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[Balance] Base submarine gun power consumption is too low

Open ubertpendragon opened this issue 2 years ago • 2 comments

Disclaimers

  • [X] I have searched the issue tracker to check if the issue has already been reported.
  • [ ] My issue happened while using mods.

What happened?

As a baseline, we'll use a low-energy supercapacitor at 50% charge rate (250kW), which roughly charges at 2% of its capacity per second

Pulse laser only uses 2% of a supercapacitor charge per shot, at 1 shot per second A supercapacitor at 50% charge rate will recharge faster than a laser that is continuously shooting Full box: 45 shots image

Chaingun power consumption matches charge rate at around 70% charge rate (500kW)

Railguns and Coilguns are a little more balanced, it takes a charge rate of about 80% (600+kW) to not run out of power

You'd expect charge rate to be cranked up to 100% to perfectly match power consumption, effectively giving you "infinite" energy at the cost of overheating, but all guns match it way before talents and upgrades are applied

Assuming:

  • most players/subs do use one supercap per gun
  • most guns won't be firing constantly
  • not all guns firing at the same time
  • not factoring EDCs

You can make a case for nerfing the guns' power consumption in general. It's more intuitive to increase base power consumption for all and let sub builders tweak supercap stats if shared across multiple guns (example: Barsuk, Azimuth)

In short: -Increase laser gun power consumption by 5x (really) -Increase power consumption of all other guns slightly

ubertpendragon avatar Jul 21 '22 17:07 ubertpendragon

Pulse Laser power consumption didn't take into account the charge time (so it overestimated the fire rate). 5x the power consumption makes it equal to the other guns. Railgun was also using less power than maybe intended so these have been equalized.

Made it part of the feature/large-weapons branch for now

JeroonBosch avatar Jul 22 '22 09:07 JeroonBosch

I believe this is related to "new supercap defaults/ used values means supercap never run dry" #8502

Tsunder avatar Jul 28 '22 17:07 Tsunder

Pulse laser power consumption is still the same on Barsuk

Power consumption went from 1400 to 5000, so a 3.6x increase.

ubertpendragon avatar Aug 19 '22 17:08 ubertpendragon

Fixed in https://github.com/Regalis11/Barotrauma-development/commit/acba217e8ed3365dc77e26e5e98f7f4fc0a29971. Note for testing: I committed this on the subgrades branch to avoid merge conflicts

Regalis11 avatar Aug 29 '22 12:08 Regalis11

Tested, no issues. Closing.

Rokvach avatar Sep 02 '22 08:09 Rokvach