Useful Unlisted Things

Some chat commands and other things, taken from a post on our NASA forums. Some people were asking for some of the info here, so I figured I’d share. Words just copy pasted from a post by Hapxier.

 

/set cl_showMmQueueInfo 2

That command, when entered into SC via the chat, will reveal the matchmaker’s queuing information once you enter the queue. It’s not that detailed, but it can give you a good idea of how populated the tier you’re playing in is. It can also give you advance warning if someone in your squad forgot to take out their T5 ship if you’re aiming for a T3 match, since the indicated bar will be dangling out in the middle of the T5 section.

 

 

/set cl_scrollCombatText 1

This is where it gets good. This option will enable an information feed to the right of your hull/shield bars. It contains a lot of useful tidbits, including when buffs/debuffs are applied to your ship, who’s applying them, and exact numbers for damage taken & healing received. I find the location to be much more useful than the regular status bar at the top of the screen. It also happens to have color coding for damage types, so there’s no mystery as to what you’re being hit with. It’s not quite as useful as it was prior to the weapon shakeup since main weapons can’t switch damage types anymore.

 

 

/set cl_scrollCombatText 2

This is the same as the one above, except now there’s a second information feed to the left of your energy bar. This new feed shows all the damage you’re dealing. Setting this back to 0 will turn off the feeds.

 

 

Scaling effects for Engineer Drone damage, CovOps Plasma Web, Disintegrator, and Guided Torpedo

These are in the descriptions, but what they don’t tell you is that the type of weapon is irrelevant. All that matters is the weapon’s Mk. There’s also an issue with viewing the damage numbers- the numbers are only correct on the Equipment screen. If you use the ship tooltip display’s Alt command, it will show the default value instead of the actual value. And on that note…

 

Extended Tooltips

The game defaults to a shortened tooltip when you look at ships. This sucks, you want better. Bring up the main menu, then go Settings->Game->Ship Information and set it to “Full”. You’ll get a lot more information on your ships than you would otherwise. Do note that all stats include at least one decimal point, but it usually isn’t displayed unless the stat in question is under 10.

 

WUT SYNERGY DO?

Glad you asked. Note that Synergy will never increase your shield or hull regeneration, nor will it improve your resists, roll rate, pitch rate, or afterburner energy consumption. All values here are added to whatever your equipment and implants give, not multiplied. This will cause the final values to change less than you would expect while you’re swapping equipment around. Note that for speed, the values are so tiny that they may not show up due to rounding. The speed bonus applies to your forward, reverse, afterburner, and acceleration values, but not strafe. The values are good for the synergy changes in 0.9.0 up to level 8, I can’t confirm anything beyond that. However, as nothing changed from 2-8, I assume that levels 9 and 10 are unchanged as well.

Level 1: Base

Level 2: Shield max +3%, Speed +1%

Level 3: Hull max +3%, Capacitor max & regeneration +3%, Sensor Range +10%

Level 4: Hull max +3%, Shield max +3%, Speed +1%

Level 5: Shield max +3%, Capacitor max & regeneration +3%, Sensor Range +10%

Level 6: Hull max +3%, Capacitor max & regeneration +3%, Speed +1%

Level 7: Shield max +3%, Capacitor max & regeneration +3%, Sensor Range +10%

Level 8: Hull max +3%, Speed +1%, Sensor Range +10%

Level 9: Shield max +3%, Capacitor max & regeneration +3%

Level 10: Hull max +3%, Sensor Range +10%

Total bonus for level 10: Shield max +15%, Hull max +15%, Capacitor max & regeneration +15%, Speed +4%, Sensor Range +40%

 

 

 

Thanks TheVoyd!  :good:

Thanks TheVoyd!  :good:

Scaling effects for Engineer Drone damage, CovOps Plasma Web, Disintegrator, and Guided Torpedo

Damage progression for all of them is as follows across all tiers:

 

Mk.I + 0.0%
Mk.II + 6.6%
Military +13.2%
Mk.III +19.8%
Experimental +26.4%

WUT SYNERGY DO?

Values for Energy and Speed are too high but otherwise looks correct.

Also might add the command for detailed combat logs:

/set cl_combatLog 3

And worth noting that /set cl_scrollCombatText 2 turns off the floating damage numbers over your targets because the info is moved to the scroll text to the left of your reticle.

Thanks broo…i love it

From Russian Devblog which is more detailed than the one in English forum,

 

Matchmaker Player Rating:

 

Factors

Ship rank. Each rank has its’ own rating.

Synergy. Minimum synergy -2 points. Elite -0 points.

Squad size. 2 players +1 point each, 3 players +2 points each

DSR. Every 100 points deviations from baseline (1100) ± 1 point. Capped at ± 2 points ie. DSR 900 - 1,300

Win/Loss of previous matches. ± 0.5 capped at 4 points (I assume results of last 8 matches are tracked)

 

Full and Abbreviated Rating:

Full rating is calculated by the above rules and is used to divide players into the two teams and when selecting a Captain in Combat Recon

 

Matchmaker however abbreviates player rating further when placing pilots into MM queues according to the following rules;

If player’s full rating exceeds the ship’s base rating by 2 points, the adjusted rating is base ship rating + 2 points (ie. hard capped to ship rating ± 2)

If player’s full rating is less than ship’s base rating by 2 points, the adjusted rating is base ship rating - 2 points (ie. hard capped to ± 2)

If full rating is between ± 2 points of ship’s base rating, full rating is used.

 

Ship Rating and Game Mode

In PVP Solo - highest ranked ship installed is used to calculate base ship rating *

In PVP Squad - highest ranked ship among all players in squad is used **

In PVE Solo - lowest ranked ship installed is used

In PVE Squad - the average value of the lowest ranked ship from each player in squad is used

 

You can see the calculated matchmaker rating by typing in chatbox “/set cl_showMmQueueInfo 1

 

Queue:

Once rating has been calculated, you may be placed into one or multiple queues simultaneously. Certain queues overlap between tiers and if chosen by a server, will put a player into a mixed tier match. See diagram for matchmaker queue pool.

 

post-11303-0-01724000-1378895381_thumb.j

 

Why is it done? 

If you use Tiers in isolation, then it will end up being top ranked ships versus entry rank. So if matches are limited to tiers, high ranked veteran ships will always hurt newcomers (within the same tier). This method allows low synergy higher ranked ships to fight experienced pilots flying elite ships of slightly lower rank. For example R10 synergy 0 versus R9 Elite.

 

 

From other sources:

* Ship installed in slot 1 is used to calculate base ship rating

** Rating of squad leader is used to place the squad into a queue pool(s)

*** Average Efficiency per battle affects the rating calculation but isn’t explained how exactly. High average efficiency can prevent players being rated down despite suffering a losing streak.

 

Stronger vs Weaker Teams

Kine’s interpretation:

Players are sorted from highest to lowest ranking before being divided into 2 teams in alternate fashion ie. 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th, 21st and 23rd on one team and the rest in the other. Hence you end up with a ‘Stronger’ team and a ‘Weaker’ team. Stronger being the one that has the 1st and 23rd ranked players. Rank may well be the Full matchmaker rating thus allowing the possibility of (say) the top 5 DSR players in the match ending up on the same team since Matchmaker sees DSR 1,301 and 1,900 as equals. If abbreviated rating is used, imbalance can be further exaggerated as it is capped at +/- 2 variance.

 

MM value = 15 + ship tier + 2 * ship rank

prolly can figure out ship rank value on rating now?

 

original devblog

http://forum.star-conflict.ru/index.php?/topic/34961-матчмейкинг/