Creeper World 4

Creeper World 4

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Creeper World 4 - Useful Numbers
由 Kalil 制作
Results of some testing - moderately precise numbers for tower costs and buff effects.
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7
5
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Introduction
I created a test map and tested several game mechanics. The map I used is screenshotted below:


Energy cost and resource production tests were done by placing 10+ of a weapon or item and checking the resulting values. Sprayers were slightly more difficult, as the consumption values are not displayed - I had to place/remove sprayers until I saw the stockpile start to decrease or increase.
Energy Production
The Rift Lab produces 1 power on its own.

Towers with a full 121 squares of coverage produce 0.333 power per tower. However, they lose 'efficiency' based on the number of links between the tower and the Rift Lab. This loss appears to be logarythmic. After 12 links, a tower was at 86% efficiency.

Mines produce 1 energy.

Small (3x3) solar panels produce 0.2 energy each, while large (5x5) solar panels produce 0.5 energy.

The ERN Portal buff to energy production is a 50% boost (x1.5). It affects the Lab, Towers, and Miners. It does /not/ affect solar panels, which is probably an oversight/bug.

Attaching an ERN module directly to a miner is a 400% boost (x5). This stack multiplicatively with the Portal buff, for a total of 7.5 energy from a miner affected by both.

Results are sumarrized below:

Energy Producer
Base
ERN Portal
ERN module
Both ERN buffs
Rift Lab
1
1.5
N/A
N/A
Tower
0.3
0.45
N/A
N/A
Miner
1
1.5
5
7.5
3x3 Solar Panel
0.2
N/A
N/A
N/A
5x5 Solar Panel
0.5
N/A
N/A
N/A
Resource Production
Relatively straightforward. Blueite and Redron Mineral outcrops produce 0.5 resources each. Miners produce 0.3 resources each. The Mine Production portal buff boosts both by 100% (x2), and the ERN module increases production of the miner by 400% (x5). They stack multiplicatively. To summarize:

Energy Producer
Base
ERN Portal
ERN module
Both ERN buffs
Redron Outcrop
0.5
1
N/A
N/A
Blueite Outcrop
0.5
1
N/A
N/A
Miner
0.3
0.6
1.5
3.0
Consumption
At constant fire rate, cannons, mortar, and nullifiers all consume 1 energy.

Sprayers at constant fire rate (or set to 'always on') consume 0.60 blueite. Under the effect of an ERN module, this doubles to 1.2 blueite. They behave oddly with fire rate, consuming 0.86 blueite with the the portal buff alone, and 2.0 blueite with both buffs active.
Effects
Testing equal-sized stacks of AC and creeper against one another resulted in total cancelation, as expected - neither has a 'hidden' advantage against the other.

A sprayer set to Always On produced a stack of 72 AC in 30 seconds. With the ERN module, this doubled to 144 AC in 30 seconds (commensurate with the increased consumption. However, when tested against an emitter set to produce 144 creeper over 30 seconds, the sprayer easily overwhelmed it. Further testing using a racing track found that a ERN-boosted sprayer was evenly matched against an emitter set to produce 21.7 every 2 seconds. This implies that the unbuffed Sprayer has an actual production rate of roughly 5.4 per second (and thus gives us a conversion of 8.1 production/per second per unit of Blueite. This means that to match a 'standard' emitter with 50 every half second, you would need 12.5 blueite, feeding 19 sprayers. This explains why mortars/cannons/bombers are essential for 'pushing' an Anti-creeper front forwards.

Testing a cannon against a 2x2 stack of creeper with height of 250, I tested a cannon under the following situations:
  • Base, with no buffs: 67 seconds.
  • With an ERN module: 33 seconds.
  • With the ERN Portal fire rate buff: 50 seconds.
  • With both ERN buffs: 25 seconds.
From this, I concluded that the fire rate buff is +25% (x1.25), and the ERN module doubles the performance of the cannon.

Cannons, snipers, and sprayer ranges are unaffected by height. Mortars, however, get a higher range with higher /relative/ height.
Further testing needed
I am running some more tests on AC vs creeper and on bomber costs. I will edit when I have results.
67 条留言
Darth Porgus 2024 年 6 月 22 日 下午 4:56 
Have you made the tests on AC vs Creeper and on bomber costs? Will you update this great guide?
0121moho 2022 年 10 月 13 日 下午 2:07 
great work, thank you!
Killerlama99 2022 年 3 月 26 日 上午 11:40 
ty
derpasorus-rex 2022 年 3 月 16 日 上午 8:37 
interesting note that mortars have increased range depending on how high it above surounding land
Ratking15 2022 年 1 月 16 日 下午 3:03 
Wow just also saw that ERN'ing refineries are very worthwhile if your doing rockets as they double how much they get per crystal.....doesn't say if this is effected by the miner production buff from the ERN portal though......if it does get anything from it then wow....this would have helped a ton in the past.
Ratking15 2022 年 1 月 16 日 下午 2:53 
So then it's just build speed which the link just says it reduces the request of the packet delay.....does that mean if you got positive energy it sends out a build packet (ammo included?) 1.5 times instead of 1? I can again only see a use then for this at the start of the game ish or when pushing a crazy spore (putting out eggs like mad) to nullify it. Which overall isn't useful compared to just sticking the ERN in an Cannon or Mortar to suppress it to me, do you think I'm correct with these assumptions?

PS now I know why I avoid using Bertha's in this compared to creeper world 3 where they were so much better and easier to keep ammo'ed up. (though they are very rare to be able to build them too in this game which is a shame in my mind.)
Ratking15 2022 年 1 月 16 日 下午 2:53 
Hey @Kalil many thanks for the replies all have been very useful and looking at the numbers have made me see why I generally do go for mortars mainly in my builds as they are so efficient energy wise and the same goes for when I do bombers that I try to mainly aim for AC's as sprayer just don't seem to do enough.

I do now know to open with an ern miners when I can too as jezz they produce so much then. Also I feel now that the range boosts aren't really useful unless your pushing since at the start your just trying to secure your land.

I am still wondering in my head however about the move speed and build speed ERN portal stuff as the move speed looks good but....I didn't realise that it takes 2 minutes to get the full benefit and your not going to be always moving stuff forward since it's rare that you can have stuff like airships unless I'm missing something?
Kalil  [作者] 2022 年 1 月 16 日 下午 12:53 
Alright. So. You start with 10 'stored' energy, and a production rate of 1 energy/sec.

The ERN miner is easy: it takes 30 seconds to build, after which you are generating 6 e/s with ERN, 2 e/s without.

The towers are a lot more complicated - they have a spin-up time to full production after they're built, as well as a number of other complications (including efficient use of stored energy). Rather than trying to math it out (it's super complicated because of the stored energy), I did a quick test. After 30 seconds, I had 11 towers built, generating a /potential/ total of 4.66 e/s, but because most them them hadn't fully spread their fields yet, it was only an /actual/ production of 2.6 e/s. So ERN miner actually wins, despite the long period of no production while it's building. Basic miner loses, however.

One limitation: that does require placing your HQ near a blueite deposit, which isn't always an option.
Kalil  [作者] 2022 年 1 月 16 日 下午 12:32 
In re: towers vs (ERNed) mines, a 121-tile tower with no trees (ECO) generates .333 energy/second and takes 5 energy to build. A mine generates 1.0 energy/second and costs 40 energy to build. An ERNed mine generates 5.0 energy/second. In repayment time, ERNed mines are the best, followed by towers and then basic mines. However... Building a mine first means you won't be able to generate any (extra) energy for the time it takes to build it. I'll have to do some more math. Give me a few...

I always drop three ERN into my portal: both fire buffs and mining. I'm not sure if this is mathematically optimal... I do think if I had to choose between range and rate, I'd probably stick with range, since it also helps sniper and missile coverage. But really, I'd want both.
Kalil  [作者] 2022 年 1 月 16 日 下午 12:29 
Hi, @Ratking15 , sorry for the lack of updates. I still play the game from time to time, but haven't really put much thought into the guide or done any serious testing in a long time. This might answer some of your questions, these are 'official' numbers from the devs, and mostly match up with my own testing: https://knucklecracker.com/wiki/doku.php?id=cw4:info:player_unit_data

Per that, bombers are not very efficient on a per-energy basis, compared to mortars or cannons. They /are/ decent on a damage-per-second basis, though it's hard to accurately compare, because of their travel time. Their main advantage is in ease of projection, however - as they can easily be directed deep into enemy creep to make landing zones or etc. I myself don't use them, mostly because I find the noises they make really annoying...