Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Sniper bot buff #6606

Merged
merged 22 commits into from
Feb 8, 2025
Merged

Sniper bot buff #6606

merged 22 commits into from
Feb 8, 2025

Conversation

lL1l1
Copy link
Contributor

@lL1l1 lL1l1 commented Dec 28, 2024

Issue

Snipers bots are too micro-heavy and do not get enough value for their cost so they rarely get built. They used to be a powerful choice for beating Percivals/Bricks, but now they're not even viable and only firebases and T4s remain viable options.

Description of the proposed changes

  • Code fixes for the Seraphim sniper
    • This includes a nerf: the turret yaw speed goes from 90 to 70 (normal mode) / 50 (sniper mode)

Both snipers:

  • Firing tolerance: set to 0

    This fixes them consistently missing on the first shot after turning/retargeting, especially for the Seraphim sniper which now has lower yaw speed than turn speed. For reference, hitting a size 1 brick at 70 range requires 0.41 degrees firing tolerance.

  • Range: Seraphim: 55/65 -> 60/70; Aeon: 60 -> 65

    This partially reverts the range nerf from the most recent changes to snipers. The cost changes solved most of the issues, and the range nerf introduced too much micro and too little range to deal damage to enemy units before they catch up, so the experience was made worse. The range is only partially reverted so that Seraphim sniper mode does not outrange Ravagers (70 range).

  • Seraphim sniper speed in normal mode swapped with Aeon sniper: Aeon: 2.4 -> 2.2; Seraphim: 2.2 -> 2.4

    This creates a more interesting interaction between Aeon and Seraphim snipers as they swap who outranges or outspeeds who, instead of Aeon always outspeeding Seraphim. Aeon has the very fast Absolver to counter Seraphim's alpha strike capability as well.

Seraphim sniper:

  • Sniper mode speed: 1.65 -> 1.8

    Since the sniper mode speed is coded as a multiplier, it was unnecessarily nerfed by the recent speed changes. 1.65 is slower than ACU (1.7), so it is clearly excessive, and made sniper mode even more difficult to use against fast mainline units.

  • Turret Yaw speed: 90 -> 70 (normal mode) / 50 (sniper mode)

    This is due to the aforementioned fix in the weapon code. It further emphasizes a steady, long range sniping style for Seraphim in contrast to Aeon's quick turning and more mobile firing.

  • The Seraphim sniper has a mini rework to make it more favorable to use the sniper mode regularly, instead of reserving it for alpha-striking experimentals and ACUs:

    • Normal mode and sniper mode DPS swapped: 153/132 -> 132/152 respectively

    • Sniper mode damage reduced, reload sped up: 2000 dmg/15.2s (132 DPS) -> 1570 dmg/10.3s (152 DPS)

      This reduces for how long the sniper slows down after firing and makes it overkill Harbingers and Othuums much less (30%/28% overkill -> 2%/0%).

Testing done on the proposed changes

Additional context

Checklist

  • Changes are annotated, including comments where useful
  • Changes are documented in the changelog for the next game version

lL1l1 added 10 commits December 28, 2024 02:03
must be more than gun range
The yaw speed was being set equal to the unit turn speed (90), while the actual desired stats are 70/50 yaw speed, so this is a very significant change.

In terms of commit history, the 90 yaw speed dummy weapon came in a game change (aug 2017) before the balance changes to the desired yaw speeds (jan 2018).
Minimal dummy weapon setup based off the one in FAForever#6574
Aeon: 60 -> 65
Seraphim: 55/65 -> 60/70
1570 damage does less overkill against harbs/othuums, and in general lower damage and faster reload makes overkill less of an issue
Movement speed:
Seraphim: 2.2/1.8 -> 2.4/1.8
Aeon: 2.4 -> 2.2

The theory is that Seraphim can engage at long range but will be slow for enough time during the reload for Aeon snipers to catch up. If they disengage with the fast mode, Aeon snipers will have a range advantage. Absolvers are also very fast and have high range, so they can be used to directly counter Seraphim snipers.

In relation to Percy/Brick, this makes Seraphim snipers sniper mode speed be less of an extreme downside as you can flee better. It also introduces micro capability when using sniper mode vs bricks.
this further encourages use of sniper mode over normal mode, especially as the regular damage output of the sniper as opposed to being reserved for alpha-striking targets such as experimentals or ACUs.
Non-0 tolerance would cause them to miss their first shot during a turn/retarget, since the gun would be allowed to fire when it is not on target
@lL1l1 lL1l1 added the area: balance idea related to suggestions for unit balance label Dec 28, 2024
@lL1l1 lL1l1 added this to the Development I of 2025 milestone Dec 28, 2024
@lL1l1 lL1l1 marked this pull request as ready for review February 5, 2025 22:04
@lL1l1
Copy link
Contributor Author

lL1l1 commented Feb 8, 2025

We decided to buff speed instead of range as it would be helpful in low apm/1v1 scenarios and because it would encourage more proactive back and forth gameplay.

We decided to tackle the sniper mode DPS and damage model changes in the next patch so we can have more time to discuss it.

Copy link

@Rhaelya Rhaelya left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Everything looks in order.

@Rhaelya Rhaelya merged commit e725005 into FAForever:develop Feb 8, 2025
5 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area: balance idea related to suggestions for unit balance
Projects
Status: Done
Development

Successfully merging this pull request may close these issues.

2 participants