ASF Lag Investigation

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ASF Lag Investigation

Postby IceDreamer » 22 Oct 2013, 21:21

OK, so at PilOt's semi-suggestion, I'm going to go ahead and try a theoretical method for reducing the lag caused by ASF battles. I'm going to do it by reducing the projectile count drastically first, and then frontloading the damage a lot to reduce it still further, and see if that has a reliable impact on getting better performance.
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Re: ASF Lag Investigation

Postby RoundTabler » 22 Oct 2013, 22:22

Hmmmm. While this might (should) work, with 200+ asfs on the field, when you first engage the enemy, there will still be at least 200 projectiles. This would be better than it is now (in theory - but how would it affect gameplay?). But what about making the projectile itself less resource intensive (if this is possible).

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Re: ASF Lag Investigation

Postby vongratz » 23 Oct 2013, 00:10

Good idea, Its only to mantain the same damage per second AND the Hitting capacity, because the chances of hitting (due the speed) could be lower(or not?)
These for all ASFs..But, what about others?Interceptors and Fighter-bombers versus the NEW ASFs?
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Re: ASF Lag Investigation

Postby Ze_PilOt » 23 Oct 2013, 08:06

Before thinking of any other unit or balance problem, let's wait to see if it's actually helping.
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Re: ASF Lag Investigation

Postby Myxir » 23 Oct 2013, 12:12

another problem of the asf fights are also the air crashes, they have to be calculated for each dying asf (where it crashes, what speed, crash damage, etc), this can sum up to alot calc work depending on asf numbers
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Re: ASF Lag Investigation

Postby IceDreamer » 23 Oct 2013, 14:10

So, preliminary results are in, and the concept is sound. Pitting numbers of 300 VS 300 in a repeatable sandbox, I saw an increase in relative simspeed of 1-2 (UEF VS Cybran), 2-3 (Cybran or UEF mixed with Aeon or Seraphim), and 4-5 in the daddy of Aeon vs Seraphim, (Or Aeon/Aeon or Seraphim/Seraphim).

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.
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Re: ASF Lag Investigation

Postby RoundTabler » 23 Oct 2013, 14:39

Since there have been lots of discussion about making t2 and t1 better vs asfs, and air experimentals are almost universely considered weak, the effect of this on balance !seems! to be a good effect (not to mention the improvement in sim speed). Good job shadowknight.
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Re: ASF Lag Investigation

Postby Lame » 23 Oct 2013, 15:22

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.
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Re: ASF Lag Investigation

Postby IceDreamer » 23 Oct 2013, 15:29

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?
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Re: ASF Lag Investigation

Postby Retnut » 25 Oct 2013, 03:21

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.
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