Reduce Belter's ints mass

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Koln
Posts: 2769
Joined: Sun Mar 01, 2009 11:26 am
Location: Granada, Spain

Post by Koln »

[X]have you written it down and thought about it
[ ]have you asked someone who may know more about it than you for their opinion
[X]have you done some forum research on the topic
[X]are you up to date on what is going on
[X]do you have an understanding of balance in allegiance
[ ]have you participated in conversation on another topic where someone complimented you on good data
[X]have you ever used ICE
[X]have you ever read the CC changelog
[ ]can you list at least 5 people who respect your opinion

I don't completly fulfill Psy's steps to post in the CC forum but anyway i'm gonna post it. We rarely see belters exp used, and when they're used people complaing about ints being unflyable and hardly ever they win games (and when they do it's by relentless sacrifice of their pilots. They die quickly to other ints and can't be used to defend so well because of how easy is to overboost with them (voob excuse) or how hard is to switch direction with them to get down the next nan (vet excuse). So I've done some numbers about it.

This is a table of small craft masses and hulls comparing belter's to the standard value (being the standard that of IC):

Code: Select all

Ship    Standard    Belters    Difference

Int       20        34        +70%
Fighter   36        64        +77%
Scout     40        60        +50%
SF        60        90        +50%
SB       120        180       +50%
Belter's fig mass is increased in a greater percentage than that of the ints, but belters figs have 300 more hull than the other figs (plus faction modifiers) and makes up or the lack of shields. Also, SFs and SBs have 150 more hull and scouts have 300 more, which also makes up for the lack of shielding.

However ints doesn't carry shield so belter's int base hull is the same as other faction's and the only modifier is the faction modifier and with only 10% more hull than standard (1.05 for Belts, 0.95 standard) i think it doesn't make for the lack of agility and accel due to having 70% more mass. Also belter's ints have 340 max thrust, which is only 12% more than the rest of ints (300 for them) and doesn't compensate for 70% more mass.

My suggestion is reducing belter's ints mass to 30, which would be 50% more than other factions (as scouts, SFs and SBs have), leave max thrust as it is and adjust turn torques to match the new mass (i see they have 70% more turn torque too, so if mass is 50% more turn torques would be 188.496).

This would make it easier for belters ints to do things like defending from a bomber run (where you need accel to close to the nans quickly and not get hit) or orbiting a miner while shooting it more like other ints do. Also they still are easier to hit than other ints because of lower accel (and that hit box that perfectly fix all ints gunmounts).

If you think mass should remain untouched, they should be done harder to kill. I suggest adding 50 more mass to ints and hvy ints, which is around 7% more base hull for them. Not a big deal, but could make a big difference. For example, it would take about one second more (half a second with perfect aim) to take down one of those with a mini2 int, so you give your bomber 1 more second per nan to blow the base.

Anyway, survivability of belts ints is not what makes them aweful to use, but their poor accel due to hvy mass. So i would rather go for lower mass or just leave them as they are.
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Image ACS grad since 2nd Feb. 2010
Adept
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Location: Turku, Finland

Post by Adept »

Seconded. If anything, Koln's suggestion may not go far enough. Then again, the option to load missiles gives some small benefit.

Belter ints are almost ok in a 1 on 1, but they are horrible for doing the actual job of interceptors. Having thrown myself at spidey's enemies in that 3 hour game, I'm sure he has some feel for the problem now.

One part of the fix could be giving belts light ints as soon as the exp builds.
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<bp|> Maybe when I grow up I can be a troll like PsycH
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pkk
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Location: Germany, Munich

Post by pkk »

Koln wrote:QUOTE (Koln @ Feb 24 2010, 03:51 PM)

Code: Select all

Ship    Standard    Belters    Difference

Int       20        34        +70%
Fighter   36        64        +77%
Scout     40        60        +50%
SF        60        90        +50%
SB       120        180       +50%
Everything is fine if you use thrust-to-weight ratio (trust/weight):

Code: Select all

Ship    Standard    Belters    Difference

Int       15        10        -33%
Fighter   25        16        -36%
Scout     30        20        -33%
SF        36        24        -33%
SB        18        12        -33%
Fighter has a higher nerf, because of rounding.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Koln
Posts: 2769
Joined: Sun Mar 01, 2009 11:26 am
Location: Granada, Spain

Post by Koln »

pkk wrote:QUOTE (pkk @ Feb 24 2010, 04:52 PM) Everything is fine if you use thrust-to-weight ratio (thrust/weight):

Code: Select all

Ship    Standard    Belters    Difference

Int       15        10        -33%
Fighter   25        16        -36%
Scout     30        20        -33%
SF        36        24        -33%
SB        18        12        -33%
Fighter has a higher nerf, because of rounding.
That is so right :blush: .

However ints are the ship that notices more the nerf since their main ability should be accel. Figs are compensated by 300 more hull (instead of 150 more hitpoints of ss1 for example) and SFs, scouts and sbs doesn't need that much accel they don't notice the lack of shields so much. They could use the adjustment on mass.

Anyway i doubt now and i don't know if it would be better to keep that consintency on the numbers or to modify ints :unsure: .

PS. btw, if someone's interested, by my numbers (30 mass, keep thrust as it is) ints would have -24% thrust-weight ratio instead of -33%.
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Image ACS grad since 2nd Feb. 2010
Icky
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Post by Icky »

The bigger issue with belter ints is that their hitbox is roughly the size and shape of a big yellow schoolbus.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
NightRychune
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Post by NightRychune »

Trying to kill a nan train of mass 20 or 25 Belter hvy ints that are boosting and flying evasively while nanning would be a nightmare for your average voob team and would make them very, very overpowered.
Death3D
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Post by Death3D »

Also, what's probably most broken is the fact that (IIRC, don't have alleg installed and hence no ICE) is that BELTS figs have 1.0 sidethrust (and I think backthrust too?) so the added mass has only an effect in going forward (but you have booster! with extra fuel!), so effective sidethrust use nullifies the effect of the added mass. Sure they accel slower even on sidethrusts, and correct me if I'm wrong, but slower acceleration to a higher top speed does not equate reaching let's say, 20 mps at around the same time as a guy with (slightly) higher accel but lower top speed?

Belter ints on the other hand, are the same as any other int, which is also 1.0 sidethrust. No added benefit. Whilst a normal int can dodge bullets because they have a somewhat decent weight with a 1.0 sidethrust mod, a heavier belt int reacts WAY slower because of the added weight and no extra help on the sidethrust mods.

I guess the problem with the faction is that it has two features that are countering each other leaving it with little disadvantage for one tech path (sup) which are the added side/back thrust capabilities (thinking of it as moveable thrust streams in their ships which fits teh faction, rather than little ones like any other faction) and the added weight (which fits the faction in that they're makeshift ships, not very well designed from the get-go but with added features because of on-the-go additions).

However, fixing sup to make it more in-line with the rest would make em less fun to fly and leave Belts in a bind against all offense.

So, options:
- (proposed) decrease belt int weight
- Increase belt int side/backthrust mod
- Decrease Belt fig side/backthrust mod to something a lil more reasonable
- Leave everything as is with the excuse that it's a techpath not designed vs. Ints, but rather using the strength vs. other faction's figs/sf... or that the crappy enh tech ("for not a long time, if you play them right") makes up for the adv tech, where you can basically bomb vs anything you have reach to, with belts hvy nans.

Edit: Bolded word added for clarification
Last edited by Death3D on Wed Feb 24, 2010 5:38 pm, edited 1 time in total.
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Sushi
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Joined: Sat Oct 30, 2004 7:00 am

Post by Sushi »

I vote leave them as they are. Belt ints are harder to use normally, but they have extra perks (missiles, heavy int nans) that make up for it.
Icky
Posts: 1436
Joined: Sat Jan 21, 2006 8:00 am

Post by Icky »

Please don't reduce the weight. Some of my fondest memories are of ramming giga bbrs in belt hvy ints and seeing them fly back about 1k.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

All who want to keep belter ints as they are should try flying them in real (preferably exp vs. exp) games. The novelty soon wears off :P

Good comment on the school bus hitbox. It's not so bad head on, but in a furball you're a huge, slowly accelerating target.
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
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