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Improving the timing of doctrinal vehicles

21 May 2020, 14:22 PM
#1
avatar of Vipper

Posts: 13496 | Subs: 1

The spawn systems of vehicles is currently very complicated and different solution have been chosen for different vehicles as very well documented by osinyagov in one of his thread.

Part of the issue with timing of the vehicles is the difference in CP an economy across the modes.

CP restriction make some vehicles become available too late in large mode while tech restriction make some vehicles come to late in 1sv1.

So my suggestion would be:
to change many of prerequest of vehicles to CP or tech restriction what ever come earlier.
to make many of these vehicles (not all around vehicles) buildable from HQ

That would allow a unified solution in most cases, better timing and more diversity in building/teching order.
21 May 2020, 15:29 PM
#2
avatar of general_gawain

Posts: 919

jump backJump back to quoted post21 May 2020, 14:22 PMVipper
So my suggestion would be:
to change many of prerequest of vehicles to CP or tech restriction what ever come earlier.
to make many of these vehicles (not all around vehicles) buildable from HQ


I don't share your opinion very often ;) but I do here :)

This has to be done for all non-infantry doctrinal units, starting with team weapons/light vehicles up to super heavy tanks. Only way to balance timing from 1vs1 to 4vs4.

Edit: Whereas we would need a T4,5 for Heavies/Super Heavies for a little space between T4 and them. You could wait for CPs instead if you are not willing to pay for. At USF you could do that for Pershing for example by just backteching the not chosen LT+Upgrade/Capatain+Upgrade way (similar to Königstiger buildable when all trucks are build)... and so on... just some thoughts...
21 May 2020, 23:03 PM
#3
avatar of WAAAGH2000

Posts: 731

24 May 2020, 16:45 PM
#4
avatar of rumartinez89

Posts: 599

Does anyone know why the greyhound is tied to CP and not tech? It seems to come way to late in 3v3 and up.
24 May 2020, 17:19 PM
#5
avatar of SupremeStefan

Posts: 1220

Does anyone know why the greyhound is tied to CP and not tech? It seems to come way to late in 3v3 and up.
grayhound should be CP 3 and available in HQ after full officer tech
24 May 2020, 17:30 PM
#6
avatar of Vipper

Posts: 13496 | Subs: 1

Does anyone know why the greyhound is tied to CP and not tech? It seems to come way to late in 3v3 and up.

Puma and Valentine is the same.
Generally speaking the call in vehicles requirement is mess because the solution come individually and not a single patch.
24 May 2020, 18:05 PM
#7
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post24 May 2020, 17:30 PMVipper
Generally speaking the call in vehicles requirement is mess because the solution come individually and not a single patch.


No, it's because every call-in vehicle has a unique power level that doesn't always fit into the stock tech tree. Unique solutions are required to balance their arrival. The M8 Greyhound is a good example for this, as it's similar in power to a T-70 while USF has no T3 tech, which means it would arrive too early in CAP/LT tech and too late in Major tech. So the only solution (while keeping the unit strong) is to put it behind 4 CPs, even if that means it generally comes too late in teamgames, so at least it's strong in some modes without arriving too soon.
24 May 2020, 18:42 PM
#8
avatar of Vipper

Posts: 13496 | Subs: 1



No, it's because every call-in vehicle has a unique power level that doesn't always fit into the stock tech tree....

I suggest you check osinyagov thread about how many different system are currently implement. I am pretty sure one can reduce the number of different solutions that have been chosen.

Or one can simply add an extra tech requirement for the specific units so it can balance it timing perfectly.
25 May 2020, 05:12 AM
#9
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



No, it's because every call-in vehicle has a unique power level that doesn't always fit into the stock tech tree. Unique solutions are required to balance their arrival. The M8 Greyhound is a good example for this, as it's similar in power to a T-70 while USF has no T3 tech, which means it would arrive too early in CAP/LT tech and too late in Major tech. So the only solution (while keeping the unit strong) is to put it behind 4 CPs, even if that means it generally comes too late in teamgames, so at least it's strong in some modes without arriving too soon.


I don't mean you are wrong, but according to explanations from the period of time, when all of tied to tech changes were applied (except the british Lend-lease commander M10 and Ostheer P4J), the reason was to avoid strategies, when players ignore tech and rush for call-ins. Now, when balance team find a smart solution with call-ins + tech requirements + CP, it will be more logical to bring the rest of doctrinal vehicles to same standart.

Additionaly, all mentioned tied to tech vehicles were OP mainly because they allowed to play without investments in tech, so timing wasn't a real issue here (or not the main reason to tied them to tech).



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