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russian armor

Implement a limit of same units

23 Feb 2015, 16:13 PM
#21
avatar of ofield

Posts: 420

Are you blobbers?

Why would a combined arms oriented gameplay destroy a WW2 RTS?


Limited unit counts is a crutch for bad balance. Each Unit and strategy should be "equal" viable. The victor should be determined by choosing and using units properly to counter the enemy's strat. This should be the goal of balance. unfortunately relic currently fails to achieve this.
23 Feb 2015, 17:58 PM
#22
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

Ideally the preference of combined arms as opposed to unit spam should be the way to enforce this. And no, a blob of Volks and Obers with a side of Panthers does not count as combined arms.

If you have one Tiger, what is preferable : get another Tiger or get other units of equal worth to support the Tiger?

As long as the answer is another Tiger, you will have unit spam.

This is closely tied in with the population system. From a design perspective, CoH2's approach to popcap is using a system around 20 years old, dating back to the start of RTSs. If a system works, don't change it. But it could have been made differently.

You could have separate popcaps for infantry, support and vehicles. It would not break the game's WW2 theme (need to field combined arms because company doesn't have infinite tanks or infinite MGs) and would deal nicely to prevent all kinds of spam.

It would become trivial to balance all sorts of existing issues with this. Let's say a Panzer is 3 vehicle pop, a Tiger is 7, and you have a maximum of 10 vehicle pop. Make a Soviet sniper consume lots of support popcap etc.

Additionally, allow the players to go over popcap at will but impose HUGE penalties for every unit of popcap. Every population over cap for infantry : -50MP per minute. for support popcap : -25 ammo per minute. For armour: -10 fuel per minute.

Enjoy your new blob free CoH with combined arms.
23 Feb 2015, 20:21 PM
#23
avatar of WingZero

Posts: 1484

I say limit heavy tank to 1 player each like Coh1, therefore opening the game up for more medium armor play. Add Medium armor for OKW.
23 Feb 2015, 20:38 PM
#24
avatar of Basilone

Posts: 1944 | Subs: 2

Max 1 heavy tank, unlimited everything else.
23 Feb 2015, 22:18 PM
#25
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470


You could have separate popcaps for infantry, support and vehicles. It would not break the game's WW2 theme (need to field combined arms because company doesn't have infinite tanks or infinite MGs) and would deal nicely to prevent all kinds of spam.


play dow(1) recently? you are describing that game.
23 Feb 2015, 22:18 PM
#26
avatar of Kronosaur0s

Posts: 1701

MAX 1 Heavy
MAX 1 Sniper
23 Feb 2015, 22:25 PM
#27
avatar of Alexzandvar

Posts: 4951 | Subs: 1

I wonder if all the players saying "Only 1 Heavy" realize that hurts allies far far more than Axis :snfPeter:
23 Feb 2015, 22:33 PM
#28
avatar of Katitof

Posts: 17914 | Subs: 8

I wonder if all the players saying "Only 1 Heavy" realize that hurts allies far far more than Axis :snfPeter:

These poor USF players, won't be able to spam their heavy tanks anymore.
23 Feb 2015, 22:39 PM
#29
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post23 Feb 2015, 22:33 PMKatitof

These poor USF players, won't be able to spam their heavy tanks anymore.


IS2 spam is one of the most powerful allied strategies, and with Jacksons backing up your IS2's you can basically roam the map destroying everything. KT's simply aren't spammable and Tigers aren't as good for taking on medium armor as an elefant.

Limiting to 1 heavy tank isn't going to make medium armor any more or less viable, and what mediums do you think OKW has huh?
23 Feb 2015, 22:41 PM
#30
avatar of Omega_Warrior

Posts: 2561

I just want the problem to be actually solved. Having only 1 OP heavy doesn't change the fact that the 1 heavy is still OP.
23 Feb 2015, 23:20 PM
#31
avatar of WingZero

Posts: 1484

I just want the problem to be actually solved. Having only 1 OP heavy doesn't change the fact that the 1 heavy is still OP.


One heavy can be taken down by 3 Shermans as Relic rationale for not adding Pershing Tank. But, when you have 2 KTs or JagdTiger + KT late, that is when USF struggle.
24 Feb 2015, 07:48 AM
#32
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

but 6 tank oh wait pop cap and two tigers is more than 200% of 1 tiger.
24 Feb 2015, 07:54 AM
#33
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post22 Feb 2015, 11:07 AMPorygon
I suggest you limiting your genius spam one reply per week, bringing some balance to the popcorn forum. :foreveralone:


:lolol:
24 Feb 2015, 09:35 AM
#34
avatar of armatak

Posts: 170

Increase popcap per unit as you build more of that same unit?
24 Feb 2015, 10:08 AM
#35
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

play dow(1) recently? you are describing that game.
I had that speciically in mind when I made that post. If they could get away with 2 separate popcaps, three is not a large stretch and I don't think it would complicate things too much.
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