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Frigate/Capital stopAndFaceTheTargetDelay #290

Open Novaras opened 4 years ago

Novaras commented 4 years ago

These are improvements to ion frigs attack script: frontal_frigate.lua

inRangeFactor = 0.85 -> 0.9 (edit, skip)
stopAndFaceTheTargetDelay = 1.0 -> 0.0

Audit/review other frigs/capitals and do the same improvements.

Novaras commented 4 years ago

have tested a bunch here - final logs though:

inRangeFactor = 0.85 -> 0.9
flyToTargetBecauseItsMovingAwayDelay = 1.0 => 0.8
stopAndFaceTheTargetDelay = 1.0 => 0.65

Finally hgn ions and hmf can split their matchup - hmf wins by a small margin still

old_state.txt perfection.txt

https://github.com/HW-PlayersPatch/Development/pull/304

cloaked2222 commented 4 years ago

Definitely Skip

I just realized inRangeFactor needs to stay 0.85. Otherwise when you stick them in a formation, the center frig moves into 0.9 range and the frigs on the edge of the SG/formation are stuck outside of attack range. 0.85 also ensures your in a better position to kill multiple targets. After you kill your first target, you don't want your ships to have to move again if the next target is just a bit out of range.

I would leave flyToTargetBecauseItsMovingAwayDelay alone, as its like an auto-counter to kiting micro. I also don't want my ships suiciding into the enemy too quickly. I'd rather have that delay for when I want them to pull and not chase. If I'm committing to an attack, I'll already be moving my units towards the enemy.

Eventual Improvement

Lowering stopAndFaceTheTargetDelay is a good idea. It should be applied to all frigs/capitals as needed. It appears the "frontal_frigate" attack style is used by many frigs, not just ion frigs. While the "frontal" attack style is used by many DDs/Cruisers. Unfortunately this also seems to have a much bigger affect on balance than I realized… This isn't build 14. Eventually I'd prefer a shorter delay, but not sure I want to rebalance frigs vs corvs either…