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  #1  
Old October 30th, 2006, 05:36 PM

RonGianti RonGianti is offline
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Default Re: Understanding the weapons and balance

Ok, I'm tired of reinventing the wheel

I'm attempting to write a script that will

1. Pull out the data from the weapon fields in Components.txt
2. Insert the data into an Excel Spreadsheet
3. Convert the SE5 formulas into Excel formulas
4. Allow the user to plug in a level for the weapons for comparison.

Any scripters out there want to show me how its done? I'm not a scripter, I just took a class for work on basic scripting.

If I could get this done, not only would we be able to get this data after each patch release, but everytime someone made a mod, they could check for weapons balance as well.

I realize that I will likely just be playing KwokStock and other mods, but if I make that jump, I won't go back to Stock and then I won't be motivated to do things like this or care about stock at all..
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  #2  
Old October 30th, 2006, 06:32 PM

Raapys Raapys is offline
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Default Re: Understanding the weapons and balance

Hopefully, Kwokstock will *be* stock in a future patch.
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  #3  
Old October 30th, 2006, 08:15 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Understanding the weapons and balance

Quote:
Raapys said:
Hopefully, Kwokstock will *be* stock in a future patch.
If that's something you're interested in seeing - then be sure to e-mail MM. He reacts best to user feedback.
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  #4  
Old October 30th, 2006, 10:36 PM

Shadowstar Shadowstar is offline
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Default Re: Understanding the weapons and balance

Is there a preferred email address to use or just the one from the site?
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  #5  
Old October 31st, 2006, 01:21 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Understanding the weapons and balance

se5 at malfador dot com is probably the best route.
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  #6  
Old October 31st, 2006, 01:35 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Understanding the weapons and balance

RonGianti;

Be sure not to fall into the trap others have, when trying to make a formula for weapon value.

Damage/kt/s is a good statistic to look at, but range, damage type, ammo use, resource costs and more are all important in different situations. These are things you can't evaluate automatically, but must weigh in context to the game situation and enemy strategies.
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  #7  
Old October 31st, 2006, 02:39 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Understanding the weapons and balance

For the Balance Mod I used a spreadsheet that factor in damage at point blank, optimal, and max range in addition to the usual size, reload rate, and damage amount. I also added factors to account for damage, seeker stats, and accuracy modifiers. I think for the most part it has worked out ok although I've had to make some little changes here and there.
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  #8  
Old October 31st, 2006, 04:33 AM
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AngleWyrm AngleWyrm is offline
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Default Re: Understanding the weapons and balance

What unit of measure is the speed of missiles/bullets? It's usually a decimal fraction around 0.04 ~ 0.06
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  #9  
Old October 31st, 2006, 04:45 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Understanding the weapons and balance

In game, the seeker speed is multiplied by 1000 to give a speed in km/s - ie. 0.06 = 60 km/s and so on
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  #10  
Old October 31st, 2006, 04:01 PM
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Kana Kana is offline
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Default Re: Understanding the weapons and balance

Quote:
Captain Kwok said:
For the Balance Mod I used a spreadsheet that factor in damage at point blank, optimal, and max range in addition to the usual size, reload rate, and damage amount. I also added factors to account for damage, seeker stats, and accuracy modifiers. I think for the most part it has worked out ok although I've had to make some little changes here and there.
You might want to post this useful tool for people to use.
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