projectile weapons currently since the penetration values for these - missiles have 0.6 and kinetics a mere 0.5 - are so slow, allowing you sustain a fair bit of burst from them while you get chance to enter range and return fire.


Perhaps adding a low reload to every shield module would alleviate it?


FWIW, it does seem that they forgot to buff the reloaders and flotilla shields when the G2G Balance Mod changes happened, so I did that myself for my Combat Balance Mod if you are interested. It's in progress again since 1.1.15 but does contain a modest nerf to lasers.

Updated 7 years ago.
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7 years ago
Dec 31, 2017, 6:02:21 AM

The solution in my mind is make the progression of shields decrease the penetration of lasers and beams, so shields then get you a energy hp pool that doesnt take full damage from energy weapons until depleted, the more advanced the shield, the more decrease in damage and larger the pool. This makes the most sense in my mind.


Also flottilla shields, can we make that module useful, like a large shield pool that does not regenerate or something to that liking. I dont even understand why they are in the game in there current itteration. Ive tried stacking them with three upgraded protectors in each flottilla offering no decernable difference . The resources spent are always better spent on weapons and armor, and of course the repair modules. Lets give flottilla shields and shields in general a special defense mechanic, to counter the all incompassing armor that reduces damage and adds hitpoints. 

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