Difference between revisions of "Talk:Sub Armaments"

From UFOpaedia
Jump to navigation Jump to search
(→‎Weapon comparison: Ufopaedia values for firing rate not very relevant)
(Clean up RoF discussion now results are posted to main page)
 
(15 intermediate revisions by 4 users not shown)
Line 1: Line 1:
Can somebody tell me the name of the very powerful missile that you get later in the game?
+
=Weapon comparison=
 
 
yes...P.W.T Cannon
 
 
 
:Should we list these as separate pages in the style of the Enemy Unknown section of the wiki, or should the data be added here? [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:54, 1 June 2007 (PDT)
 
  
=Weapon comparison=
+
[discussion pre-dates the firepower information in the Comparison Table]
  
 
I find the article very insufficient. I'm playing TFTD and have decided to finish the game without ever researching sonic weapons. My craft weapon is limited to either D.U.P. or P.W.T. (others have miserable range, which makes them obsolete). I found no valuable comments on the weapons. I'll try to add something if possible. I've added a new column to the table: D×S×A, which is expected total damage caused to a target after shooting all shots from a weapon. Turns out that P.W.T. outdoes D.U.P. by almost 2x. Hope the figures are meaningful and useful to you Commanders. [[User:mingos|mingos]]
 
I find the article very insufficient. I'm playing TFTD and have decided to finish the game without ever researching sonic weapons. My craft weapon is limited to either D.U.P. or P.W.T. (others have miserable range, which makes them obsolete). I found no valuable comments on the weapons. I'll try to add something if possible. I've added a new column to the table: D×S×A, which is expected total damage caused to a target after shooting all shots from a weapon. Turns out that P.W.T. outdoes D.U.P. by almost 2x. Hope the figures are meaningful and useful to you Commanders. [[User:mingos|mingos]]
Line 22: Line 18:
 
::::Hmm, not sure. Up until now, Weapon Analysis has been used exclusively for tactical weapons, Battlescape weapons. Sub/aircraft weapons have a quite different set of factors and considerations. Personally I think it's best to keep them separate. I agree with you completely though that there is a need for cleanup and probably some kind of consolidation. I would just prefer not to consolidate onto the Weapon Analysis area, because I think it will make that area less coherent. [[User:Spike|Spike]] 15:31, 10 December 2009 (EST)
 
::::Hmm, not sure. Up until now, Weapon Analysis has been used exclusively for tactical weapons, Battlescape weapons. Sub/aircraft weapons have a quite different set of factors and considerations. Personally I think it's best to keep them separate. I agree with you completely though that there is a need for cleanup and probably some kind of consolidation. I would just prefer not to consolidate onto the Weapon Analysis area, because I think it will make that area less coherent. [[User:Spike|Spike]] 15:31, 10 December 2009 (EST)
  
== TFTD Observed Rates of Fire? ==
+
:::::The weapon analysis section was created with their inclusion in mind. But you're right, it does cater more to the troop weapons. Perhaps a separate analysis section for craft weapons would be the best option. -[[User:NKF|NKF]] 04:29, 13 December 2009 (EST)   
 +
 
 +
= Mostly historical rate of fire discussions =
 +
:: Here is the relevant discussion from [[Talk:GEOSCAPE.EXE#Craft_type_data]]
 +
::: ''I'm enclined to agree with the rate of fire theory. A countdown is stored in CRAFT.DAT at offset 0x26 and when it hits 0, the UFO fires. It is reset for the next shot with this formula'':
 +
 
 +
tmp = offset10-2*difficultyLevel
 +
nextShot = RAND(0,tmp)+tmp
 +
 
 +
:::''Edit: Although the attack type does not appear here, I suspect that while a missile is "traveling", the countdown is not changed. As a result, closer ranges means higher rates of fire. Seb76 07:36, 5 July 2009 (EDT) ''
 +
::Note that Seb did not provide the code offset in the executable. Personally I don't think the firing rate is based on range. My tests show a strong correlation with firing rate on Attack Mode (for missiles only), and no correlation with range. I did ask Seb to check if the same algorithm was used for XCom craft but he hasn't replied yet. I can't find where from, but elsewhere I've come to the conclusion that the XCom craft firing rate formula is the same, except it doesn't have the speed-up factor based on Difficulty Level. Zombie it would be great if you could check this, and also check for TFTD. However based on the test data, it looks like it. Or put another way, if we assume XCom weaons use the same formula as the UFOs, then the "firing rate" factors for the XCom weapons are as noted in my draft article. [[User:Spike|Spike]] 14:03, 11 December 2009 (EST)
  
Here are the observed rates of fire from Enemy Unknown. These differ from the published fire rates. No idea if they apply to TFTD sub weapons, but as they are hard coded in the EU executable, it's possible. @mingos, do they match your experience, for the equivalent TFTD weapons?
+
Based on the data below, I'm wondering if the value in code you guys are seeing as a projectile velocity is either
  
 +
# The '''real''' RoF value (as seen in empirical data below), or
 +
# It is supposed to be a projectile velocity, but the "travelling" range that it is being used to divide is '''not''' the actual current range to the target, but the standard range of the weapon? OK in many typical cases these two values are the same, eg at standoff in Cautious mode or Standard Mode with identical weapons. But not always, eg when closing to range in Aggressive mode with mixed weapons.
  
Weapon (''TFTD equiv?''):       Fire Interval in Game Seconds
+
[[User:Spike|Spike]] 19:12, 24 September 2012 (EDT)
                              Aggressive/Standard/Cautious   
 
Cannon (''Gas Cannon'')          2 /  2 /  2
 
Laser Cannon (''Gauss Cannon'')  12 / 12 / 12
 
Plasma Cannon (''Sonic Osc'')    12 / 12 / 12
 
Stingray  (''Ajax'')            16 / 24 / 32
 
Avalanche  (''DUP'')             24 / 36 / 48
 
Fusion Ball (''PWT'')            16 / 24 / 32
 
  
For example, you say PWT (?=Fusion Ball) is quite close to Sonic Oscillator (?=Plasma Cannon) in its fire rate. This would agree pretty much with the numbers above. You could try mounting an Ajax (?=Stingray) along with a PWT and see if they show the same fire rate. [[User:Spike|Spike]] 09:51, 9 December 2009 (EST)
+
=== Empirical Data ===
:As I mentioned above, I can't really check the exact RoF of the Sonic Oscillator as I can't research it at the current stage. However, I have had a look at D.U.P. and P.W.T. and my previous observations seem to be correct:
 
Weapon:          observed RoF in seconds
 
                Aggressive/Standard/Cautious   
 
D.U.P. Head              3 / 4 / 5
 
P.W.T. Cannon            2 / 3 / 4
 
:I don't know how much that would be in game seconds. My estimations might also be a bit off - it's 1AM here (CET) and my senses are a bit dull :). I'll do an exact interval measurement tomorrow if I don't forget about it. Is there a way to calculate the intervals in game seconds once the observed intervals are known? [[User:mingos|mingos]]
 
  
::Sort of. The method I used in my EU test was to take the firing interval of a Cannon as "2 game seconds" (as per the in game documentation), rightly or wrongly, and then measure everything as multiples of that. This basically involved mounting a Cannon on one wing and the weapon I was testing on the other wing. Then I would hack the range of the Cannon (using Xcomutil) so that it matched the range of the test weapon, so they would start firing at the same time. And I would usually hack the ammo counts of both weapons up to 100 to reduce rounding errors (and random variation, see below). Then I would let both weapons fire and try to keep my eye on the ammo count of the slower weapon at the exact point when the faster weapon ran out of ammo. That's the method in a nutshell.
+
1. In multiples of the reload time of a Gas Cannon (shown as '1' below), reload times of other weapons are as follows:
  
::One thing to be aware of is that the firing rate (in EU anyway) is not fixed. Seb76 discovered that each shot involves a random interval that the firing rate (probably) just ''averages out'' to the values I listed here. So expect some variation, especially on small samples.
+
Weapon Cau Std Agg
 +
Gas      1  1  1
 +
Ajax    16  12  8
 +
DUP    24  18  12
 +
Gauss    6  6  6
 +
Sonic    6  6  6
 +
PWT    16  12  8
  
::The ratios in your data pretty much match my data from EU, e.g. 2:3 ratio between DUP/Avalanche and PWT/Fusion Ball in Aggressive mode. Provided that by RoF you mean the time take between each shot (aka "firing interval")? I'm very guilty of using the term "RoF" very carelessly to mean either the Rate of Fire, or its exact inverse, the firing interval. Sorry about that!
+
2. This is exactly the same as the equivalent EU craft weapons.
  
::Even though you don't have Sonic Oscillator, you can definitely do the tests with Ajax instead of DUP vs PWT. Those might be interesting. Also it could be interesting for you to test Gauss Cannon. My initial enthusiasm for [[Talk:Laser Cannon|Laser Cannon]] waned when I discovered that their firepower is not as great as I previously thought, because it turns out their actual rate of fire is much slower than the in game documentation says. The same might hold for Gauss Cannon, or it might not.
+
3. Range has absolutely no effect on these relative rates of fire / reload rates (tested at 8km, 53km, 70km)
  
::To be fair, a more cautious way of quantifying the "observed rate of fire" data would be to divide "game seconds" by 2, and call the resulting values "multiples of Cannon firing interval". ''Probably'' this is meant to be multiples of 2 game seconds, but I can't say for certain. [[User:Spike|Spike]] 20:08, 9 December 2009 (EST)
+
This confirms the assumption [that] empirical rates of fire in TFTD exactly match empirical rates of fire in EU. And in both cases, the in game UFOPaedia is significantly wrong.  
  
:::By RoF, I meant firing interval. Haven't noticed the obvious difference between the terms, sorry for that.
+
[[User:Spike|Spike]] 19:12, 24 September 2012 (EDT)
:::My idea for firing interval measurement was the following: record the firing in a sound editor and measure the intervals there. The variation you mention should be easy to assess visually, upon looking at the waveform. [[User:mingos|mingos]]
 
::::Nice method! I like it. I should clarify that when I say "game seconds" I don't mean "real time seconds". What I mean is, the Ufopaedia says a Cannon takes 2 seconds to reload, so I define that as 2 seconds in game time. In the Geoscape, time is often speeded up. In the Interception screen, time might not be running at 1 game second = 1 real time second. My gut feel is that the game is running at more than one game second per real time second. Also, this rate might vary based on CPU speed, etc - possibly. One reason I used the ammo counting method was, I wasn't sure if the game would keep a constant ratio between "game time" and "real time". In other words, the game might speed up and slow down during its simulation of game time - perhaps slowing down during intense computation. But the sound recording method is an excellent way of testing this! [[User:Spike|Spike]] 15:27, 10 December 2009 (EST)
 
:::OK, I performed the measurements. First off, the intervals vary slightly, by up to +/- 0,2 sec., approximately (observed in Gauss and D.U.P., and to a lesser extent in Ajax). P.W.T. measurements are incomplete because I lost the game before recording everything :P. Here are the results (they're not 100% accurate, as each is based on one sample attack):
 
WEAPON NAME      INTERVALS IN SECONDS  MULTIPLES OF GAS CANNON INTERVAL
 
                  CAUT./NORM./AGGR.      CAUT./NORM./AGGR.
 
CRAFT GAS CANNON  0.25  0.25  0.25      1    1    1
 
GAUSS CANNON      1.4  1.4  1.4        5.6  5.6  5.6
 
AJAX              3.75  2.75  1.85      15    11    7.4
 
D.U.P. HEAD      5.6  4.2  2.85      22.4  16.8  11.4
 
SONIC OSCILLATOR  N/A  N/A  N/A        N/A  N/A  N/A
 
P.W.T. CANNON    3.75  2.75  N/A        15    11    N/A
 
:::As you can see, the firing intervals are roughly the same for all tested weapons. I think it's safe to assume same happens with the Sonic Oscillator, contrary to my claim that it had a comparable RoF to the P.W.T. Cannon (I just don't remember exactly).
 
:::One more remark: I'm not 100% how many gas rounds were shot in the sample I used. My calculation might be off by a few rounds. That would explain why all other results are slightly lower than in X-COM: UFO Defence.
 
:::BTW, we edited this page at the same time :D. [[User:mingos|mingos]]
 
:This is great. Your data match mine pretty closely. The reason that your average intervals are lower is, I expect, because ''the first shot is free'' (takes zero time). I expect that if you increased your ammo capacity, your numbers would converge on mine. Also it looks like you have got a good approximation of the game time to real time ratio, at least for your PC. It looks a lot like an 8:1 ratio of game time::real time. This fits in with what we know of the programming style of the game, which often uses powers of 8 and scaling by 8s. Fantastic! [[User:Spike|Spike]] 16:18, 10 December 2009 (EST)
 
::A tiny remark: Craft Gas Cannon's reload time is 3 seconds, not 2 :D. [[User:mingos|mingos]]
 
:::Good point. E.g. according to the in game Ufopaedia you have Gas Cannon 3s, Ajax 17s, DUP 21s. Now one point I did not make clear here is that the firing rate values that appear in the Ufopaedia, which are taken from the game executables, seem to be ''completely ignored'' during craft combat. So I would not expect a 3:17:21 ratio between the firing rates of these TFTD weapons. EU weapons dont show firing rates in proportion to their Ufopaedia reload times. It is a bit arbitrary of me to take the Cannon reload time of 2s as a fixed point. To be consistent with this method I should take the Gas Cannon reload time of 3s as the equivalent fixed point for TFTD. But I doubt that we will find anything other than this: the actual ratios between firing rates are exactly the same as in EU. One possibility though is that the designers might have made the game harder by increasing (slowing down) all XCOM firing intervals by 50%. They made quite a lot of other things more difficult so this is a possibility. Of course this would only be relevant if they kept alien craft firing rates the same. [[User:Spike|Spike]] 16:58, 10 December 2009 (EST)
 

Latest revision as of 13:30, 27 September 2012

Weapon comparison

[discussion pre-dates the firepower information in the Comparison Table]

I find the article very insufficient. I'm playing TFTD and have decided to finish the game without ever researching sonic weapons. My craft weapon is limited to either D.U.P. or P.W.T. (others have miserable range, which makes them obsolete). I found no valuable comments on the weapons. I'll try to add something if possible. I've added a new column to the table: D×S×A, which is expected total damage caused to a target after shooting all shots from a weapon. Turns out that P.W.T. outdoes D.U.P. by almost 2x. Hope the figures are meaningful and useful to you Commanders. mingos

Did you try following the Weapons vs USOs link? That has more specific narrative-type advice. As far as this table goes, in most cases the DxA/Rt value is the most relevant indication of firepower and effectiveness, unless you are fighting very tough subs where you expect to have a need, and the time to empty your magazines. One caution - I did this table before I found out that the published RoF values, in XCom anyway, are inaccurate. Assuming TFTD has the same game engine, it will also show differences 'under the hood' from the published rates of fire. Spike 12:34, 8 December 2009 (EST)
Yes, I have tried that, but the page has but one brief phrase dedicated to P.W.T. as opposed to Sonic, indicating the superiority of the latter. I have already begun playtesting P.W.T. though. For instance, I used two Mantas, one armed with P.W.T., and the other one with D.U.P. and they are sufficient to sink a Fleet Supply Cruiser. All smaller subs are sunk with just the P.W.T.-armed Manta. Cruisers and smaller subs require a single round (both barrels). I'll try to document my findings on the Weapons vs. USO page. mingos
EDIT: Also, I'd like to remark that the reload times given in th game are incorrect. P.W.T. has a much faster reload time than D.U.P., and if my memory doesn't deceive me, comparable to the Sonic Oscillator.
Excellent! By reload times, do you mean the fire rates during battle (as opposed to the ammo reloading times on the ground)? If so, this is good, it confirms what I was saying about about the actual RoF being not being the same as the game documented. See here Talk:UFO_Interception#Observed_Rates_of_Fire Spike 09:15, 9 December 2009 (EST)
Yes, I meant the actual rate of fire observed in the interception window. My intuition might be deceiving me, of course, but if I'm correct, the numbers in the weapons stats table should be modified as well. I can't really check it with my current game since the aliens stopped using sonic pistols, so reaching the Sonic Oscillator is impossible now, but I'll start a new game to test that after I take on T'Leth (which might be tomorrow if I feel adventurous). mingos
The weapon comparisons that are are here were almost a mimic the one in the UFO pages - and I don't think it worked too well in the original sections. They also need the the neutral-POV mallet treatment.
This topic would be best covered under Weapon Analysis (With links from here pointing to the related article). We do need a section that explains all the ins and outs of the various weapons and compare them against one another and discuss how well they fare vs. the various enemy ships. I mean it's good to know that you need at least 3 - 4 Gas Cannons to take down a Dreadnaught. -NKF 00:45, 10 December 2009 (EST)
Hmm, not sure. Up until now, Weapon Analysis has been used exclusively for tactical weapons, Battlescape weapons. Sub/aircraft weapons have a quite different set of factors and considerations. Personally I think it's best to keep them separate. I agree with you completely though that there is a need for cleanup and probably some kind of consolidation. I would just prefer not to consolidate onto the Weapon Analysis area, because I think it will make that area less coherent. Spike 15:31, 10 December 2009 (EST)
The weapon analysis section was created with their inclusion in mind. But you're right, it does cater more to the troop weapons. Perhaps a separate analysis section for craft weapons would be the best option. -NKF 04:29, 13 December 2009 (EST)

Mostly historical rate of fire discussions

Here is the relevant discussion from Talk:GEOSCAPE.EXE#Craft_type_data
I'm enclined to agree with the rate of fire theory. A countdown is stored in CRAFT.DAT at offset 0x26 and when it hits 0, the UFO fires. It is reset for the next shot with this formula:
tmp = offset10-2*difficultyLevel
nextShot = RAND(0,tmp)+tmp
Edit: Although the attack type does not appear here, I suspect that while a missile is "traveling", the countdown is not changed. As a result, closer ranges means higher rates of fire. Seb76 07:36, 5 July 2009 (EDT)
Note that Seb did not provide the code offset in the executable. Personally I don't think the firing rate is based on range. My tests show a strong correlation with firing rate on Attack Mode (for missiles only), and no correlation with range. I did ask Seb to check if the same algorithm was used for XCom craft but he hasn't replied yet. I can't find where from, but elsewhere I've come to the conclusion that the XCom craft firing rate formula is the same, except it doesn't have the speed-up factor based on Difficulty Level. Zombie it would be great if you could check this, and also check for TFTD. However based on the test data, it looks like it. Or put another way, if we assume XCom weaons use the same formula as the UFOs, then the "firing rate" factors for the XCom weapons are as noted in my draft article. Spike 14:03, 11 December 2009 (EST)

Based on the data below, I'm wondering if the value in code you guys are seeing as a projectile velocity is either

  1. The real RoF value (as seen in empirical data below), or
  2. It is supposed to be a projectile velocity, but the "travelling" range that it is being used to divide is not the actual current range to the target, but the standard range of the weapon? OK in many typical cases these two values are the same, eg at standoff in Cautious mode or Standard Mode with identical weapons. But not always, eg when closing to range in Aggressive mode with mixed weapons.

Spike 19:12, 24 September 2012 (EDT)

Empirical Data

1. In multiples of the reload time of a Gas Cannon (shown as '1' below), reload times of other weapons are as follows:

Weapon Cau Std Agg
Gas      1   1   1
Ajax    16  12   8
DUP     24  18  12
Gauss    6   6   6
Sonic    6   6   6
PWT     16  12   8 

2. This is exactly the same as the equivalent EU craft weapons.

3. Range has absolutely no effect on these relative rates of fire / reload rates (tested at 8km, 53km, 70km)

This confirms the assumption [that] empirical rates of fire in TFTD exactly match empirical rates of fire in EU. And in both cases, the in game UFOPaedia is significantly wrong.

Spike 19:12, 24 September 2012 (EDT)