Is the Falcon OP?

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[P]etya

Re: Is the Falcon OP?

Post by [P]etya »

Pegasus wrote:Funnily enough, the Railgun Tank too is also kinda OP against stock content. Interesting vec & weapon concept indeed, but a 375hp damaging hitscan on a 800hp tank is by no means sensible when it can take out half the common ONS vecs in one easy shot. If your answer to the imbalances introduced by an OP vec is to tackle it with another OP vec (at the expense of every other actor in the battlefield), keep in mind that this "arms race" paradigm has already been tried in other parts of the UT/ONS community thoroughly and for years, and the results it's delivered have proven to be little more than a slippery slope in terms of overall gameplay quality and balance. Differential testing/diagnosis theory says that if changing a non-essential factor in a problematic system worsens it, you don't keep the change with all the effects it's had and try to apply others on top of it to correct, rather, you reverse that first alteration and try something else.
You've got a point. But bear in mind that Railgun Tank's weapon is precise so it can't harm more than one thing at shooting. This makes the Railgun Tank easy to be overrun. Also since it doesn't shoot projectile which explodes it can't harm "unseen" vehicles. I think the Railgun Tank is well balanced. :)
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Pegasus
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Re: Is the Falcon OP?

Post by Pegasus »

While the Railgun tank does indeed lack the goliath's splash damage, keep in mind its beam does more damage, doesn't need to account for shot delays (meaning what you see is what you get when aiming at flyers or anything else), does have some thickness (30UUs, I believe) and, most interestingly, passes through enemies which no other projectile/hitscan can do. All in all, I'd say the vec leans more on the OP side of the scale than not, albeit not even in the same neighborhood of imbalance as most of Gorzakk's derivatives.
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Re: Is the Falcon OP?

Post by Wormbo »

I plead guilty. The original Railgun damage was 300 or even less, but initial complaints from the Omni folks pointed out it might be too weak. If there's any demand, I could modify the Railgun Tank to better balance against stock content.

What exactly is the complaint about the Poltergeist, btw.? (And why did I never hear about that before? Did I miss any suggestions during development?) Oh, and if you don't like the Poltergeist, you will probably hate the Basilisk, because it mounts the same weapon system on a more precisely aimable platform.
[P]etya

Re: Is the Falcon OP?

Post by [P]etya »

Well I think that if you'd decrease the Railgun Tank's rate of fire then I think it could be called balanced. Though I think that the current version is also balanced. Another possibility to make railgun rotate slower at aiming. But I think the damage must stay as it is now.
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Re: Is the Falcon OP?

Post by Pegasus »

Wormbo wrote:GroundSpeed really only is an AI info for Onslaught vehicles. They actual maximum speed is determined by their maximum Karma physics speed, which is 2500UU/s. (The Cicada has 2000UU/s in its default properties, but for some reason that doesn't seem to be applied.) Wheeled ground vehicles have complex transmission calculations, so they might not reach their maximum Karma speed easily, but flyers and hovercrafts usually don't have that problem.[...]
Hmm. I think I may've seen you mention that before and might've just forgotten. Still, I'm looking through both ONSAttackCraft and ONSChopperCraft and there's no 2500 value anywhere. Am I overlooking some other class or factor here or did you derive that through testing, like placing two collisionless sheets 50000UUs apart (say, in Panalesh) and flying a Raptor at max speed straight across that distance while using a stopwatch? That'd be the easiest way to ultimately tell what's what, I assume: if it takes ~20sec, the max speed is indeed 2500UU/s; if it takes ~25sec, it's 2000UU/s. Okay, now I'm curious and wanna try it regardless of your answer :).
Wormbo wrote:[...]Pegasus: I took those values from the Falcon in the Omni loadout map, but yours could be just as correct. I noticed that various tweaked versions of the various vehicles exist. They may feel slightly different, depending on the map they are embedded in.
To my recollection, neither the Falcon or Wasp, nor the mino have seen tweaks across maps over the past few years (save for one period where an alternate zooming method was applied to the mino's turrets for some inexplicable reason); guess that's one of the benefits of reaching sacred cow, cult status, and while the Wasp is currently being sized up for a nerfing, I'm pretty skeptical about how popular that will prove to be with that crowd. Still, back to the main point, when I started amassing a collection of custom content classes for easy studying & reference (files' date says that was almost 3 years ago now; damn!), I made a point to get the most "standard" and characteristic versions of each thing I could find. For the Falcon (and most of the other custom gear from the same era), that origin was ONS-MagicIsle-V8-Solace, so I think we've both been working off of the same sheet here.

Lastly, in terms of the informal competition for the "custom OP vec" trophy we seem to've got going on, plz keep in mind that, while both the Falcon and the mino have natural enemies and hostile environments - Falcon suffers at longer than mid-distance fights, esp. against hitscans and can rarely tackle more than one skilled aggressor at a time between short- and mid-distance, mino is allergic to bio damtypes (it takes 5x damage from 'em, meaning a fully loaded blob shot directly between its treads will knock 1000hps off it, so bio plus double damage = dead mino in one shot :p) and non-concave geometry around it (negotiating hills, having nothing to bounce its shots off of) - the mino still has a shitload more health and the scenarios under which it can run into a credible threat are far more scant compared to the moment-to-moment life of any raptor variant. Moreover, the discrepancy in skill requirement to be effective in those vecs is quite marked: you only need to grasp the torque and momentum nuances of the lumbering beast in order to move around successfully as you casually remove from existence anything in the general vicinity of where you point your turret and click, whereas with the Falcon/Wasp, you're always struggling to preserve those precious 300hps, and proper understanding of movement in 3 dimensions with such acceleration will only come after dozens (or even hundreds) of hours of practice. Hell, even bailing out or parking will often cost you some hps when you need 'em most and this tossing is also something most ppl will get wrong unless they really start thinking about it and planning ahead. Ultimately, the mino also has one final, petulant, "fuck you" ace up its sleeve when things turn pear-shaped and it's down to its last few hundred pts of armour: it can just take itself out and you along with it. For all the above, IMO, there really is no contest between them for the title of most overpowered custom vec to've ever "graced" the face of mainstream ONS: it's the coddler of newbs, the raison d' être of most base campers, that greatest "skill equalizer" of 'em all, ultimately the icon of an entire cult, the Compensataur :p!
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Wormbo
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Re: Is the Falcon OP?

Post by Wormbo »

Simple empiric proof:
CicadaSpeed.jpg
CicadaSpeed.jpg (379.63 KiB) Viewed 9889 times
I think the Cicada's KarmaParamsRBFull object inherits the default KMaxSpeed=2500.0 from the KarmaParams class, even though there's KMaxSpeed=2000.0 in the Cicada's defprops for that subobject. The reason is most likely that they forgot to actually use that subobject as the Cicada's KParams. (In other words, it inherits the Raptor's KParams, where KMaxSpeed isn't explicitly set.)
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Re: Is the Falcon OP?

Post by Pegasus »

Pegasus wrote:[...]placing two collisionless sheets 50000UUs apart (say, in Panalesh) and flying a Raptor at max speed straight across that distance while using a stopwatch? That'd be the easiest way to ultimately tell what's what, I assume: if it takes ~20sec, the max speed is indeed 2500UU/s; if it takes ~25sec, it's 2000UU/s. Okay, now I'm curious and wanna try it[...]
Or one could just do this:
It's under nine thousaaaaaaand!
It's under nine thousaaaaaaand!
raptor_speed.jpg (373.42 KiB) Viewed 9884 times
No idea why I completely forgot about something as simple as the showdebug command, but thanks for jogging my memory with your custom stats HUD script, Wormbo. Btw, you wouldn't happen to have something equivalent that offers realtime visual info on damage taken by actors (like the one I think was offered as part of LDG's custom content packs)? I tried awhile ago to get that code to work offline (I think that collection of classes was called "Damage Popup Mutator"), but to no avail. It would be of much help in terms of streamlining balance testing and other stats tracking compared to doing the damage, then cycling through all objects of the same class as the victim via viewclass <classname>, then switching back to the player (viewself) and repeat the process ad nauseam.
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Wormbo
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Re: Is the Falcon OP?

Post by Wormbo »

No, my Multi Dodging mutator only offers movement stats - and crazy dodging action, of course. ;)
I guess I could try creating some kind of damage-tracking mutator (shouldn't be that difficult), but you'll have to give me some hints, what' you're looking for.
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Re: Is the Falcon OP?

Post by Pegasus »

So once again, the solution came to me shortly after opting to expose my ignorance here :/. Figured, why not go looking for anything "popup" related at the PWC repository, and guess what the only result that came up is! Tried using it in Instant Action and it kept crashing UT. Rifled through the code and, bizarrely enough, it references a UT2003Fonts.utx resource that UCC didn't even ask for when decompiling :s. Weirder still, it's force-fed in the code part when the defprops value is a UT2004 stock resource. Wtf... Anyway, I grabbed that as well from PWC, game still crashes. Then I decided to just try placing it in a map. Turns out, if you make the mutator class placeable, it does work, albeit the font is so small, I had to get very close just to notice the small text being there. All in all, this could be helpful with a bit of code tidying up and making sure it works for non-occupied actors/pawns too (vecs, turrets, nodes, etc.). Do you think you could give it a quick go-over so that it can work as standalone too and the (stock) font can be better read? It's probably just a matter of iterating on the emitter's props. I'm sorry to be asking this, but I'm pressed for time as it is, not to mention it would most likely take me 10 times as long to get the same result. TIA.

Umm, so how about dat Falcon, folks, huh :p?
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[P]etya

Re: Is the Falcon OP?

Post by [P]etya »

I thought about this Falcon is OP issue and I think that it isn't OP at all. Each map which contains Falcons has something to counter them. Also Shock Rifles can do decent job against them. Although this is only my opinion.

Also, sorry for being smart ass, but I'm "working" as a tester in a RTS mod so I'm thinking about these kinds of things with tester mind. :D
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