All indirect fire damage should be rebalanced to a wider area of effect with slightly less damage at the center imo.
I mostly think this so that mortars can become a blob punish, but the larger pieces would benefit from this also as they'd be more predictable in their damage i.e. less instawipes, but also less RNG miss. |
"How many Combat Engineers can i buy for 4500 MP in 100pop vs 125 pop compared to Sturmpioneers" isnt a meaningful maths problem, that's why I'm not bothering to entertain it. Particularly as your "problem" seems to imply that CE pop space is "too much" when compared to Sturmpioneers, when the latter have been reduced in pop cost this very patch due to being overpriced, and existing in a faction that is known for having population issues (Particularly in comparison to SOV, which is known for quite the opposite)
They presumably haven't really touched mainlines since standardising them as standardising the pop cost of mainlines made their relative balance easier, and so fulfilled its goal. What sort of example is this meant to be? Which Mainlines are severely under/over-popped in your mind?
Also:
Lmao. Make me.
Y'know I used to think the declining gameplay quality and innovation in DOW3 and CoH2, when compared to their earlier games, was just from hiring new people that didn't understand as well the concept of elegance as it relates to complex problems.
Now I'm convinced their mistake was giving the communities loudest voices any say in design whatsoever. |
Again, your "solution" is not worth doing, even if we couldnt get a population rebalance. it isnt going to help anything, and will instead introduce its own problems.
A population rebalance is really not a massive undertaking, and would be the correct solution.
You can't even entertain a simple math problem, but you want to appeal to complexity to shit on my solution? You're such a coward.
If you're not going to substantiate your complexity claim with at least more words than my simplified example you're just threadshitting, and I'm going to ask you to leave my thread and make another.
If pop-rebalance was such an easy thing then why did the balance team standardize mainlines at 7 pop 5 years ago, and haven't really touched them since? |
Pop rebalance would be great, and with enough resources the ideal solution.
The balance team doesn't have a ton of resources though, and rebalancing 5-10 units for a relatively rare scenario is kinda hard to justify. Years have been spent balancing units around their current pop and cost values. Playing around with the actual pop-costs will mean playing around with stats also. Merely raising the pop-cap is a simple solution that solves 90% of the problem for a scenario that happens in only maybe 5% of games.
If you think pop-balance is a problem, but don't like my solution, feel free to lobby the balance team on rebalancing these 5-10 problem units. |
Except literally every single other unit is affected in exactly the same way, resulting in zero benefit, as you will have the same proportion of units.
If two players have 4500 manpower to spend:
How many engis can player 1 buy at 100 pop-cap?
How many sturm pios can player 2 buy at 100 pop-cap?
How many engis can player 1 buy at 125 pop-cap?
How many sturm pios can player 2 buy at 125 pop-cap?
Please give percent differences for both players from 100 pop to 125 pop. |
Cute, how does increasing population caps by a flat amount solve this alleged issue?
15/100=.15
15/125=.12
Wow increasing pop by 25 decreases the necessary engineering pop by 3%, and that's not even a huge proportion of 'necessary' pop!
Keep in mind you're free to constructively add your own possible solutions instead of shitting on my thread. |
He said this in response to you making the absurd statement that factions only have engineers to repair their vehicles, and that this should somehow be "Added on" to the population cost of vehicles, despite the fact that engineer units, as I've already explained to you, have myriad uses beyond repairing.
You haven't provided any sort of real suggestion to fix the issues you're suggesting exist, other than to just increase or remove the population cap, which does NOTHING to solve any of these issues you outline.
Are you actually just trolling, or what?
I've never seen a serious game without engineers using the repair ability. I have seen plenty of serious games where all these other abilities aren't used. Hence repair is a primary use, the other abilities are secondary.
This is all subjective however and isn't really worth seriously arguing now that you've outright admitted that EFAs need anywhere from infinite to 1.5x the engineering pop as WFAs.
Cool cope post tho. |
The point is that you haven't really made a cogent point here. Your "Solutions" to this "problem" regarding popcap don't solve anything, and the examples and anecdotes you keep dreaming up aren't realistic in the slightest.
Strummingbird said EFAs need 10-15 pop of engineers to be competitive. Your response is that USF need 0, OKW need 7, and brits might use 10, yet I'm the one failing to make a cogent point in the thread whose thesis is that EFAs are limited by poor pop utilization? |
USF also doesn't need REs because their vehicles contain their own repair crews. This is the main reason they don't bother making any, generally. "If they didnt have minesweepers USF wouldn't build them" is also kind of a pointless statement.
Other factions generally want two Engineers for various reasons beyond simply repairing vehicles. OST and SOV want two, one for sweeping mines, and another for Flamethrower duty (The latter being very highly prized by SOV), and both to build wire and lay mines. In OST's case also to build cover.
UKF likely want two as they are the units with the faction's snares, and they are also used to build and maintain various UKF structures. (They're also servicable CqC troops)
OKW would want two if they weren't so expensive (MP and Pop wise) as they're very combat-capable, and are the faction's infantry-borne AT. Though they also have the MechHQ for additional repairs.
So just so we're clear: the two EFA armies need at least two engineer squads to be competitive, while only one of the WFA has even a weak case for a second squad of engineers? |
I'm not. 2 (or at most 3) engineers that repair / cap the map and don't trade models with enemy composition don't bleed. With a balanced composition you already need 2 engineers on top of the rest of the inf army.
Vehicles are the reason a balanced composition has two or more. You don't need any engineers if you don't build vehicles. At best you'd need one for mine-sweeping, and minelaying, and thats more of a utility/playstyle choice than absolute necessity.
Capping, and supporting is just a nice early game perk of building multiple engineers, but is wholly secondary to to tech and repairing. No USF player would ever build RE's if they weren't free, and had minesweepers except for the rare meme-build.
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