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Author Topic: Balance Evolution  (Read 4151 times)
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Ununoctium Offline
EIR Veteran
Posts: 1256


« on: August 08, 2009, 10:25:39 am »

I've been struck by lighting... actually that was just the house.


As things have evolved they have spawned needs that we've kinda filled a little daftly.

Example:
Kingtiger needs effective AT counter.
We make AT more powerful
Now other tanks get fucked by the new AT.

Allied armour fails vs axis
AP rounds T4
Now all axis armour is screwed un-cost effectively.

british need sniper
commando sniper
non-cloakable sniper is now used like all other sniper should be. fast moving and with LT bonuses
The problem of killing snipers without snipers is made more visible. commando sniper is still fine.

anyone else have ideas (sorry for the post im stoned)
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Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #1 on: August 08, 2009, 10:44:27 am »

god u spam more balance threads than two, and thats sayin somethin
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DERDBERT
Like Jesus, Keeps died for us

He made a funny thread for bear, and got banned.

Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
Two Offline
EIR Veteran
Posts: 2079


« Reply #2 on: August 08, 2009, 11:22:15 am »

god u spam more balance threads than two, and thats sayin somethin

My balance threads are correct though, use my ideas and game is balanced :p.
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
sgMisten Offline
Donator
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Posts: 778


« Reply #3 on: August 08, 2009, 12:18:06 pm »

Your thoughts of how "up-urs" balancing makes me think back at the good old days... makes me wish for simpler times....

When shooting a lot = suppression on infantry.
Tanks had high mobility, with exception of mines and stickies.
ATGs countered tanks.

Now we have:
Suppression
Stun grenades
Stun rounds for tanks
Slow for infantry
AoE slow for infantry
AoE slow for tanks
Temporary slow for tanks (button)
Anti-inf mines
Anti-tank mines
Temporary tank slow mine
Long range 'sticky' [treadbreaker]
Super heavytanks that counter ATGs
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #4 on: August 08, 2009, 12:38:41 pm »

Your thoughts of how "up-urs" balancing makes me think back at the good old days... makes me wish for simpler times....

When shooting a lot = suppression on infantry.
Tanks had high mobility, with exception of mines and stickies.
ATGs countered tanks.

Now we have:
Suppression
Stun grenades
Stun rounds for tanks
Slow for infantry
AoE slow for infantry
AoE slow for tanks
Temporary slow for tanks (button)
Anti-inf mines
Anti-tank mines
Temporary tank slow mine
Long range 'sticky' [treadbreaker]
Super heavytanks that counter ATGs

He gets it.

We've overcomplicated things and we are all losing because of it.

it's only a matter of time before the battle is determined by the build before the game has been played.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #5 on: August 08, 2009, 12:41:32 pm »

Welcome to Opposing Fronts + TOV.  Kthxbai
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
sgMisten Offline
Donator
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Posts: 778


« Reply #6 on: August 08, 2009, 01:22:54 pm »

Welcome to Opposing Fronts + TOV.  Kthxbai

Just because OF and ToV have abilities and units that are new doesn't mean we have to use all of them.

And OF and ToV don't have the commando sniper, american officer, propoganda terror officer, hotchkiss command section, or 50mm upgunned ATHT either.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #7 on: August 08, 2009, 02:06:48 pm »

Agreed. But expecting the same game as old EIR after updating it to include TOV+OF is silly.  I'm not sure I agree with all the new units/abilities(incendiary assault is silly), but it is what it is.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #8 on: August 08, 2009, 02:09:56 pm »

Heh, knew you would post about incendiary assault.

It's going to become an actual incendiary assault eventually, not the standard one that it is now.
And at 50 mun for assault, I'm surprised it's not being spammed more often, tbh :S.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #9 on: August 08, 2009, 02:13:55 pm »

Heh, I was hunted halfway across the map by those 2 squads Sad  It was frustrating.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #10 on: August 08, 2009, 02:16:06 pm »

ha-ha! Tongue
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #11 on: August 08, 2009, 02:45:43 pm »

Heh, I was hunted halfway across the map by those 2 squads Sad  It was frustrating.
Ugh yeah its great ;p

Meant to only be one volley
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #12 on: August 08, 2009, 04:58:56 pm »

Heh, I was hunted halfway across the map by those 2 squads Sad  It was frustrating.
Ugh yeah its great ;p

Meant to only be one volley

when you fix it please make it a lot cheaper.
4 grenades that dont burn or do damage is kinda lame.
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VERTIGGO Offline
EIR Veteran
Posts: 392



« Reply #13 on: August 08, 2009, 08:44:39 pm »

I think OP has a really good point, but I think the answer is a little simpler than we think. A lot of the balance problems with T4 stuff are not because they're unnecessary, but because the discrepancy between a Tier-less company and a T4 company is too great. The special advantages all need to fall within a certain moderate limit so that they're worth having without making T4 vs. T1 engagements completely one sided.

E.G. a certain T4 gives 20% health and another gives -15% penetration and +25% while another certain T4 gives +35% damage. If these happen to collide (I understand this is completely without context) the 35% tends to overwhelm the +20%.
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TOV units = intentionally OP marketing gimmicks
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