View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023855 | AI War 2 | Bug - Gameplay | Oct 1, 2020 7:40 pm | Oct 17, 2020 11:01 am | |
Reporter | RocketAssistedPuffin | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 2.604 A Thousand Screaming Idiots | ||||
Summary | 0023855: Strength calculations don't include military command stations | ||||
Description | Requested by Badger. Previous notes: "About the strength. I wonder if part of it is maybe the damage bonuses from a Military for example. If all your units have 50% more damage, then it's as if all enemy forces have started the battle with 33% of their health missing. (To give a simple example of that math, if I did 10 DPS, and the target had 150 HP, then I kill it in 15s. If I did 15 DPS (50% increase), then I kill it in 10s. 10 is 66% of 15, so it's like it loses 33% of total health at the very start). That loss of health then means each unit does less damage, as it dies earlier." --- "I tested a Military Command Station on a planet with 60 Strength worth of Defenses in CF. Said Station was temporarily modified to have as low stats as possible so it would never affect the value. Swapping between Station types, the Strength value never changed. Upgrading it to MK5 never changed. Saving then loading with a MK5 never changed." --- "Confirmed it occurs in vanilla too. The only Strength difference is from the Station itself." | ||||
Tags | No tags attached. | ||||
related to | 0023996 | new | Hacking turrets does not update their strength computation |
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Missed: "Note that EntitySystemTypeData.cs:CalculateDamageMultiplierForIndividualShip() seems like the right place to put that check, though giving it reasonable performance might be problematic." |
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So in short, the strength calculation is not considering buffs command stations give (so pretty much just military station currently)? |
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Do fleet-wide boosts from the super strike craft increase strength either? like Ultima Fusion Bomber |
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I wonder if military command stations buffing turrets are really what are driving the "turrets seem too powerful" reports. |
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I used Logistic stations, and turrets were still too powerful (well, until the last patch) |
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Heck I use Econ baits from time to time. Its more based on getting three or four turret types that cover each other and basically shred most unit compositions. It doesn't really kick in until you have a few GCA acquired typically. The strength rating for any mono or duo turret nesting is probably somewhat close. It completely goes out the window once you get those 4+ types nest with stuff like Subverters / Spider / Solar Flare making zombies or hard CCing targets within the kill box. Its basically a quadratic wizards problem. And yes military station at chokes just amplifies the issue. It generally takes a 300+ strength sledgehammer to break a 150 power military CC setup. But even a 35-40 power "bait" econ station can pretty easily lean on things until it goes over 70+ strength attacking given proper placement. Note that CC placed in the center of a planet and then defended outward from that point are generally weaker as an option than a far edge setup that has spread gravity generator and tachyon coverage that has two discreet kill boxes at both entrance and near the CC. |
Date Modified | Username | Field | Change |
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Oct 1, 2020 7:40 pm | RocketAssistedPuffin | New Issue | |
Oct 1, 2020 7:41 pm | RocketAssistedPuffin | Note Added: 0058887 | |
Oct 1, 2020 9:22 pm | TechSY730 | Note Added: 0058889 | |
Oct 2, 2020 1:20 am | Suzera | Note Added: 0058893 | |
Oct 2, 2020 3:07 am | BadgerBadger | Note Added: 0058895 | |
Oct 2, 2020 5:44 am | Burner | Note Added: 0058896 | |
Oct 2, 2020 10:26 am | CRCGamer | Note Added: 0058897 | |
Oct 17, 2020 11:01 am | TechSY730 | Relationship added | related to 0023996 |