Hey guys,
first of all: I love Rebellion and I really like the direction Sins 2 is going!
I tested the new damage system recently and got interested on the topic of weapon-health interaction in sins 2 in general.
After reading the latest patch note I tried to see how exactly the system worked and made myself a graph plotting the damage modifier to piercing:
Defending Ship: Hacka, durability = 350 scalar_per_durability = 1 (x=piercing)
Defending Ship: Cobalt, durability = 100 scalar_per_durability = 1 (x=piercing)
With this charts to start i checked additional factors like Supplycost or Recurces cost in this sheets (calculated effectiveness TEC Loy vs TEC Loy with scalar 1):
https://docs.google.com/spreadsheets/d/1D3YD_-X8nutUqzEdv299slAN9HziBEqYor3btErQZ9I/edit?usp=sharing
In my understanding of the current Damage system high Piercing is key regardless of the targets Durability.
Therefore I would summarize the current concept with a clear winner of Med missiles:
you get bonus damage against most of the targets
Good cost effectiveness (supply and Resources)
on mass hard to counter
High alpha for high value Targets
I expect more death blobs and no real counterplay of enemy fleet compositions.
My mental idea would be like this:
I'm a Tank with 100 durability. if i have enemies shooting at me with small arms the make net to no damage at all. As the piercing power increases, damage goes up. As soon as I use the right gun for the Task I get 100% Damage done. After the piercing is enough I would think the damage and piercing is still increasing but the effectiveness to apply it to the target drops. I imagine it is like an over penetration of projectiles. yes you still penetrate but it won't explode at the right time therefore doing less damage.
That's why i would suggest a graph like this:
The Idea is you need the fitting weapons for the right targets to have your maximum damage potential. An advantage i would see is the possibility to create an arms race with research and having specialized weapons for different health pools.
E.g.
There is a Capital ship:
500 Durability
4000 Hull
2000 Armor
200 Armor Strength
3000 Shield
-380 Shield Strength
If we begin with Damage against shields i would calculate like this:
EffectiveDurability = Durability + ShieldStrength - Piercing
The low durability would make huge weapons less effective and encourage smaller ships with smaller guns to take down the shields. The lower you can push the durability the more you force your enemy to downsize the howl fleet to Bombers Light frigates etc.
Next is the Armor
EffectiveDurability = Durability + ArmorStrength - Piercing
As the effective Durability is high you force bigger guns or missiles to receive huge amounts of damage (shields reversed).
Hull is a mix of both but as Armor and Shields are regenerating you still need a good fleet mix.How would this look like?Light Frigate has 120 piercing and 7.5 DPS:
Shield EffectiveDurability = 500-380-120 = 0
Perfect fit = 100% damage
Armor EffectiveDurability = 500+200-120 = 580
580 remaining is way to much to be effective = 20% Damage
Hull Durability = 500 - 120 = 380
380 remaining is to much to be effective = 35% Damage
Titan has Beamweapons 500 Pircing and 50 DPS
Shield EffectiveDurability = 500-380-500 = -380
Overpenetration = 80% damage
Armor EffectiveDurability = 500+200-500 = 200
200 remaining is to much to be effective = 60% Damage
Hull Durability = 500 - 500 = 0
with this system you could give the Races a distinct counter size of ships to be effective:
Advent shield focus would mean you bring more smaller ships to fight
Tec more heavy and big ships
Vasari you would like to have a medium sized fleet focused.
Therefore you have to prepare per race and can get caught in bad shape if you are getting attacked.
With research you can enhance your armor durability or decrease your shield durability, but also increase piercing of the weapons. That means if you are 2 research options ahead with durability compared to piercing you could incoming damage by 30% which is more worthwhile than 20% increasing HP but if the enemy catches up to 1 research option you only receive 10% less damage and you have better options with HP upgrades.
This would increase the meaning of research options and a tech advantage.
My main advantage of the system is there are no hidden multipliers so if you know the concept of the graph there is no math needed to understand what to do to coulter certain enemy compositions.
I would love to hear some feedback on my thoughts.
Sorry for some not polished sentences, i'm not an english native speaker.
Have fun!
That's right. Under the current damage formula, the star based base and defense facilities appear very fragile. In the past, the VASARI interstellar base could defend the player's planet with good positions, allowing the player's fleet to have the ability to do other things. But now players need to cooperate with the main fleet to achieve this, considering that there must be more evil AI fleets than players, this seems very inappropriate.
(Sorry, my native language is not English either)
Can you share the raw data you've gathered?
I'm interested in the dps, pierce, cost and supply values for each ship, that I assume are the basis for your graphs.
Thank you!
For the graph based on this Post at section Durability and Penetration Calculations (simplified):
https://forums.sinsofasolarempire2.com/525851/the-art-of-war-update---sins-of-a-solar-empire-ii
https://www.geogebra.org/graphing/akkaqkaz
For my personal suggestion:
https://www.geogebra.org/graphing/yg9wdvvz
In both cases you get the damage modifier applied to DPS
if you want an overview of how the original with scale 1 looks like i made a spreadsheet here:
Keep in mind thats data only based on the coding shown in the patch notes and not the final damage you see applied in game as I assume there are some hidden modifiers. E.g. scalar could change depending on the fighting pair, or bonus damage is applied heavy ship vs light ship etc.
here's some dps, pierce and supply values for selected ships, taken from the game's tooltips, no upgrades
some data for selected weaponry of a level 6 vorastra, with, i believe all upgrades and desperation:
Barring missiles, I think it's fair to conclude, that as pierce goes up, dps goes down. Thus already leading to exactly the scenario you're wishing for: if you use the weaponry, with a pierce value closely matching the defender's durability, you get the most bang for your buck (or supply ...)Low pierce, high dps weapons are incredibly ineffective against high durability targets, low dps high pierce weapons, just have low dps and are thus really only effective against high durability targets
Missiles seem to be overtuned in that regard. I assume, that's because you can shoot them down, before they get to deal damage, effectively lowering their dps.Titan weaponry can be a bit whack in that regard. I have no clue why the Vorastras beams are just ... bad
Let me know, if I'm missing something or if my quick and arbitrary selection of data has biased my conclusion unfairly.
As to the effective dps calculations - I assumed scalar_per_durability to be constant, independent of the defender's durability. It already gets multiplied to the durability in the formula, justifying the variable name.I also assumed its value to be 1/100.
Additionally, I'm unsure, if having more pierce than the defender's durability increases the damage. The formula in the dev post begins with
effective_durability = max(durability - penetration, 0.f)
of course, they do include a calculation for the case that happens to be lower than 0. It's confusing ^^
Ok i Updated my Spreadsheed i linked above with the charts. You can make yourself a copy and click the Ships in original or my suggestion as you like.
As you can see on this chart the DPS per Supply cost is straightforward and is missing a choice between dedicated specialists per Durability
The lesser dps per Weapon size doesn't work as it seems.
On weak ships autocannons are more cost effective but as the heavy cruiser is more DPS per Supply and more DPS per Cost there is no reason to choose the light frigate (offense stats only)
I try to implement the rest of the ships as well and try to create a DPS per HP graph soon.
Why did they feel the need to reinvent the wheel?
Keep the games original damage formulas and ships...copy/paste to the new engine and start Sins 2 upgrades from there.
Glad to hear you don't think the game is just a reskin anymore! I'm confident that someone will come along and mod the game to your expectations at some point. We're paying attention to all feedback and we're incorporating what we can as it makes sense to our goals.
I've directed our balancer at this thread, and I'm glad someone did point out that the missile spam concern does get countered by point defense. I've seen this play out in a recent internal playtest myself where someone tried to maximize their med missile damage and got totally countered by having a chunk of Defensors in the oppossing fleet. The new simulation is very complex, much more so than the previous game. There is a lot to account for and we appreciate everyone digging into it and trying to understand how it works!
I disagree. I really like the direction the new game is going. They are improving the game in many ways (really love how fleets actually work in this game as that was a missed opportunity in the first) and I like how they are actively making even the factions very different from one another rather than just minimal changes as previously.
Hi again,
to prevent misunderstandings i want to clear up my opinion. I crunched some additional numbers and got this graph:
DPS of the specific Ship * Durability logic modifier / specific Fleet support cost
What I think I'm seeing is that all ships have the same trend. Good vs light Durability bad against heavy. What I'd like to see is having each ship type its own peak. Excel at destroying heavy medium or light ships but mediocre or bad at other ship types like this(oversimplified):
Let's say:
Missile Cruisers are good against Heavy Tagests but really bad against Light representing RED
heavy cruisers are good against light but bad against heavy ships representing Blue
Light ships are effective against med ships but not against light or heave representing yellow.
Whatever combination you choose or how you implement it i´d like to see a distinctive rock paper scissors system where specialicing gets rewarded significantly until you get countered and have to adept. If you choose to build a mixed fleet from the beginning the damage has to be as much reduced to lose to any specialized fleet there is of the same size. Only then it makes sense to specialize in the first place.
It's true you can tweak the same with Supply cost, but i prefer Supply be a nuance not a major tweak
Cost should have a mediocre impact on fighting capabilities but I do see the interesting gameplay and strategies you could switch on to stay at supply cap for an extended period of time as a reward for a good economy.
I love the ability to shoot down fighters and Missiles with PD and it is really interesting in the game. But at the moment it feels like Rock and scissors but missing the paper. And to be honest i don't really have an idea what the paper could be (something like fighters?)
In the end i like to express my gratitude for some good opinions and concerns!
If someone want additional data just post what you want to have calculated in which way and i can give you some Graphs or sheets,
I didn't know about the damage modifiers Sins1 had until about 2 years ago - unlike WC3 there wasn't any indicator that such a system was present. If things wind up returning to that state then I'd prefer they are visible as tooltips on the units in Sins2.
As for thoughts on your idea, I'm wary of setting it so that "overpierce" results in less damage overall. Mostly because it's fun/cool to watch the Ragnorak titan eviscerate cruisers/frigates that get caught in its sights. I'd like a similar result to occur for a capital ship attacking a corvette. I think your idea has been to go-to approach for ages now as its probably easy to setup (aside from the initial argument that predetermines what the winning sequence will be set as, at least until the next balance patch).
I do like the idea of weapon types having mostly set pierce levels - autocannon, gauss, missile, torpedo, wave, beam, pulse (& then whatever the advent wind up bringing to the table). Although I worry that could lean heavily into one of your concepts - where you use different weapons against different enemy factions. One on hand, its certainly realistic & encourages switching gears. On the other, doesn't that mean you HAVE to use the correct fleet composition otherwise you cannot fight at all? For example, I really don't want to be pigeonholed into only using harkas against the vasari & only using gardas/cobalts against the advent - assuming I'm understanding your intentions for "distinctive rock paper scissors system where specialicing gets rewarded significantly until you get countered and have to adept."
Something else I've seen suggested before is ship mobility - smaller ships are always less durable, but they can be more mobile.
Other concepts:
Ultimately I guess my reaction towards your idea of encouraging specialization is hesitance? But this stems from my philosophy, not your numbers. I favor adaptability & the jack-of-all-trades approach over putting all my eggs in one basket. Which I suppose is ironic, as I think I'm often begging for specializations in my requests.. sooo....
In any event, thanks for posting this - it gave me a much-needed break during lunch earlier today.
Going to preface my comments here that while I'm a dev on Sins2 I'm not the one balancing units, so fret not if someone doesn't like my personal opinion here. Echo does a really good job of weighing the feedback he gets.
I have the same reaction as Erebus. I'm not a fan of monochromatic fleets or single damage type fleets. Creating a system that encourages pivoting from one monochromatic fleet to another is unappealing to me. That sort of design strategy may feel better in terrestrial RTS games, and I've seen folks complain about the viability of those kinds of fleets in Sins 1, but Sins 2 is a game where the focus is about fleet strategy and tactics. If your opponent has created a fleet that is best countered by something very focused, I think that should be viable to do, but I think building out a combat system that encourages that kind of play leads to very boring matchups and wastes the game's setting in futuristic space combat.
My preference is a holistic approach to fleet design where you have a variety of ships and the numbers of each class change based on what your opponent is building and where you're at on the research tree. There is countering happening, but you're not literally building a rock fleet to counter your opponent's scissors fleet. I'm in favor of encouraging a design that rewards treating a fleet as an integrated system of systems where all units work together to complete the task at hand, adapting as the match progresses and the battlefield changes.
I do see both of your points. It’s true it's not fun to lose all your game just because you didn't predict right or you are not able to switch ship types fast enough. I'm glad you pointed it out because that's something I missed completely.
So what would be necessary to encourage some adaptation and changing fleet composition but still making you able to defend yourself if you are not in perfect shape.
If you have 2 Fleets with equal supply and you have 1 Fleet with bad composition the enemy should be making 10% more damage than you. That way you could compensate with abilities, smart aggro focusing or support cruisers but letting the enemy win by being equally good with better decision making.
On the other hand, to think about a good composition especially on the offense the performance per price should be like 30% reduced. That way I will still use all I have to defend myself but think about my ship choice to attack or to restock the supplylimt.
I don't really approach this with numbers like supply, DPS or damage modifiers. Not to say those are irrelevant; I just don't think in that manner. To try & answer you're question though, this would be my thought process (note that I haven't put much work into compressing this, so apologies for trying to build the context I assume is needed for my answer).
Context:
The above was meant to help provide some insight on how I approach things, apologies if it didn't help.. I'm not sure how to simply explain all of that yet..
The Advent still think they're being sneaky and haven't really revealed themselves in the game yet. Most of the ship abilities (for non capitals/titans) haven't appeared yet. We have alot of variation potential from the asymmetry of each faction - some factions will have an easier time doing particular strategies (vasari exodus is probably best suited for a heavy fleet, considering its mobile nature, whereas TEC Rebels are more inclined towards strikes fleets I think, especially once Insurgency is up. TEC are probably better for swarmy fleets with their economy and the sovas serving as anchors in a strikecraft/corvette attack fleet. Vasari are probably better bomber fleets, considering they don't seem inclined to use fighters).
Map size & the number of players will make a difference too. Tiny 2 player maps won't see much of what the races offer. Massive 10 player maps will likely have most players with fully researched tech trees and large, established empires. Planet bonuses & artifacts are probably going to impact specific cases.
At this point in the game's development I don't really concern myself with picking the numbers that much, mostly because I can just tweak things to be more to my liking (I'm part of the PvE crowd, so mod compatibility isn't much of an issue for me). The kinds of strategies/counters I'd want to see are listed above but they aren't all inclusive. Defensive structures are a thing and I'm hoping to make some personal mods that would expand on the "Exploit" aspect of 4X, which would make owning particular planets better for some factions than others - which would impact the balancing at least slightly.
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