This is just the hotfix I was hoping for. Will it perfectly balance OKW? No. However, it is a hell of a lot closer than it was yesterday. I can live with this through the holiday break. Not so much before today. |
Two more easy, good ideas. I cannot imagine a thought process that brought us the current "fix" instead of something much simpler and not-terrible-for-balance.
Relic, roll back the popcap to the status quo ante-patch and then use one of these many good ideas to achieve the good effect of being able to bring in call-ins, without the bad ones of shocks being as much popcap as a sherman tank etc..., of the new patch. |
Side upgrades may go a long way towards helping things. Then people can still choose to rush out a tank hard, but then they won't be throwing flame nades, etc... This will give the other person something to notice and react to. |
Yeah, the popcap issue is a large part of many of the problems. |
There are several good and easily implementable ideas here. Relic, do your fixing thing! |
i wasnt sure if people would read it if it was in lower case.
We read it, and I understand what you are saying and why you made the change. However, you can't just make that change without overhauling the popcap and population so that we can still have the right number of each kind of unit. Volks can't be only 5 and shocks can't be almost as much pop as a light/medium tank. |
I understand that non-integer popcap values can create a mess and introduce bugs (e.g., pershing call-in). However, I don't think that the system of only allowing integer values AND keeping the popcap to 100 is sustainable, because it doesn't give you enough wiggling space to balance the value.
- An infantry model cannot cost 3 popcap (or more); 18 popcap shocks would be too much
- Thus, you are only left with popcap values of 1 and 2
- Cheap infantry (pioneers) will get a popcap value of 1
- Elite infantry will get a popcap value of 2
- What value would you assign to stock infantry?
EASY FIX
1. Increase the population cap to 200 (or 400) and scale up all the values. With a popcap of 200:
- Cheap infantry costs 2 popcap
- Stock infantry costs 3 popcap
- Elite infantry costs 4 popcap
2. If you REALLY care about displaying a popcap of 100, then do the following:
- Your internal engine will do the scaling that I mentioned internally (only use integers)
- When it comes to displaying popcap values to the UI, divide everything by 2
- Consider outputting fractions (you will only have integers, or .5 numbers coming out, nothing weird)
This is way more reasonable than what we have now (sapper popcap = ranger popcap)
+1. This new popcap system makes no sense. This and the OKW "overhaul" seem like good ideas that only were half finished at the time of release. Fixing popcap related bugs is a good step, but then they didn't take the next step of rebalancing the popcap values so that everything stays in the same relationships to each other and so the same number of overall units can be fielded. |
If they would have kept them on Steam, then at least they would have gotten *some* money from me and my brother for the commanders. Now we'll just wait for a warspoil drop, even if it takes another year. |
Most things are bad against garrisons now. It's terrible. |
Stupidly messed up again. Good lord, garrisoning got all messed up. The satchel does nothing, grenades do little, and now even howitzers are not effective. Relic, fix this crap! |