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Space Battle Guide - explanation of game mechanics

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7 years ago
Apr 4, 2018, 8:20:32 PM

So I was pretty convinced about cross-flotilla being set to long range. But look at this video of SB playing a battle.


Why are the missiles in the final phase so innacurate, if they are coming from another flotilla?

Updated 7 years ago.
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7 years ago
Mar 28, 2018, 7:23:35 PM

This is really good info and I am glad it has been added to this forum as well. Most of your analysis seems to mirror my own experience when both playing and watching other yourubers. The only point I would contest at the moment is the statement that has prepetually been cited as fact...that being that cross flotilla range is always set to long range.  This does not seem to alwayd be true as pointed out in the video evidence above, which clearly shows a top lane flotilla with laser weapons gireing on an enemy center lane flotilla with med range icon (which could be wrong) but also clearly mainyaining 100% accuracy (which only occurs at med range with lasers).

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7 years ago
Mar 28, 2018, 8:11:22 PM
Craverbro wrote:

{A bunch of really useful intel}


Thanks for putting in the time to figure that stuff out!  Ideally we'd live in a world where the in-game descriptions were complete enough to make research like that uncessary, but glad to have you helping pick up the slack :)

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7 years ago
Mar 28, 2018, 9:40:00 PM
gap81 wrote:

This is really good info and I am glad it has been added to this forum as well. Most of your analysis seems to mirror my own experience when both playing and watching other yourubers. The only point I would contest at the moment is the statement that has prepetually been cited as fact...that being that cross flotilla range is always set to long range.  This does not seem to alwayd be true as pointed out in the video evidence above, which clearly shows a top lane flotilla with laser weapons gireing on an enemy center lane flotilla with med range icon (which could be wrong) but also clearly mainyaining 100% accuracy (which only occurs at med range with lasers).

The range indicator simply gives the flotilla's range, so in this case, the flotilla is ideed at Medium Range in its lane. But it doesn't mean its weapons are firing on the other lane with a Medium Range effectiveness.


As for the video, I can't personally tell if 100% accuracy was maintained without the detailled post-battle report. I tested that right now with the following setup:


Lane 1: 2 Coordinators outfited with Lasers 50/100/50 range effectiveness

Lane 2: 2 Unarmed Coordinators.


Against a single Lane 2 of pirates.


Everything was visually the same as the battle you showcased, but in the post-battle report, I had 9 missed shots. Naturally, the Lane 1 couldn't have been firing toward Lane 2 with a Medium Range effectiveness if shots missed.

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7 years ago
Mar 28, 2018, 10:28:14 PM

That is incorrect. Shots can still miss due to evasion if ships have that stat. 9 missed shots would indicate a very small % or total shots fired based on a laser weapons rof. And missed shots do visually show as missed. It is unlikely with a 50% hit rate at L range that one would only miss 9 shots unless only 20 or so shots where fired. I dont recall the exact rate of fire for lasers but my best guess based on visual ques is about 1 shot per sec, which is slower than kenetic that seem to fire every half second. 9 missed shots out of 40 shots per phase (phases are 40 sec each iirc) per laser module seems very low to me if they are at L range. I think more testing may be in order. Can you check to see if pirates have any evasion?

Updated 7 years ago.
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7 years ago
Mar 28, 2018, 11:45:13 PM

Evasion definitely wasn't involved, as the pirates model were the basic attacker hull with 4 movement.


Furthermore, the battle was over in two volleys for about 28 shots fired.


At most the pirates could have had 2% evasion with the recent nerfs, which wouldn't allow dodging 9 shots on their own.

Updated 7 years ago.
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7 years ago
Mar 29, 2018, 1:03:12 PM

Craverbro, I'd encourage you to make a new post in the forums here about these lane mechanics you've detailed.  Hopefully it could spread awareness and possibly get us an idea from the devs of how much of it is intended.  If it is all intended, I think there's a great case for making a push to have some mention of those mechanics in the game, so that players know what's going on and why some cards are set up the way they are.

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7 years ago
Mar 29, 2018, 7:24:13 PM

My takeaway from this is Flak should have more range. 

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7 years ago
Apr 4, 2018, 6:12:11 PM

I am sorry but I still disgree about cross flotilla being always set to Long range. Missiles would hit with 100% accuracy if that were the case baring heavily evasive enemy fleets...and they clearly do not from what I can tell. 


I would really appreciate a dev or modder who has dug into the actual inner workings of how fleet rangebis determined wiegh in. It makes a huge difference in deciding your weaponry and fleet tactics, and not having any clue how range is calculated makes it very hard to predict the outcomes of battles. 

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7 years ago
Apr 4, 2018, 11:21:39 PM

That is the same video that has me looking at this further. I have been examining many of his battles and other youtubers as well. Every time i think i jave it figured out i find a battle that doesnt fit my theory. 


My latest theory is flawed and deleted. I will try again. I really cannot find a rhyme or reason to cross flotilla range selection.

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7 years ago
Apr 5, 2018, 11:28:52 AM
Dragar wrote:

So I was pretty convinced about cross-flotilla being set to long range. But look at this video of SB playing a battle.


Why are the missiles in the final phase so innacurate, if they are coming from another flotilla?

From what I see on the video the thing is that missiles take time to reach the target and by the time they get to it is destroyed so they just keep on flying.

Missiles don't change targets once in flight. Also I believe there are bugs in the range accuracy being applied across flotillas.
As the target flotilla is at short range with the one oposing it then other flitillas might get their accuracy calculated based on that.

This is of course a bug that should be fixed.

Just like that dead zone firing arcs that should never be an issue but are present since day 1.

Updated 7 years ago.
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7 years ago
Apr 5, 2018, 11:59:13 AM
samsonazs wrote:
Dragar wrote:

So I was pretty convinced about cross-flotilla being set to long range. But look at this video of SB playing a battle.


Why are the missiles in the final phase so innacurate, if they are coming from another flotilla?

From what I see on the video the thing is that missiles take time to reach the target and by the time they get to it is destroyed so they just keep on flying.

Missiles don't change targets once in flight. Also I believe there are bugs in the range accuracy being applied across flotillas.
As the target flotilla is at short range with the one oposing it then other flitillas might get their accuracy calculated based on that.

This is of course a bug that should be fixed.

Just like that dead zone firing arcs that should never be an issue but are present since day 1.

At 23.30 of the video, no targets are destroyed but a large number of the cross-flotilla missiles miss their target.


I think you might be right about the 'bug', but I don't know what the intended design is, and it's very hard to intuit. I'd rather this thread were about what actually happens in combat, rather than what we intuit to be intended.



Updated 7 years ago.
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7 years ago
Apr 12, 2018, 1:46:25 AM
Sylver1109 wrote:

Cross-flotilla range is something that should be explained in the game. The Dev must clarify that point.

Would not help that much, the real issue is how flotillas arrange themselves during combat. It's awfully hard to anticipate wich flotillas will be where and how likely they will be able to engage other flotillas than the ones they were paired against. This is something I did fix in my mod on steam, Flotilla Pathing Rework (v.2); completely changed the formations and made several adjustments to range and projectile speed. 

Updated 7 years ago.
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7 years ago
Apr 12, 2018, 11:51:28 PM

A better solution than trying to clarify this mess of a system is just modify it to be more simple and predictable. Currenlty the limited input you do get in the space combat system seems moot when you cant even clearly give commands to your ships that benfit them...since there is no way to really know what the commands you give will actually do in the fight in terms of range and closing manuvers during phases. 

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7 years ago
Apr 13, 2018, 1:01:12 AM

The info in this thread is useful (thanks!), and I don't think the space combat system should be scrapped. But Wow... this is the most confusing and inscrutible space combat system I've ever seen in a game like this.


If Amplitude wants this game to be more popular, I think a good starting point would be at least explaining exactly how this system works! It's a barrier to entry for even gamers like me, who have been playing space 4x games since they were first developed. I still don't have a clear understanding of how this lane system works.


It's not helped by having 1) no real info about it in the .pdf manual, and 2) having the official Wiki locked to outside input, with no game mechanics data in the Wiki. And the "outside" Wiki is useless because it's so polluted by advertising. I can go to the Stellaris Wiki and find useful information about that game. Why can't I find equivalent information about Endless Space 2?

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7 years ago
Apr 13, 2018, 10:14:50 AM
gap81 wrote:

A better solution than trying to clarify this mess of a system is just modify it to be more simple and predictable. Currenlty the limited input you do get in the space combat system seems moot when you cant even clearly give commands to your ships that benfit them...since there is no way to really know what the commands you give will actually do in the fight in terms of range and closing manuvers during phases. 

The thing is, it is simple and predictible. Ships engage the flotilla they are paired against with the range accuracy set for each phases. The problem arise when they start shooting other flotillas; ships have firing arcs, line 1 and 3 can never shoot at each others, range accuracy now consider physical distance rather than phase. Flotillas trajectories are not arranged so flotillas can engage other lines with ease, often one can while the other cannot fire back. The real mess is the flotillas trajectories. And yeah it can be fixed, did it in my mod and it works (took me quite a while though). 

Updated 7 years ago.
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7 years ago
Mar 27, 2018, 10:02:05 PM

Remember that each of the possible 3 flotillas (lanes) has its own designated range based on the tactic you choose.

Range between flotillas from different lanes is always at LONG range regarless of the distance you see on the screen.

It appears this statement about cross flotilla Range is either no longer the case, or was missinformation. 


I will post a link below as evidence to this fact, but it seems that at least in cases where a flotilla opens the game against an empty lane, it then uses the center lane as its enganement target from Phase 1 forward. In the video you will see a situation where the enemy has two flotillas engaging on a single player controled ship. The batte tactic used Show the top enemy Lane being set to MED range and the middle Lane to Long.  The players single middle lane ship has a Short battle tactic. 


According to the OP, that should start both middle lanes out at L range (due to enemys tactic) and cause them to close by 1 Range catagory each Phase.  The Top lane enemy fleet should in theory also enage at Long range and stay at Long range the entire battle. 


That is not what appears to happen. What happens by my esitmation is this...The middle lanes do indeed open up at Long range as the battle tactics would suggest they do, however, the Top lane Enages the middle lane as if it was also in the top lane.  What we see is it being set to Med range, which is how it would correctly be ranged with a med tactic Vs a Short range tactic in Phase 1.  Further more, we know due to tool tips that the top lanes weapons are entirely made up of Lasers due to the range modifies for those ships being [L=50% M=100% S=50%].  During the entire first phase, the top lane enemy ship does indeed mombard the lone center lane ship with laser fire. The fact that the lane matchup says med, and it vivually appears to be medium could just be false information as the OP suggests, but what is crucial is that not a single bolt of enemy fire across the lane misses its target. That would impley that despite what the OP claims, the ship not only appears and is shown in game as being at med range with an icon...but it is indeed firing and hitting across  a lane at that range. 


Unfortunately the players ship did not make it into the second phase. I would have liked to verify that the enemy ships in both lanes closed by 1 Range unit, but could not. 


Here is the link Battle starts at 23:30 in:  


Updated 7 years ago.
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