Replies: 12 comments
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I dislike one thing about the alternative formula:
Overpressure HP would need some different formula. For now, overpressure should have damage of HP and arpen of AP.
Not sure, but I'd lean towards treating them as if they were HP.
Hard to answer at the moment. FMJ is already "the AP variant", so AP-AP would need something extra.
It exposes some problems with your tier system: it has hard thresholds which break around 9 and 0 and depends on some "earlier value".
This will require looking at guns that use them. The one with better guns (burst fire, mods) or worse availability should be stronger.
Yes. Until there are HP slugs, having buckshot be HP with lower range is fine. |
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Apologies for the delay on this, internet's finally back.
That was what I was trying to do via rolling damage and arpen into a single combined value that I tentatively labeled Functional Damage. For HP rounds it would be purely from damage (base damage plus the hollowpoint bonus) unless being rifle-caliber grants it some bonus arpen, while FMJ/AP would simply have damage plus arpen.
That works for now then.
Breaks consistency but eh, seems fine to me if you'd prefer that. Makes sense since they're underused cartridges, they have most of the same disadvantages as flintlocks without the same degree of oomph, plus they're only slightly easier to make than standard cartridge ammo.
True, though a handful of cartridges do have a standard FMJ variant plus a steel-core one. The main benefit to providing a separate method for handling their AP is so that basing the arpen of PDW rounds off that will spit out a value that's in the neighborhood that seems adequate for its purpose, so I don't have to make up an arbitrary value. XP
True. Scaling it better would work but would increase complexity, nudging the values as warranted to make them contrast with close neighbors might be a better option for handling edge cases, for now at least.
7.62x51mm has a wider selection of guns with better moddability, while .30-06 is less available, if I recall. |
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Possible alternative method for deciding arpen of AP rounds: 80% damage, 150% arpen, relative to FMJ variant (extant or hypothetical). Bit simpler that way, not sure... |
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If AP ammo is rarer or more expensive, it can just have some extra bonus "for free". Not too much. |
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Could work too, +25% with no damage penalty. Though this does allow me to make the subsonic ammo in #369 count as AP since it implies a damage bonus. |
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I mean, no damage penalty compared to FMJ, not HP. |
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That's what I meant, yeah. Currently the "80% damage, 150% arpen" is relative to FMJ which means the arpen ends up being higher than the damage. |
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From discussion on the modder's discord, what came up:
Reminder to myself, this means that damage of AP variants is basically 7/8 of FMJ variant's damage, and arpen equals its damage. |
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From discussion in the modder's discord about making the mulitpliers scale a bit more sanely, also eliminating the issue of what to do with perceived liminal points:
This seems like it'd reduce the risk of a base damage slightly above or below a "liminal point" ending up at identical to a different number due to differences in multiplier uses. Example:
Potential alternative is to only apply the 9.5/9 multiplier to 40 and preserve the previous "anything above 40 doesn't get a damage buff" rule, since the cutoff between a small multiplier and no multiplier is still going to produce some weird results (40 damage being buffed to 42, vs 44 damage being buffed to 46). |
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A non-linear formula was presented as a possible alternative: This makes a multiplier of 1.333x for 15, and a multiplier of 1x for 45. If round-down were used instead of round-to-nearest-integer, it would also have the effect of preserving the other "no buffs for anything at 40 or above" rule without having to change the math. I'll need to write a lookup table to see exactly how numbers change with this formula, with both rounding methods. Will edit it in here.
The round-down method overlaps at the following initial numbers: 15/16, 21/22, 27/28, 33/34, 39/40. The round-to-nearest-integer overlaps at the following intial numbers: 18/19, 24/25, 30/31, 36/37, 42/43. Assuming the multiplier is capped to 1.333x for 15 and below, the lowest number to benefit from round-down is 3, increased to 4 with no rounding. The lowest number to benefit from round-to-nearest-integer is 2 (rounded up to 3). Values of 15 and below should probably disregard the formula entirely and use a capped multiplier of 4/3 (1.333x). Example of how wacky it'd get at the lowest end: if uncapped, a value of 1 would be buffed to 8.333. |
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So, what's left for this should be:
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So, some things that came up regarding the ammo rebalance now that the general "applying the current math to all relevant ammo" phase is effectively complete. The main one is, arpen is still an absolute pain in the ass to balance as it scales up, especially for anything with rifle-tier damage, and doubly so for anything balanced as AP (5.56x45mm, 7.62x51mm, etc). The numbers get so huge as to make it hard to balance armor by any means other than basically massive inflation.
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Is your feature request related to a problem? Please describe.
This is the tracking issue for my work on the Ammunition Rebalance project, so we can actually hash out how best to tackle things ahead of time instead of my usual method of drunken fumbling to figure how to balance things on a PR-per-PR basis. This started with just the basic thought of ".22 LR is kinda garbage and needs some tweaking to give it an actual niche to fill" and has developed from there.
Describe the solution you'd like
I'll start with an overview on ammunition I've already rebalanced, listing their previous and current damage, as well as changes to armor penetration. This will generally cover only the FMJ, round-nose, etc variants since the JHP stats are typically derived from that.
Piercing values will list the standard/FMJ variants original value, its current value, and its potential value if using a different method of balancing proposed by Coolthulu during a conversation in the modders discord (see below for explanation).
Current trend, as outlined in GAME_BALANCE.md:
Armor penetration is currently being balanced based on the following assumptions:
An alternative formula for determining recommended armor penetration was discussed in the modder's discord, but I'd need to hash out what the values will look like when laid out on a table. If I recall the suggestion was a much simpler method (correct me if I misread):
If this version is implemented, it would have the advantage of not being dependent upon arbitrary armor values for balance. However, depending on how it's calculated, this might mandate giving even higher levels of armor penetration to pistol-caliber ammunition, which may make them completely ignore armor designed to resist those calibers of ammunition.
This could be mitigated by rebalancing the armor in question accordingly, possibly warranting a port-over of the ballistic damage pull request from DDA. Currently DDA's ballistic material balance is woefully inadequate for this task (DDA kevlar vests actually have 15 ballistic protection, making them slightly worse than BN's version and accomplishing the exact opposite of its apparent intent), but we'd then be free to adjust the ballistic resistance of materials independent of its cut protection, letting us improve the balance point further without it affecting melee balance.
And here I'll prepare a table of what ammunition has yet to be balanced, and what values they're likely to be granted. This will list the current damage alongside the projected future damage. Then it will list the current armor penetration, the projected armor penetration using method one, and the projected armor penetration using method two. As usual, these values are for the standard/FMJ variants, properties of the hollowpoint variant (when they exist) can be calculated from the values given.
Side note (!): Should .45 ACP maybe be lumped into the latter category below, or given a separate modifier to alter its arpen relative to 9mm?
Secondary side note, the only in-game FMJ loads for 7.62x25mm are either overpressure or subsonic, which complicates balancing them a bit more.
Extremely high-power pistol and shotgun rounds, those having over 40 base damage to begin with and those that reach 40 after adjustment, will need to have their arpen values calculated differently to avoid having rifle-caliber levels of arpen. These will simply use half the arpen the normal calculation would produce:
PDW rounds, as noted above, could get their arpen values slightly differently. First calculate how much arpen they'd by expected to have by rifle-caliber standards, then add an additional 50% boost to the arpen.
And here are projected possible updates to rifle-tier ammunition. Method one values not listed as not yet 100% certain if comparing them to 45 armor value is ideal just yet:
Side note (!): Should 7.62x39mm maybe be lumped into the latter category below, or given a separate multiplier to alter its arpen relative to 5.56mm?
And then I went with the same logic magnum pistol rounds use regarding certain high-power rifle rounds, assuming they have half the arpen the math would spit out otherwise:
Describe alternatives you've considered
Putting off the effort of planning this out until the weird cold snap the US is currently having stops draining my IQ.
Additional context
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