Accuracy fixes #3559
Comments
Safety0ff edited the issue description |
Safety0ff commented See the comment I added on github. Also the code isn't self explanatory, so please add comments. |
Iluvalar commented Done. Again thx for the help on IRC. |
Staff commented Check the style guide, and rebase your work to squash your commits, then finally, make patch serial, and attach it. |
anonymous@... commented The patch doesn't make any sense. WTF is this shit?! |
Iluvalar uploaded file Is that right ? |
vexed commented That is a patch serial, yes. |
truthful_one@... commented This is a completely twisted and nonsensical approach to weapon accuracy, this patch will never get accept as is. |
Iluvalar commented Replying to Warzone2100/old-trac-import#3559 (comment:6):
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vexed commented This would seem to change balance in a rather big way. |
Iluvalar changed _comment0 which not transferred by tractive |
Iluvalar commented Replying to Warzone2100/old-trac-import#3559 (comment:8):
hmm, between 3% to 20% accuracy change in a non-continuous manner. Which can be serious yes. But please, note that this is a bug caused by the watermelon projectiles changes. It was not there in 2.3 where most of our stats files and balance come from. It's a FIX that should be made in 3.1 as well. |
vexed commented Replying to Warzone2100/old-trac-import#3559 (comment:9):
Ever heard of the phrase that the cure is worse than the disease ? There is no way we can redo all balance in time before the RC build. |
Iluvalar commented Replying to Warzone2100/old-trac-import#3559 (comment:10):
That's exactly my tought as well. Except NoQ's last balance proposal was fixing things that were already there in 2.3 a long time ago. He had reason to assume how the accuracy was wrong and how to fix it. We still have a balance that is mostly 2.3 compatible and this fix is bringing the accuracy to what it has always been. It is a fix, not an improvement proposal ! |
Iluvalar commented Just in case you missed me. I repeat it's a BUG. It can turn a 70% accuracy into 100%. Having an unwanted effect as strong as the weapon modifiers. It must be fixed. |
Stratadrake commented Having heard Illuvalar's description in the forums I agree this indeed looks like a BUG. In detail:
The flaws:
For example, if I'm using a weapon with 50% accuracy, then we know that half of all shots have a 100% chance to precisely hit the target. The other half may land up to 50 distance units (about 1/3 sq.) from the target. Sounds good on paper, right? Except that if the target has a radius of 25 distance units, about 50% of misses will accidentally land inside its hitbox and "hit" the target. If the target has a radius 50 or greater, 100% of misses will accidentally land inside its hitbox and still "hit". If all this is correct, this is indeed a bug because it artificially inflates weapon accuracy over the stated values, even though it is not necessarily gamebreaking. |
steve commented Replying to Warzone2100/old-trac-import#3559 (comment:12):
It looks fine (i.e. "realistic and playable enough") to me that a weapon with x% accuracy will land x% of the shots where supposed and actually hit the target, and that a very large target might still be hit by a large fraction of the deviating shots. Moreover, "miss" shots behind the target should not be a problem for those indirect weapons, where shots behind the target are also misses regarding collision tests. Suggestions:
Better alternatives probably require a mayor change of the range-accuracy mechanics. Balance could be regained by tuning base accuracy, miss scatter, rof, etc. |
Stratadrake changed _comment0 which not transferred by tractive |
Stratadrake commented I agree that forcing a (direct-fire) miss to land "right" or "left" of the hitbox may create extreme scatter if the target is large (or close) enough. However there is always the possibility of the shot coming up short of the target... |
Iluvalar commented You are missing an important point Steve. It's not a nice progressive function that make bigger target easier to hit like you seem to expect. It's just an ugly abrupt bug that suddenly and -for what we care- randomly give an 100% accuracy to weapons that had previously 70% with another similar body. I'm open for hopeless discussion about how we could make the accuracy affected by target size, but what I'm fixing now is just a plain bug. |
steve@... commented Yes, the current behavior is really bad. That is why I suggested accepting part of your proposed solution, which should suffice to fix the bug for now. |
Stratadrake commented I did some testing with a simple weapons mod, here are my results:
So yes this is a bug in the current behavior that causes weapons to be noticeably more powerful than they should be, however unlike Iluvular says I am not seeing unit size make a significant difference, only base accuracy. I agree with steve though that the simplest fix is to make the "scatter" deviation vary proportionally with actual range to target. Instead of scatter being some X distance across all ranges, make it be some (X * range) distance. The only question is what's a good proportion.... |
Stratadrake commented I have a proposal for a simpler, alternate fix: Do not attempt to "force" a hit to hit or a miss to miss. Instead, only make sure that a "hit" actually strikes the target hitbox. All projectiles still explode on the first thing they physically contact, but only a "hit" will inflict full damage - a "miss" cannot (no exceptions), though it can still inflict a blast radius or incendiaries if the weapon has them. |
iluvalar commented Sorry but when do you guys plan to fix that game breaking bug already ? |
crab_ commented Replying to Warzone2100/old-trac-import#3559 (comment:20):
Hello Iluvalar. Current balance tuned to current wrong accuracy algorithm. |
iluvalar changed _comment0 which not transferred by tractive |
iluvalar commented Hello Crab. Can't stress that too much, the current 3.1 accuracy and the master accuracy system are both IMPOSSIBLE to balance. In 3.1 weapons that should improve from say 55 to 60% accuracy suddenly jump at 100% accuracy. The threshold vary with different targets and range but most weapons meet the criteria at some point during the game. So it's a random increase of 66% of their dps. There is no way to balance that. Only the very last patch you made with NoQ was 3.1 specific. The previous was from observation still valid in 2.3. And that patch was somewhat conservative so it wouldn't be a big issue to either maintain it and fix at the next balance or else revert that single last balance change. I'm unsure what is the state of accuracy in master, but it most likely require such patch as well. Of course it's a 2 yo patch now. So someone will have to read it and apply it correctly. But it's just a few small code change. |
Berserk Cyborg changed status from |
Berserk Cyborg changed resolution from `` to |
Berserk Cyborg commented Fixed in 44eb5e4201ba5fd63d1286bc0ea5a59030d1ec2b. |
keyword_accuracy
keyword_miss
resolution_fixed
type_patch (an actual patch, not a request for one)
| by IluvalarFix : Game engine stop trying to "miss" through the target. In a 90° arc behind.
Fix : Game engine stop trying to "miss" inside the hitbox.
Improvement/Realism : Missed shots distance vary, in respect with range, weapon accuracy and the random seed. More misses will fall closer to the target. (no more fixed misses circles looking odd around the target).
see : https://github.com/Iluvalar/warzone2100/commits/3.1-accuracy
Issue migrated from trac:3559 at 2022-04-16 09:54:14 -0700
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