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-   -   Balancing Vehicles and Weapons (http://forums.filefront.com/forgotten-hope-general-discussion/223810-balancing-vehicles-weapons.html)

USMA2010 November 2nd, 2005 07:53 PM

Re: Balancing Vehicles and Weapons
 
Uh huh...

Lobo, are you sure you are posting that in the correct thread? :p

Lobo November 2nd, 2005 08:05 PM

Re: Balancing Vehicles and Weapons
 
I am damn sure, I had hear in the balls when you was in the belly of mum.

R4DG aka Run 4 Da Gun November 2nd, 2005 08:08 PM

Re: Balancing Vehicles and Weapons
 
okay USMA is on his knees

no need to talk about his mum

Artie Bucco November 2nd, 2005 08:18 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by McGibs
that wouldnt be realistic at all... sten didnt start seeing service until itally, and the australians never used it.

It didn't come to service until France the Limey's and the Commenwalth still kept thier Tommy guns.

God damn that ad with the noise it interrupted Los Pericos, out of spite iam making sure i will never get an Intel processor again.

USMA2010 November 2nd, 2005 10:10 PM

Re: Balancing Vehicles and Weapons
 
I pretty much have to get one when Apple takes the plunge in 2006. At least I will have more games to play then.

Anyone else noticed how virtually all of the FH and forum veterans voted against balancing the vehicles, and only the new guys voted for it? So who are you going to choose to please, the 86% who have played the mod for ages, through thick and thin; or support the 14% who just started?

Komrad_B November 2nd, 2005 10:26 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by USMA2010
I pretty much have to get one when Apple takes the plunge in 2006. At least I will have more games to play then.

Get an AMD :thumbsup:

Quote:

Originally Posted by Anluschac
And you still havent said thank you for us finding and fixing the sloped armor bug that made all tanks with sloped armor have less protection.

Indeed, sloped armor is a neat feature :smokin:


Thank you devs!

USMA2010 November 2nd, 2005 10:30 PM

Re: Balancing Vehicles and Weapons
 
I can't, Intel is going to be making the new processors for Apples, not AMD. And I'll be damned if I get a Windows based computer again, after all the hell they have put me through!

Anlushac11 November 2nd, 2005 11:18 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by USMA2010
No one hit kills in any desert maps eh?

Tiger, Desert Rose...

Disclaimer.

In no EARLYNorth Africa maps should any vehicle get a one shot kill at any range. :nodding:

I will rephrase that. "No Early North African theatre maps sould have one shot kills at any range, not including Universal carrier, Mk.VI light tank, L6/40, PzII, rear shots, or advantages due to differences in terrain height.

Lobo November 2nd, 2005 11:24 PM

Re: Balancing Vehicles and Weapons
 
Give up Anlushac11, IRL the tank of USMA would kill in 1 shot because he doesn't use powder, he pushes the shell with his masculinity.

Unky Joe November 2nd, 2005 11:49 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by USMA2010
Giving the Russians the very weak KV-1 for all maps, instead of making a slightly remodeled KV-1S.

The KV-1S had weaker armour[for speed] than the earlier KV's but a longer barrel than what the KV in FH has now, the KV-1S is a good idea even though only 1370 were built in 1942, but they did see action on all of the major Russian operations even up until Berlin.:nodding:

sidtherat November 3rd, 2005 02:36 AM

Re: Balancing Vehicles and Weapons
 
discussion aside - while i understand the point of improving survivability ratio of m3a1 halftracks etc. vechicles [they dont die from first tank shot, mostly 2 o3 are required] - id strongly suggest of puting somewhere a big red sign - THIS IS NOT A BUG, IT IS FEATURE.

i understand why it was done, but i'd like it somewhere described etc. because at first glance it looks like bug, a serious one.. very serious

ps. there is a limit of balancing - look at bf1942 - this is where road to balancing ends :)

Fuzzy Bunny November 3rd, 2005 03:52 AM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by sidtherat
discussion aside - while i understand the point of improving survivability ratio of m3a1 halftracks etc. vechicles [they dont die from first tank shot, mostly 2 o3 are required] - id strongly suggest of puting somewhere a big red sign - THIS IS NOT A BUG, IT IS FEATURE.

Yeah, in fact, make that a BIG RED FLASHING SIGN in bold 24-point font above all hidden panzer weenies, with an arrow pointing down at them.

(Oh yeah, and get rid of tag visibility, it makes it too easy to see people.)

:-)

Strumtrupp November 3rd, 2005 04:10 AM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Lt. Leroy
The age old FH question pops up: more realism - less balance; or less realism - more balance

IMHO?
Realism as far as possible but do not sacrifice gameplay for it.
What good is a realistic mod when no one wants to play it for one reason or another?
I mean who would want to play omaha as allied on every map?

I voted yes because I do think some stuff needs ballancing, yet I doubt that will happen for FH42 and I can only hope the devs concider it for FH2.
(I wonder if it is possible to note how the games ended? might be something to look into for FH2 to see if one side constantly looses a map, which is a good ballance indicator)

As for praising it.. why do we constantly have to praise it?
I'd bet a case of fine german beer that every FH player promotes the game where he can. You cannot buy better praise.
If we did not like the game, we would not be here complaining and hoping it might get better.
Damn, its like people cannot find any other way to discredit other people!

Quote:

Originally Posted by FuzzyBunny
Yeah, in fact, make that a BIG RED FLASHING SIGN in bold 24-point font above all hidden panzer weenies, with an arrow pointing down at them.

(Oh yeah, and get rid of tag visibility, it makes it too easy to see people.)

:-)

Yes, please!!!!!111oneeleven
This crap totally ruins maps like Kharkov outskirts where people constantly tag-scan.

IMHO? Get rid of any indicator. Hate to repeat myself but that totally changes the game (to the better imho)!
Played on one server without tags or hitindicators (iirc)
Funny how people always want realism yet whore the tags and fog!

Mr_Cheese November 3rd, 2005 04:47 AM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Strumtrupp
(I wonder if it is possible to note how the games ended? might be something to look into for FH2 to see if one side constantly looses a map, which is a good ballance indicator)

I'm pretty sure we have that feature on the Forgotten Maps server. There's part of our site which lets you view the statistics for the maps (and people :naughty: ) played there. This has been very useful for the beta tests that we run as it enables us to see at a glance which side wins the most and all the other stats that go with it.

Strumtrupp November 3rd, 2005 06:37 AM

Re: Balancing Vehicles and Weapons
 
You sneaky devil you! ;)
And, how does it look?

One thing that we might want to think about for FH2 is removing points for kills.
Seriously think about it.
You're playing Omaha as allied and the entire round you are getting wasted. Then in the last 5 minutes your team finally breaks through and caps all flags.
Thing is, the game does not care how many flags you took or even if you won the round since your kills are heavily reflected in the final score.
The alles, who won the round, will have a lot less kills and even a 2x bonus will not change that.

There are players in BF2 who have huge kill scores (planecampers) but have capped a handfull of flags.
(one of the worst has like 20,700 kills, 700 deaths and 3 flag caps)
Guess who gets the gold stars!

Ruhanga November 3rd, 2005 06:58 AM

Re: Balancing Vehicles and Weapons
 
Thou shalt not play game for stat, but for teh thrill!

Strumtrupp November 3rd, 2005 08:03 AM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Wasted.
Thou shalt not play game for stat, but for teh thrill!

Kinda like saying you go to boxing matches for the sport of it.. no you go to boxing matches to see two people beat the shit out of each other [/robin williams]

Cavesloth November 3rd, 2005 08:18 AM

Re: Balancing Vehicles and Weapons
 
Wow, someone finally replied to my post, I guess USMC still didn't pay attention to it though.

I'm guessing since FH only has 1 KV, they'd use the mid production model (otherwise it'd either completely own on early maps, or suck balls on late maps), so perhaps it would have a slightly better gun (not by a whole lot, maybe 10mm more penetration), but still wouldn't have better armor, so technically it'd be weaker IMHO.

But another tank type is always nice to have.

jumjum November 3rd, 2005 08:22 AM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Lobo
I am damn sure, I had hear in the balls when you was in the belly of mum.

Entire religions have been founded on less mysterious texts. We are not worthy!:bows:

Real-BadSeed November 3rd, 2005 10:08 AM

Re: Balancing Vehicles and Weapons
 
strumtrupp some maps are meant to be hard for one side, and maybe the one army only wins 1 out of 9 times. but thats because it was historically a tough battle for that army. example omaha, its suppose to be tough for allies, it was tough irl, a slaughter!
i enjoy playing allies on that map, "runnin and gunning" with my tommy blazing down jerry's left and right. its a hoot! im one who doesnt care if my stats are 30/30 or 30/50 or 30/100, as long as my team wins. or gives it a damn good try anyway :D

i play to win, not pad my score, i play under many different names, so i have no stats im farming!

Lobo November 3rd, 2005 10:18 AM

Re: Balancing Vehicles and Weapons
 
This drives me mad, we will need to create stupid maps in FH2 so you don't come complain that there is an enemy that killed 150 dudes and was killed 2 times.

What the hell, when Charlie starts I know I will die 40 times, and I will spawn to die, spawn again and die again, till I am sick of blood and pain, and 10 dudes in the german side will get 50 kills. But if we win the map I will feel the most proud player in world, over a montain of rubble and corpses of buddies.

Stop thinking in your stats and the stats of other players and maybe some maps can be won by your team.

Ruhanga November 3rd, 2005 10:29 AM

Re: Balancing Vehicles and Weapons
 
What do you do with stats?
Hit women?
Grow your vpenis?

Kurb King November 3rd, 2005 10:51 AM

Re: Balancing Vehicles and Weapons
 
I dont even understand the point of the poll? Very few of the suggestions there have anything to do with balance, half of them are just demanding new vehicles or for changing the weapons/vehicle load outs.

Should vehicles and weapons be compleatly balanced like they were in vanilla (where the Chi Ha = Sherman and the Sherman = Panzer 4)? HELL NO!! No one wants that here. Realism is very important so those are all valid suggestions, but this is a game so there has to be balance between each side some way or another if it is in the weapon/vehicle load outs or not making uber laser accurate AT/tank cannons.

USMA2010 November 3rd, 2005 11:17 AM

Re: Balancing Vehicles and Weapons
 
Read the poll again buddy, it mentions nothing of adding new vehicles. Hell, I specifically stated that I am N_O_T complaining about the lack of certain vehicles or weapons in the mod. Pay attention.

Now no offense, but if you want balanced gameplay I suggest you get Battlegroup 1942. They did balance everything, a medium between FH and Vanilla. Pretty good models and textures, better than DICE work, but not up to par with FH.

I would like to point out, again, that the true FH veterans vote against balancing vehicles. Because so many people are not bothering to read my first post, here it is again:

Quote:

Originally Posted by USMA2010
This issue seems to have been getting worse over the past few releases. I know that some of what I will mention might be bugs, but I find it hard to believe that all are.
How do you guys feel about changing the code of the vehicles in Forgotten Hope? Here are some examples of it today:

* The very inaccurate cannon on the Panzer III Ausf. J Special.

* The unrealistically slow Crusader Mk. I.

* The lack of a Browning M2 machinegun on the M4A1 76(w).

* The incredible inaccuracy of the KwK 36 on the Tiger I.

* Giving the Russians AP ammo used in 1941 on maps that take place in 1945.

* Giving the Russians the very weak KV-1 for all maps, instead of making a slightly remodeled KV-1S.

* Raising the commander and AA positions on the M-36 to the point where anyone with a firearm can kill him.

* Giving the M4A3E2 Sherman Jumbo the same traction as the M4A3 and M4A1, when it should actually slide around and sink into snow and mud.

* Never adding the Crusader Mk. III, even though the gun barrel and gun code already exist elsewhere in the mod.

Other weapons:

* Adding the 35 round magazine to the PPSh41 in pre 1943 maps when that magazine did not even exist.

* Giving the Germans the Faustpatrone 30 well on maps well after they were replaced by Panzerfausts.

* Making the Suomi M-31 very inaccurate, even though it should be as accurate as a carbine.

* Giving anti-tank rifles unrealistically long reloading times, even with the semi-automatic PTRS.

* Putting the Bazooka on Eastern Front maps, when in truth the Russians hardly got any Bazookas.

* Outright removing grenades from some maps.

* Making anti-tank guns unrealistically inaccurate.

* Coding a three kilogram explosive so that two of them can destroy most tanks, even though in reality they could do nothing to outright blow up all but the lightest of tanks.

* Removing any sort of reloading time on the Bofors 40mm AA gun.

This is not a flame people who support realism over balance, or vice versa, thread. This is a genuine poll created by a rather alarmed member of the community to collect the opinions of those who use this mod.
It also has nothing to do with balancing maps, which even I can see having its place in Forgotten Hope.


Fuzzy Bunny November 3rd, 2005 01:41 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Lobo
Stop thinking in your stats and the stats of other players and maybe some maps can be won by your team.

Lobo,

please stop implying that everyone who is interested in fair gameplay/balance/whatever you call it is a stat whore.

When I and others bitch about the balance of a map, it is not about nerfing it, or taking out teamplay, or whatever. Each advantage on any map should have a counter-mechanism that a decent team should have a reasonable ability to use, and each team should have a reasonable (before you say it, nobody is saying "equal") chance of winning. Most people I know play (a) for fun and (b) to win, not for stats. Stats are lame, stats need to go.

You seem to have this attitude that all situations are winnable, and if they're not, just bite the bullet and accept it. Maybe that's the case with a bunch of cloned goose-stepping '1337 nazi uber-gamer stormtroops. F*** that--most players are "just some dude, probably decent, but not league-quality." Running at machine guns as a distraction for a team that doesn't clue up isn't fun, it's stupid. Might as well get a magazine and go take a massive dump and wait for the map to end, that's more gratifying.

If Sturmtrupp says something like "get rid of tickets", how the hell is that stat whoring? Sorry, I just don't get it. Now please dump the "stop stat whoring" crap, that's really not the point.

Sorry, bad mood, but please consider.

Quote:

Originally Posted by USMA2010
MOOORG! BLORG! BARG! MORF! BLA!

I don't understand why people are so opposed to this--USMA may be an undiplomatic thug at times :-) but he's obviously done his research, and put together a well-considered list of fair points.

Stienmetz November 3rd, 2005 01:57 PM

Re: Balancing Vehicles and Weapons
 
Work for months on a mod that is 2 gigabit in size and hand it out to all for FREE...And all you get is complaints!.....oh well

Lobo November 3rd, 2005 02:04 PM

Re: Balancing Vehicles and Weapons
 
@FuzzyBunny,

I don't get your point, believe me we try our best to give a team always systems to supress the enemy advantages. But I am tired of see players that only care about stats and cause the defeat of his team. Just load maps like Ramelle, in a bad round you can find the classic tiger tanker that is only worried in hunt soldiers one mille away, just one example but I could say hundreds. And then the poor german team complains the map is not balanced, what they must do is place a panzerschreck in the ass of that statwhore so a person interested in teamplay take the tank.

[BFE]projecTile November 3rd, 2005 02:16 PM

Re: Balancing Vehicles and Weapons
 
Inaccurat gun on the Panzer IIIj ? We encountered that problem during betatesting and got it fixed, after that every tester was able to hit the enemies and Aberdeen (which was a nightmare before) was one of the best tank maps all of a sudden.

Maybe you guys just need some more practice ? just an idea

Oh and one more question, off topic. Someone posted that console command to have the 1st person view actually walking and not sliding through the map but I can't find it. Anyone still got that one handy ?

Jackson_Cal November 3rd, 2005 02:21 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by FuzzyBunny
Lobo,

When I and others bitch about the balance of a map, it is not about nerfing it, or taking out teamplay, or whatever. Each advantage on any map should have a counter-mechanism that a decent team should have a reasonable ability to use, and each team should have a reasonable (before you say it, nobody is saying "equal") chance of winning. Most people I know play (a) for fun and (b) to win, not for stats. Stats are lame, stats need to go.

You seem to have this attitude that all situations are winnable, and if they're not, just bite the bullet and accept it.

I couldn't disagree with you more. Just my personal opinion, but I actually like maps that are stacked against one side. Isn't that realistic? I think it adds a lot to have maps that one side wins 80%+ of the time. Those are the ones that I actually get most excited for and the maps you typically see the most amount of teamwork, unfortunately. I like the challenge and the feeling of accomplishment when your team actually pulls out a win on one of those maps.

As much as I love Operation Goodwood, I'd rather play the Storm as the Germans or Arnherm as the Brits.

Regardless of my opinion - why do you think you get to dictate for all of us that all maps should be the way you like them: with a reasonable chance of victory for each side? I guess it depends on your definition of reasonable. For me, it's 20% as I mentioned above and I'm OK with each strategy not having an equal counterbalance for the other team - sometimes they don't. Isn't there room for both types of maps? If you don't like it then find a different server when the map comes up.

FlyGuy45 November 3rd, 2005 02:30 PM

Re: Balancing Vehicles and Weapons
 
Balance maps=OK
Weapons/Vechiles=BAD

Fuzzy Bunny November 3rd, 2005 02:37 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Lobo
@FuzzyBunny,
I don't get your point, believe me we try our best to give a team always systems to supress the enemy advantages. But I am tired of see players that only care about stats and cause the defeat of his team.

I see what you are saying. I have not seen the stat whoring problem too much and I think this is causing some confusion. In most of my games, most decent players try to win the map. The people I'd like to drop an expack on are the idiots who take critical vehicles/weapons and then waste them, but hey, it happens to everyone sometimes.

Most FH maps are very balanced. If I think a map is uneven it is when I can't help my team by either sniping, sneaking or charging because it is impossible for them to take advantage of what I am doing. For me, Pegasus, Goodwood & Prokhorovka (when the Allies are boxed into their base) are good examples of this.

You guys do a really good job balancing things out. There are just situations where I think the balance mechanism takes way more skill under some situations than could reasonably be expected of a good-but-not-great team, that at least deserves a shot at the win. I assume that the devs/testers are very good players, so maybe this affects how easy/practical a countermeasure system seems to use.

Quote:

Originally Posted by Stienmetz
Work for months on a mod that is 2 gigabit in size and hand it out to all for FREE...And all you get is complaints!.....oh well

No, this is the greatest game of all time, and if we didn't like it so much we wouldn't give enough of a rat's ass to put so much time into trying to suggest ways of making it better.

Quote:

Originally Posted by Jackson_Cal
I couldn't disagree with you more. Just my personal opinion, but I actually like maps that are stacked against one side

I never argued against "stacked" maps, I'm sorry if it came across this way. I just don't like situations where whatever you do ends in being pointlessly slaughtered. I don't know what gives you the impression I prefer Goodwood to Storm/Arnhem--I find them difficult but challenging and, yes, balanced. The key phrase is "reasonable chance".

And I'm sorry you get the feeling I'm trying to "dictate" anything; I'm under no delusion that I'm in any position to do so, just trying to make logical arguments.

Jackson_Cal November 3rd, 2005 03:03 PM

Re: Balancing Vehicles and Weapons
 
@FuzzyBunny -

Fair enough - I may have jumped to conclusions a bit there. I guess I'm less concerned about 'unbalanced' maps because it's really easy for each of us to choose not to play them and I'd rather have a vareity of options available.

I didn't see anywhere in the thread where you identified the maps that you don't think fall into the 'reasonable chance' arena - apologies if I missed it. So that I understand your position better, which maps do you think one team doesn't have a reasonable chance of winning? And what are the odds of winning on those maps in your opinion? (And please don't list any of the new .7 maps - nobody (outside of the dev/tester team) has played those long enough to conclude anything about the chances of victory for either team). I'm not attacking you here - I'm honestly curious.

Also, re: goodwood - I wasn't saying I thought that was your preference - I was saying that was my preference. And I love Goodwood - I think it's the best all around map from a balanced gameplay perspective. I just prefer the 'stacked' maps a bit more.

USMA2010 November 3rd, 2005 03:06 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Stienmetz
Work for months on a mod that is 2 gigabit in size and hand it out to all for FREE...And all you get is complaints!.....oh well

If we did not complain, and only shower the developers with praise, Forgotten Hope would suck.

Jackson_Cal November 3rd, 2005 03:10 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by USMA2010
If we did not complain, and only shower the developers with praise, Forgotten Hope would suck.

And if we were nonstop complaining bastards FH .6, .67 and .7 wouldn't exist because the developers would have no desire to do this.

Find the balance, USMA2010.

Fuzzy Bunny November 3rd, 2005 03:46 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Jackson_Cal
@FuzzyBunny -
<stuff>

Wow, things get so civilized in here sometimes, gotta stir it up! Yer mudda! :-)

There are no maps I hate, mainly situations in some maps that bug me. Please note that this is not meant to comment on the quality of the maps, preferences/dislikes (such as having to run too far to get from A to B, etc.), or how hard it is to win (example: Battle of Britain/Bombing the Reich are piss-easy to win as attacker, but you at least go down fighting)--just regarding what I see as "balance" issues.

I've already started a not-too-well-received thread about an 0.7 map (I have issues with Pegasus and Hell of Bocage, but whatever, point taken, we'll see.) Here are the main maps I can think of right now where I've consistently seen one team get hopelessly demolished under certain circumstances:
  • Day of Zitadelle / Caen / Prokhorovka (Too easy to camp Allied mainbase, almost impossible to get out once this is the case. Seen Allies win Caen enough times to make this one iffy, though)
  • Goodwood (Ditto for both sides, more so for Allies due to terrain/vegetation)
  • DICE Bocage (Ditto for both sides, slightly more so for Allies due to greater distance over open area to first flag)
  • Valirisk (Ditto for both sides--both have too few exits and too large distances for infantry to realistically cover to get out, although in this map it's less of a problem due to air as a joker)

Basically, anytime one team can be completely boxed in and creamed with no realistic hope of escape or even of shooting back from cover due to massive baserape, I find it pointless to go on. That's why I suggested making uncap mainbase flags cappable on some maps once all other flags are gone--sort of a "partial push" system such as implemented in Vuoksi and 0.7 Tobruk. If the winning team can just end it, like on Makin or 0.67a Saipan, you just lose the last flag, too bad, who cares, next map.

Desert Rose used to be on my "ugh" list, but giving Allies the airfield at start makes a huge difference. If Axis have all the flags, it's still mad difficult for Allies, but I get the feeling the Tiger's been slightly castrated, which helps. At least now Allies have a fighting chance at all times, they're not just bait for tank snipers on the ridge.

Maps I think do a good job of balance:
  • Pavlov (spawn locations very random, nobody spawns at the flag)
  • Berlin Streets (too dark and dynamic to spawncamp, although I've yet to see Axis win)
  • Supercharge / Breakthrough (air support & AA nicely balanced, airdrops as a joker. Although Axis base is a tiny bit easy to camp, the map's so big that this rarely comes to pass in my experience)
  • Zielona Gora / Tulagi / FH Guadalcanal / Falaise (lots of open routes, no advantage to any one weapon)
  • DICE Berlin in FH (3 exits for Allies)
  • Kharkov Outskirts (big open fields, lots of hiding places, infantry and tanks both play a strong role, needs teamwork, trucks are a joker)
  • Cretan Village (big open areas, lots of side passages, snipers)
  • Charlie Sector / Foy (multiple entries, open areas, snipers as joker in CS)
  • Arnhem / Storm / 0.7 Tobruk / Stalingrad / Nordwind / Seelow / Crete (Attackers working together or defenders paying attention can win, plus arty as a joker in S'grad, Seelow)
  • Eastern Blitz / Counterattack / Kharkov Outskirts / Sector 318 (big open spaces to maneuver, infantry & tanks both play a strong role, trucks as a joker)
  • Rheinubung (when it's over it's over, and more subs in 0.7 even it out)
  • Battle of Britain / Bombing the Reich (when it's over it's over)
  • Orel / Kasserine (enough exits, air as a joker, buildings/hills make it too difficult to camp)

I'm torn on Alpenfestung & Blackknight, as Allies get plenty of toys, but the exits tend to be easy to camp. No opinion.

All the others I've either not played enough or really don't see any major pros/cons with in terms of balance aspects. As always, please feel free to disagree with any or all of this--this is from personal observation only and not meant to reflect on the maps themselves.

Lobo November 3rd, 2005 04:03 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by USMA2010
If we did not complain, and only shower the developers with praise, Forgotten Hope would suck.

Ah, it's true, I guess the skills and the millions hour of work have not chair in this party.

Most of the maps are representation of real battles, so if we want to be acurate in its representation if one team gets a good advantage position it's probable they will win the battle, like it hapened in reality. See Omaha, the hard part is the landing, once allies have a good position in land chances for axis to recover advantage are minimal.

Strumtrupp November 3rd, 2005 04:05 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Stienmetz
Work for months on a mod that is 2 gigabit in size and hand it out to all for FREE...And all you get is complaints!.....oh well

three words: totally clueless fanboy

USMA2010 November 3rd, 2005 04:17 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Jackson_Cal
And if we were nonstop complaining bastards FH .6, .67 and .7 wouldn't exist because the developers would have no desire to do this.

Find the balance, USMA2010.

We did complain, suggest, whine and nag since the very first release. That is why 0.7 is so high quality.

[21Pz]Stauffenberg November 3rd, 2005 05:48 PM

Re: Balancing Vehicles and Weapons
 
Right, USMA.
The devs do alot work, same for the betatesters, but theres just nothing better than the consumers voice :D
I think 0.7 is even more unbalanced than .67, for example how the hell shall the germans win prok???
They need ALL (!!!) flags, including the one in the russian base to get the russians to bleed. Its just impossible with those tons of russian jeeps and bt7s going for backflags. The map looks better and has more action, but its totaly ruined in balance. This is the place i want balance, i want to have a realistical chance for both sides to win.
However vehicles should be realistic.

Jackson_Cal November 3rd, 2005 06:13 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by FuzzyBunny
Wow, things get so civilized in here sometimes, gotta stir it up! Yer mudda! :-)

Basically, anytime one team can be completely boxed in and creamed with no realistic hope of escape or even of shooting back from cover due to massive baserape, I find it pointless to go on. That's why I suggested making uncap mainbase flags cappable on some maps once all other flags are gone--sort of a "partial push" system such as implemented in Vuoksi and 0.7 Tobruk. If the winning team can just end it, like on Makin or 0.67a Saipan, you just lose the last flag, too bad, who cares, next map.

I had a hunch we had more common ground than uncommon ground... couldn't agree more and I think that's a wonderful compromise for maps that have the potential to go completely one-sided. I just don't want those types of maps to be removed that start out one-sided from the beginning.

And as for mixing it up: you smell and your mama dresses you funny ;)

Jackson_Cal November 3rd, 2005 06:17 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by USMA2010
We did complain, suggest, whine and nag since the very first release. That is why 0.7 is so high quality.

If .7 is so high quality, why are you endlessly b*tching about it?

Everything's black and white, isn't it USMA2010? There are no shades of grey. I wonder if that's a function of your age, your politics or both?

Admiral Donutz November 3rd, 2005 06:20 PM

Re: Balancing Vehicles and Weapons
 
Keep it civil! 0.7 is a job extremly well done though it has it flaws, now naturally those are complained about (nothing wrong with that aslong as it is done in a respectfull manner).

USMA2010 November 3rd, 2005 07:23 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Jackson_Cal
If .7 is so high quality, why are you endlessly b*tching about it?

Everything's black and white, isn't it USMA2010? There are no shades of grey. I wonder if that's a function of your age, your politics or both?

:rolleyes:

Because it endlessly beats every other mod and almost all full version games to oblivion. Yet as a student of military history, if you will, I recgonize plently of blatently false bits of code in the game that should be fixed as soon as possible.

The very way that you make an attempt at an insult there is a prime example that age does not reflect maturity. Not to forget that you violated rule one of forum contribution, you double posted.

Try again later.

Edit: Perhaps you are new at this, but it is the norm around here to call a person by the first syllable of the main section of their name. In the future, USMA will suffice.

Komrad_B November 3rd, 2005 07:40 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by [21Pz]Stauffenberg
I think 0.7 is even more unbalanced than .67, for example how the hell shall the germans win prok???
They need ALL (!!!) flags, including the one in the russian base to get the russians to bleed. Its just impossible with those tons of russian jeeps and bt7s going for backflags. The map looks better and has more action, but its totaly ruined in balance. This is the place i want balance, i want to have a realistical chance for both sides to win.
However vehicles should be realistic.

Without backflag rambos, this map is very hard now for the russians. Were it not for the "instagib" Su76, wich now commands the power of the SU152 combined with the shell velocity of a SU100 and the mobility of a T60, Tigers and Elefants would be almost impossible to stop. The T34 is suckiness incarnate now, since they have 1941 paper anti-waffle ammo and are accompanied with "i can't do shit" Kv1. I do like the new placement of flags tho.

Mazz November 3rd, 2005 07:50 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Komrad_B
Without backflag rambos, this map is very hard now for the russians. Were it not for the "instagib" Su76, wich now commands the power of the SU152 combined with the shell velocity of a SU100 and the mobility of a T60, Tigers and Elefants would be almost impossible to stop. The T34 is suckiness incarnate now, since they have 1941 paper anti-waffle ammo and are accompanied with "i can't do shit" Kv1. I do like the new placement of flags tho.

best summary ever.

Although i did lust for a Su-152 for a while there tonight. and I just cant hate the T-34 because its so damn pretty evne though it feels like im firing tennis balls at shit. That, and its twin with the bigger package is probably the greatest tank in existance.

USMA2010 November 3rd, 2005 07:51 PM

Re: Balancing Vehicles and Weapons
 
Pfft, Su76 is twice as good. Faster, smaller, and a higher rate of fire. I even managed to off Stauffenberg in it, not to mention three Tigers. It made me feel all warm inside!

Mr.Panzerschrek November 3rd, 2005 07:51 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Komrad_B
Without backflag rambos, this map is very hard now for the russians. Were it not for the "instagib" Su76, wich now commands the power of the SU152 combined with the shell velocity of a SU100 and the mobility of a T60, Tigers and Elefants would be almost impossible to stop. The T34 is suckiness incarnate now, since they have 1941 paper anti-waffle ammo and are accompanied with "i can't do shit" Kv1. I do like the new placement of flags tho.

lol its soo true, i dont think t34s are that bad though

USMA2010 November 3rd, 2005 07:59 PM

Re: Balancing Vehicles and Weapons
 
Guess you have never tried to kill a Tiger at point blank range with a shot to the rear, have you? It just keeps on ticking, free of damage.

Komrad_B November 3rd, 2005 08:01 PM

Re: Balancing Vehicles and Weapons
 
Quote:

Originally Posted by Mr.Panzerschrek
lol its soo true, i dont think t34s are that bad though

The T34/76 is not nearly as good as in 0.67 when facing late war german tanks. It used to 1sk a PzIV and at least do some damage to a Tiger, now it can't, wich is sad since it gives them time to turn the turret and vaporize the poor ruskie tank with a single shell. The T34 is much better in the early war map tho, since it can't be harmed by a PzIII and PzIVD from the front because of sloped armor. The T34/85's gun also seem better than before.

Quote:

Originally Posted by USMA
Guess you have never tried to kill a Tiger at point blank range with a shot to the rear, have you? It just keeps on ticking, free of damage.

Yep, its sad, really. The only way to do damage is in the tracks, and on the top of the tank. Both ways do not even damage it enough to make the T34 a potential danger. I used to flank Tigers and slay them with a few well placed shots, now this isnt possible anymore unless the Tiger is driven by a tard. Not only are they semi-invulnerable, they also have a fast turning turret :(

Stienmetz November 3rd, 2005 08:07 PM

Re: Balancing Vehicles and Weapons
 
T-34...Well built tank....but, less crew...less AP and HE rounds on board..also no radio..and no battle repair...when they lost a track, they were finished in a defensive situation. USSR had no M88 recovery vehicle....lol


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