Rix Hvy Scouts

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Dengaroth
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Post by Dengaroth »

Noir wrote:QUOTE (Noir @ Jul 14 2006, 10:57 PM) Honestly, I'll take a Belters Hvy Scout (armor, manuvering, boosters) or a Dreg Hvy Scout (speed, missile perks) over a Rix Hvy Scout for almost every situation in the game, even in most heads up battles.
Dear Noir,

Play more with even teams.

p.s. what you're suggesting is suicide, at least until you actually bother to fix the whole exploding dual missiles thing... and probably even then. Dual seekers + gatt vs MiniAC isn't a comparison at all (especially considering rix faction bonuses).
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Terralthra
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Post by Terralthra »

guitarism wrote:QUOTE (guitarism @ Jul 15 2006, 07:23 AM) Played a game today VS GT sup. GT's missile blew our Hvy Scouts apart. Then they got Stangs and REALLY killed us.

I tihnk that HVy scouts are fine, except for the insane ammo clip, and that it just takes a team of reasonable intelligence to combat them.
So, all it took to blow apart your Hvy. Scouts with Mini-AC and a Mini-AC turret, 250 HP, was a ship with Mini-AC, full-AC turret, 800 HP, and hunters?
Gandalf2
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Post by Gandalf2 »

dear TB,

yes I log onto TS. Yes Noir has been there. No, looking at faction win percentage and "balancing" on that doesn't count.

But it's Noir's core, he can do whatever he wants.

Thanks and goodnight!
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spideycw - 'This is because Grav is a huge whining bitch. But we all knew that already' Dec 19 2010, 07:36 PM
Pook
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Post by Pook »

Terralthra wrote:QUOTE (Terralthra @ Jul 14 2006, 07:11 PM) So, all it took to blow apart your Hvy. Scouts with Mini-AC and a Mini-AC turret, 250 HP, was a ship with Mini-AC, full-AC turret, 800 HP, and hunters?
Correct. The perfect counter to cheese is jalapeno cheese.

The counter to jalapeno cheese is monterey jack.

/mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
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TheBored
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Post by TheBored »

Gandalf2 wrote:QUOTE (Gandalf2 @ Jul 14 2006, 05:12 PM) dear TB,

yes I log onto TS. Yes Noir has been there. No, looking at faction win percentage and "balancing" on that doesn't count.

But it's Noir's core, he can do whatever he wants.

Thanks and goodnight!
Dear Gandalf,

I'm sorry that I never recall you on TS, maybe you need to do so more often and actually get in a conversation with Noir. Yes, balancing on win percentage counts. If rix Hvy Scouts were so uber, why doesnt rix win more? Or is it that some people just cant aim?

Thanks and goodnight.
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
guitarism
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Post by guitarism »

Terra, they scouts were getting punished by the ADV figs by that point too. Barr got smart, but a R station and got lasers.

I seriously think It's the com's fault if he doesn't give a team tech to counter HVy scouts. Go Exp, and murder the hvy scouts.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
CronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forum
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Dengaroth
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Post by Dengaroth »

TB, I've always thought very highly for you. That's the single reason why I'm writing this post despite promising myself to give up on trying to explain the issue. Hope you actually bother to read it and think about what I'm trying to say.
_SRM_TheBored wrote:QUOTE (_SRM_TheBored @ Jul 15 2006, 03:18 AM) Yes, balancing on win percentage counts.
Yes, it does. Noir doesn't interpret the data right though. Why?

Because people aren't stupid.

Let me explain:
Performance of a faction isn't binary {win, lose}, it's n-ary {against fac 2, against fac 3, ... , against fac n-1} (yes, I'm on a layer of abstraction where settings are not considered, for simplicity). What Noir's method is doing is merging all performances of a given faction into one number. What this leads to is that imbalances tend to be obfuscated. Why? Here we're coming to the "people aren't stupid" part. Let me give you an example: Let's consider a situation where we have 4 factions (let's call them IC, Dreg, Bios and Belters) Two of them are "strong factions" (IC, Dreg), two are "weak factions" (Bios, Belters) (just labels of a set for ease of reference) Let's take it for a fact that a "strong faction" always beats a "weak faction" (remember, we're working on an abstract model here - in reality, extreme skill imbalance actually has a shot at turning this around). Two factions from the same category are "perfectly balanced" (they have good games against each other, they're different but equally matched in strength, you know the drill).You won't detect this with Noir's method. Why? Simply because the "cross-cathegory" matchups won't show up as much as the "same cathegory" games will (aka the "blegh... dreg vs ic again?" syndrome)... because most players aren't masochists. Every now and then, a newbish comm, a masochist, or someone severely stacked will take a "weak faction" against a "strong faction", but the games will be few and far between (people don't like to be humiliated when they're playing). Therefore, IC's win percentage (under Noir's system) will consist of more ic-dreg games than ic-bios or ic-belters. Because those are actually balanced, they will push the overall win ratio of the faction into the 40-60% range. The occasional "strong vs weak" games will be too few to push it over.

It should be obvious that a system like this won't have "unbalanced win percentages" under Noir's method of interpretation, despite the fact that there's a problem (66% of the possible matchups are actually pre-determined). When faction A is really strong, people will find the one thing that has a reasonable shot at beating it, and then play that matchup whenever someone goes faction A. There will be a slight fluctuation in the overall win ratios as the imbalance is introduced/discovered, but as a counter is found and people will play B whenever the enemy goes A, the overall percentage will slowly go back to normal.

-------------------------------------------------

Ok, so now that I've written 4 paragraphs about how much the current interpretation method sucks, I should probably propose something better, right?

Well, it's simple, really.

Code: Select all

Faction A
-----
Games vs Faction B   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction C   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction D   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage

Faction B
-----
Games vs Faction A   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction C   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction D   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage

Faction C
-----
Games vs Faction A   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction B   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction D   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage

Faction D
-----
Games vs Faction A   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction B   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
Games vs Faction C   |   Total number   |   Won   |   Lost   |   Drawn   |   Percentage
A table like this is feasibly reachable from the data the system is gathering. Once you have it, what you're aiming for is a rating within the 40-60% interval in every line (i.e. every matchup). Once you achieve that, only then will "the win percentages say it's balanced".

(the Total Number column is there because obviously, the accuracy/relevance of a given percentage increases significantly with more plays... so you could set an arbitrary threshold, say, 20 games, before you act on a percentage).

Creating an interpretation system that gives you tables like this shouldn't be overly hard. If there's interest, I can create one over the summer vacation. I just didn't see the point until now, as everyone refuses to see why Noir's current data interpretation is flawed.

p.s. once the basic framework (the above) is done, I'd probably expand it further, providing a breakdown by settings for each matchup. That would make the system considerably resistant to results skewed due to stacked settings.

p.p.s. the second upgrade I'd implement would probably be a breakdown by team ELOs and Commander win rates.
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Your_Persona
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Post by Your_Persona »

:Clap:

Thank god for another sane person.

:Thumbsup:
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CronoDroid
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Post by CronoDroid »

I don't understand why you people are getting into this long-winded argument.

Any competent pilot should be able to pod a turreted RIXX Hvy Scout in a Dreg Lt Int (I did, Tiger was driving, plus our team, myself included, could easily handle such greats as Noir, Defi, SPIDEY in their RIXX Hvy Scout), and vice versa.

The REAL problem is the immense combat endurance. Being able to sit in their home and pod ~10 people with one clip (or four miners + their repsective D's) is stupid. Lower their ammo and get better miner killers on your teams.

No other real problem as a few people have already pointed out.
TheBored
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Post by TheBored »

Very interesting post Denga. I now finally see why you keep claiming that its not balanced. I agree with you to a point. I won't bother describing further though. Good post /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

To relate it to this topic though, I still don't see a huge problem with Rix scouts. Yeah, they are powerful.... but so are all Hvy Scouts. Maybe I can aim? My favorite argument is "If you are dumb enough to go against a turreted Hvy Scout alone, you are just a dumb ass".

Which brings me to my response to CD:
CronoDroid wrote:QUOTE (CronoDroid @ Jul 15 2006, 03:03 AM) I don't understand why you people are getting into this long-winded argument.
Because some of the people in this thread feel that Rix scouts are overpowered and some feel that they are fine the way they are. You on the other hand don't really understand balance yet because you have only been playing for 9 months (and that assumes you have played the whole time), so you decide to come in here and lie so you can play the "I've got the huge internet penis" game. Sorry to keep using that phrase, but it really fits here.

QUOTE Any competent pilot should be able to pod a turreted RIXX Hvy Scout in a Dreg Lt Int (I did, Tiger was driving, plus our team, myself included, could easily handle such greats as Noir, Defi, SPIDEY in their RIXX Hvy Scout), and vice versa.[/quote]There are 3 valid responses to this post.Okay, stop lying to yourself.You don't get credit for killing the turreted scout if he wasn't even firing back. This means if he was already in a dogfight and you came in and got the kill, that doesn't mean jack.You put spidey in all caps like he is a better scout pilot than Noir or Defi. Just STFU.QUOTE The REAL problem is the immense combat endurance. Being able to sit in their home and pod ~10 people with one clip (or four miners + their repsective D's) is stupid. Lower their ammo and get better miner killers on your teams.[/quote]I may be wrong here, but that just sounds wrong. I wish I could DL TEK, but the link is broken right now for some reason. I would doubt that a scout could kill 4 miners and its defense. Can anyone with TEK please figure this out real quick? How many miners could be killed with a clip of ammo on a rix heavy scout?

TB

P.S. - I'm waiting for the "1 d0nt c4r3 wh4t y0u s41d, 1 k1ll3d t1g3r 1n my l1ght 1nt" response.

EDIT: Yay for Google spell check /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by TheBored on Sat Jul 15, 2006 11:43 pm, edited 1 time in total.
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
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