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Taking random decks, at least against pubbies, introduces a fair degree of competitiveness to matches where it's previously been sorely lacking. I don't know whether it's goons being good at video games or the influx of new players, but three out of four games seem to end before the halfway mark when our opponents lose their expensive boondoggles in poorly thought-out clusterfucks and rage quit. We should take random decks more often - not only does it require you to think of creative ways to employ under-utilized units, but it makes the matches more sporting. Like playing with a handicap in golf. Leave your tryhards at home and save them for obvious teams or goon v. goons - our opponents will feel better and we'll feel better. GenVec fucked around with this message at 14:45 on Apr 29, 2014 |
# ? Apr 29, 2014 14:34 |
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# ? Jun 10, 2024 06:55 |
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quote:Taking random decks, at least against pubbies, introduces a fair degree of competitiveness to matches where it's previously been sorely lacking. I don't know whether it's goons being good at video games or the influx of new players, but three out of four games seem to end before the halfway mark when our opponents lose their expensive boondoggles in poorly thought-out clusterfucks and rage quit. if you want a challenge, join games hosted by others rather than hosting yourself
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# ? Apr 29, 2014 14:52 |
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TheDeadlyShoe posted:voicecomms teams have a humongous advantage, particularly at game start yeah, I find crashing other pubbie pre-made games with our own teams to generally be much more challenging. The danger there is that goons tend to "try hard" much less, and often times those games comprise players with decks and strategies tuned specifically to exploit the selected map and settings.
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# ? Apr 29, 2014 15:49 |
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Still remembering those guys we played who went heavy on hiking commandos on a forest map with 60 minutes and 700 conquest points?
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# ? Apr 29, 2014 16:53 |
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New patch:quote:SOUNDS:- fixing some missing/misplaced Chinese voices.
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# ? Apr 29, 2014 17:16 |
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Guess people finally got that "oh poo poo SEAD is coming turn off all AA" button folks wanted. Sort of...
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# ? Apr 29, 2014 17:37 |
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Hubis posted:yeah, I find crashing other pubbie pre-made games with our own teams to generally be much more challenging. The danger there is that goons tend to "try hard" much less, and often times those games comprise players with decks and strategies tuned specifically to exploit the selected map and settings. Probably the worst game I ever played in ALB was against some PLF folks who were all doing cat B rocket plane spam, like ranked but in a 4v4. The game is brutal and just not fun when your opponent is just breaking the game. I've never really seen goons tryhard that much. I ran out of Biryusas within 10 minutes or such. The patch notes look pretty nice. quote:MAP BUGS:- fixing broken bridges on Chosin Reservoir Jesus Christ it's about loving time. quote:- Fixing ship guns dispersion: they had none at all before! that explains everything e: quote:- Fixing Polish assault rifles stats for regular troops: they were all shock! NOOOOOOOOOOOOOOOOOOOOOOOOOO MY POLACKS Mortabis fucked around with this message at 17:49 on Apr 29, 2014 |
# ? Apr 29, 2014 17:42 |
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More Crotales and a ROF buff for all medium-ranged SAMs? Also noted that many cheapo transport helis got a 50% price bump... (my Swedish heliborne )
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# ? Apr 29, 2014 17:58 |
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Increasing prices on Chinese tank destroyers? Now that they fixed ship gun dispersion, I hope they add indirect fire back in. Winning the naval war is mostly pointless on most maps.
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# ? Apr 29, 2014 18:03 |
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quote:LOCA:- W-German Bo-105P/BHS & Tiger's Stinger missiles name changed from FIM-92A to FIM-92C, to match their stats. Tigers get Stinger-C's, but OH-58C/s don't Also, I've mentioned this privately before, but I'd really like to see the load-outs on the AH-64D and AH-64A swapped -- Give the Longbow 8x Hellfire IIs + 70xHydra rockets (+Excellent Optics) and give the Apache 16x Hellfire I's. Drop the price on the Longbow a bit to compensate for the loss of endurance. This wouldn't really change the efficacy of the longbow too terribly much, but would make it a bit more of a strike craft and less of a long-duration brawler (lower ammo) while also giving it a little more interesting diversity for things like spotting and interdicting special forces with the rockets. Meanwhile, this boosts the Apache's ability to deal with large armored pushes cost-effectively, at the cost of the roundedness the rockets give you. You've still got Cobras for that role, however, so now you have a more unique role for a lot of the US helos. I'd also consider changing the Kiowa Wr. to have 4x Stingers instead of hellfires since we already have a ton of hellfire platforms, and create an interesting "escort+scout" role for the Kiowas to operate in a "Hunter/Killer" team with Apaches or Cobras. The Longbows could do all of this on their own (more AP and Point efficient) but would lack stinger support unless you took OH-58 C/s as well (limited availability) or had air superiority. I think it would make choices in the US helo area a ton more interesting without just unbalancing them. Hubis fucked around with this message at 18:11 on Apr 29, 2014 |
# ? Apr 29, 2014 18:03 |
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So is this the Tony Abbott simulator?
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# ? Apr 29, 2014 18:05 |
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Mortabis posted:NOOOOOOOOOOOOOOOOOOOOOOOOOO MY POLACKS Is THAT why Polish Airborne were so good before? It wasn't deliberate?!
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# ? Apr 29, 2014 18:05 |
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Davin Valkri posted:Is THAT why Polish Airborne were so good before? It wasn't deliberate?! Yes, I exploited the gently caress out of that. Hubis posted:Tigers get Stinger-C's, but OH-58C/s don't Okay now that just makes me angry. Because Tigers totally needed a buff to their loving AA missiles. e: Oh, not a buff, just a namechange, they already had them. Mortabis fucked around with this message at 18:11 on Apr 29, 2014 |
# ? Apr 29, 2014 18:08 |
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Mortabis posted:Yes, I exploited the gently caress out of that. Yeah -- still stupid, just not newly so. Also, can't give the US a Roland because that would reduce the distinctive flavor of both the US and Eurocorps...
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# ? Apr 29, 2014 18:12 |
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"Flavor" is a word suffering severely from overuse.
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# ? Apr 29, 2014 18:16 |
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Eugen posted:- Chinese Q-5 price decreased from 75$ to 65$. Oh boy
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# ? Apr 29, 2014 18:31 |
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Mortabis posted:that explains everything What do they mean by that? Because I know for a fact pre-patch ship guns would wildly miss when they rolled a miss and hit if they rolled a hit. They behaved just like any other direct fire gun. Except for looking really dumb, because they roll for each barrel individually so you'd get a dual barrel cannon firing a salvo of 3x2 shots and you'd get the misses exiting the barrel at almost 45 degrees from where they were pointing. Or one barrel shooting straight and one barrel firing wildly to the side.
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# ? Apr 29, 2014 18:42 |
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I think it means that when they use the target ground command they used to have perfect accuracy.
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# ? Apr 29, 2014 18:50 |
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DatonKallandor posted:What do they mean by that? Because I know for a fact pre-patch ship guns would wildly miss when they rolled a miss and hit if they rolled a hit. They behaved just like any other direct fire gun. Except for looking really dumb, because they roll for each barrel individually so you'd get a dual barrel cannon firing a salvo of 3x2 shots and you'd get the misses exiting the barrel at almost 45 degrees from where they were pointing. Or one barrel shooting straight and one barrel firing wildly to the side. Yeah, it was especially silly when ships would be almost right next to each other and would fire half their shots way to the side of the enemy boat like the gunner was drunk or something.
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# ? Apr 29, 2014 18:50 |
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Arglebargle III posted:Still remembering those guys we played who went heavy on hiking commandos on a forest map with 60 minutes and 700 conquest points? Actually I have a replay of a game from earlier this week where that exact strategy won the game for our opponents: despite them suffering almost 2 to 1 losses, they managed to cause enough trouble in our backfield that they were well ahead of us points-wise even as we crushed their front line. It's the only game I've ever played where we lost despite destroying them on the field. I'll post it when I get home later.
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# ? Apr 29, 2014 19:41 |
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I used to be really good at W:EE and then I barely played W:ALB so I am very out of practice. Anyways some thoughts after 3-4 games: -Sending a giant force of helicopters up the gut early is just too drat risky. If you manage to land there and get situated in buildings you can get shelled to poo poo or you can get caught half way there and shot down by fighters. -Aircraft seem to be a huge asset and a huge liability. A lot of people are really loving careless with their aircraft and don't really do that much recon to feel out AAA/SAMs before they send in those expensive things in. -Think that in every game from now on, I am just going to go really heavy on SAMs/AAA at the start of the game and go from there, the only downside is if they rush me out right but with the amount of helicopters and aircraft I see, it only seems to make sense that someone goes really heavy on it early. -Or the flip side is to not build any aircraft at all and simply go really heavy with tanks early. Seems that people are investing 20-30% of their points into AAA/SAMs at the start. That leaves them really weak armour at the start perhaps. Still trying to familiarize myself with this game.
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# ? Apr 29, 2014 20:36 |
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Enigma89 posted:I used to be really good at W:EE and then I barely played W:ALB so I am very out of practice. If you're jumping into this straight from EE, the biggest change you'll feel is the swap to Conquest over Destruction. Or at least you should feel it because Conquest is, while still a bit flawed, a much better game mode then destruction. The big thing you'll see in Conquest is that people go heavy on helos in the opening pushes because it's the most reliable way to take ground. Some people push forward with attack helo groups, but the vast majority will be mostly transports full of infantry, especially shock/elite infantry, so that they gain a positioning advantage as early as possible. Some decks do this better then others, but they all can do it. Even if they come out slightly behind in initial points, gaining a positioning advantage is a lot more relevant then it was in destruction. Some people flex away from this and do it with ground units in an attempt to gain a local advantage once they roll in, but it's still a risk in that you're potentially attacking a defended position. (depending on the size of the map, where you're going, and the road layout, but if the infantry are down and set, you're at a disadvantage) It's going to vary a lot by map, deck, and both your opponents deck+ability, but pretty much any well thought out build will work, especially coordinated amongst a team and against pubbies. Feel free to build it however feels most interesting, which includes the random deck generator that's been popular. I haven't played ranked in RD yet, but judging by the layout, I can pretty much guess it hasn't strayed far from the ALB conquest design, which means lots of cheap units and/or very specific gimmicks. Fun, but tiresome. Mazz fucked around with this message at 21:57 on Apr 29, 2014 |
# ? Apr 29, 2014 20:51 |
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quote:FEATURES:- adding a "Turn off weapons" button in the company orders. It will turn off/on all the weapons of all the selected units (hotkey "H"). Note: the button is prensetly localized in English only, but will localize in other languages very soon. oh jeez. As if my Pegasus boat swarms weren't powerful enough, now I can actually micro their ASM salvos. This is going to be awesome
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# ? Apr 29, 2014 21:51 |
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I wonder if those Redfor ASM gunboats will be worth using now. Firing synched salvos while being immune to ASMs yourself? Count me in.
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# ? Apr 29, 2014 22:04 |
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Isnt the CIWS a weapon that can be turned on and off though? Sounds like a few pubbies will lose their boats when the realise they turned off their defenses as well.
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# ? Apr 29, 2014 22:16 |
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Agean90 posted:Isnt the CIWS a weapon that can be turned on and off though? Sounds like a few pubbies will lose their boats when the realise they turned off their defenses as well. On some boats (Cham Su Ri, for example) it is. On other boats (Udaloy, for example) it is not.
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# ? Apr 29, 2014 22:22 |
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Hubis posted:I question whether RED vs BLU random matches would be anything close to fair for REDFOR, simply because they have such a larger quantity of really lovely units (hello, USSR Tanks/Artillery!) than the average BLU country does. Even with pre-made decks. building a RED deck that doesn't suck is a real matter of expertise as opposed to building a Commonwealth/Eurocorps or even Swedish one. The main thing to keep in mind if we're talking about how fair this matchup is (which is pretty hilarious) is that while BLUFOR might have more "good" units, the generator still chooses a deck first, and nothing will save you from things like Norway mechanized C. Like, one of my friends once got this glorious thing for a 1v1 and then lost horribly: The other guy also playing random had a North Korean deck that had fewer tanks than this nonsense despite multiple T34 cards. The worst thing is that Leopard AS1s are still valid in cat C, it just didn't pick any. (I think the extra 2 points used to be a third card of bushrangers, this was made a while ago) So if you added up all the valid combinations of country/coalition, specialization, and era, I wonder which side would have more "viable" combinations. Probably still BLUFOR. e: the best way to put it is that "Eurocorps Armored A" and "Norway Motorized B" have the same weight to the RNG involved.
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# ? Apr 29, 2014 23:40 |
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Hubis posted:Tigers get Stinger-C's, but OH-58C/s don't
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# ? Apr 29, 2014 23:59 |
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Just be glad it didn't get stuck with it's real loadout of only 2 missiles
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# ? Apr 30, 2014 00:11 |
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BLUFOR planes are also all around better than REDFOR planes. I'm struggling to imagine any BLUFOR random deck that doesn't have a few decent IR fighters and a bunch of decent bombers/rocket planes. Japan, maybe? Their planes are really bad, for some reason.
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# ? Apr 30, 2014 00:34 |
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Insert name here posted:The OH-58C/s will never get Stinger-Cs because the helicopter is older than the missile and if you think I'm loving joking just go look at plane loadouts. That's a good point. I'm fine with that, just make the Kiowa Wr. Cat A and give it stinger Cs instead of Hellfires. Hubis fucked around with this message at 05:27 on Apr 30, 2014 |
# ? Apr 30, 2014 00:37 |
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power crystals posted:The main thing to keep in mind if we're talking about how fair this matchup is (which is pretty hilarious) is that while BLUFOR might have more "good" units, the generator still chooses a deck first, and nothing will save you from things like Norway mechanized C. Like, one of my friends once got this glorious thing for a 1v1 and then lost horribly: That's true but it applies just as equally to redfor.
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# ? Apr 30, 2014 00:39 |
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I was an idiot and joined a 10v10 naval game with 100k starting points. I bought all of my naval units and still had 7k points left. I can only assume it was created to troll pubbies. People leaving was a great balancer though - one team was getting stomped, so people left, and suddenly they could call in a bunch of extra units. I left before seeing the end result, which was probably one person left on each side and a draw as time ran out.
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# ? Apr 30, 2014 00:42 |
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Considering that they're outranged by the Chinese AAM helos, I'm not sure the OH-58C/s isn't better off being cheap with Stinger As to make sure it can get in close and still put up a bunch of missiles after losses. Does the German one with the turret get its missiles off quicker because it doesn't have to come to a full stop to want to fire, by the way? The Chinese ones seem really clumsy.
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# ? Apr 30, 2014 00:44 |
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Best pubbie troll game setting is still to change to no income just before match start without telling them. Re: AA helicopters, I kinda can't stand them. They're the single most gamey part of wargame and they feel pretty clunky to play with too. On the other hand, I don't know if it would actually make chopper rushes better if you got rid of them. Maybe they'd actually be sorted out on the ground instead of with a couple of dicerolls, because let's face it, nothing but God-level micro will make a difference in that fight. Mortabis fucked around with this message at 00:55 on Apr 30, 2014 |
# ? Apr 30, 2014 00:52 |
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Mazz posted:If you're jumping into this straight from EE, the biggest change you'll feel is the swap to Conquest over Destruction. Or at least you should feel it because Conquest is, while still a bit flawed, a much better game mode then destruction. Yeah I am starting to agree with you. Ir really liked W:EE because it had a lot of maneuver warfare and push + pulls on line. Every game I have played so far (albeit I have less than 25 hours in the game) it is an initial rush to get some ground and then bunker down and snipe your enemy down with arty/planes and use your initial superior position to generate more points and sit back for the rest of the game. Not nearly as fun but Red Dragon feels 10x better and less stagnant than W:ALB.
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# ? Apr 30, 2014 00:58 |
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Mortabis posted:Best pubbie troll game setting is still to change to no income just before match start without telling them. IT would just mean a lot more AGS/Rocketpod helicopters. Things that can efficiently wreck anything that lands.
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# ? Apr 30, 2014 01:16 |
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Shanakin posted:That's true but it applies just as equally to redfor. Oh I know, I'm just honestly curious what the distribution of bad vs good deck combinations is because I rarely play REDFOR and don't really know how they work that well. My point was that there's so much random going around they might average out ok.
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# ? Apr 30, 2014 01:20 |
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Deutsch Nozzle posted:oh jeez. As if my Pegasus boat swarms weren't powerful enough, now I can actually micro their ASM salvos. This is going to be awesome gently caress YES. I just realized this as well. WALL O' POON COMING UP
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# ? Apr 30, 2014 01:23 |
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# ? Jun 10, 2024 06:55 |
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power crystals posted:Oh I know, I'm just honestly curious what the distribution of bad vs good deck combinations is because I rarely play REDFOR and don't really know how they work that well. My point was that there's so much random going around they might average out ok. The beauty of the random deck maker is you're probably going to be screwed in
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# ? Apr 30, 2014 01:42 |