Forged Alliance Forever Forged Alliance Forever Forums 2013-11-02T19:47:57+02:00 /feed.php?f=45&t=5612 2013-11-02T19:47:57+02:00 2013-11-02T19:47:57+02:00 /viewtopic.php?t=5612&p=57040#p57040 <![CDATA[Re: ASF Lag Investigation]]>

@RoundTabler - Because then that wouldn't reduce projectile count, which defeats the point.

Statistics: Posted by IceDreamer — 02 Nov 2013, 19:47


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2013-11-02T15:31:15+02:00 2013-11-02T15:31:15+02:00 /viewtopic.php?t=5612&p=57026#p57026 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by RoundTabler — 02 Nov 2013, 15:31


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2013-11-02T12:43:47+02:00 2013-11-02T12:43:47+02:00 /viewtopic.php?t=5612&p=57020#p57020 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by Wakke — 02 Nov 2013, 12:43


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2013-10-27T02:39:47+02:00 2013-10-27T02:39:47+02:00 /viewtopic.php?t=5612&p=56612#p56612 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by IceDreamer — 27 Oct 2013, 02:39


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2013-10-26T23:15:04+02:00 2013-10-26T23:15:04+02:00 /viewtopic.php?t=5612&p=56604#p56604 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by Cantor — 26 Oct 2013, 23:15


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2013-10-26T20:31:43+02:00 2013-10-26T20:31:43+02:00 /viewtopic.php?t=5612&p=56599#p56599 <![CDATA[Re: ASF Lag Investigation]]>
Retnut wrote:
Lame wrote:what increase of damage are we talking about here?

what is the effect of asf vs asf?
i imagine this change could possibly lead to a decrease of skill needed in air fights
on the other hand it could even out the losses of air fights a more which could be a good change.

For reference, the mod posted normalizes all the ASFs to a fire rate of 1 shot/2 sec. Restorers get the same treatment. The effect is:
Aeon ASF: fire rate = 1/6x original, damage = 6x original
Sera ASF: fire rate = 1/6x original, damage = 6x original
UEF ASF: fire rate = 1/2x original, damage = 2x original
Cybran ASF: fire rate = 1/4x original, damage = 4x original
Restorer: fire rate = 1/2x original, damage = 2x original

As for what it does in game, you could guestimate based on firing range and speed, but sandbox would be a better bet.


Except that isn't ACTUALLY what the mod does. Not quite. You make out there that the ASFs had different firing sequences overall when in fact, in the current game, all the ASFs do around 400 damage in 1 second. The fact that the damage is split into multiple projectiles is of very little consequence aside from the SIM lag. So, in fact, ALL the units mentioned got 1/2 the ROF and double the Damage. All of them went from 400 damage every second to 800 damage every two.




I took another look at this, trying to get the same performance gain without frontloading the Damage. Even with my mod, the Cybran and UEF ASFs fire two projectiles for their 800 Damage rather than one, and the Restorer still fires two Missiles every two seconds. It looks like I can't get rid of the frontloading. I tried putting the sequence back to 400 damage every second, but for UEF and Cybran with only one projectile. In doing so, it made the plane favour one side, and be unable to fire from the other, and I can't fix that without giving them 360 Degrees of fire (A bad idea), so I gave up with it.

Looks like it's going to be performance gain and Frontloadedness, or same old same old guys. Sorry :/

Statistics: Posted by IceDreamer — 26 Oct 2013, 20:31


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2013-10-25T03:21:05+02:00 2013-10-25T03:21:05+02:00 /viewtopic.php?t=5612&p=56516#p56516 <![CDATA[Re: ASF Lag Investigation]]>
Lame wrote:
what increase of damage are we talking about here?

what is the effect of asf vs asf?
i imagine this change could possibly lead to a decrease of skill needed in air fights
on the other hand it could even out the losses of air fights a more which could be a good change.

For reference, the mod posted normalizes all the ASFs to a fire rate of 1 shot/2 sec. Restorers get the same treatment. The effect is:
Aeon ASF: fire rate = 1/6x original, damage = 6x original
Sera ASF: fire rate = 1/6x original, damage = 6x original
UEF ASF: fire rate = 1/2x original, damage = 2x original
Cybran ASF: fire rate = 1/4x original, damage = 4x original
Restorer: fire rate = 1/2x original, damage = 2x original

As for what it does in game, you could guestimate based on firing range and speed, but sandbox would be a better bet.

Statistics: Posted by Retnut — 25 Oct 2013, 03:21


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2013-10-23T15:29:15+02:00 2013-10-23T15:29:15+02:00 /viewtopic.php?t=5612&p=56419#p56419 <![CDATA[Re: ASF Lag Investigation]]>
Lame wrote:
what increase of damage are we talking about here?

what is the effect of asf vs asf?
i imagine this change could possibly lead to a decrease of skill needed in air fights
on the other hand it could even out the losses of air fights a more which could be a good change.


Not a clue. Why don't you host a game using the mod and find out?

Statistics: Posted by IceDreamer — 23 Oct 2013, 15:29


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2013-10-23T15:22:46+02:00 2013-10-23T15:22:46+02:00 /viewtopic.php?t=5612&p=56418#p56418 <![CDATA[Re: ASF Lag Investigation]]>
what is the effect of asf vs asf?
i imagine this change could possibly lead to a decrease of skill needed in air fights
on the other hand it could even out the losses of air fights a more which could be a good change.

Statistics: Posted by Lame — 23 Oct 2013, 15:22


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2013-10-23T14:39:24+02:00 2013-10-23T14:39:24+02:00 /viewtopic.php?t=5612&p=56417#p56417 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by RoundTabler — 23 Oct 2013, 14:39


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2013-10-23T14:10:47+02:00 2013-10-23T14:10:47+02:00 /viewtopic.php?t=5612&p=56416#p56416 <![CDATA[Re: ASF Lag Investigation]]>
So... This concept is sound. HOWEVER, frontloading the damage like I have does affect the balance slightly, for better or worse I cannot tell. It seems at first that this buffs the ASFs against Restorers (Frontloaded damage is good against medium HP units like that), but the effect against experimentals is less clear. Certainly in higher numbers the ASF is now better against them, as it drops the Experimental in fewer passes. However, I did observe that at high speed they only get one shot off against a Czar before having to circle around, wasting extra time. Effect: Unclear.

Against T1/T2 this will make the ASF worse, because the Frontloaded damage will be wasted.

Overall, the concept is sound. The question is whether these balance issues are worth it for the considerable SimSpeed increase. I think they are.

Statistics: Posted by IceDreamer — 23 Oct 2013, 14:10


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2013-10-23T12:12:01+02:00 2013-10-23T12:12:01+02:00 /viewtopic.php?t=5612&p=56413#p56413 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by Myxir — 23 Oct 2013, 12:12


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2013-10-23T08:06:57+02:00 2013-10-23T08:06:57+02:00 /viewtopic.php?t=5612&p=56403#p56403 <![CDATA[Re: ASF Lag Investigation]]> Statistics: Posted by Ze_PilOt — 23 Oct 2013, 08:06


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2013-10-23T00:10:07+02:00 2013-10-23T00:10:07+02:00 /viewtopic.php?t=5612&p=56393#p56393 <![CDATA[Re: ASF Lag Investigation]]> These for all ASFs..But, what about others?Interceptors and Fighter-bombers versus the NEW ASFs?

Statistics: Posted by vongratz — 23 Oct 2013, 00:10


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2013-10-22T22:22:20+02:00 2013-10-22T22:22:20+02:00 /viewtopic.php?t=5612&p=56386#p56386 <![CDATA[Re: ASF Lag Investigation]]>
My 2cents

Statistics: Posted by RoundTabler — 22 Oct 2013, 22:22


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