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October 9th Balance Patch

9 Oct 2013, 19:36 PM
#22
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Only the top 200 decay? That's kinda weird. Isn't that gonna create huge artificial shelf around the ELO that is #201?

Why not apply the same formula to all players?
9 Oct 2013, 20:13 PM
#23
avatar of JellowBelly

Posts: 38

Only the top 200 decay? That's kinda weird. Isn't that gonna create huge artificial shelf around the ELO that is #201?

Why not apply the same formula to all players?


Indeed, couldn't agree more! This I took for granted.
9 Oct 2013, 20:16 PM
#24
avatar of Array
Donator 11

Posts: 609

Why change like EVERYTHING?? This is like making a new beta.
Why nerf/buff units that are already balanced and not just nerf/buff units that isnt?
"Let's just change everything and hope for the best"



There appears to be a lot of small arms changes but apart from the lmg and G43 they are essentially all one broad but subtle change - a tiny tweak to the conditions required for infantry to kill another model. As I understand it while the average damage over time to an enemy unit is almost unchanged the damage delivered is slightly more likely to kill one man rather than spread the equivalent damage across the squad - the 'overkill' factor.

In laypersons terms infantry combat should be just a little bit more dynamic as models fall faster giving it a bit more 'zing'. I like zing.

Other than that AT guns have been generally buffed and the vehicle size changes are actually part of this buff.

That just leaves the KV8 and ostruppen - two units that actually did change more than the tiniest smidgeon.

NEXT week is when they change the entire game.
10 Oct 2013, 10:33 AM
#25
avatar of lethalpi

Posts: 120

jump backJump back to quoted post9 Oct 2013, 19:04 PMNoun



I've asked for information and have a bit to share with you.

We're going to be fine tuning this over the upcoming weeks until we settle on something that we're fully happy with. This was something that you guys have been asking for for awhile and the balance team and myself were pushing for, so I'm glad to see it get into today's patch.

Basically if you haven't played for X days (currently set to a week) then we decrement the top 200 rated players per leaderboard by (rating - 1000)*Y where the current value for Y is set at 4%.

The mathless version is that if you don't play for a week you'll start to drop in rank bit by bit until you either play again, or you drop out of the top 200.

Again these values may be adjusted, so your feedback on how it's working is important.

Thanks for clarrify.

But I also find it strange that is is only for top 200. I am a top 400 player atm but I guess I do not have a bennifit of this.
10 Oct 2013, 11:49 AM
#26
avatar of tuvok
Benefactor 115

Posts: 786

why don't you just remove, say, 10% ELO every month to every player?
inactive players will just drift away while active ones will regain their ELO quickly
10 Oct 2013, 14:26 PM
#27
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

That's not a good method, tuvok. Something like what they have is the right idea in general, it just needs to be applied to the entire database and not just the top 200.
11 Oct 2013, 10:42 AM
#28
avatar of gosurammstein

Posts: 25

And what about lobby game and leaderboard in game ?
11 Oct 2013, 16:04 PM
#29
avatar of Lichtbringer

Posts: 476

jump backJump back to quoted post9 Oct 2013, 20:16 PMArray



There appears to be a lot of small arms changes but apart from the lmg and G43 they are essentially all one broad but subtle change - a tiny tweak to the conditions required for infantry to kill another model. As I understand it while the average damage over time to an enemy unit is almost unchanged the damage delivered is slightly more likely to kill one man rather than spread the equivalent damage across the squad - the 'overkill' factor.

In laypersons terms infantry combat should be just a little bit more dynamic as models fall faster giving it a bit more 'zing'. I like zing.

Other than that AT guns have been generally buffed and the vehicle size changes are actually part of this buff.

That just leaves the KV8 and ostruppen - two units that actually did change more than the tiniest smidgeon.

NEXT week is when they change the entire game.


You got this a bit wrong :D
Overkill doesn't mean that the damage is spread over the squad. It means that every model has 80 hp. Now if a weopon has 26 damage it kills 1 model in 4 hits. (4x26=104) Now you just did 24 damage to much. These 24 damage are wasted and are called Overkill. If they change the damage from 26 to 20 it kills with exactly the same speed (20x4=80). Now you have wasted 0 damage.

The problem with overkill is for example in the calculation for DPS. A unit with much overkill might have a higher DPS but actually kill at the same speed as a unit with no overkill and less DamagePerSecond.
A problem that acutally happened was with the received damage increase of 25% for MGs and Mortars. With the 25% bonus damage some weopons needed less hits to kill a model. Other units still needed the same hits to kill a model and where therfore not buffed.
Because of that they try to bring the Damage in line and make it synergize with 80. For example 20 (4hits) ,16 (5hits) ,8 (10hits).

But they also modify the accuracy and rateoffire to keep the actuall killingpower the same. Therefor nothing changes, its just clearer and easyer to balance in the future.
13 Oct 2013, 12:50 PM
#30
avatar of Array
Donator 11

Posts: 609



You got this a bit wrong :D
Overkill doesn't mean that the damage is spread over the squad. It means that every model has 80 hp. Now if a weopon has 26 damage it kills 1 model in 4 hits. (4x26=104) Now you just did 24 damage to much. These 24 damage are wasted and are called Overkill. If they change the damage from 26 to 20 it kills with exactly the same speed (20x4=80). Now you have wasted 0 damage.

.


Yes this true but as the accuracy has been increased there will Bo more hits over time and so men will die quicker - the previously 'wasted' dps has been transferred to a different model making damage more efficient at killing which is kind of what I meant about the Damage previously being 'spread across the squad' -as you correctly state this was in the form of wasted dps.
13 Oct 2013, 19:08 PM
#31
avatar of Thunderhun

Posts: 1617

Since the new patch is out I'm experiencing very laggy games, dunno what happened because everything is fine with my ports and Pc.
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