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Timing of heavy and super heavy tanks across all game modes

17 Jun 2019, 16:26 PM
#61
avatar of Crecer13

Posts: 2184 | Subs: 2



Tiger 405 fuel
SU-85 295 fuel

?


And the fuel supply.
17 Jun 2019, 16:30 PM
#62
avatar of Sander93

Posts: 3166 | Subs: 6

And the fuel supply.

What fuel supply?


jump backJump back to quoted post17 Jun 2019, 16:23 PMzerocoh
STOP THIS BULLSHIT.
There are no "inflation" in team games, most maps have 5 points on each side+ 1fuel and 1muni, EXACTLY like 1v1 maps. Hell the most inflated map in the game is crossroads while the less one is Hill 400(because of the excellent cutoffs).

Stop being bad and learn how to play the game.


There is resource inflation in team games. It doesn't have to do with the number of resource points. It has to do with the number of resource points that's being contested. In 1v1, about 75% of the map's points is (usually) constantly changing hands. Cut-offs are much more frequent. Ultimately sectors are neutral or cut off for a long time.

In team games however, usually 75% of resource sectors is never contested. Only frontline territories change hands. This means resource income is much more stable. This inflates the income and screws with timings, because costs and timings are mostly based on 1v1.

Not even mentioning how much easier it is in team games to put down a few early caches.
17 Jun 2019, 16:35 PM
#63
avatar of Crecer13

Posts: 2184 | Subs: 2


What fuel supply?




There is resource inflation in team games. It doesn't have to do with the number of resource points. It has to do with the number of resource points that's being contested. In 1v1, about 75% of the map's points is (usually) constantly changing hands. Ultimately sectors are neutral for a long time.

In team games however, usually 75% of resource sectors is never contested. Only frontline territories change hands. This means resource income is much more stable. This inflates the income and screws with timings, because costs and timings are mostly based on 1v1.

Not even mentioning how much easier it is in team games to put down a few caches.


The supply of fuel that falls on the fuel point. Therefore, two players at the same time built a Tiger on the 15th minute.
17 Jun 2019, 20:17 PM
#64
avatar of Katitof

Posts: 17884 | Subs: 8

jump backJump back to quoted post17 Jun 2019, 16:23 PMzerocoh


STOP THIS BULLSHIT.
There are no "inflation" in team games, most maps have 5 points on each side+ 1fuel and 1muni, EXACTLY like 1v1 maps. Hell the most inflated map in the game is crossroads while the less one is Hill 400(because of the excellent cutoffs).

Stop being bad and learn how to play the game.

And these points are captured all within first 90 seconds and 90 seconds later all have a fuel cache on them.

In 4v4 you also do not have much of attacking other side, so points are uncontested for the most part.

That's the inflation he means.
17 Jun 2019, 21:32 PM
#65
avatar of zerocoh

Posts: 930

jump backJump back to quoted post17 Jun 2019, 20:17 PMKatitof

And these points are captured all within first 90 seconds and 90 seconds later all have a fuel cache on them.

In 4v4 you also do not have much of attacking other side, so points are uncontested for the most part.

That's the inflation he means.


that may be true in trash level games, but with balanced teams and maps like hill 400 and redball express where fuel is at the frontline and cutoffs are easy the case doesn't apply, these points will be contested all game and timings end up being pretty much the same as 1v1.
17 Jun 2019, 22:20 PM
#66
avatar of thedarkarmadillo

Posts: 5279

Anyone that thinks there isn't resource inflation in team games is either a fool or doest actually know what resources are like in the competitive modes. 1 player can build a cache that effects all of their team mates while only effectively costing 1/4 the price of the MP from the front. In 1s every squad matters, in 4s you can generally piss a way a few squads and still hold on because the next phase will be up soon. Anyone saying there is no difference simply doesn't realize it's there because they can't actually compare something they have never actually experienced.
17 Jun 2019, 22:25 PM
#67
avatar of zerocoh

Posts: 930

Anyone that thinks there isn't resource inflation in team games is either a fool or doest actually know what resources are like in the competitive modes. 1 player can build a cache that effects all of their team mates while only effectively costing 1/4 the price of the MP from the front. In 1s every squad matters, in 4s you can generally piss a way a few squads and still hold on because the next phase will be up soon. Anyone saying there is no difference simply doesn't realize it's there because they can't actually compare something they have never actually experienced.


oh yeah, because that +3 fuel is gonna make ALL the difference in the world, right?
17 Jun 2019, 22:32 PM
#68
avatar of Katitof

Posts: 17884 | Subs: 8

jump backJump back to quoted post17 Jun 2019, 22:25 PMzerocoh


oh yeah, because that +3 fuel is gonna make ALL the difference in the world, right?

Now multiply that by 4 to 5 and remember it pops within first 5 minutes of the game.
In 10th minute, in 4v4 games you'll have 60-80 fuel more then in equivalent game of 1v1 or 2v2.
That goes even higher if there is luftwaffle supply doctrine included, with that you can have new tiger ace for OKW out on the field at or before 10th minute.
17 Jun 2019, 23:44 PM
#69
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post17 Jun 2019, 22:25 PMzerocoh


oh yeah, because that +3 fuel is gonna make ALL the difference in the world, right?

Its not +3 fuel. It's +3 fuel a minute for every player. It adds up. And as said, that's 1 cache. If another player builds one then it's +6 a minute and only effects 2 players by ~1 squad. The other 2 players can easily make that up. In 10 minutes that's 60 fuel each. A good team game is 75 min or so long. Let's be conservative and say both caches are thrown up at 10min and no other caches built all game for the sake of math (even though it's not uncommon for EVERY point to be cached by games end in a team game) and you are looking at an extra 390 fuel over the course of the match. That's over 4 extra t34s generated over the course of the match on those 2 caches. And usually there are 3,4,5 of them in team games. Pretending that doesn't make a difference is foolish to say the least.
26 Jun 2019, 04:10 AM
#70
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

Tip of the day - Mines win games.
26 Jun 2019, 05:08 AM
#71
avatar of LoopDloop

Posts: 3053


There is resource inflation in team games. It doesn't have to do with the number of resource points. It has to do with the number of resource points that's being contested. In 1v1, about 75% of the map's points is (usually) constantly changing hands. Cut-offs are much more frequent. Ultimately sectors are neutral or cut off for a long time.

In team games however, usually 75% of resource sectors is never contested. Only frontline territories change hands. This means resource income is much more stable. This inflates the income and screws with timings, because costs and timings are mostly based on 1v1.

Not even mentioning how much easier it is in team games to put down a few early caches.

+1

You don't really need to go all in to get tigers as your first tank in teamgames before 20 minutes anymore. You just play normally (albeit without tanks) and make maybe one or two fuel caches, all of which is totally doable, and you get a tiger by the time they have 1-2 tanks, and if those tanks aren't TDs, they're sunk. If they are TDs, you're still at a huge advantage because your fuel investment can kill infantry (and if it's tiger ace, suppress infantry too because balance lmao) and theirs can't at all. Even in 1v1s I find it doable sometimes to go straight for ace, since I'm confident I can handle one or two tank with a couple of paks.
29 Jun 2019, 18:06 PM
#72
avatar of Napalm

Posts: 1595 | Subs: 2

People giving more priority to 3v3 and 4v4 are not people concerned about balance, since teamgames are more complex, hardly even, easly exploits cheese units and blobs.



Some sweeping generalizations and stereotyping.

jump backJump back to quoted post17 Jun 2019, 02:31 AMFarlion

If a team in 3v3 or 4v4 decides to put all their eggs into rushing a Tiger basket, then they should be incredibly vulnerable to be taken off the field, since one person will be solely focused on increasing full income, while the other can't spend any fuel because he is the one that's rushing the Tiger.


It is almost like this should have been considered during the balancing process. o_O Instead, we have the return of the massed panzershrek units from 2016.

jump backJump back to quoted post26 Jun 2019, 04:10 AMSpanky
Tip of the day - Mines win games.


Tip of the years - the composition of balancing teams should be inclusive and diverse and represent all aspects of game play.

The more things change the more they stay the same. 6 years in and we are just going in circles.

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