On a sideNote: can someone go for #1 rank 4v4 from these 1v1 heroes? It takes the same skill so shouldnt be a problem :^)
Well that's actually really easy.
In fact, I'll do it with random team mates.
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On a sideNote: can someone go for #1 rank 4v4 from these 1v1 heroes? It takes the same skill so shouldnt be a problem :^)
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Well that's actually really easy.
In fact, I'll do it with random team mates.
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The OKW are over performing in 1v1 and that effect is magnified in team games with greater resource pools.
Trying to balance the game above 1v1 is just too complicated and time consuming a task, there are just too many variables.
The only feasible approach to balance the game with relics bandwidth is to work around 1v1. In theory if every faction has a chance equal to beat its opposite it should scale up in team games.
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Invissed a post.
Last time, gentlemen. Discuss UKF in all their various modes, bring in OKW etc if you need to, but this is not a boxing ring and you won't be swinging punches at people for playing a different mode to you.
Stay on topic.
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The OKW are over performing in 1v1 and that effect is magnified in team games with greater resource pools.
Trying to balance the game above 1v1 is just too complicated and time consuming a task, there are just too many variables.
The only feasible approach to balance the game with relics bandwidth is to work around 1v1. In theory if every faction has a chance equal to beat its opposite it should scale up in team games.
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I just don't get where the disconnect is happening..
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Dang, I can't believe I missed this thread.
CoH2 has been out since June, 2013. I bring this date up because it would appear that Relic really hasn't learned from the past 2 1/2 years in terms of balancing approach. I just don't get where the disconnect is happening. UKF was released in a unbalanced state right after a public Beta. These OKW changes were tested there and in an additional public balance preview patch. Many of these issues were identified there but never acted on. Why? Until that is figured out I fear that the community will continue to go through the roller coaster of shit every time a new balance patch is released.
For those taking a vacation from CoH2 try out RB6 Siege. The Angry Bear's teamspeak is open. Look for me and we can play some games.
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its simple really
the problem we have for balancing 3vs3 and 4vs4 comes mainly from 2 main reasons
1)Map design(some maps are just too big)
2)Armor balance(like adding SIDE armor)
you fix those things and we are one huge step closer to balancing those team based modes
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Sometimes a "wait and see" approach is important. I have a fundamental dislike for the OKW overhaul, but a lot of people seem to like it (with caveats). Usually though Relic's method of balancing is to make something a little overpowered, get everyone using it, and then they can tone it down from there to get it just right. It's hard to buff something that is underpowered straight to a balanced state without a lot of gameplay experience, and if no one is ever using it you simply don't have the data.
Personally I've felt the biggest problem with Coh2 is that they are too quick to compromise on their vision for the game/faction to appease the community. It no longer feels like CoH2 to me, more like CoH1.5 now. The OKW overhaul fucked so much simply because it was a half baked.
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2) armor balance:
You have to stick to things that can be fixed. I don't think the "front half/back half" armor model will ever become a front/sides/back model.
The best you could possibly do is maybe change it to 40/60 (or even 30/70?) instead of 50/50 to better create weaknesses for side armor. If that % could be changed on a unit dependent basis would be even better but I am not sure that is possible.
1) Map design:
This one was probably done better in COH1. There should be more points on a 3v3 4v4 map. That can't be done if the points are all +5/+3 or +11 vs +7. If there were some actual cutoffs (0/0), or if a team's individuals only gain a % of the income, then adding more would be possible without increasing the income.
In COH1 there were some maps that didn't have anything more than +5 (muni or fuel) which limited the effect of caches. (For those who never played, in COH1 a point was either fuel or muni or nothing and came in three flavors, +5, +10, and +16, with caches bringing them to +8, +16 and +26)
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On a sideNote: can someone go for #1 rank 4v4 from these 1v1 heroes? It takes the same skill so shouldnt be a problem :^)
Posts: 392
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