Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 23, 2024, 10:10:34 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
Hard Caps
Pages: [
1
]
Go Down
Print
Author
Topic: Hard Caps (Read 4101 times)
0 Members and 3 Guests are viewing this topic.
tank130
Sugar Daddy
Posts: 8889
Hard Caps
«
on:
July 19, 2012, 11:30:40 am »
Quote from: Mysthalin on July 19, 2012, 04:52:25 am
The reason why hardcaps are bad for (high-level) balance is because they hide the issue, rather than solving it. If a unit is so effective for cost that it can be fielded in such great numbers to the point of impossibility to be handled - then it's a problem with the unit's price or statistics, and this problem needs to be dealt with. Implementing a hard-cap might make the numbers of the unit more manageable - but at the end of the day the unit remains over-powered for it's cost. The issue is simply "hidden" rather than being solved. It is one of the reasons greyhounds remained at a fuel cost of 30 for absolutely ages - the "soft cap" of the unit pool hid the fact that you could get a unit that is great for very little actual resources (yes, I still absolutely despise the existence of even the unit pool).
Another issue with hard-caps is coordinated companies. Assume a world where goliaths are for some stupid reason 40 munitions. Let's say you limit goliaths to 6 per company, rather than increasing the price. I see that and get Shab + rolscika together, and we still send 18 goliaths your way, while each of us retaining high-power units in the rest of our companies - because the goli is just too cheap in this world. I gave an imaginary example in this case, but I think you get the picture.
I think you make a fair argument, but how would you solve the problem with your example?
I guess we should use a hard capped unit as an example though. Let's use the KT.
IMO the KT is relatively balanced and priced accordingly. Some may even argue it needs a buff, not a nerf. However, more then 1 KT in a company caused game imbalance, so it was hard capped.
If we priced the KT higher or nerfed it's stats, it would become UP for it's cost.
How would you suggest balancing this without a cap?
Logged
Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
tank130
Sugar Daddy
Posts: 8889
Re: Hard Caps
«
Reply #1 on:
July 19, 2012, 11:31:32 am »
Quote from: Ahnungsloser on July 19, 2012, 09:04:29 am
If you can't like a hardcap limit introduce a threshold limit instead of a hardcap limit. When you buy units in a amout higher then this value the pool value
of this unit begins to raise. You want spam? I will fuck your pool. (The problem is that each doctrine pool values needs to be adjusted and each unit needs to be associated with such values which result in a shitload of work..)
Logged
Tymathee
Donator
Posts: 9741
Re: Hard Caps
«
Reply #2 on:
July 19, 2012, 12:12:03 pm »
que?
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
aeroblade56
Development
Posts: 3871
Re: Hard Caps
«
Reply #3 on:
July 19, 2012, 12:13:23 pm »
just increase price on it to 1500 fuel
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
Mysthalin
Tired King of Stats
Posts: 9028
Re: Hard Caps
«
Reply #4 on:
July 19, 2012, 12:40:17 pm »
I'd do it in several steps.
First off - i'd make the KTs accuracy vs infantry 0.75, like all the other tanks have, instead of it's retarded 0.4 modifier that it really should simply not have.
Secondly, I'd remove the hard-cap making the price 1000 MP, 800 FU. That way, you could potentially field two, or have one with significant armour support, but you'd need to be on a fuel sector to make use of either.
Third, I'd increase the repair kit's price to 250 MU, but make it work like the Tank Destroyers T4 repair kit (split into 3, smaller parts), minus the movement while repair.
End result - a King tiger that can finally hold it's own against infantry, but actually has to pay noticeable munitions to be truly effective and has an actual choice between getting either a second KT or chosing to get some vehicle support.
Logged
hans
EIR Veteran
Posts: 3497
Re: Hard Caps
«
Reply #5 on:
July 19, 2012, 12:47:19 pm »
well, my suggestion:
why do we have the kt anyway as an unlock? i thought about this:
panther gets unlock t3 instead of the tiger in the blitz doctgrine, coz panther as a fast and mobile tank fits the blitzkrieg role much better than the tiger. Therefore panther has to get more unique and better. But therefore u also have to raise price so its just possible to field 2 at the same time. Move the tiger to the terror t3 unlock and remove the kingtiger, + tiger can be only once on the field (higher price). Tiger fits much better in the role of the kt tbh. Well and yeah tiger also has to get better and stroonger for this role. Once u did that, u have 2 more unique and doctrine role fitting units. Remove panther from PE too.
oh and if u do so, u have to make the stug better so it can replace the tank hunter role of the panther.
PS: well maybe we can exchange the pe panther with something different...
«
Last Edit: July 19, 2012, 12:51:50 pm by hans
»
Logged
Quote from: brn4meplz on May 06, 2013, 01:52:31 pm
Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
BaleWolf
Donator
Posts: 147
Re: Hard Caps
«
Reply #6 on:
July 19, 2012, 05:17:00 pm »
I believe that the Allies have too many added units. With things like the Arty halftrack, and Stuh sherman, plus jumbos and mg rangers they now have specialty units to fill every single gap that they once lacked, changing not only the whole role of the army, but also giving them a significant advantage. And yes, stuhs are too cheap.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Hard Caps
«
Reply #7 on:
July 19, 2012, 05:20:40 pm »
hardcaps are lame
how many ranger "buyouts" is 1 kt worth? that get fuck all buffs from its doctrine and is a t3 unlocked?
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Hard Caps
«
Reply #8 on:
July 19, 2012, 05:58:30 pm »
Quote from: BaleWolf on July 19, 2012, 05:17:00 pm
I believe that the Allies have too many added units. With things like the Arty halftrack, and Stuh sherman, plus jumbos and mg rangers they now have specialty units to fill every single gap that they once lacked, changing not only the whole role of the army, but also giving them a significant advantage. And yes, stuhs are too cheap.
interesting..
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Hard Caps
«
Reply #9 on:
July 19, 2012, 06:13:11 pm »
Quote from: BaleWolf on July 19, 2012, 05:17:00 pm
I believe that the Allies have too many added units. With things like the Arty halftrack, and Stuh sherman, plus jumbos and mg rangers they now have specialty units to fill every single gap that they once lacked, changing not only the whole role of the army, but also giving them a significant advantage. And yes, stuhs are too cheap.
http://www.youtube.com/watch?v=5LYD0Fzf1LU
Axis fanboi spotted.
Logged
Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
Getting EiR:R Released on Steam
Forum Rules & Guidelines
smurfORnot
EIR Veteran
Posts: 4715
Re: Hard Caps
«
Reply #10 on:
July 19, 2012, 06:52:12 pm »
Quote from: hans on July 19, 2012, 12:47:19 pm
well, my suggestion:
why do we have the kt anyway as an unlock? i thought about this:
panther gets unlock t3 instead of the tiger in the blitz doctgrine, coz panther as a fast and mobile tank fits the blitzkrieg role much better than the tiger. Therefore panther has to get more unique and better. But therefore u also have to raise price so its just possible to field 2 at the same time. Move the tiger to the terror t3 unlock and remove the kingtiger, + tiger can be only once on the field (higher price). Tiger fits much better in the role of the kt tbh. Well and yeah tiger also has to get better and stroonger for this role. Once u did that, u have 2 more unique and doctrine role fitting units. Remove panther from PE too.
oh and if u do so, u have to make the stug better so it can replace the tank hunter role of the panther.
PS: well maybe we can exchange the pe panther with something different...
yea,lets fight pershing/churchils/firefly's with p4's! Idea is simply genius! Unless you spent T3 unlock,why not just shoot yourself in the knee before fight even starts
Logged
Hicks58
Development
Posts: 5343
Re: Hard Caps
«
Reply #11 on:
July 19, 2012, 07:10:14 pm »
Except a PIV is more than capable of taking on either a Churchill or a Firefly.
As for the Pershing... Yeah. I'm pretty sure Pak 38's and Shrecks to back them up handle that without even bringing a Panther into the equation.
Then again, going by Fuel costs you can just go ahead and put out a pair of PIV's, which will take down a Pershing when used correctly.
But hey. Most Axis players lean on their Panthers to a degree that most forget the slightly more complicated but otherwise effective counters.
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
aeroblade56
Development
Posts: 3871
Re: Hard Caps
«
Reply #12 on:
July 19, 2012, 07:13:34 pm »
2 blitzkrieged p4. Say GG pershing.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Hard Caps
«
Reply #13 on:
July 19, 2012, 07:31:46 pm »
Did you guys want to discuss Hard Caps, or should I just lock the thread?
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: Hard Caps
«
Reply #14 on:
July 19, 2012, 07:47:00 pm »
Quote from: aeroblade56 on July 19, 2012, 07:13:34 pm
2 blitzkrieged p4. Say GG pershing.
Only half-true. Depends entirely on how lucky you are with the persh.
Logged
Pages: [
1
]
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...