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Author Topic: Balance Mega-Thread  (Read 4573 times)
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« on: July 22, 2014, 11:55:12 am »

Hi all,

This thread is being created by request of our new Balance Lead guy.

The premise goes like this; this thread will accept posts about current balance issues, which are easy to spot and address, without having to trawl through the dozens of posts and arguments in your basic balance thread.

Ground rules are as follows:

1.) Each person may make a post about one specific topic per post.

2.) Posts must be short and concise. Don't argue your points here, that should have already been done in a separate thread.

3.) No discussing. No arguing. No questioning. Any posts that are not a balance issue will be deleted.

4.) Don't try to work any insults in your post. This is not acceptable.

5.) For a post to be accepted, it must first have been discussed openly with other members in its own thread.



So basically, the way it goes is, you spot a balance issue. Great! What now? You post a new thread here in the balance forum, and you label it correctly, e.g. [US] T17 phase armour. It will be discussed along with other members of the community. Once the discussion is complete, you may then post in this thread, with a short outline of the issue, a couple of suggested fixes, and a link to the mother-thread for that particular issue so if needed, it can be read for further analysis. Done!



This is gonna be a real hard-ass thread. You'll notice that the forum has become reasonably relaxed lately, and I think that's a good thing, Smokaz and I intervene where necessary, but for the most part we can all agree that things are good. However, this thread has its own disciplinary rules.

You get ONE chance. After you've used that one life, if you goof again, you are banned from balance. No arguments. Punishment will scale on a case-by-case basis.


The ballpark is open.
Logged

and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #1 on: July 22, 2014, 12:07:51 pm »

FJ Sniper:

Link to thread: http://forums.europeinruins.com/index.php?topic=28343.0

Problem: Cloaks and reloaks far too quickly in cover with no scaling of recloack delay based on firing frequency. Result is the sniper vastly outperforms (consistently) other sniper types while having, when used properly, an inordinate impact on games.

Some proposed solutions:

A) Adjust recloak speed in cover and potentially add a clock speed decay variable like traditional snipers
b) make it luft only,
c) Adjust ROF?

« Last Edit: July 24, 2014, 11:49:24 am by TheWindCriesMary » Logged

Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?

Just sayin'
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #2 on: July 22, 2014, 12:12:36 pm »

US T17:

Link to Thread: http://forums.europeinruins.com/index.php?topic=28315.0

Problem: Far too versatile and powerful when used in numbers OR when buffed multiple times by stacking doc abillities such as moving repair, multiple repair, increased speed, increased accuracy and rof AND capping ability.

Possible Solutions:

A) Mitigate or reduce the amount of stacking benefits that can be loaded onto the unit such as capping (might be good to remove this from all LVs), moving repairs, dual repairs etc.
B) Increase cost (not recommended personally but some suggested it)
C) Some kind of sliding cost scale or limiting mechanic like pool to reduce the impact of using them en masse
« Last Edit: July 24, 2014, 03:59:13 pm by TheWindCriesMary » Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #3 on: July 22, 2014, 12:19:12 pm »

AVRE/Sturmpanzer:

Link to Thread: http://forums.europeinruins.com/index.php?topic=28295.0

Problem: Far too much range and too low of a cooldown. 

Solutions: Lower range by 5, lower cooldown by 15 seconds.

Alternatively: Lower range by 5, Lower cooldown by 30 seconds, increase it with veterancy by 5 or 10 seconds at each level?
Logged

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
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #4 on: July 22, 2014, 12:21:19 pm »

Axis/Allies Tiger Ace & Super Pershing

Link to Thread: 1) http://forums.europeinruins.com/index.php?topic=28345.0
                        2) http://forums.europeinruins.com/index.php?topic=28356.0

Problem: These super heavies dramatically change games and require massive investments, coordination and luck from the opposing team way beyond their cost to counter and, sometimes, eliminate. They consistently rack up 40-50 (sometimes far more) kills per game, especially in the hands of good players, and are super dominant even against their intended counters.

Possible Solutions:

TA:
a) Remove and/or reduce considerably many of the 7x buffs received during hicks era to make it simply a slightly better tiger
b) Make it only a tiger that has better vet bonuses and the added bonus of great veterancy based unlock abilities
c) Limit the amount of repairs it can get to 1
d) Remove from game

SP:
a) Reduce the severity of its vet bonuses
b) Make it only a slightly better Pershing with added bonus of veterancy based abilities
c) Limit repairs to 1
d) Remove from game
« Last Edit: July 24, 2014, 11:48:58 am by TheWindCriesMary » Logged
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #5 on: July 22, 2014, 12:37:22 pm »

PE FJs:

Link to thread: http://forums.europeinruins.com/index.php?topic=28291.0

Problem: Are currently underperforming and relatively under represented in the current metagame. Could do with some kind of improvement to make them more viable and cost effective.

Possible Solutions:
a) Increased surviveability (squad size, hp per man or some other benefit)
b) Improved Camo Bonus (some past EiR patches have severely reduced this from vcoh levels perhaps a bit too much)
c) Improve the base unit such as better vanilla rifles etc so that they are not dependant upon fg42 to be effective
« Last Edit: July 24, 2014, 11:48:18 am by TheWindCriesMary » Logged
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #6 on: July 22, 2014, 05:44:43 pm »

PE Hotchkiss:

Link to Thread: http://forums.europeinruins.com/index.php?topic=28412.0

Problem: Hotchkisses currently perform above and beyond their cost by a large margin consistently in a way that is not in line with other comparable LVs. This is true in the case of the unupgun hotchkiss (to a lesser extent) and the upgun hotchkiss to a greater one.

Possible Solutions:

Normal Hotch:
a) Reduce speed slightly (upgun and normal)
b) Reduce ROF slightly
c) Increase cost slightly

Upgun:
a) Reduce range to 40 in keeping with other lvs and mediums
b) Slightly reduce ROF
c) Increase cost slightly
« Last Edit: July 24, 2014, 11:47:57 am by TheWindCriesMary » Logged
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #7 on: July 24, 2014, 08:45:49 am »

US/WM/CW: Sherman, P4 & Cromwell

Link to thread: http://forums.europeinruins.com/index.php?topic=28416.0

Problem: These three "main line" medium tanks are under represented in the metagame (both late and early war) and, particularly in the case of the allied tanks, rarely earn their cost or achieve the same consistent impact of considerably cheaper LV alternatives. They lack both the mobility or survivability/durability that is important for such a considerable resource sink to be viable in the EiR metagame, and it is far more economical to not take them than to use them.

Possible Solutions that were suggested by various people:

a) Improve Survivability:
     --> Slight HP/armour improvement
     --> Slight speed increase
     --> Slight improvement to rec. accuracy at longer ranges
b) Improve damage capability
     --> Anti-tank & anti-vehicle damage improvement
     --> Improved rear armour penetration & damage modifier versus heavy tanks
     --> Improve kill crits versus LVs
     --> Buff hull MGs (Panzer aces style)
c) Improve versatility
     --> Remove cromwell & Sherman flank speed/smoke abilities vet requirement
     --> Give mediums one or more free repairs
     --> Give faster repairs
     --> Give mediums the option to buy multiple of small repairs
« Last Edit: July 24, 2014, 11:47:37 am by TheWindCriesMary » Logged
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