Everybody receives the same Firepower/Gifts that have been set for a competitive missions, and Everybody is able to collect all of those to increase the viruosity percentage, so there is no unfairness here.
how it feels to fight a superchick on a 140% double team
not a lot of chances to attack him if he likes camping at the bottom
Bit complex (i think): If you hit an enemy with Barbequer, they will have fire on them, which will do very small amounts of damage (can melt Chiller’s snowball, won’t effect Pheonix.).
Changed in v.119.
Sad.
With this there could’ve been so much new potential with fire and ice while also fixing the issue with waves using fire chicken spam.
I imagined someone killing an Ice Chicken, and managed to use its death zone as some kind of a “fireball shield” … or used Coolants that gives you more chance to decimate your enemies if you stood still for a while after one’s been used.
It’s also pretty logical in a way - if you’re overheating you could hop into a zone of ice to cool your heat bar immediately, no tutorial or tip needed to understand that one.
It’s also a pretty neat way of nerfing waves that uses fire chicken spams where 1 hit by a volley of that could decimate your Coolants depending on how many fireballs were in that volley.
(It only removes half your Coolants with this idea - which is still detrimental, but somewhat avoidable)
Oh well.
I’m about to make a change to how Weapon Virtuosity works: It’s now going to depend on how many different weapons you’ve used during a mission.
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If you’ve only used a single weapon, the bonus is 0%.
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For each additional weapon you’ve used, you gain +1% per weapon (so the theoretical maximum would be +14%, although that won’t be practically achievable).
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You only get the full 1% if your usage is balanced between the weapons. If you’ve only spent e.g. 25% of the time with the second weapon, then you only get 25% * 1% = 0.25% extra. This is calculated for each weapon independently. So to get the full bonus your weapon usage should be perfectly balanced.
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(Optionally) An additional 3% bonus is given if you start with Moron.
What do you think?
- Yes, change it
- No, leave it as it is
0 voters
i agree with everything here, except the extra 3% with moron. or you could just remove that 3% in competitive missions
New idea: Each constellation will have at least one planet closest to the sun will be an inferno and the furthest will be a frozen wasteland (it would be more realistic)
Small constellations dont have frozen planets of course
Not sure if I’m understand the calculation right. I think if I used n weapons (n > 1) in x1 : x2 : … : xn ratio → The average of each is 1/n, should result in the bonus of [1 - |1/n - xk|/(1/n)] x 1% for each weapon (k = 1, 2, 3, … n). This ensure that the bonus correlates with the differences from each weapon usage to the average value.
Examples:
+) Used only 1 weapon (special case): 0% bonus
+) Used 2 weapons in 0,5 : 0,5 ratio (average is 0,5)
- First weapon: (1 - |0,5 - 0,5|/0,5) x 1% = 1%
- Second weapon: Same, results in 2% bonus total
+) Used 3 weapons in 0,4 : 0,3 : 0,3 ratio (average is 1/3 or 33,(3)%)
- First weapon: [1 - |0,4 - 1/3|/(1/3)] x 1% = 0,8%
- Second or third weapon: [1 - |0,3 - 1/3|/(1/3)] x 1% = 0,9%
- Total: 0,8% + 0,9% + 0,9% = 2,6% bonus
+) Used 4 weapons in 0,4 : 0,3 : 0,2 : 0,1 ratio (average is 0,25)
- First weapon: (1 - |0,4 - 0,25|/0,25) x 1% = 0,4%
- Second weapon: (1 - |0,3 - 0,25|/0,25) x 1% = 0,8%
- Third weapon: (1 - |0,2 - 0,25|/0,25) x 1% = 0,8%
- Fourth weapon: (1 - |0,1 - 0,25|/0,25) x 1% = 0,4%
- Total: 0,4% + 0,8% + 0,8% + 0,4% = 2,4% bonus
Similarly, usage of 0,3 : 0,3 : 0,2 : 0,2 will result in 3,2% bonus; but 0,4 : 0,4 : 0,1 : 0,1 will result in only 1,6% bonus (both case involve 2 pairs of weapons with same usage but the difference to the average value is difference).
Is this the same as your calculations or different?
Maths.
Don’t use averages. Normalize all ratios so that the most-used weapon has ratio 1. Then all other weapons are expressed as fractions (<1) of that value.
So your last example:
Used 4 weapons in 0,4 : 0,3 : 0,2 : 0,1 ratio (average is 0,25)
Normalized ratios are 1 : 0.75 : 0.50 : 0.25
Now these ratios translate directly to % bonuses, so total bonus = 1% + 0.75% + 0.5% + 0.25 % = 2.5%
I want the terminator chickens to start coming out when one second has passed
And for it to be 75% to 100% in difficulty
So when you play a mission, random music plays, can the CI1 Anniversary theme be randomly played?
Skill issue.
Understood. Let’s consider usage of 2 weapons in the ratio of x and 1 - x (0 < x <= 0,5). If I graph the bonus by x by my and your method, it will look like this:
My method: The bonus is calculated by f(x) = [1 - (0,5 - x)/0,5] x 1% x 2
Your method: The bonus is calculated by g(x) = 1% + [x/(1-x)] x 1%
(x-axis represents the first weapon usage (x), y-axis represents the bonus (%))
As you can see:
+) In your method, the bonus changes hyperbolically from 1% to 2%. The bonus got nerfed slightly in unbalanced case. And, the bonus of your method is always higher than mine.
+) In my method, the bonus changes linearly from near 0% to 2%. If you mainly used weapon for over 75% (the other less than 25%), the bonus will even drop below 1%. This encourage balanced usage of 2 weapons better.
So, to get the same bonus, you need to use 2 weapons more balanced in my method:
Let’s try a more complicated version. Consider weapon usage in the ratio of x : y : (1 - x - y) (suppose x was the most used).
+) In my method, the bonus is calculated by f(x) = (1 - |1/3 - x|/1/3) x 1% + (1 - |1/3 - y|/1/3) x 1% + (1 - |x + y - 2/3|/1/3) x 1%
+) In your method, the bonus is calculated by g(x) = 1% + y/x x 1% + (1 - x - y)/x x 1%
Alright I’m out can’t graph it in 3D
Alright how about 4 weapons? I tried to write out some examples and things get interesting:
The bonus in your method is always equal or higher than my method.
I noticed that I can simplify your function:
+) Let x be the ratio of most used weapon and n be the number of weapons share the largest ratio (if exist). Your function is simply [n + (1 - nx)/x] x 1%.
+) Now the factors matter is the usage of the most used weapon and the number of weapon used which shared the largest ratio, which is indeed impossible because you can’t perfectly balance them.
+) So, I can safely remove “n” from the function (n = 1), it will be [1 + (1 - x)/x] x 1% which imply that you define usage balance only by the usage of the most used weapon. Then the usage of all other remaining weapons won’t matter.
You can see, in your method, the bonus is the same for 0,5 : 0,2 : 0,2 : 0,1 as well as 0,5 : 0,3 : 0,1 : 0,1 since 0,5 was the only most used. But are these 2 case equally unbalanced? Generally, every ratio 0,5 : x : y : z … (obviously x, y, z… < 0,5) will result in the bonus of 2%, regardless of how unbalanced is x : y : z… and how many weapons else you used. Consider ratio 0,5 : 0,05 (x 10 times), your method will still 2% but mine is 5,5%.
A 0,4 : x : y : z… (x, y, z < 0,4) will always result in 2,5% bonus in your method. If 2, 3, 4, 5, 6 other weapons is equally used besides that 0,4 one; my method will result in the bonus of 2,6%; 2,8%; 3%; 3,2% and 3,4% respectively. I think my method did better in representing balance and also encourage usage of various weapons.
what the hell is this
didnt know i shot 5 grades higher up on math
I agree with the general idea, though since virtuosity would no longer be directly tied to weapon usage across all players over a set period, do you reckon it’d be possible to make that viewable somewhere?
This happens if you’re stationary and fire (you’ll have to pause right as you click to see it)
I mean everybody like you got a stroke reading this, guy must be a math teacher or professional.