just to chime in quickly because you mentioned burst duratiin. from what i know this is always at least 1 frame, even if can_burst is 0), as is aim time. hence even if you set all delays to 0 (for a ballistic weapon at least) the maximum number of shots per second is 4, or one every 2 frames |
ok i'm gonna try to stay as polite as i can...
f*ck off! |
awesome work man! from the limited testing i've done in the past to match my own dps calculations with the in-game behavior i know this is a very tough nut to crack. kudos for taking the time and figuring out the details, this will surely be of immense help to achieve proper unit balance (and hopefully also balance discussions).
i've got a question with respect to the formula; how does your code handle situations where delays (i.e. aim time × distance multi) would get below the 1 frame limit (which seems to occur frequently in serealia's data)? from what i've tested so far these delays have a minimum of 0.125 s and increase by multiples thereof, which i guess is what the apply add_125 function does? |
You don't need to be an autistic 1v1 top 10 player to see many of the changes are biased as shit, especially because the "balance" team doesn't care about team games at all. You can also clearly see the game is slowly but steadily becoming a samey "e-sports" game which is laughable because I wouldn't count those tournaments for the 10 people stil playing them e-sports.
With every game I've played recently I'm losing more and more will to play this game thanks to the bullshit that still hasn't been touched because it wasn't deemed a problem by the few top literal whos and this commander patch is just going to speed up this process.
i hate to break it to you but these autistic 1v1 players always have been and will continue to be the ones this game is balanced around. and that's simply because 1v1 and 2v2 are the most competitive game modes where proper balance matters most, while 4v4 has always been and will always be casual. that is not to say 4v4s should be left in the dust, but if you're waiting for the game to be balanced around the largest, most random and chaotic game mode you'll spend a long time twiddling your thumbs. |
If you say so. The number of games played on their matchcard says otherwise.
Even more so if you factor in that they play from the start (do they?). Truth is that I play competitive 3v3 with USF only. And I play top 10 once in 20 games that I get queued with/against. Most of the time I play with top 200 arranged teams, which is not really anything dangerous. But I've enough games to make an educated judgement about the current state of affairs... And what? For past 3 years I play one competitive game per week in the 1000 hours I racked up so far. In the end I dont care really about any of this... But still care enough to make the custom leisure games more fun (which I play more)
While I agree with the majority of changes, from all factions, buffs and nerfs, I do not understand why such inconsequential changes are being made in my fav faction.
Can you say with a straight face that the 5 muni decrease or the "pershing" rework will make those units worth it?
Calliope was OP, no doubt about that. But does it's timing and price and doctrinal only availability justify 2 hit/100% penetration/low agility justify it? I dont care, since I never play Calliope, but the "logic" and the constant "in line with" BS is not really consistent. By all means, make it 1h kill (justiy as if you hit it, the rockets explode and destroy the tank), and non doctrinal and cheaper. Copy paste every unit and call it a aday. Or stop the BS changes and reworks that do exactly nothing. Heck, I even advocated that they do not nerf 5 man grens. Had no problem dealing with them in 3v3 (but they were cancer in 1v1)
i don't argue that some of the changes, especially for USF have missed the mark, at least from my point of view. but i do acknowledge that i sometimes just don't have the full picture as to why some of these changes were made in the form they were and thus my judgment isn't always gospel - which is something people should consider for themselves every now and then. that's all i wanted to say i guess and apologies if it came across the wrong way.
couple this with the fact that this is only the first iteration of the beta and a lot of these changes are a bit over the top on purpose i'd say it's a bit too early for a final judgment. |
you wouldn't even know the exact difference if Lady Xenarra hadn't kindly spelled it out for you. neither do you seem to have any clue what these numbers mean in terms of survivability.
anyways, the kv-8 is fine and doesn't need more armor or more firepower. it also may not be the best choice in every game mode and on every map, but it certainly has its use. |
All in all, the balance team proves once again that they are biased. Nothing new
Sturmpanther: http://www.companyofheroes.com/leaderboards#profile/steam/76561198046481660/standings
* Pretty much only plays Axis AT 4v4
JibberJabberJobber: http://www.companyofheroes.com/leaderboards#profile/steam/76561198090318538/standings
*Wehrmacht player
wtf even? both sturmpanther and jibber play all factions on a pretty high level, something you don't do for even one faction as per your own admission.
won't go into detail about the rest of your rant, which is dunning kruger at its finest.
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it doesnt have the same hp and armor
it does for all intents and purposes. the difference is so insignificant you wouldn't even notice |
The kv8 is underperforming. bringing the HP and armor to kv1 level makes sense
that's why it basically has the same hp and armor as the regular kv-1 already...
It's got 260 armor, 960 hp, that's literally Panther durability. KV-1 has 270 armor and 1000 hp-effective in the current game.
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Near range will likely be moved from 0 to 2 (with some adjustment to mid) to increase damage dealt to vehicles by near misses. I guess Direct Fire will need its own profile that deals a bit more damage.
i think this is a good call and should make the new AoE profile a lot better against vehicles without being too good against inf.
any chance to keep the old direct fire projectile as is? i know it would be kind of odd to have both abilities deal quite a different amount of damage per shot, but given the limited use of the direct fire mode it might still be worthwhile to keep it at its current power level. |