Upgrade causing OP turbolasers

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Re: Upgrade causing OP turbolasers

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Darksaber
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Post by Darksaber » Sat Apr 18, 2020 1:56 pm

Nope
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wroughtec
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Post by wroughtec » Sat Apr 25, 2020 11:00 am

getting:
Error 404 - Not found
Die angegebene Seite konnte nicht gefunden werden.

Has the download been moved?

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JeremyaFr
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Post by JeremyaFr » Sat Apr 25, 2020 11:46 am


djwildstar
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Post by djwildstar » Wed Jun 10, 2020 11:03 pm

I'm having the same problem as several others, where these ships seem very overpowered - they kill all of the NPC rebel ships, and while I can whittle them away without taking too much damage, I run out of time in the mission before I can kill the last one. So I would like to install the fix discussed on this tread to restore the game balance in this scenario.

Forgive me if I'm missing something obvious, but I don't see a StrikeCruiserContainerTransport file on the linked Craft Pack Fixes for DSUCPv2.6/XWAUCPv1.6 thread, nor do any of the notes for update files on that page mention anything about strike cruiser or container transport fixes being rolled into the update. The file linked in this thread has also been removed.

Has the Strike Cruiser and Container Transport fix been moved again, or withdrawn?

Thanks!

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Darksaber
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Post by Darksaber » Wed Jun 10, 2020 11:06 pm

Download page
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Driftwood
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Post by Driftwood » Thu Jun 11, 2020 2:10 am

djwildstar wrote:
Wed Jun 10, 2020 11:03 pm
These ships seem very overpowered - they kill all of the NPC rebel ships!
Working as intended, the efficiency and destructive firepower is more than the pitiful rebels can withstand as is right and just.

Move along, nothing to see here.
Darksaber wrote:
Wed Jun 10, 2020 11:06 pm
Download page
Really though, the rebalanced opts are available for individual download as DS stated, I just couldn't help myself. :D

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Post by DuckOfLuck » Sun Jun 28, 2020 12:09 am

I'd just like to share some observations related to this issue from my current playthrough, with all the latest XWAUP stuff installed. This playthrough was on Medium difficulty, and probably the 10th I've done since 2003 or so, so I'm fairly familiar with the game and its mechanics, and how the missions were meant to go back in the day.

Rescue Echo Base Prisoners: in 9/10 attempts the Y-wings were unable to disable the Dreadnought, because they are forced to pull off due to the intense fire coming off it.

Any mission involving experimental TIES and Escort Transports: the ETRs easily wipe the entire fighter force, forcing you to finish the mission single-handedly.

Rendezvous with Defector: The Interdictor makes quick work of the X- and Y- wing squadrons, so I had to cheese it by repeatedly reloading and dumping torpedoes out of the Liberty hangar.

Capture the Freighter Suprosa: The Suprosa wipes the entire Y-Wing squadron, so you have to take on Interdictor yourself.

The most plausible explanation here is that turbolaser fire has been made more effective against fighters, either through increased accuracy, volume, or power. This has skewed the balance of the game from what was originally tested by the developers. I am not sure whether this is an issue specific to the XWAUP OPTs, or if it's just a consequence of running XWA on modern hardware - all that is fair to say is that an issue exists, so it might be worth thinking about for the wiz problem solvers around here.

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ual002
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Post by ual002 » Sun Jun 28, 2020 1:20 am

I can attest to all of the difficulties with those missions playing within the last year. I might be crazy but it seems like rate of fire and number of batteries are affected. But regaurdless, I think at some point when coding the original game, someone forgot to code a margin of error into the accuracy of gunner fire.
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Post by DuckOfLuck » Sun Jun 28, 2020 7:06 pm

One solution floated in this thread is to simply downgrade the AI on the mission-breaking ships. However, in many cases they are already set to Novice by default. So something is definitely amiss when a "novice" gunnery crew can shred a squadron.

Some exceptions are the Suluk ETRs in Battle 2 missions, who are generally on Officer, and the Suprosa, who is on Veteran. Downgrading these ships does help the survival rate of your squadron. However, in the Suprosa mission the Novice Interdictor still shreds the Y-wings, as it has highly accurate laser fire.

In general the Interdictor seems more challenging to fight one-on-one than a ISDII: with the ISDII, you'll generally only get hit if you make yourself a blatantly easy shot (probably the more canon behavior), and there are many angles along which you can make a safe strafing run - not so for the INT. In a skirmish experiment, I found that 6 Super Ace Y-Wings could not defeat one, so even the easiest possible setting for the Suprosa mission results in a total squad wipe. Here XWAUP is definitely not to blame: the result is the same with the stock game.

Any other ideas on how to nerf AI gunners are appreciated.

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Ace Antilles
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Post by Ace Antilles » Sun Jun 28, 2020 7:11 pm

Please take a moment to check the Mission Balancing section for issues on missions or post any particular missions affecting you.
viewforum.php?f=35

Also check this post about Balancing. Helps keep the topics together :)
viewtopic.php?f=15&t=12719
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