Login

russian armor

Timing of heavy and super heavy tanks across all game modes

16 Jun 2019, 13:22 PM
#21
avatar of Selvy289

Posts: 366

Stalling for heavies in 3v3 and 4v4 is extremely risky.

Reason why is because most people always tech up. You have the resources to do so and when the other team does, its very hard to bounce back.
16 Jun 2019, 13:23 PM
#22
avatar of Stug life

Posts: 4474

jump backJump back to quoted post16 Jun 2019, 13:16 PMKatitof

His point is:
Heavies tied to tech arrive much faster in team games then if just bound to CP.
And its not like stall for heavy was ever a viable tactic in team games anyway.
would increase the base cp to more resolve the problem ?
16 Jun 2019, 13:23 PM
#23
avatar of Katitof

Posts: 17914 | Subs: 8

would increase the base cp to more resolve the problem ?

You can't have CP lock AND tech lock, that's the thing.
Or at least we never had one I am aware of.
There were some beta shenanigans, but I don't remember well enough.
16 Jun 2019, 13:25 PM
#24
avatar of Lago

Posts: 3260

jump backJump back to quoted post16 Jun 2019, 13:23 PMKatitof
You can't have CP lock AND tech lock, that's the thing.
Or at least we never had one I am aware of.
There were some beta shenanigans, but I don't remember well enough.


I'm fairly sure you can actually.
16 Jun 2019, 13:25 PM
#25
avatar of Stug life

Posts: 4474

jump backJump back to quoted post16 Jun 2019, 13:23 PMKatitof

You can't have CP lock AND tech lock, that's the thing.
ok i don't understand the problem, is it "in team games they arrive too late, while in 1 vs 1 they come too fast with just cp" ?
16 Jun 2019, 13:31 PM
#26
avatar of general_gawain

Posts: 919

ok i don't understand the problem, is it "in team games they arrive too late, while in 1 vs 1 they come too fast with just cp" ?


If only CP bound:

In small game modes you can stall for them wthout goingh full tech structure (with some commanders at least).
In big game modes this is not a problem.

If only tech bound:

In small game modes this is not a problem.
In big game modes they come very fast because of ressource inflation reducing game diversity by doing so.
16 Jun 2019, 13:40 PM
#27
avatar of Vipper

Posts: 13496 | Subs: 1

If one want to reduce the gap across modes one could try:

Chance CP gain across modes (if possible)
Reduce resources return across modes (if possible)


16 Jun 2019, 13:42 PM
#28
avatar of Stug life

Posts: 4474

ho so something like reducing the cp requirement to 9-10 but adding a tech requirement ?
16 Jun 2019, 13:44 PM
#29
avatar of BeastHunter

Posts: 186

jump backJump back to quoted post16 Jun 2019, 13:40 PMVipper
If one want to reduce the gap across modes one could try:

Chance CP gain across modes (if possible)
Reduce resources return across modes (if possible)




CP gain can be similar if you play in an agressive fashion with light vehicles caches can be troublesome and can increase the ressource return but the problems mostly occur because some 3v3 and 4v4 maps have more standard territory points compared to other maps (12 instead of 10 on Essen Steelworks, Lanzerath Ambush Crossroads and probably some more.) and few games focus around cutoffs and ressource denial.
16 Jun 2019, 13:45 PM
#30
avatar of general_gawain

Posts: 919

jump backJump back to quoted post16 Jun 2019, 13:40 PMVipper
If one want to reduce the gap across modes one could try:

Chance CP gain across modes (if possible)
Reduce resources return across modes (if possible)




That would be even better. But I don't think we'll ever see that. Maybe its just to much work to get into that. So I choose the realistic path.
16 Jun 2019, 13:45 PM
#31
avatar of Selvy289

Posts: 366

ho so something like reducing the cp requirement to 9-10 but adding a tech requirement ?


Exactly. If it can be done.
16 Jun 2019, 13:46 PM
#32
avatar of Stug life

Posts: 4474



Exactly. If it can be done.
ask sturm panther
16 Jun 2019, 14:04 PM
#33
avatar of Vipper

Posts: 13496 | Subs: 1



CP gain can be similar if you play in an agressive fashion with light vehicles caches can be troublesome and can increase the ressource return but the problems mostly occur because some 3v3 and 4v4 maps have more standard territory points compared to other maps (12 instead of 10 on Essen Steelworks, Lanzerath Ambush Crossroads and probably some more.) and few games focus around cutoffs and ressource denial.

According to statistical data CP gain is different according to game MOD.
16 Jun 2019, 16:06 PM
#34
avatar of Katitof

Posts: 17914 | Subs: 8

ok i don't understand the problem, is it "in team games they arrive too late, while in 1 vs 1 they come too fast with just cp" ?

Its balanced for 1v1 and 2v2, in 3v3 and 4v4, stock bound heavies arrive at same time meds arrive in 1v1.
16 Jun 2019, 17:58 PM
#35
avatar of YeltsinDeathBrigades

Posts: 110

Should we really care that much about what happens in 3v3 and 4v4? This is a clusterfuck anyway.
Tankfest or arty pride march - who cares?
16 Jun 2019, 18:22 PM
#36
avatar of Sander93

Posts: 3166 | Subs: 6

Should we really care that much about what happens in 3v3 and 4v4? This is a clusterfuck anyway.
Tankfest or arty pride march - who cares?


Considering 70% of the playerbase plays 3v3s and 4v4s, I'd say yes.
16 Jun 2019, 18:40 PM
#37
avatar of zerocoh

Posts: 930

oh common guys, 15 minute tiger is totally balanced:luvDerp:
16 Jun 2019, 18:53 PM
#38
avatar of Wittmann39

Posts: 57

Should we really care that much about what happens in 3v3 and 4v4? This is a clusterfuck anyway.
Tankfest or arty pride march - who cares?


Yes, not all players are 1v1 or 2v2 players. Have you ever seen custom games?
Game belongs to all of the community, not only people posting in this forum.
16 Jun 2019, 19:13 PM
#39
avatar of general_gawain

Posts: 919

Should we really care that much about what happens in 3v3 and 4v4? This is a clusterfuck anyway.
Tankfest or arty pride march - who cares?


I played above tousand games in this two game modes with friends and we had great fun. I would really love to have longer early and mid games phases, but that won't become reality. Keep the heavies/super heavies out of the first 25 minutes at least please.

Come on if you can bind them to tech + CP this isn't a real change for tech bind only in 1vs1/2vs2 but its a huge deal for 3vs3/4vs4. Think alone of fuel transfer between players in that big games, that is still possible and comes on top of ressource inflation just to let you get that heavy even sooner.
16 Jun 2019, 20:42 PM
#40
avatar of BeastHunter

Posts: 186

jump backJump back to quoted post16 Jun 2019, 14:04 PMVipper

According to statistical data CP gain is different according to game MOD.


It is, but it is possible to play not the meta or slightly more agressive or just more light vehicles and then you can play with the same or a only slightly lower CP gain then in 1v1. The bigger problem is the relation of CP gain compared to other ressources (if we can call CPs a ressource that can only be gained or required but not lost).
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

1104 users are online: 1104 guests
0 post in the last 24h
10 posts in the last week
26 posts in the last month
Registered members: 49999
Welcome our newest member, Esco76747
Most online: 2043 users on 29 Oct 2023, 01:04 AM