Arena round 6: revert railgun_m damage, correct playtest record
Arena re-run after the playtest-1 adjustments: - spam-cruiser arena landed at par (default +9%) - the range buff alone priced out the small-gun-spam meta, so revert railgun_m damage 16 -> 14 (range stays 80). The buff had regressed drone-swarm-vs-cruisers to +47%, largely via a hit-count breakpoint (60 HP drone: 5 hits at 14 dmg, 4 at 16). - battleship +30% / dreadnought +29% vs pure railgun_s fleets accepted as reach-doctrine texture (the l gun's 130 m standoff working as intended); repair kept at 4 HP/s (below par in-fight is the correct price for free between-wave sustain). Also corrects the playtest-1 record: it was two FULL playthroughs won in ~40 min each with cruisers only (not two pushes) - a 2.5-3x run-length gap. Pacing knobs deliberately deferred to playtest 2, since those runs predate the repair nerf and the l-gun siege range. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
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@@ -95,11 +95,14 @@ range 200).
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- **First full balancing round complete.** Next: full-game playtests
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against the run-shape targets.
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## 2026-07-06 — playtest 1 (first two pushes)
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## 2026-07-06 — playtest 1 (two full playthroughs)
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First real run: two enemy stations destroyed in ~40 min game time
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(~80 min real time with heavy build-pausing) — roughly on pace for the
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≤2 h game-time target, so pacing untouched.
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Two complete runs, WON in ~40 min each with cruiser fleets only — never
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needing capitals. (Initially misread as "two pushes in 40 min, pacing on
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target"; corrected in round 6.) That is roughly cycle 8 against the
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win-cycle target of 20–24: a 2.5–3× pacing gap. Pacing knobs deliberately
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untouched this round — the runs rode 9 HP/s repair and stations nothing
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outranged, both nerfed below; playtest 2 measures the remaining gap.
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- **Meta finding: cruisers filled with 12× railgun_s dominate.** Predicted
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by the numbers in hindsight: the concentration tax makes railgun_s the
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@@ -125,3 +128,34 @@ First real run: two enemy stations destroyed in ~40 min game time
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- **Open:** re-run the arena suite to check the range/damage changes
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against the round 1–5 results; next playtest should verify big guns now
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feel worth climbing to and repair is merely good.
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## 2026-07-06 — arena round 6 (checking the playtest-1 adjustments)
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Mirrors healthy (5–8% margins, durations 24/66/91 s). Results:
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- **Spam-cruiser arena: default cruisers +9% — the meta is priced out**,
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and the range buff alone did the work.
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- **Regression: drone swarm vs cruisers +47% for cruisers** (was +14%
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swarm in round 3). Besides the wider range gap, the damage buff crossed
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a breakpoint: 14 dmg kills a 60 HP drone in 5 hits, 16 in 4 — a hidden
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~25% effective-DPS gain vs drones. Change: **railgun_m damage 16→14**
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(range stays 80); the tax stands, reach is the compensation.
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- Battleship +30% and dreadnought +29% vs pure railgun_s fleets:
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**accepted as reach-doctrine texture** (BS was already accepted at
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+23%) — the l gun's 130 m standoff is exactly what the range buff
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bought; the counter is your own reach or 2:1 numbers, not equal-threat
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small guns. Watch, don't tune.
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- Repair escort flipped to raw +16%: **kept at 4 HP/s deliberately** —
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the arena cannot price the free between-wave top-offs, so slightly
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below par in-fight is the correct price for a module whose run-value
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includes them. Playtest 2 decides; 6 is the fallback if repair feels
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dead.
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- Station assault: the 3× swarm cracked the fortified position keeping
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45% EHP. No knob this round touched it; together with playtest 1's
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trivially easy pushes it flags **station strength as the first pacing
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lever** for the next pass.
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**Pacing deferred:** playtest 1's 40-min wins predate the repair nerf
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and the l-gun siege range. If playtest 2 still wins by ~cycle 10, the
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levers are enemy station scaling (`3000 + 1500*x` likely too shallow),
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the threat rate, and possibly `artifact_win_count`.
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