Posted: Fri Jun 28, 2013 11:43 pm
Analysing statistics is all well and good, but what statistics are you analysing and are they relevant.
If you look at it in the context of the game in question it isn't particularly halved. In FedCom a cruiser takes about 120 ish damage to kill through the front shield. More if you allow it to keep manouvering to bring new shields, reinforce etc. In ACTA a cruisers takes about 50-60 if you hit in one go whilst not boosted, more if boosted, and more if you allow it to repair shields between turns etc. The damage of a photon is 8 in FedCom, or about 6-7% of what it takes to kill a cruiser in one turn. In ACTA the raw damage of a photon is 4, or about 7% of what it takes to kill a cruiser in 1 go.
In terms of raw damage delivred per hit the photon and disrupter are pretty much bang on what they are in FedCom from that statistic. Maybe you are looking at another statistic, which may be valid.
But why are we bothered? Why the fixation on raw weapon damage numbers and hit rates. Neither of these are important in determining whether a game is balanced. What determines a games balance is the overall effect given the mechanics, or in this case how you take out ships, which is what we are normally trying to do.
In FedCom the only way to kill a ship is apply raw weapon damage. If a weapon says it does 8 damage then the ship takes 8 damage. There is no way of gaining extra beyond what the weapon chart said (ignoring Andro PA panels), and the possible loss of damage from directed skips is a players tactical choice. To take out that cruiser with 95 internals and 30 shields I have to simply keep hitting it until I have reached 120 points of raw damage input. If I fire overloaded photons at it I know that nothing less than 8 full overloads will do the job, because 7 * 16 is only 112.
In ACTA that is not the case. The fact that a photon does 4 and a disrupter does 2 but with a higher hit chance and fire rate is not the end of the story. Unlike FedCom those shields are very leaky, they seem far more like the trek you see on the screen where shields are holding at 30% but half of deck 3 and engineering have been lost etc. In ACTA the damage you inflict is only partly determined by the weapon line itself, you often gain extra damage due to the crit system, and you often inflict penalties due to the crit system.
A cruiser with with 28 shields and 28 hull may well not need 56 damage to kill it. Sure disrupters inflict twice the damage as photons, but so what? the raw damage output of the weapon does not tell me how me fast, or what chance I have to take out ships, and that is the key statistic.
Lets ignore the Fed vs klingon comparison for the moment and assume both have met the pernicous Kzinti. The Feline CA with 24 shield and 24 hull faces us with our 4 photons or 4 disrupters at our respective long ranges. The Feline is sedated and won't shoot back or do anything at all, and we can't be bothered using anything other than our photons or disrupters because that is what we are discussing.
The following takes accounts of most key critical chart aspects but there are few aspects I ignored for now (which would slightly favor the photon beyond what is shown). The numbers are based on a 100000 sample run so will have some degree of variation, but very minor.
Fed:
1 - 7.57 damage, 3.04 to hull, 0.51% kill chance
3 - 15.70 damage, 6.86 to hull, 4.46% kill chance
5 - 24.34 damage, 11.74 to hull, 13.85% kill chance
7 - 33.58 damage, 17.80 to hull, 27.74% kill chance
9 - 43.51 damage, 25.25 to hull, 42.61% kill chance
11 - 54.39 damage, 34.22 to hull, 57.31% kill chance
13 - 66.11 damage, 44.55 to hull, 70.09% kill chance
Klingon (assumed they fired on round 1 as well, but just showing every 2nd round):
2 - 7.97 damage, 2.26 to hull, 0.00% kill chance
4 - 15.88 damage, 4.65 to hull, 0.20% kill chance
6 - 23.91 damage, 7.39 to hull, 1.49% kill chance
8 - 32.11 damage, 11.36 to hull, 5.27% kill chance
10 - 40.86 damage, 17.86 to hull, 18.77% kill chance
12- 50.97 damage, 27.20 to hull, 50.97% kill chance
14 - 63.09 damage, 39.13 to hull, 82.31% kill chance
So against the Ship that is not defending, repairing or doing anything we see some interesting points. The disrupter and photon are doing about the same damage overall and they both go over the 50% kill rate on round '6' (12 for the disrupter). The photon is seeing its signature lucky strike aspect in those earlier chances of kills after just a couple of volleys whereas the disrupter has no great chance of a lucky early kill, but the disrupter shows it is consistent and when it finally wears the enemy down your kill chance shoots up, whereas the photon with its 'wonder weapon' streakyness is suffering from the bad rolls giving it lower kill rates at that point.
What about them both at short range:
Fed:
1) - 9.98 damage, 3.06 to hull, 0.53% kill chance
3) - 20.28 damage, 7.09 to hull, 5.02% kill chance
5) - 31.12 damage, 13.00 to hull, 16.15% kill chance
7) - 43.51 damage, 22.13 to hull, 34.96% kill chance
9) - 58.00 damage, 35.03 to hull, 59.09% kill chance
Klingon:
2) - 10.50 damage, 2.26 to hull, 0.00% kill chance
4) - 20.98 damage, 4.70 to hull, 0.26% kill chance
6) - 31.45 damage, 9.21 to hull, 1.94% kill chance
8 ) - 42.57 damage, 18.73 to hull, 20.34% kill chance
10) - 56.16 damage, 32.16 to hull, 74.61% kill chance
Same again, the very little difference in total damage, and again the photon shows its high variation with a chance to kill earlier, but equally a higher chance to not kill later. In other words pretty much as the source games.
But what happens if the Kzinti is madly shield boosting everyturn (these based on long range).
Fed:
Round 7 - 25.66 damage, 16.04 to hull, 24.73% kill chance
Round 13 - 50.14 damage, 34.96 to hull, 64.97% kill chance
Klingon:
Round 8 - 13.72 damage, 9.97 to hull, 4.07% kill chance
Round 14 - 27.73 damage, 20.34 to hull, 27.28% kill chance
The Fed is hardly affected in terms of kill rate, he was never relying on taking out the shield, but on the leaks and crits. The klingon however is badly affected, his kill rate drops from 82% to 27%, the bulk of his damage is shields and it is getting repaired rapidly. Whilst he still inflicted the same raw damage the all important ability to actually kill something is quite different. This in many ways is also like FedCom - a photon volley blows through one shield and deals damage whereas the sandpaper tactics of the disrupter ship allows the enemy to reinforce a higher percentage away, rotate and keep fresher shields bearing.
As an Anecdote, I was playing Gorn last night vs Klingon in FedCom. My HDD took the brunt of the klingon fire, but at the point the klingons surrendered it was still alive having taken 90+ shield damage (after whatever it had reinforced, maybe another 12 or so) which isn't bad for a ship that only has about 70 internals. Had it been facing Feds that wouldn't have happened barring really bad rolling by them - 2 cruisers with 8 photons would have likely blown through and mission killed it in one fell swoop.
I can't decide what you mean by that. If you mean literally that the photon in FC does 8 and in ACTA it does 4 I can only shrug my shoulders. It is a different game system with different mechanics and number scales.When the damage for heavy weapons was produced, basically damage was halved.
If you look at it in the context of the game in question it isn't particularly halved. In FedCom a cruiser takes about 120 ish damage to kill through the front shield. More if you allow it to keep manouvering to bring new shields, reinforce etc. In ACTA a cruisers takes about 50-60 if you hit in one go whilst not boosted, more if boosted, and more if you allow it to repair shields between turns etc. The damage of a photon is 8 in FedCom, or about 6-7% of what it takes to kill a cruiser in one turn. In ACTA the raw damage of a photon is 4, or about 7% of what it takes to kill a cruiser in 1 go.
In terms of raw damage delivred per hit the photon and disrupter are pretty much bang on what they are in FedCom from that statistic. Maybe you are looking at another statistic, which may be valid.
But why are we bothered? Why the fixation on raw weapon damage numbers and hit rates. Neither of these are important in determining whether a game is balanced. What determines a games balance is the overall effect given the mechanics, or in this case how you take out ships, which is what we are normally trying to do.
In FedCom the only way to kill a ship is apply raw weapon damage. If a weapon says it does 8 damage then the ship takes 8 damage. There is no way of gaining extra beyond what the weapon chart said (ignoring Andro PA panels), and the possible loss of damage from directed skips is a players tactical choice. To take out that cruiser with 95 internals and 30 shields I have to simply keep hitting it until I have reached 120 points of raw damage input. If I fire overloaded photons at it I know that nothing less than 8 full overloads will do the job, because 7 * 16 is only 112.
In ACTA that is not the case. The fact that a photon does 4 and a disrupter does 2 but with a higher hit chance and fire rate is not the end of the story. Unlike FedCom those shields are very leaky, they seem far more like the trek you see on the screen where shields are holding at 30% but half of deck 3 and engineering have been lost etc. In ACTA the damage you inflict is only partly determined by the weapon line itself, you often gain extra damage due to the crit system, and you often inflict penalties due to the crit system.
A cruiser with with 28 shields and 28 hull may well not need 56 damage to kill it. Sure disrupters inflict twice the damage as photons, but so what? the raw damage output of the weapon does not tell me how me fast, or what chance I have to take out ships, and that is the key statistic.
Lets ignore the Fed vs klingon comparison for the moment and assume both have met the pernicous Kzinti. The Feline CA with 24 shield and 24 hull faces us with our 4 photons or 4 disrupters at our respective long ranges. The Feline is sedated and won't shoot back or do anything at all, and we can't be bothered using anything other than our photons or disrupters because that is what we are discussing.
The following takes accounts of most key critical chart aspects but there are few aspects I ignored for now (which would slightly favor the photon beyond what is shown). The numbers are based on a 100000 sample run so will have some degree of variation, but very minor.
Fed:
1 - 7.57 damage, 3.04 to hull, 0.51% kill chance
3 - 15.70 damage, 6.86 to hull, 4.46% kill chance
5 - 24.34 damage, 11.74 to hull, 13.85% kill chance
7 - 33.58 damage, 17.80 to hull, 27.74% kill chance
9 - 43.51 damage, 25.25 to hull, 42.61% kill chance
11 - 54.39 damage, 34.22 to hull, 57.31% kill chance
13 - 66.11 damage, 44.55 to hull, 70.09% kill chance
Klingon (assumed they fired on round 1 as well, but just showing every 2nd round):
2 - 7.97 damage, 2.26 to hull, 0.00% kill chance
4 - 15.88 damage, 4.65 to hull, 0.20% kill chance
6 - 23.91 damage, 7.39 to hull, 1.49% kill chance
8 - 32.11 damage, 11.36 to hull, 5.27% kill chance
10 - 40.86 damage, 17.86 to hull, 18.77% kill chance
12- 50.97 damage, 27.20 to hull, 50.97% kill chance
14 - 63.09 damage, 39.13 to hull, 82.31% kill chance
So against the Ship that is not defending, repairing or doing anything we see some interesting points. The disrupter and photon are doing about the same damage overall and they both go over the 50% kill rate on round '6' (12 for the disrupter). The photon is seeing its signature lucky strike aspect in those earlier chances of kills after just a couple of volleys whereas the disrupter has no great chance of a lucky early kill, but the disrupter shows it is consistent and when it finally wears the enemy down your kill chance shoots up, whereas the photon with its 'wonder weapon' streakyness is suffering from the bad rolls giving it lower kill rates at that point.
What about them both at short range:
Fed:
1) - 9.98 damage, 3.06 to hull, 0.53% kill chance
3) - 20.28 damage, 7.09 to hull, 5.02% kill chance
5) - 31.12 damage, 13.00 to hull, 16.15% kill chance
7) - 43.51 damage, 22.13 to hull, 34.96% kill chance
9) - 58.00 damage, 35.03 to hull, 59.09% kill chance
Klingon:
2) - 10.50 damage, 2.26 to hull, 0.00% kill chance
4) - 20.98 damage, 4.70 to hull, 0.26% kill chance
6) - 31.45 damage, 9.21 to hull, 1.94% kill chance
8 ) - 42.57 damage, 18.73 to hull, 20.34% kill chance
10) - 56.16 damage, 32.16 to hull, 74.61% kill chance
Same again, the very little difference in total damage, and again the photon shows its high variation with a chance to kill earlier, but equally a higher chance to not kill later. In other words pretty much as the source games.
But what happens if the Kzinti is madly shield boosting everyturn (these based on long range).
Fed:
Round 7 - 25.66 damage, 16.04 to hull, 24.73% kill chance
Round 13 - 50.14 damage, 34.96 to hull, 64.97% kill chance
Klingon:
Round 8 - 13.72 damage, 9.97 to hull, 4.07% kill chance
Round 14 - 27.73 damage, 20.34 to hull, 27.28% kill chance
The Fed is hardly affected in terms of kill rate, he was never relying on taking out the shield, but on the leaks and crits. The klingon however is badly affected, his kill rate drops from 82% to 27%, the bulk of his damage is shields and it is getting repaired rapidly. Whilst he still inflicted the same raw damage the all important ability to actually kill something is quite different. This in many ways is also like FedCom - a photon volley blows through one shield and deals damage whereas the sandpaper tactics of the disrupter ship allows the enemy to reinforce a higher percentage away, rotate and keep fresher shields bearing.
As an Anecdote, I was playing Gorn last night vs Klingon in FedCom. My HDD took the brunt of the klingon fire, but at the point the klingons surrendered it was still alive having taken 90+ shield damage (after whatever it had reinforced, maybe another 12 or so) which isn't bad for a ship that only has about 70 internals. Had it been facing Feds that wouldn't have happened barring really bad rolling by them - 2 cruisers with 8 photons would have likely blown through and mission killed it in one fell swoop.