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Change: Patriot Missile Battery standardisation #1412

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Expand Up @@ -16525,7 +16525,7 @@ Object AirF_AmericaPatriotBattery
Prerequisites
Object = AirF_AmericaPowerPlant
End
BuildCost = 1000
BuildCost = 900
BuildTime = 25.0 ; in seconds
EnergyProduction = -3
WeaponSet
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Original file line number Diff line number Diff line change
Expand Up @@ -12202,7 +12202,7 @@ Object Boss_PatriotBattery
Prerequisites
Object = Boss_Barracks
End
BuildCost = 1000
BuildCost = 900
BuildTime = 25.0 ; in seconds
EnergyProduction = -3
WeaponSet
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Original file line number Diff line number Diff line change
Expand Up @@ -30625,7 +30625,7 @@ Object AmericaPatriotBattery
Prerequisites
Object = AmericaPowerPlant
End
BuildCost = 1000
BuildCost = 900
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Object Price
Original GLA Tunnel 800
Original GLA Stinger 900
Original China Gattling 1200
Original China Bunker + 2 Rocket 1100
Original USA Firebase 1000
Original USA Patriot 1000
Patched USA Patriot (this) 900

USA Defense cost sits between China and GLA. Looks ok, but again will benefit USA Air Force here.

BuildTime = 25.0 ; in seconds
EnergyProduction = -3
WeaponSet
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31 changes: 17 additions & 14 deletions Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini
Original file line number Diff line number Diff line change
Expand Up @@ -1979,8 +1979,8 @@ End
Weapon PatriotMissileWeapon
PrimaryDamage = 30.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 225.0
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
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Can you describe how this affects targeting infantry? At what distances will it hit walking undamaged and damaged infantry now vs before? Can a GLA Terror still run to Turret and hit it? To me this looks like it needs some testing and comparison with original to draw the right conclusions.

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These value aren't new. This has essentially been tested countless times with EMP Patriots, which are some of the most frequently bombed / TCed base defences.

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Ok this was not clear. In the first post the changed Scatter values are not present in the value table. Perhaps it should be appended for visibility.

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I did mention that was the case in the description. I didn't think it was worth repeating the value for every weapon as it only applies to the ground weapon and I standardised it for all of them.

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Changed ScatterRadiusVsInfantry does not appear to make much difference. Tested with GLA Terror running towards Patriots. Attack Outcome is very comparable.

What makes more of a difference right now is that in Patch, the Terror explodes and deals damage when killed by Patriot. But not in Original. I am not sure if this was planned. I will look into that.

AttackRange = 275.0
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This looks like an outrageous ground AttackRange for base defense. Can you compare this with Stinger, Tunnel, Gattling Cannon, Tank Hunter in Bunker? I suspect this outranges them all by a large margin. Firebase also has no more range advantage now.

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It now matches EMP Patriots which players are already very familiar with.

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I understand it matches EMP Patriot, but is the gained consistency automatically justified? How does it compare with the other base defenses now? Does USA need such powerful bunker capabilities?

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Well the issue is that vanilla Patriots are almost never used because the Firebase is almost always a better option, which lowers strategic diversity. The intent with this change is to also reduce the penalty / disadvantage incurred from using them without making them good enough to become the primary strategy. Doing so by standardising the values with the EMP Patriot seems like an acceptable way to do this, especially because it is effectively already well and truly tested. I would still expect them to be rarely used after this change, as players likely already consider the standard Patriot to be the same as the EMP one without the disabling effect (at least I did for a long time).

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Here are the ground ranges:

Object AttackRange Area Covered
Original GLA Tunnel 175 96211
Original GLA Stinger 225 159043
Original China Gattling 225 159043
Original China Rocket Bunker 232 169093
Original USA Firebase 275 237582
Original USA Patriot 225 159043
Patched USA Patriot (this) 275 237582

Image:

shot_20221103_182854_1

This change gives USA considerable defensive advantage over all other factions. Patriot also benefits from assisted Patriot group attacks. They will all fire earlier and kill quicker. This buff benefits USA Air Force, which is one of the best factions already.

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What this change really does is provide more defensive options, particularly in terms of dealing with aircraft. It's still overall more beneficial to use Firebases due to the Patriot's power dependency, which is quite high for the respective factions, who would need an additional power plant or control rods upgrade to cover the consumption (covered here). There isn't really much advantage to be gained here; it's more of a disadvantage reduction.

DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 1 ; locomotor specifies speed.
Expand All @@ -1989,7 +1989,7 @@ Weapon PatriotMissileWeapon
FireSound = PatriotBatteryWeapon
FireFX = FX_BuggyMissileIgnition
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
Expand All @@ -2006,10 +2006,10 @@ End

;------------------------------------------------------------------------------
Weapon PatriotMissileWeaponAir
PrimaryDamage = 25.0
PrimaryDamage = 30.0
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It is not uncommon for Air weapons to deal less damage than the Ground weapon. Raising this can have undesired consequences. How does this compare with China Gattling Cannon and GLA Stinger(s)?

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All missile weapons, such as Stinger Sites, TOW Missiles, infantry missiles, aircraft missiles, etc. deal either the same or additional damage to aircraft. (And perhaps more bizarrely, Gattling Cannon and Gattling Tank air weapons deal SMALL_ARMS damage to aircraft, so it's not a direct comparison.)

In reality, Patriot Missile Systems are solely anti-air defences, so it is reasonable to expect that they are effective against aircraft. In addition, USA has fairly weak anti-air defences, and it makes sense to give the criminally underused Patriot some additional utility. It could help vs Combat Chinooks, stealth Comanches or Helixes, which can only be a good thing.

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Ok. Could we list missile damage types and values for Stinger for comparison?

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StingerMissileWeaponAir deals 30 EXPLOSION damage to aircraft.

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Ok. So damage output of one clip with Stinger and Patriot is identical then, no?

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Patriot Batteries fire 4 missiles per volley whereas Stinger Sites fire 3 missiles per volley (though the Stinger rockets are all fired at once and accelerate faster, resulting in greater PDL penetration). However, it must be noted that the delay between shots adds to the overall reload time, so the reload times would look something like this:

Stinger Site = 3 shots per 2000ms = 45 DPS

Patriot Battery (patched) = 4 shots per (2000ms + (4 × 100ms)) = 2400ms = 50 DPS (assuming the 4 × 100ms adds up to 2400ms and not 4 × ~133ms to ~2533ms)

Keep in mind that GLA gets the AP Rockets upgrade, which increases the Stinger Site's DPS even further.

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Stinger shoots just 3 in the Air? There are 4 soldiers on the site, so I always thought all 4 shoot, no? Or do you mean if one is dead?

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There are three soldiers in the nest!

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Silly me. No idea why I though there are 4 inside.

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@xezon xezon Nov 3, 2022

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Together with reduced ClipReloadTime the Air and Assist Weapon yield +40% DPS over original.

Comparison with Stinger:

Object Ground DPS Air DPS Assist DPS
Original GLA Stinger Site 30 45
Original GLA Stinger Site Beta 30 45
Original GLA Stinger Site Gamma 45 60
Original USA Patriot 43 36 36
Patched USA Patriot (this) 50 50 50

I think this should be compared with all defenses to give more clarity.

This is significant buff. It is not clear to me whether or not it is desired. It is bad for China. Helix and Mig will die significantly quicker against this. The increased Anti Air range makes the effectiveness even greater.

PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350.0
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 400.0
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How does this new AttackRange 400 compare with China Gattling Cannon and GLA Stinger?

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China Gattling Cannon and GLA Stinger Site are both 400.

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Ok from that comparison it looks reasonable then. However, does Search and Destroy add 20% range to defenses? If so, that would grow to 480 now, and 420 before. +80 more range than other faction defenses would be significant surplus.

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I don't believe buildings are affected.

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;Army bonuses granted by different battle plans
ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these...

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Ok. I assume defenses also do not have CAN_ATTACK enum?

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I am still skeptical of range buff here. Patriot Weapon Assist will make ranges even better, as far back Patriots can assist forward Patriot. No other base defense can do this.

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@Stubbjax Stubbjax Oct 31, 2022

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Base defences do have CAN_ATTACK, but I forgot to include the additional line below that one:

InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE

The 275 range is already observable with EMP Patriots in 1.04, so there's really no new behaviour to consider here.

DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 600
Expand All @@ -2018,7 +2018,7 @@ Weapon PatriotMissileWeaponAir
FireFX = FX_BuggyMissileIgnition
FireSound = PatriotBatteryWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
DelayBetweenShots = 100 ; time between shots, msec
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Delay will be 133 now instead of 266. Maybe we can take it to 200, between the original Patriot and EMP Patriot, or is 133 de facto the best looker?

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The idea is to match it with the EMP Patriot's fire rate to achieve consistency between the two.

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I understand. But this now is a significant buff for Patriot fire rate. Consistency would also have been achieved by raising EMP Patriot delay from 100 to 250. Why was 100 chosen as the to-go option?

There are 3 options:

100 (equals 133)
200
250 (equals 266)

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The reason I preferred 100 over 250 is due to the ability for EMP Patriots to take down King Raptors under the right conditions. Increasing the delay significantly reduces the Patriot's ability to break through PDLs.

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Ok that is a good reason.

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Visually looks proper. Logically it makes sense that it helps breaking PDL. This will also make it more effective against Avengers, not just against Air Force things.

This change on its own gives a DPS buff of 17%, because ClipReloadTime is not increased to counter balance it.

ClipSize = 4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
Expand All @@ -2036,9 +2036,9 @@ End
;------------------------------------------------------------------------------
; For use with the Assisted Targeting Update. No Assist Listing and longer range
Weapon PatriotMissileAssistWeapon
PrimaryDamage = 25.0
PrimaryDamage = 30.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 450.0 ; at least Regular's range + regular's request assist range
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Judging by comment, assist AttackRange needs to be changed too if base AttackRange is changed?

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I just matched it to the EMP Patriot's values. Perhaps it needs looking at as 450 is less than the regular range (275) + request assist range (200).

DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = EXPLODED
Expand All @@ -2048,10 +2048,11 @@ Weapon PatriotMissileAssistWeapon
FireFX = FX_BuggyMissileIgnition
FireSound = PatriotBatteryWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AutoReloadWhenIdle = 2100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = Yes
Expand Down Expand Up @@ -6693,6 +6694,7 @@ Weapon Lazr_PatriotMissileAssistWeapon
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AutoReloadWhenIdle = 2100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = Yes
Expand Down Expand Up @@ -7613,7 +7615,7 @@ End

;------------------------------------------------------------------------------
Weapon SupW_PatriotMissileWeaponAir
PrimaryDamage = 30.0
PrimaryDamage = 15.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 400.0
Expand Down Expand Up @@ -7647,9 +7649,9 @@ End
;------------------------------------------------------------------------------
; For use with the Assisted Targeting Update. No Assist Listing and longer range
Weapon SupW_PatriotMissileAssistWeapon
PrimaryDamage = 25.0
PrimaryDamage = 15.0
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Note that this is a hidden nerf for USA Super Weapon. With this reduction, 2 EMP Patriots will take longer to kill disabled vehicles than originally. Although this is a very logical approach, it is difficult to agree with this implementation, considering that USA Super Weapon General has a hard time against other factions. May I suggest to explore streamlining damage to a higher value for all EMP weapons? This way damage evens out a bit more. To illustrate problem, I will provide table:

EMP Count Damage Original Damage Patched
1 15 15
2 50 30
3 75 45
4 100 60

As you can see the more Patriots assist, the less damage it deals.

The reduction of DelayBetweenShots will counter act this a bit, but not nullify the damage reduction.

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I don't agree that this change is a problem nor that it plays even a minor role in Super Weapon General's prospects against other factions. It does not make sense to focus a faction's balance on such an obscure and rare mechanic, particularly one which is practically never seen in competitive games.

Moreover, giving EMP Patriots a damage boost would go against the faction and building's design philosophy and is unnecessary considering it's already one of the best defences in the game. Players are also very familiar with the current 4 × 15 damage output.

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@xezon xezon Nov 4, 2022

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All match types are part of competitive player scene, including 1v1v1v1v1v1. Camping with EMP Patriot is common with Super Weapon General. Bundling EMP Patriots is effective, as long as Power levels can be maintained. It can be difficult to break through these defenses. If we take away from EMP Patriot capabilities, it will inevitable weaken USA Super Weapon in some capacity.

What is/are the goal(s) of this change?

I am asking because if the goals were to

  • fix random discrepancies
  • make Patriot more effective

then making EMP Patriot less effective would not fit into the goals.

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Games such as 1v1v1v1v1v1 are casual, where politics and luck are far more influential on the outcome of a game than a particular faction / matchup. I would also argue that any player who places enough EMP Patriots in a single area for this change to make any meaningful difference is not playing at a competitive level.

It's important to note that the EMP Patriot's efficacy lies in its disabling effect, not its damage. A delay of 2400ms (down from 3000ms) between volleys could be argued as an overall slight improvement to the assist weapon, despite the damage reduction, as more units will potentially be disabled. The damage reduction is also meaningless against aircraft, in which case the assist weapon is now more effective with its faster reload. Also don't discount the increased PDL penetration, which could make the difference between a group of Avengers or King Raptors remaining invulnerable or becoming entirely disabled / destroyed. This would directly affect USA Air Force, SWG's worst matchup.

Regardless, such a change is highly unlikely to have any impact in 99% of games.

The goals of this change are to:

  • Reduce the disadvantage incurred from employing standard Patriot Batteries without making them more attractive than the current meta defence, the Firebase
  • Streamline any inconsistencies between each Patriot's standard, air and assist weapons
  • Streamline and standardise values and inconsistencies between the two Patriots while maintaining primary distinctions
  • All of the above in the cleanest, simplest and subtlest way possible

PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 450.0 ; at least Regular's range + regular's request assist range
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = EXPLODED
Expand All @@ -7659,10 +7661,11 @@ Weapon SupW_PatriotMissileAssistWeapon
FireFX = FX_BuggyMissileIgnition
FireSound = PatriotBatteryWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AutoReloadWhenIdle = 2100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
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Looks like this was forgotten to be added with

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Ok. Wonder why commy did not act on it.

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It makes assist bug worse, because now it likely fires the whole salvo instead of just what was left in the clip.

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Stubbjax, did you test this? Did it work ok?

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From my testing, it seems that once the Patriot's assist weapon is activated, it will remain active until it has emptied its clip. This means that if the assist weapon fires only half of its clip, the Patriot will then fire the rest of its clip as soon as an enemy enters its assist range. This is likely why we sometimes see Patriots fire missiles incredibly far distances seemingly randomly. This behaviour is demonstrated in the footage below.

ASSIST.mp4
ASSIST_MORE.mp4

I was hoping that if the Patriot was allowed to reload its assist clip when idle, that it would then deactivate its assist weapon and return to its standard weapon like it does after a full volley. However, after testing with AudoReloadWhenIdle active, it appears that this is unfortunately not the case, and the assist weapon will still remain active despite the clip reloading when idle. The respective change will thus exacerbate the issue as @commy2 pointed out, as the entire assist clip may be fired after idling. This is evidently undesirable, so I will undo this change.

However, the good news is that the shorter assist weapon's delay between shots will slightly alleviate the issue, as the window during which the assist weapon can be interrupted is shortened.

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Thanks for testing.

AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = Yes
Expand Down