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An idea on emplacements rework

27 Mar 2016, 17:34 PM
#21
avatar of Tiger Baron

Posts: 3143 | Subs: 2



I rememebr some time ago damn intesnte game on Outskirsts where I made total 5 Paks43 :megusta:


http://steamcommunity.com/sharedfiles/filedetails/?id=500877784

Also 30 pop cap for those 3 (10 each if I remember correctly) is what I'm able to cope with instead of 60, 20 each for a 17 Pounder, that's crazy, and usually you will need more than one to defend any one point.
27 Mar 2016, 18:02 PM
#22
avatar of adamírcz

Posts: 955

Put a munitions cost behind brace.

There fixed.

Fixed what? Slight improvement, but still not a micro increase and doesnt adress the arty rape
27 Mar 2016, 18:16 PM
#23
avatar of Virtual Boar

Posts: 196


Fixed what? Slight improvement, but still not a micro increase and doesn't address the arty rape


Who cares about the micro of an emplacement. It is supposed to be a low micro unit to begin with.

I simply suggested brace becoming a muni ability to add a cost. This would impact British economy and choice of abilities. In my opinion that would be a reasonable compromise.
27 Mar 2016, 18:26 PM
#24
avatar of Butcher

Posts: 1217

To make the game enjoyable again:

- 35 ammo per brace.
- 60 ammo for the counter-battery of the emplacement commander. Lasts a minute and targets only one artillery piece at once. After that: 1 minute cooldown.
- Mortar pit costs +15 fuel.
- 17 pounder goes down to 10 pop cap.

See how that works out. They can still hold out but at least the Axis player can be assured to make them bleed resources for it.

27 Mar 2016, 23:02 PM
#25
avatar of thedarkarmadillo

Posts: 5279



Tell that to bunkers, flak emplacements, pak43, fighting positions, trenches and howitzers.

Ah yes the might fighting position costing as much fuel as a light tank and taking up 1/5 of your available population...
27 Mar 2016, 23:03 PM
#26
avatar of thedarkarmadillo

Posts: 5279

My idea for brace is to inflict a manpower reduction when active (think soviet self repair) to simulate the manpower bleed that..isnt...
28 Mar 2016, 06:28 AM
#27
avatar of Tiger Baron

Posts: 3143 | Subs: 2

If you want emplacements to be another unit needed to be babysit (microed) then give them the ability to somehow pack up and move, like the AoE II trebuchet.

Munition cost for sounds reasonable but not really sure about that...

And yeah sure the mortar pit has double mortars and might be the most powerful mortar but it's still static, and big. And has a bigger chance of getting killed by indirect fire because it's static.

Also note that the Brits are heavily bleeding MP to begin with, putting more mam power strain would just make it worse.

I suggest you boys play a bit on both sides, for example some may call me a Brit fanboy but before them I only played OKW. Now I tend to switch them around but generally I try to maintain a un-biased and neutral view and to be honest it does seem like a few things do need changes and even replacements but people just generally want to just flat out buff or nerf certain things instead of fixing them.

For a example how about the Bofors just replaces the mortar pit as a Tier the 1 emplacement but is a bit nerfed, Brits get a mobile mortar team, everybody is happy. Also for god's sake nerf the 17 pounder's pop cap. Put a munition cost on brace but don't over do it and then also put a muni cost on counter battery. But also increase it's range and instead of stopping the production of units just slow it down a bit. }
I'd also like to see other changes made to the commander like improved fortifications being replaced by Sapper tank traps and the advanced forward assembly being a munition upgrade instead of a man power one.
28 Mar 2016, 11:25 AM
#28
avatar of Svanh

Posts: 181

I think a good rule for balance suggestions is this:

"If you can't personally mod it in and you haven't met anyone who has, don't suggest it."

The opening post is a great idea but it isn't a balance suggestion. It would require Relic to spend significant time and effort on something that is unlikely to materially affect their sales, especially when emplacements have traditionally been more popular among less-skilled and new players.

jump backJump back to quoted post27 Mar 2016, 18:26 PMButcher
To make the game enjoyable again:

- 35 ammo per brace.
- 60 ammo for the counter-battery of the emplacement commander. Lasts a minute and targets only one artillery piece at once. After that: 1 minute cooldown.
- Mortar pit costs +15 fuel.
- 17 pounder goes down to 10 pop cap.

See how that works out. They can still hold out but at least the Axis player can be assured to make them bleed resources for it.

The problem with not understanding how to mod something in is that you don't necessarily know how the game works. All of your suggestions are fairly easy to implement (regardless of their actual balance) but Counter Battery can only target one unit at a time already.

Brits just need(ed) a cheap engineer type unit instead of or in addition to IS.

The emplacements should've been cheap, had zero pop cap, and be easy to build with low manpower costs, and only work at all when garrisoned, ideally with said cheap engineer type unit.

Think REs in fighting pits. Each alone don't do much, but the REs get rifle nades when inside. That, IMO, was not a bad foundation for any kind of emplacements for British.

This might actually be possible if you made emplacements decrewable like USF vehicles. The UKF does have a vehicle squad in the files and I have tried but I haven't been able to get it to work yet.

A comparison of brace vs retreat:

Retreat pulls your unit back to your base and it is your choice when and where do you return. Unit recieves damage during the process. Enemy is rewarded for this, because he gains a decent amount of time.

During brace, you receive only a little bit of damage, but the brace is time limited. This is either OP, in case the enemy has just performed a complicated action to get close and you simply gain invincibility for 30 secs, until your reinforcements arrive, or it is only 30 secs longer time to prepare for the rape, in case the enemy goes artillery against you.

With the proposed rework, the enemy would destroy your 50/100MP emplacement, but you could easily save your unit.

Retreat prevents your unit from attacking or being controlled and provides it with both a damage reduction and a speed buff to help it survive until it can be reinforced. The exact duration of Retreat can be adjusted with forward retreat points.

Brace prevents your unit from attacking or being controlled and provides it with both a damage reduction and a slight armour bonus to help it survive until it can be reinforced by other units. The duration of Brace is a set thirty seconds.

While the exact balance of Brace and emplacements can be debated, Brace itself fits with the design of the game.
28 Mar 2016, 11:39 AM
#29
avatar of Tiger Baron

Posts: 3143 | Subs: 2

jump backJump back to quoted post28 Mar 2016, 11:25 AMSvanh
I think a good rule for balance suggestions is this:

"If you can't personally mod it in and you haven't met anyone who has, don't suggest it."

The opening post is a great idea but it isn't a balance suggestion. It would require Relic to spend significant time and effort on something that is unlikely to materially affect their sales, especially when emplacements have traditionally been more popular among less-skilled and new players.


The problem with not understanding how to mod something in is that you don't necessarily know how the game works. All of your suggestions are fairly easy to implement (regardless of their actual balance) but Counter Battery can only target one unit at a time already.


This might actually be possible if you made emplacements decrewable like USF vehicles. The UKF does have a vehicle squad in the files and I have tried but I haven't been able to get it to work yet.


Retreat prevents your unit from attacking or being controlled and provides it with both a damage reduction and a speed buff to help it survive until it can be reinforced. The exact duration of Retreat can be adjusted with forward retreat points.

Brace prevents your unit from attacking or being controlled and provides it with both a damage reduction and a slight armour bonus to help it survive until it can be reinforced by other units. The duration of Brace is a set thirty seconds.

While the exact balance of Brace and emplacements can be debated, Brace itself fits with the design of the game.


The problem with de-crewing is that pop cap and man power rates can be abused then, like with the USF vehicles and their crews. However the idea sounds interesting in the modding perspective, I've even thought about it myself but decided to go with the less hassle option and just give the emplacements detonation abilities like the previous sWS HQ trucks. Another cool idea was towing of guns like what eliw00d showed in one of his videos but yeah...

All in all modding is what I took up so I can prove my balance point, but with all of these updates and stuff I've lacked both time and motivation since almost every mod on the workshop is broken after an update, or at least some part of it.

It could be done however, that's why I believe modders know best how to fix and balance something, since they know how the game and engine work, all that is needed is play-testing, time and knowledge, that's all, we're basically able to do Relic's job here, sadly, not getting paid for it.
28 Mar 2016, 20:50 PM
#30
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Now you're giving me a new dream that I know will never happen

why u do diz
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