The State of Balance and the Future of Team Games.
Posts: 62
Posts: 62
does anyone even read this shit?i made it shorter, give it a read though
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does anyone even read this shit?
same shit different week. this same thread is literally made every 2 weeks or so.
Posts: 1144 | Subs: 7
did you actually read it or are you just assuming its a rant? If there's another thread like this I'm sorry then I didn't see it
yes i read the original post. the idea of splitting up balance between game modes is not a new one.
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i made it shorter, give it a read though
Relics inability to balance the game wholely does not bode well for them balancing sub games split by game size... its a disaster idea.
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The answer is that this will prove to intensive for Relic and it will not be done.
Posts: 62
I don't remember who posted this, but in the early days of coh2's life, someone took a video of QDuffy saying that he's not going to make two different games.1v1 is already very close to being balanced and should be the main priority. So let them finish that then focus on team games, it gives them one less item to balance and not have to worry about. All one would have to do is flip back to the last patch for team games and keep current patch for 1v1's. Would be a great starting point in my opinion
The answer is that this will prove to intensive for Relic and it will not be done.
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And the current issue is caused by OKW being OP across all modes, not just teamgames. They are plenty OP in 1v1 just as they are in 4v4. Their OPness just scales since there is more of them.
But if there is anything that needs to be changed it's caches. Caches cause the resources to go out of control in team games far more then they do for 1v1, and to some extent 2v2. If cache resources weren't shared team game economy would be much more like 1v1.
Posts: 455
There's no need to make different balance for modes. Balance was pretty great across all modes just last patch.I agree, as a guy who plays 4v4, I believe the caches need to be limited.
And the current issue is caused by OKW being OP across all modes, not just teamgames. They are plenty OP in 1v1 just as they are in 4v4. Their OPness just scales since there is more of them.
But if there is anything that needs to be changed it's caches. Caches cause the resources to go out of control in team games far more then they do for 1v1, and to some extent 2v2. If cache resources weren't shared team game economy would be much more like 1v1.
Maybe we could do something where the other players on the same team only get 10% of the cache bonus while allowing it to still be part of a team game.
Posts: 1595 | Subs: 2
I don't remember who posted this, but in the early days of coh2's life, someone took a video of QDuffy saying that he's not going to make two different games.
The answer is that this will prove to intensive for Relic and it will not be done.
My understanding is that his position has changed since then.
Posts: 1153 | Subs: 1
My understanding is that his position has changed since then.
Oh that is quite interesting...
Also, my apologies for the incorrect use of the word "to". It should read as "too".
Posts: 62
Obviously my idea is not perfect so...suggestions? Maybe we could get an idea here and give it them.
My understanding is that his position has changed since then.
Posts: 199
Obviously my idea is not perfect so...suggestions? Maybe we could get an idea here and give it them.
Get the 1v1 correct first then scale back the income of resources in the larger sized modes to offset the income so it is effectively the same as the 1v1. In the larger maps you have more points worth the same income as the 1v1 maps giving you more "spam" which completely changes the pacing of the game (KT in 11mins).
If the income for each point was scaled back to match 1v1 and the 1v1 balance was correct this should help keep things consistent.
For fixing pop issues it all needs to be reworked so unit upkeep matches unit performance. To make this easier to manage id suggest relic increases pop limits to 200 and double the unit cost so that OKW units that used to cost say 1.4mp per units could now cost 3 so everything is in whole numbers and would give you more wiggle room in fine tuning it to be consistant. MP upkeep cost for volks is just wrong. 45pop to have 9 volks squads with shrek upgrades roaming around (My last 2v2 I played and I was the OKW).
Aura buffs in team games shouldn't stack on top of each other if someone else already has it activated and same for passive buffs.
I believe this would make relics job a lot easier. Might not be perfect but a good start I believe.
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