Idea: automatic weapon balancing

Well, there are most of the time. From my observations (dunno whether or not they’re actually correct) it would seem that there is a higher chance that the projectile will be fired at a shallow angle, which means that you’ll often have most projectiles in a volley being fired at close to 0° with only a few being spread around.
Of course, this is more noticeable at higher power levels, since you fire more projectiles per volley.

Well, no. It didn’t. It stayed the same as it was in CI4 and was only changed in CIU v05.

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Well my memory sucks then. :confused:

Looks like CI5,hence the confusion.

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No, first CIU version I played was v16, there’s no excuse for me.

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It is still not a good idea. Don’t even open it. All the reasons were already stated earlier.

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omg pls yes

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Well, it would be good if having to change weapon mechanics every update wouldn’t be necessary, and it would make your job easier, iA.

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Well then.

If the changes are ſmooth enough (i.e. a very ſmall change every day), it could prove effective.

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iA and everyone hear me!! The only problem is how we can keep the changes stable through events or a special time when it happens.

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I don’t underſtand. Could you pleaſe explain further?

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It doesn’t matter if the changes are very small.

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Generally if we all play the game without any external factor we should reach a stable state where all weapon using rate in a range from 45% to 55% ideally (or 90% to 110% depended on how we calculate it, the number is not mandatory). But that’s clearly impossible. There are many ways to keep the changes stable, here i propose some:

  1. Give small changes in long period of time: A small constant number of damage (say 5 or 10) is given to 1/4 of weapons that were used less and reduced to 1/4 of weapons that were used more each 2 weeks (one week is too short and one month is too long). An anchor should be put on a general weapon like Fork, if Fork is in 1/4 used more group only the 1/4 used less group is buffed and so on.

  2. Use AI to calculate: I really don’t know how to do it but AI can clearly do this task, since data for it is clear, and many specific factors like how strong a weapon is when facing a boss/wave or an enemy can be learned if iA collect data about deathrate and flight time/normal time.

  3. Filter and standardize the data: players that don’t play game often should be filtered, they can’t feel the changes so they will only make auto balancing harder. Also what type of mission and what skill level and difficulty should be chosen and that is a hard thing that Im not really sure but iA. If iA want to have Plasma strong in challenges, Vulcan strong in comet chase, Absolver for boss rushes,… etc each weapon has its own game, i think we can standardize the missions and skill levels. For example in data we have in game: 1000 invasion missions flighted and vulcan was played in 100 missions and fork in 200 missions; 2000 boss rush flighted and vulcan was played 100 missions and fork in 600 missions, 500 comet chase flighted and vulcan was played 100 missions and fork was played in 50 missions. We take the fractions of Vulcan’s using rate in three kinds of mission which are: 10%, 5% and 20%. Fork’s using rate are 20%, 30% and 10%.So Vulcan’s using percent is mean(10,5,20) ~ 12% and it’s field is comet chase with 20% using rate. Fork’s using percent is mean(20,30,10) ~ 20% and it’s field is boss rush. Now we multiply the percent for the number of weapon need to be balanced say it’s 6 weapon, then we have Vulcan (mean, max)=(72%, 120%), Fork (mean, max)=(120%, 180%). The balanced zone should be around 100% but i think 80% to 120% is already acceptable. So if iA want equal’s using of weapons we say Vulcan should be buffed and Fork should be nerfed, and if iA want equal’s of weapon’s specificity Fork should be nerfed. For my ambient videos I upload to youtube I run a script to calculate mean and max volume of the audio then I adjust the total volume by delta=20dB-(mean+max)/2 and the audio sounded good for me, so this is also a way you can consider.

My mistake here the percent of max using fraction can go over 100% so we need to calculate max using fraction of all weapons to know the mean.

Yes I won’t use corn in rookie because lightning is a lots easier and faster to kill enemies.

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I still support the idea and the previous posts I’ve made in this thread. Popularity is the measurable result of balance and having all the weapons used for roughly equal amounts of time gives more flexibility in playstyles.

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Whenever the topic of auto-balancing comes up, I always cite this post:




I don’t like to just blatantly disagree, but for the reasons I’ve stated above, I simply have to.
Not everyone picks a weapon because it’s “objectively” good.

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Everyone use Fork before do you agree with it? Now Fork is not the meta anymore not much people use it anymore. Edit: Yes sure not eveyone picks a weapon because it’s the best and I do use corn only even before the buffs, but the percent of people like me is very small, can you agree with it?

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Based from Galbatorix’s weapon virtuousity data we can pick Photon Swarm and Laser Cannon for examples. Photon Swarm becomes the #2 most popular due to homing mechanic, but still not the best performing weapon. While Laser Cannon has a bit broken damage output (almost not overheating when manual fired) but it’s unpopular due to design and the fact it’s better to use manually. (People tend to save their fingers)