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Combat inconsistency (especially on extreme) / potential bug

 
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Combat inconsistency (especially on extreme) / potentia... - 6/10/2020 11:36:06 AM   
WeaverofBrokenThreads

 

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The first time I lost a heavy battledress soldier to a slugthrower (2 final att score versus 1200 final hp) I thought 'Man, this guy used his whole life's reserve of luck to land that kill shot.'

After the third or fourth one, I stopped really caring. I got used to it. I sort of got a 'feel', a sort of intuition, for how well my troops will do even without knowing the exact science behind their performance. But then I started playing extreme, and the enemy obliterates my regular troops with a measly +20% mod. 'That can't be right' I thought. Then they obliterated my tanks as well.

I think there is something very wrong with the combat resolution code that merits taking a look at it. I think it is related to the AI specifically, as these things never seem to happen to me on attack or defense.

Conversely, even if I launch 2k attack score attacks on 100 final hp, the results are far from expected.

I can't post a picture because the forum hates me, but just imagine looking at the individual reports screen and it says: 67.3 vs 1964. It is a KILL result.

I understand there might be hidden mechanics, like critical hits or something, but I have not seen a single reference to this in any of the bonuses. The enemy did not have a champion, apoc paladin or any sort of unit feat that turns hits into kills - and to begin with, the idea that they got a hit in the first place is ludicrous. This happens way too often.

If there are hidden mechanics at play, can I please get an elaboration on how they work?

And on the other point, I feel like the AI gets much higher bonuses than the 20% that is reported. I cannot explain why, but the difference between a regular game and an extreme difficulty game are like night and day, even when fighting against similar numbers and composition of troops - and that just cannot be accounted for with a +20% mod. They are far deadlier. I don't think they fight harder, as in, ignoring more casualties, but I think the +20% mod to health is also quite a bit higher.

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RE: Combat inconsistency (especially on extreme) / pote... - 6/10/2020 12:59:41 PM   
Saros

 

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Here is the image weavre was talking about.

(in reply to WeaverofBrokenThreads)
Post #: 2
RE: Combat inconsistency (especially on extreme) / pote... - 6/10/2020 1:29:18 PM   
WeaverofBrokenThreads

 

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Thank you!

(in reply to Saros)
Post #: 3
RE: Combat inconsistency (especially on extreme) / pote... - 6/11/2020 12:53:59 PM   
Saros

 

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Looking at this again where is the caliber modifier? The rifle militia is presumably using small arms against a Battledress trooper so should suffer a huge penalty?

(in reply to WeaverofBrokenThreads)
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RE: Combat inconsistency (especially on extreme) / pote... - 6/11/2020 1:21:06 PM   
WeaverofBrokenThreads

 

Posts: 71
Joined: 6/8/2020
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Doesn't appear to work currently. I can confirm that based on the individual reports, calibre matrix is not take into account at all against vehicles or personal armor.

(in reply to Saros)
Post #: 5
RE: Combat inconsistency (especially on extreme) / pote... - 6/20/2020 12:12:59 PM   
zgrssd

 

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quote:

ORIGINAL: Saros



Here is the image weavre was talking about.

I can actually tell you the odds now!
51 vs 1344 (before modifiers):
69940 possible combinations
1326 Attacker win combinations.
1.89% Attacker Hit chance.

I can not do fractions that precisely for after modifiers, but 68 vs 1964:
135585 Combinations
2346 attacker wins
1.7% Attacker hit chance

Almost 2% is actually a lot better then I thought. And my code is doing this the hard way, so I can exclude discrepancies from shortcuts.

(in reply to Saros)
Post #: 6
RE: Combat inconsistency (especially on extreme) / pote... - 6/20/2020 12:16:13 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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2000 vs 100:
20301 Combinations
15150 Attacker wins
74.62%
Even with 1 order of magnitude, still only 75% hit chance.

(in reply to zgrssd)
Post #: 7
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