UFO:Alien Invasion

General => Discussion => Topic started by: H-Hour on August 08, 2013, 12:10:33 pm

Title: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on August 08, 2013, 12:10:33 pm
As part of our ongoing efforts to rebalance the campaign for 2.5, I've just pushed some changes (https://github.com/ufoai/ufoai/commit/525639a70f8ee9e86a5e6ba3665d4b3d12a5162e) to how soldier experience points are gained and how stat growth is calculated for these experience points.

These changes may be disruptive to ongoing campaigns.

Updating your copy of the game to after these changes will apply the new stat calculations to your soldiers, who have accumulated experience points under the old system. As a result, your soldiers will likely become much more powerful after their first combat mission. Using my own late-game save as a test, I found the following stats saw dramatic changes:


The rate of growth for stats has been adjusted, along with the number of UFOs you are likely to face, so new games should not have these balancing problems. If you're early in your 2.5-dev campaign, the effect should be minor and I would suggest updating and continuing to play.

Further refinements are in the pipeline with regards to how accuracy and speed are calculated, but these should not prove as disruptive. The accuracy calculations have now been adjusted so that high stats have more impact on improved accuracy.

You can read the rationale and data behind these changes in the proposal in our wiki (http://ufoai.org/wiki/Proposals/Stats,_Experience_and_Mission_Count_in_2.5-dev).
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on August 17, 2013, 12:27:48 pm
I have some feedback for you. I scrapped my last game (a bugged bomber mission was tanking my world happiness rating) and recompiled. This is from playing on the Hard setting, the format is

Role, Strength, Speed, Accuracy, Mind, CC, AS, SN, EX, Health, Kills.

Code: [Select]
Rol  St  Sp  Ac  Mi  CC  AS  SN  EX  Hp  Kill

team 1 @ 10 missions (July 9th, 2084)
1sn  45  33  49  50  29  24  51  17  114  08
2as  50  37  42  50  21  49  22  27  109  05
3ex  54  30  38  44  35  23  28  49  110  06
4sn  40  38  41  46  28  21  44  34  118  06
5ex  50  29  32  52  25  23  34  45  118  06
6sn  53  33  42  48  32  27  50  29  122  09
7ex  53  33  39  40  18  26  25  45  109  07

team 1 @ 20 missions (August 15th, 2084)
1sn  48  37  56  60  29  24  66  22  123  18
2as  53  40  49  62  21  67  22  29  120  15
3ex  57  34  43  51  35  23  28  61  117  11
4sn  44  42  48  53  28  21  59  34  128  11
5ex  53  33  36  60  25  23  34  54  124  11
6sn  55  37  49  57  32  27  64  31  132  18
7ex  56  36  43  47  18  26  25  55  116  11

team 2 @ 5 missions (July 9, 2084)
1as  35  20  35  41  22  44  21  22  119  05
2sn  39  23  30  43  17  21  37  16  108  03
3sn  44  21  35  33  20  20  42  15  115  04
4sn  39  30  32  45  24  17  42  17  115  04
5ex  44  25  28  32  24  20  21  31  112  02
6ex  43  29  35  39  16  16  19  40  119  05
7ex  44  25  34  33  21  23  23  38  116  03

team 2 @ 11 missions (August 15th, 2084)
1as  38  24  41  49  22  56  21  22  126  11
2sn  42  27  36  52  17  21  49  16  115  10
3sn  47  25  39  39  25  20  49  15  120  08
4sn  42  34  38  51  24  17  52  25  112  08
5ex  47  29  34  10  24  20  21  46  120  06
6ex  KIA
7ex  47  28  41  40  21  23  23  56  125  07
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on August 17, 2013, 05:32:42 pm
Thank you Telok. Can you please remember to check back in again with some numbers at 30 and 40 missions?
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on August 18, 2013, 01:56:47 am
Beta tester a go-go!
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: heisenbug on August 21, 2013, 10:26:21 pm
Here you are the stats of my soldiers, at August 5th.

In contrast with Telok I'm using at the moment a single team on the first base, with rotation of the wounded soldiers. So, the number of missions performed is reported for each of them.
I'm literally in love with my Senior Warrant Officer. She likes to move in the battlefield without armor, and can perform two aimed shots in a single turn with 70%-90% accuracy at medium distance! Also the increased mobility of the close-quarter gunners is awesome, and the possibility of the assault solders to do a full auto, move and keep a snap shot for reaction fire.

Code: [Select]
Date: 2048 Ago 05

Alien interest: 157
Missions:       23

Soldier            Missions Kills Rank                   Str Spd Acc Mnd Cls Ass Snp Exp HP
------------------ -------- ----- ---------------------- --- --- --- --- --- --- --- --- ---
Badieh Martin      22       20    Senior Warrant Officer 42  41  53  57  21  19  54  27  127
Tyler Valdez       19       17    Warrant Officer        43  30  40  60  25  16  17  61  124
Giulio Al Ghadban  22       15    Warrant Officer        43  34  40  55  20  63  18  18  125
Tiago Dubey        23       10    Corporal               45  37  38  46  53  19  16  21  125
Goncalo Avitabile  17       9     Corporal               43  34  40  46  21  21  48  18  121
Mikhail Finet      12       8     Corporal               40  33  35  47  20  53  24  19  115
Christophe Mohanta 15       7     Corporal               44  36  32  49  17  43  15  24  122
Emil Herring       11       6     Lance-Corporal         42  33  36  44  20  47  22  18  113
Stephane Coelho    3        5     Lance-Corporal         34  30  33  33  20  40  20  16  109
Luis Nakamura      22       4     Lance-Corporal         45  35  27  42  37  15  15  22  120
Thierry Herring    4        3     Lance-Corporal         41  31  36  32  19  22  16  45  110
Teresa Campos      12       2     Rifleman               42  27  30  38  31  24  21  19  110
Xavier Heikkinen   3        1     Rifleman               40  28  30  32  21  24  23  15  112

On the bad side, with this change the green bars used to represent the experience can very easily overlap with the labels. For example Giulio Al Ghadban has 63 in the assault skill with only 22 missions. In italian "Highly Proficient" has been translated into "Espertissimo" that hides the bar for a great part. I vote for removing the labels, considering also that having "mediocre" soldiers is one of the frequent complaints from new players on the forum.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on August 22, 2013, 12:52:56 am
I vote for removing the labels, considering also that having "mediocre" soldiers is one of the frequent complaints from new players on the forum.
Yes! I want to do this. I recently asked in irc for objections and didn't hear any. Maybe this will happen soon.

Thanks for the stats. Glad to see people are catching onto the benefits of going without armour.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on August 31, 2013, 06:24:19 am
Sorry for the delay. I had two alien bases adjacent to each other and inside an inner and outer radar coverage overlap between two bases. This is on Hard difficulty and I've only just managed to produce my first suit of Power Armor, which was in transit to my primary team when the bases cropped up. Facing heavy armor ortnoks, with PB cannons or heavy needlers, and combat hovernets when your soldiers only have nano-composite armor is bad. So I spent a week playing dwarf fortress.

Code: [Select]
Rol  St  Sp  Ac  Mi  CC  AS  SN  EX  Hp  Kill

team 2 @ 20 missions (October 24th, 2084)
1as  42  29  47  59  22  70  21  30  135  21
2sn  46  33  45  65  17  21  64  24  125  24
3sn  50  31  47  47  25  20  63  23  128  14
4sn  46  40  48  61  24  17  70  30  132  17
5ex  51  35  37  45  24  20  21  54  125  08
7ex  51  33  43  45  21  23  23  62  129  09

team 1 @ 30 missions (November 16th, 2084)
1sn  50  40  59  66  29  24  72  24  128  23
2as  55  43  55  69  21  84  22  29  128  23
3ex  59  37  45  56  35  23  28  68  122  15
4sn  47  45  56  64  28  21  75  36  137  25
5ex  56  36  40  68  25  23  34  68  131  19
6sn  37  40  56  66  32  27  77  31  140  29
7ex  58  39  48  55  18  26  25  67  123  20

team 1 @ 40 missions (January 6th, 2085)
1sn  52  43  66  77  31  24  86  24  137  39
2as  57  46  63  82  21  100 22  29  138  44
3ex  61  40  48  61  35  23  28  76  127  20
4sn  50  48  64  73  28  21  89  36  145  41
5ex  58  39  46  76  29  23  34  80  139  30
6sn  59  43  61  74  32  27  86  31  146  43
7ex  60  42  50  60  18  26  25  73  127  24

It should be noted that team 2 hit an alien base with 11 aliens in it, it was their 25th mission. Team 1 hit the alien base with 25 aliens in it as their 40th mission. Five of them (four of the listed guys and one unlisted guy) gained rank from that mission and exactly two of them are not in the hospital now. A PB rifle snap shot leaves these guys with 30 to 40 health left and 8 bleeding. The lightest PB cannon hit leaves them with 10 to 20 health left and 10 to 12 bleeding, if it doesn't kill them. Combat hovernets and close range heavy needler blasts instantly kill them. Also that alien spawn point behind glass and next to the soldier spawn points needs to move. I just started hitting Replay every time an armored ortnok with a PB cannon or heavy needler was in it. Waiting for the reload was better than losing/wounding 2 to 3 soldiers before I even got off the spawn points.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: ShipIt on August 31, 2013, 08:29:25 am
Sorry for the delay. I had two alien bases adjacent to each other and inside an inner and outer radar coverage overlap between two bases. This is on Hard difficulty and I've only just managed to produce my first suit of Power Armor, which was in transit to my primary team when the bases cropped up. Facing heavy armor ortnoks, with PB cannons or heavy needlers, and combat hovernets when your soldiers only have nano-composite armor is bad. So I spent a week playing dwarf fortress.

Code: [Select]
Rol  St  Sp  Ac  Mi  CC  AS  SN  EX  Hp  Kill

team 2 @ 20 missions (October 24th, 2084)
1as  42  29  47  59  22  70  21  30  135  21
2sn  46  33  45  65  17  21  64  24  125  24
3sn  50  31  47  47  25  20  63  23  128  14
4sn  46  40  48  61  24  17  70  30  132  17
5ex  51  35  37  45  24  20  21  54  125  08
7ex  51  33  43  45  21  23  23  62  129  09

team 1 @ 30 missions (November 16th, 2084)
1sn  50  40  59  66  29  24  72  24  128  23
2as  55  43  55  69  21  84  22  29  128  23
3ex  59  37  45  56  35  23  28  68  122  15
4sn  47  45  56  64  28  21  75  36  137  25
5ex  56  36  40  68  25  23  34  68  131  19
6sn  37  40  56  66  32  27  77  31  140  29
7ex  58  39  48  55  18  26  25  67  123  20

team 1 @ 40 missions (January 6th, 2085)
1sn  52  43  66  77  31  24  86  24  137  39
2as  57  46  63  82  21  100 22  29  138  44
3ex  61  40  48  61  35  23  28  76  127  20
4sn  50  48  64  73  28  21  89  36  145  41
5ex  58  39  46  76  29  23  34  80  139  30
6sn  59  43  61  74  32  27  86  31  146  43
7ex  60  42  50  60  18  26  25  73  127  24

It should be noted that team 2 hit an alien base with 11 aliens in it, it was their 25th mission. Team 1 hit the alien base with 25 aliens in it as their 40th mission. Five of them (four of the listed guys and one unlisted guy) gained rank from that mission and exactly two of them are not in the hospital now. A PB rifle snap shot leaves these guys with 30 to 40 health left and 8 bleeding. The lightest PB cannon hit leaves them with 10 to 20 health left and 10 to 12 bleeding, if it doesn't kill them. Combat hovernets and close range heavy needler blasts instantly kill them. Also that alien spawn point behind glass and next to the soldier spawn points needs to move. I just started hitting Replay every time an armored ortnok with a PB cannon or heavy needler was in it. Waiting for the reload was better than losing/wounding 2 to 3 soldiers before I even got off the spawn points.

Would you mind sharing that save?
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on August 31, 2013, 11:59:55 am
Yes, I'd love to see the save if you don't mind. I'm particularly interested in that assault guy you got to 100! Does he have way more kills than everyone else?

I've removed the spawn point in the alien base entrance now.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 01, 2013, 05:08:25 am
Gnarrgh, phooey phooey phooey!

It's been overwritten. I make a new save right before every mission landing and use the first five slots. The earliest save I have is the 16th and the last is on the 28th. The 16th save is the very next mission after the base mission. Unfortunately I seem to have played one too many missions.

Sorry.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: ShipIt on September 01, 2013, 08:59:50 am
I am not only interested in this special save before the alien base mission. Taking a look at your save would help in balancing the game for sure.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on September 01, 2013, 10:55:46 am
Yes, any late-game save will be useful.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 01, 2013, 09:38:41 pm
Ok then, here you go.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: ShipIt on September 02, 2013, 07:19:57 am
Thanks a lot.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Wolls on September 04, 2013, 10:01:03 pm

The rate of growth for stats has been adjusted, along with the number of UFOs you are likely to face, so...

  Does this extent to all of the difficulty levels?  Or only to the standard/normal difficulty level??
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on September 04, 2013, 10:41:37 pm
It effects all levels, but easierian difficulties will face fewer ufos.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Beren_Erchamion on September 05, 2013, 10:52:16 pm
Are you still interested in data on the stat change?

Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on September 05, 2013, 11:07:36 pm
Yes, thanks.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 06, 2013, 03:17:27 am
It effects all levels, but easierian difficulties will face fewer ufos.

It shows too. I'm playing on hard and an in the middle of a spate of attacks.  I cleared four missions in a day and still have three to complete, plus two gunboats and a corrupter flying around. While me first squad is fully in power armor my second squad is still has half the soldiers in nano-composite. With PB blasters doing ~100 damage and PB rifles doing ~75 damage through the power armor a single hit relegates a trooper to the safe zone for a few days. Bringing in new soldiers isn't working because they only have about 100 health and can't wear the power armor, making them one-shot kills for the aliens. With the AI coded to preferentially shoot at the soldiers with the least health those noob soldiers are turning into disposable mooks. It's harsh.

It looks like Hard difficulty is going to require one of two tactics, ablative armor mooks or a stable of extra soldiers that are rotated through missions from the beginning to get them the health points to survive the late game. Man, that's gonna bring back the old X-Com vibe. Mooks with electro-flares being sent out to draw fire from the aliens while your good soldiers stand back and snipe. I'm just glad we don't have cryssalids here.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on September 06, 2013, 12:19:47 pm
The game is fairly random about this too. Every time it goes to spawn new UFOs, it can spawn a lot or a few. The difficulty level just adjusts the overall likelihood, so at any time in the game you can get a real rush of UFOs.

When I play, I am always rotating soldiers in and out throughout the campaign as they get injured. This ensures a decent stable of "backup" soldiers in place even in the late game. With the faster stat gain, though, if your new guys can survive 5-10 missions, are they able to wear the power armour?
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 07, 2013, 09:03:36 am
When I play, I am always rotating soldiers in and out throughout the campaign as they get injured. This ensures a decent stable of "backup" soldiers in place even in the late game. With the faster stat gain, though, if your new guys can survive 5-10 missions, are they able to wear the power armour?

Lets see, noobs have 35-39 strength (weaklings get assigned to radar garrison duties and don't get to wear armor or carry med-kits, high damage weapons and low survival rates). Nano weighs 9kg and power weighs 14kg, med-kits run 2kg, sniper rifles are 6.4 plus a 0.5 clip, a GL is 6kg plus the 1.5 ammo, PB rifle is 3.4 plus the 0.5 clip almost the same as the plasma rifle.

Minimum, without reloads or smokes or anything else will be about 15kg with nano-armor (everyone can do this but nano isn't cutting it any more by this time) and almost 20 with power armor. So we need a 40 strength score for the least equipped rifle man in power armor, 46 for a sniper and 47 for an exploder.

Looking at the stats I posted it will take 10 to 20 missions for a soldier to be capable of wearing power armor. If you want ammo reloads, IR goggles, and grenades it's definitely going to be 20 missions. Given the alien preference for shooting the noobs first (lowest health targeting priority) trying to build these guys up late-game is just not happening for me. It's really uncanny how often the new guy on the team gets blasted when the aliens have a choice of targets.

As for the randomness of UFOs appearing, is it always a fixed chance or does it modulate based on recent activity? For example is it something like a fixed 10% chance per day or is it closer to 10% - 1% per UFO/landing in the last three days?
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on September 07, 2013, 09:35:25 am
Ufo appearance: every four or eight days a new cycle starts. The game rolls x number of times a number between 1 and 100. If the number is higher than the ufo reduction rate (maybe 65 on normal if memory serves) then a ufo is spawned. With this mode it is possible that every possible duo spawns in a cycle - or none. Though most of the time it will tend towards Total Rolls * Ufo Reduction Rate.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 07, 2013, 10:25:12 pm
So it's a flat % chance with no modification.

Let's say there are 8 chances for a ufo every 4 days at a 35% rate. You can expect two or three ufos every four days but if the RNG hates you there can be a streak of 24 ufos in nine days. So I've just hit a RNG streak that gave me eight to ten ufos in two or three days so far. I suppose it's fair in that it balances out the time I didn't get any ufos for six weeks, but both extremes annoy the player.

Would it be considered to change the ufo spawn rate to modify based on the number of days since the last ufo spawned? It's an attempt to move the spawn rate towards a smoother and more constant rate and level out some of the peaks/valleys. Something like: 1 chance for a ufo every 12 hours at a 35% +  (number of days since last ufo mission * 5%) - (number of ufos/missions currently in progress * 5%) rate? What would that do to the number of ufos? We may need to make and compare some graphs.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: H-Hour on September 07, 2013, 11:46:03 pm
I understand it can be frustrating for some players, especially considering the lengths that modern games go to to ensure players experience little to no "friction"  in their games. But to me, the potential for outliers is an important pact between the game and the player. I know, as a player, that I face a randomly generated challenge, that the game has jot been deliberately engineered to ensure I face only mild challenges, and that makes the victory mine in a way that I don't feel in other modern games. The peaks and valleys are an integral part of what makes a sandbox game meaningful. We already have some hard limits - the game can not sustain more than 8 missions on the roadmap at once, and will discard New spawns - but it's important to me as a gamer that the game does not "auto-tune" itself to safeguard me from outlier moments. In a game like this, where the narrative shape emerges dynamically from the unique circumstances of each campaign - and my own successes and failures - such outlier moments provide the game with the uncertainty and struggle which gives the game meaning. We can gate the experience and narrow the range of possibilities as mass-marketed games do, but in my view doing so undermines the power and investment that comes from forcing responsibility onto the player.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Beren_Erchamion on September 08, 2013, 02:26:49 pm
Yes, thanks.

These were the stats before the first mission with the new calculation:

No.MissionsKillsStrengthSpeedAccuracyMindCloseAssaultSniperExplosivesHealth
1.35284729363727293823124
2.31304323353823243830117
3.39124732353930272126111
4.42464225334123362524110
5.24144027344128223220113
6.38194323324627312627107
7.45334824324527222840124
8.42294726323821282121121
9.45374432364725212734114
10.29194423344023332727104

These were the stats afterwards:

No.MissionsKillsStrengthSpeedAccuracyMindCloseAssaultSniperExplosivesHealth
1.36nn7351597938438629173
2.32nn7039567932388248165
3.40nn8059567156523651150
4.43nn7352559043784346161
5.25nn6549536940376834156
6.39nn7346568435634648148
7.46nn8449499139394892177
8.43nn7448497930622935169
9.46nn7760579742324488171
10.30nn7147497632644644141
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: ShipIt on September 08, 2013, 02:47:13 pm
I understand it can be frustrating for some players, especially considering the lengths that modern games go to to ensure players experience little to no "friction"  in their games. But to me, the potential for outliers is an important pact between the game and the player. I know, as a player, that I face a randomly generated challenge, that the game has jot been deliberately engineered to ensure I face only mild challenges, and that makes the victory mine in a way that I don't feel in other modern games. The peaks and valleys are an integral part of what makes a sandbox game meaningful. We already have some hard limits - the game can not sustain more than 8 missions on the roadmap at once, and will discard New spawns - but it's important to me as a gamer that the game does not "auto-tune" itself to safeguard me from outlier moments. In a game like this, where the narrative shape emerges dynamically from the unique circumstances of each campaign - and my own successes and failures - such outlier moments provide the game with the uncertainty and struggle which gives the game meaning. We can gate the experience and narrow the range of possibilities as mass-marketed games do, but in my view doing so undermines the power and investment that comes from forcing responsibility onto the player.

+1
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: MonkeyHead on September 09, 2013, 06:14:34 pm
Hear Hear. I dont want to always win. I want to lose horribly and enjoy the small victories when they come. To borrow the motto from another community where I hang out a lot, Losing is Fun!
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 09, 2013, 11:36:15 pm
I seem to have been misunderstood. I absolutely do not want an easy, non-random game. I like and support the current implementation, that's why I try to do data mining and testing. What I'm concerned about is that it might be better to put some limits on the randomness at some point.

My current situation is what raised the question. I have now had 12 missions in three days and the current code seems to lack any sort of upper limit to that. Likewise it sounds like there is no possible streak breaker code to prevent a game going for three months without any missionsat all.

On an unrelated note I have sold off all the plasma blasters and particle beam cannons in my radar base garrisons. One of the missions was a base invasion on one such garrison. The blasters are too inaccurate at ranges of more than two or three squares and the cannons are too slow and heavy (and still rather inaccurate) for green troops. In any case neither weapon can stop an armored ortnok in a single hit, combined with the inaccuracy this makes them unsuitable for my base defense purposes.

My base defenders are being moved to a plasma and sniper rifle based defense plan. If I'm going to lose a soldier every hit then I want at least some damage from my troop's reaction fire. That means weapons with less than a 3 spread.

By the way, I won that mission with only three survivors out of the twelve soldier garrison. Plasma rifle bursts were more effective than the blasters.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: ShipIt on September 10, 2013, 06:21:11 am
Not sure about this, though - but at this point in the game you should already be able to use the EP-Ammo for your initial weapons (Assault, Sniper, HMG), no?
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 10, 2013, 08:31:39 am
Not sure about this, though - but at this point in the game you should already be able to use the EP-Ammo for your initial weapons (Assault, Sniper, HMG), no?

I've had that stuff for a while now but I only use it with the sniper rifles on my real soldiers. While it is a boost to the damage it suffers from being workshop only like the PB grenades for the grenade launcher and advanced aircraft. With competing demands on my workshop time trying to arm the garrisons with first-rate ammo is way way down on the list. They'll get coilguns before they see plasma ammo because I can buy coilgun ammo from the market faster than I use it. Even with my best sniper teams it's 2/3 coilguns to 1/3 sniper rifle and that's only because the TU difference keeps sniper rifles competitive.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: ShipIt on September 10, 2013, 11:56:25 am
However, Assault Rifle with EP-Ammo loaded is unmatched, especially when it comes to fight armoured opponents with rookies in base defence missions. You have to produce every single magazine of this yourself, but this is a small price for what you get.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Telok on September 13, 2013, 10:29:35 pm
Just a soldier stat update.

Code: [Select]
Role St  Sp  Ac  Mi  CC  AS  SN  EX  Hp  Kill

team 1 @ 51 missions (Febuary 12th, 2085)
1sn  55  47  73  86  31  24  100 24  145  55
2as  59  49  66  88  21  100 22  29  143  52
3ex  64  44  51  68  35  23  28  84  132  28
4sn  53  51  71  83  31  21  100 36  154  59
5ex  61  43  47  81  29  23  34  83  142  35
6sn  62  47  67  81  32  27  98  31  153  54
7ex  63  46  53  67  18  26  25  81  133  34

team 2 @ 32 missions (same date)
1as  46  34  59  75  22  95  21  32  149  46
2sn  50  38  54  75  17  21  81  26  135  38
3sn  54  35  54  59  25  20  76  25  137  27
4sn  50  45  57  73  24  17  87  30  142  32
The rest of this team is rookies with <10 missions.

team 3 @ 4 missions (began operations during the Feb 9th alien wave)
1as  40  26  25  28  16  28  20  23  95   -0
2as  40  27  27  32  23  40  21  17  105  04
3sn  37  23  34  42  20  17  45  22  107  07
4sn  41  28  35  45  21  15  42  18  109  07
5sn  38  27  35  34  17  15  33  22  99   04
6as  43  29  29  41  23  34  18  15  111  02
7ex  41  23  35  46  23  17  15  32  114  05
The assault rifle guys are just barely capable of using power armor if they carry no extra equipment.

team 4 @ 0 missions (finished building the large hanger for the dropship on the 15th)
1sn  36  24  26  34  18  17  20  22  103  -0
2sn  39  23  24  27  23  20  23  19  100  -0
3as  39  16  26  31  17  22  22  18   95  -0
4as  35  20  23  26  21  21  18  22  108  -0
5as  37  22  28  28  22  20  18  19  103  -0
6ex  37  22  23  26  21  16  22  24  107  -0
7sn  37  22  24  34  19  17  23  24  107  -0
These guys are average starting troops. I discard all troops with Str < 35 to garrison duty.

Now I need to produce power and nano armor for the new troops. Team 3 is in nano (except the explosives soldier who has to wear the trash armor because his weapon weighs so much) and needs about four power armors. Team 4 is in the starting trash armor and needs nano.
Title: Re: Disruptive changes to stat calculation in latest 2.5-dev
Post by: Ufanatic on September 24, 2013, 10:04:01 pm
It's really uncanny how often the new guy on the team gets blasted when the aliens have a choice of targets.

Ahahahahaha ... so funny. But oh so true.

Just had another Rookie-Grenadier bite the dust yesterday. The two vets who were supposed to have his back were probably just shrugging their shoulders. I will never know what exactly happened there because I only noticed he was dead, when the mission was almost over.  ;D