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Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 12:03 pm
by DoctorWho
I've just discovered something very weird in the battle engine...

I use 1 RIP, vs misc fleet (having enough ships, not to kill any stack, even with max RF)

Saw the following:

having 5 RF (5 shots from 1 RIP) MAY hit 5 different stacks

NO PRIORITY on RF targets. 1 RIP hit LGs first (despite that they should have the lowest priority from RIP hits)

Re: Battle Engine 2.1

Posted: Fri Jul 31, 2015 12:34 pm
by DoctorWho
Using stacks, that die from 1 hit from a RIP (with no RF counted).
the RIP kills every stack, that it has RF against

The "new" battle engine NEVER focuses on RF targets first (as every old one did)
The "new" battle engine can do no RF, against fleet composed of all RF targets + 1 non-RF target
The "new" battle engine favors "Colored fleets"... having 400k fleet kill 20k LGs = (560k fleet), with the following result:

Code: Select all

The attacker has won the battle !
You receive 0 units of Metal, 0 units of Crystal and 0 units of Deuterium.
The attacker has lost a total of 547.720.000 units.
The defender has lost a total of 2.400.000.000 units.

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 1:58 pm
by mickylove
Rf is selected at random in the battle engines and is reset each round so could get rf against different ships in each round

Sorry which server did u sim on cos massacre uses a different engine to the others

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 2:29 pm
by DoctorWho
Before 2.1, it was like what you're saying.

In 2.1 - it's selecting a new target for each HIT, not each ROUND

e.g. 5 Hits from 1 RIP in a SINGLE round, can hit Recs once, BCs once, BSs once, ECs once, and LGs once

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 3:03 pm
by mickylove
Ur Sims are in massacre which is shipvship not stackvstack. In shipvship you have 20 rips against 40 lgs 40 bcs ur 20 rips will be against 2lgs or 2bc or 1of each rf is given by chance and can select different ships to fire against

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 3:18 pm
by DoctorWho
The simpliest
Make the following simulation in Massacre:

5000 LF vs 1 RIP (repeat about 50-60 times, RIPs RF should be always between 7 and 10)

Now sim:

5000 LF + 1 Small shield vs 1 RIP (repeat about 50-60 times... RIPs RF climbs up to 4 once every 10 sims (or about once every 50 round))

EDIT: set the WSA to be equal on both sides

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 3:34 pm
by mickylove
Rips have 200 against light fighters so can fire 200 times in a round against light fighters but don't think that could happen tho lol

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 3:42 pm
by mickylove
Run 50 of 50000lfs against one rip. Some times both were fleets got destroyed

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 4:27 pm
by DoctorWho
Ok... run the following:

1 RIP vs 500k SC + 500k LF (rendering them impossible to die in single round, even with max RF)

You'll see RF over 100 once in a while, and most will be over 10


1 RIP vs 500k SC + 500k LF + 1 LG

You'll NEVER see RF over 9 (in more than 1000 simulations, I got above 5 every now and then, but never a 10 or more RF)

Re: Battle Engine 2.1 has some real issues

Posted: Fri Jul 31, 2015 5:50 pm
by mickylove
Light fighters attack points is 50 is a always a bit off play +/- up 10% I have noticed but I 'l stick to fix one on the shipyard so 500 lf is 50000 damage to a rip which has 50000 shield and 75000 armor plus rips have rf against lfs so really without the need for rf one rip kills 500 lfs and small. Cargos attack points is 5 so 500x5 is 2500 add both light fighters and small cargos totals attack 52500 so one rip wins rf is low cos they get killed the battle engine in mass rips are king