Author Topic: Request from number crunchers  (Read 3413 times)

Offline laxrulz777

  • Full Member
  • ***
  • Posts: 104
Request from number crunchers
« on: November 12, 2009, 01:30:36 pm »
Would it be possible for someone to produce a ship vs. turret chart for easy reference. I'm tired of getting the message that i'm being attacked by 200 raiders and then having to leaf through the turrets to compare the stats.

Something like this would be very helpful:

Ship: Best, 2nd Best, 3rd Best
Bombers: Lightning Turret, Basic Turret, Missile Turret
Cruisers: Laser Turret, Missile Turret, MLRS Turret
etc

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
Re: Request from number crunchers
« Reply #1 on: November 12, 2009, 02:22:35 pm »
Numbers crunched. Let me know if there's anything else you need. http://arcengames.com/communitywiki/index.php?title=Turret_Relative_Strength_Charts

I have an app for doing these tables, but it's written in Xcode and hence won't run on Windows.

Offline Alex2290

  • Jr. Member
  • **
  • Posts: 58
Re: Request from number crunchers
« Reply #2 on: November 12, 2009, 02:33:08 pm »
Could you explain what the __s means? Like 2s, >500s, etc

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
Re: Request from number crunchers
« Reply #3 on: November 12, 2009, 02:36:03 pm »
Sure. I've pasted the explanation used on the other pages to the top of that one, too.

"This page shows the Relative Ship Strengths of the basic ship types in AI War. Ships in red are attacking, ships in green are defending.  Each cell shows a time in seconds, plus a percentage.  The time is how long the battle between the two ship types lasts, and the percentage is how much health the winner has left at the end of the encounter.  Encounters that the attacker wins are shown as red, encounters that the defender wins are shown as green. Encounters that are a stalemate (which take more than 500s and are still not resolved) are shown as ">500s" in their cells.

Note that the statistics take into account the ship cap of each ship type. Simulation battles take place with the number of each ship type in the same ratio as their ship caps. For example, Fighter Is will fight Bomber Is 1v1, but there will be more Laser Gatling Is than Fighter Is in the simulation battle between those ship types."

Offline Kjara

  • Hero Member Mark II
  • *****
  • Posts: 822
Re: Request from number crunchers
« Reply #4 on: November 12, 2009, 03:54:45 pm »
From that list, are laser turrets still too good? :)  I'm pretty sure that simulation doesn't even consider the massive range of the lasers(just its high hps and reasonably high dps).

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
Re: Request from number crunchers
« Reply #5 on: November 12, 2009, 03:57:42 pm »
From that list, are laser turrets still too good? :)  I'm pretty sure that simulation doesn't even consider the massive range of the lasers(just its high hps and reasonably high dps).

You're correct that range isn't a factor in the simulations; all units spawn in close proximity.

Offline laxrulz777

  • Full Member
  • ***
  • Posts: 104
Re: Request from number crunchers
« Reply #6 on: November 12, 2009, 04:00:36 pm »
From that list, are laser turrets still too good? :)  I'm pretty sure that simulation doesn't even consider the massive range of the lasers(just its high hps and reasonably high dps).

It's not that much better than missiles (the other unlockable turret).

Offline Kjara

  • Hero Member Mark II
  • *****
  • Posts: 822
Re: Request from number crunchers
« Reply #7 on: November 12, 2009, 04:09:40 pm »
Missiles have even higher hps though(good for staying alive and looking good on that chart, not as useful for defending a different target), and tends to be a bit slower at killing things, as well as having lower range.  Yeah, Missiles are good as well(though slightly odd, I tend to throw them in front of my MLRS/Basics(which I find wierd since they are higher range) to take hits), but not nearly as overall good as the lasers.

I'm always slightly confused that the two short range turrets have low hps, and the two long range turrets  have high hps.

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: Request from number crunchers
« Reply #8 on: November 12, 2009, 05:51:09 pm »
I would actually sign on that part - why short ranged towers that are meant to be shot at have much less hp than very large range turrets?

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Request from number crunchers
« Reply #9 on: November 12, 2009, 06:11:17 pm »
I bet that was deliberately done to annoy me with the wretched Missile Launchers, having always surviving the longest against my Colony Ships.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
Re: Request from number crunchers
« Reply #10 on: November 13, 2009, 08:51:14 pm »
Data updated to match 2.0. Damage bonuses are now shown.

http://arcengames.com/communitywiki/index.php?title=Unit_Types_and_Tactics
« Last Edit: November 13, 2009, 08:53:00 pm by Revenantus »