Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
GenVec
Mar 17, 2010
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

Adbot
ADBOT LOVES YOU

TheDeadlyShoe
Feb 14, 2014

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.
voicecomms teams have a humongous advantage, particularly at game start

if you want a challenge, join games hosted by others rather than hosting yourself

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

TheDeadlyShoe posted:

voicecomms teams have a humongous advantage, particularly at game start

if you want a challenge, join games hosted by others rather than hosting yourself

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.

Arglebargle III
Feb 21, 2006

Still remembering those guys we played who went heavy on hiking commandos on a forest map with 60 minutes and 700 conquest points?

pedro0930
Oct 15, 2012
New patch:

quote:

SOUNDS:- fixing some missing/misplaced Chinese voices.
- adding new machine gun sounds
- improving infantry weapons sounds
- improving fade-in/fade-out distances for all weapon sounds

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.
- Adding a Mute feedback on Channels in the global chat. Channels (such as [WARGAME]) can now be muted and unmuted as any player.
- Leaving the game by force (alt+F4 or ctrl+alt+suppr. for instance) will now be marked as a defeat in your stats anyway.

MAP BUGS:- fixing broken bridges on Chosin Reservoir

AI SKIRMISH:- improving the AI in Destruction mode: it should be even less obsessed
about capturing zones than in Conquest mode


CAMPAIGN FIXES:- fixing the displayed loss of morale points at the debriefing screen,
when retreating
- fixing the income feedback displayed in the deployment menu: it was
not taking in account the bonus from cohesion
- extending the pulsing feedback on all battlegroups that have yet some
initiative points to spend (rather than only those who cannot move anymore)
- fixing a bug that was allowing a battlegroup deployed on a conflicted
zone to disembark nevertherless (that should not be possible)
- fixing some mistakes in the debriefing map: some zones could display a
false ownership in some rare cases
- displaying the sector name above the map preview in the briefing,
rather than below the map where it was difficult to see
- fixing the battlegroups destruction FX that got downgraded
- replacing Bell 205 by AH-1J in the ROK attack helicopters
reinforcement battlegroup (Busan Pocket)
- fixing 2 wrong battlegroups pawn model on the Russian side (Mi24 and BTR-D)
- all campaigns' ending message got expanded


BUG FIXES:- giving more visibility to the "Create" button of the deck list, by
moving it on the left navigation menu
- fixing a bug that could be exploited to move helicopters outside of
the map using the LAND order
- fixing a bug causing ships to struggle with the Attack order on
helicopters that were just barely outside of their fire range
- fixing the turret of the BTR-ZD Skrezhet
- fixing several texts in all languages


FIXES:- Fixing the dates of the units, previously units from 1981 were considered as being 1991+.
- Fixing some discrepancies in AA choppers reload times. They are now all considered having only one salvo (all missiles at the ready).
- Fixing Polish assault rifles stats for regular troops: they were all shock!
- Fixing ship guns dispersion: they had none at all before!


LOCA:- W-German Bo-105P/BHS & Tiger's Stinger missiles name changed from FIM-92A to FIM-92C, to match their stats.



GENERIC:- SEAD missiles RoF increased.
- Medium range semi-active AA missiles rate of fire increased.

- S-5 rockets' accuracy set at 15% (there were two versions with different stats).
- S-8 rockets' accuracy increased from 15 to 20%.
- S-13 rockets' accuracy increased from 20 to 30%.

- French & German Tigre's SNEB rockets' accuracy decreased from 40 to 30%.
- French & German Tigre's stealth reduced a bit, still displayed as Good.



LOG:- Chinese Mi-6 now available Motorized, Mechanized & Armored decks.
- Soviet Mi-6 now available Motorized, Mechanized & Armored decks.
- Soviet Mi-26 now available in Airborne decks.
- Polish Mi-8 Zaop. now available Marines, Motorized, Mechanized & Armored decks.
- Polish Star 266 Zaop. size reduced from Big to Medium.
- E-German Versorgungs Mi-8 now available Motorized, Mechanized & Armored decks.
- N-Korean Mi-4 Cargo now available Marines, Motorized, Mechanized & Armored decks.

- W-German PzBefWg Leopard 1 price reduced from 190$ to 185$.
- American CH-47C Chinook now available Motorized, Mechanized & Armored decks.
- ANZAC CH-47C Chinook now available Motorized, Mechanized & Armored decks.
- Canadian CH-147 Cargo now available Motorized, Mechanized & Armored decks.
- British Chinook HC.1 now available Marines, Motorized, Mechanized & Armored decks.
- French Puma Logistique now available Marines, Motorized, Mechanized & Armored decks.



RECON:- E-German SchwPz PT-76B price reduced from 25$ to 20$.
- E-German SchwPz PT-76B base availability increased from 6 to 12.
- Polish Zwiadowcy price increased from 15$ to 20$.
- Polish Zwiadowcy base availability reduced from 8 to 6, but with one more level of veterancy, as other shock recon.
- Soviet Ka-52 Stealth reduced from Good to Medium as the Ka-50.
- Soviet Ka-52 now detects radar SAM from further away
- Soviet Ka-52 price decreased from 150$ to 130$.

- Japanese OH-1 Ninja's stealth reduced a bit, still displayed as Good.
- Danish Spedjerne rifles fixed as regular's.
- Norwegian Marinejegers rifle's loadout fixed.



INFANTRY:- E-German Strela-2's missile loadout increased to match similar units.
- E-German Fagot's missile loadout increased to match similar units.

- Danish Hamlet RoF fixed: it used to fire faster than the other Redeyes.



TANK:- S-Korean M48A5K2 price increased from 45$ to 55$.
- W-German KPz M48A2G2 price decreased from 25 to 20$.



SUPPORT:- Chinese PGZ-80 price decreased from 25$ to 20$.
- Chinese PGZ-80 base availability increased from 12 to 16.
- Chinese HQ-7 base availability increased from 4 to 6.
- N-Korean BRDM-2 Strela-1 missile changed for Strela-1M to Strela-1.
- N-Korean BRDM-2 Strela-1 price decreased from 30$ to 25$.
- E-German Fla-Kom Strela-1 price decreased from 30$ to 25$.

- French Crotale base availability increased from 4 to 6.
- W-German FRR ROLAND 2 price decreased from 65 to 55$.
- S-Korean KM163 air optic value fixed: it was too low



VEHICLES:- Chinese PTZ-59 price increased from 40$ to 60$.
- Chinese PTZ-89 price increased from 60$ to 75$.
- Soviet BMP-3 price decreased from 40 to 35$.



HELO:- REDFOR Mi-4A price increased from 35$ to 40$.
- REDFOR Mi-24P/Mi-35P are now available in Support decks.
- REDFOR Mi-6 HP increased from 8 to 10.
- Soviet Mi-28 price decreased from 145$ to 130$.
- N-Korean MD500D AGS-17 price increased from 20 to 35$.
- N-Korean MD-500D Susong-Po price reduced from 35$ to 30
- N-Korean MD-500D Rocket loadout changed from 20x S-8 to 32x S-5.
- N-Korean MD-500D Rocket price reduced from 35$ to 30$.
- N-Korean Mi-8 Gunship price increased from 40$ to 45$.
- E-German KHS Mi-8TBK price increased from 40$ to 45$.

- French Tigre HAD & Tigre HAP price increased from 100$ to 110$.
- American Seahawk price increased from 70$ to 80$.
- American Seahawk base availability increased from 3 to 4.
- American Apache is no more available in Support deck.
- American Apache price decreased from 140$ to 130$.
- Canadian CH-118 SS-11 price decreased from 50$ to 35$.
- Norvegian UH-1B price increased from 10$ to 15$.
- Swedish Hkp 3C price increased from 10$ to 15$.
- W-German Dornier 205 price increased from 10$ to 15$.



PLANES:- Polish Lim-6M's rockets fixed: it was using the helicopter variant.
- Chinese Q-5 price decreased from 75$ to 65$.
- Chinese Q-5D's LT-2 bombs' HE power increased from 14 to 20.
- E-German MiG-21MF price increased from 60$ to 80$.
- N-Korean Su-7BMK price increased from 55$ to 70$.
- N-Korean Su-7BMK base availability decreased from 3 to 2.

- Norvegian F-5A Freedom Fighter price reduced from 60$ to 50$.
- Norvegian F-5A Freedom Fighter base availability increased from 2 to 3.

Mr Luxury Yacht
Apr 16, 2012


Guess people finally got that "oh poo poo SEAD is coming turn off all AA" button folks wanted. Sort of...

Mortabis
Jul 8, 2010

I am stupid

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!

:staredog: that explains everything

e:

quote:

- Fixing Polish assault rifles stats for regular troops: they were all shock!

NOOOOOOOOOOOOOOOOOOOOOOOOOO :qq: MY POLACKS

Mortabis fucked around with this message at 17:49 on Apr 29, 2014

Pimpmust
Oct 1, 2008

More Crotales and a ROF buff for all medium-ranged SAMs?
:getin:

Also noted that many cheapo transport helis got a 50% price bump... (my Swedish heliborne :qq:)

Dezztroy
Dec 28, 2012
Increasing prices on Chinese tank destroyers? :wtc:

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.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

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 :downs:


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

Headline
Jul 9, 2008

by XyloJW
So is this the Tony Abbott simulator?

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

Mortabis posted:

NOOOOOOOOOOOOOOOOOOOOOOOOOO :qq: MY POLACKS

Is THAT why Polish Airborne were so good before? It wasn't deliberate?! :qq: :hf: :qq:

Mortabis
Jul 8, 2010

I am stupid

Davin Valkri posted:

Is THAT why Polish Airborne were so good before? It wasn't deliberate?! :qq: :hf: :qq:

Yes, I exploited the gently caress out of that. :smithcloud:

Hubis posted:

Tigers get Stinger-C's, but OH-58C/s don't :downs:

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

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Mortabis posted:

Yes, I exploited the gently caress out of that. :smithcloud:


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.

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...

Mortabis
Jul 8, 2010

I am stupid
"Flavor" is a word suffering severely from overuse.

Heer98
Apr 10, 2009

Eugen posted:

- Chinese Q-5 price decreased from 75$ to 65$.
- Chinese Q-5D's LT-2 bombs' HE power increased from 14 to 20.

Oh boy

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Mortabis posted:

:staredog: 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.

pedro0930
Oct 15, 2012
I think it means that when they use the target ground command they used to have perfect accuracy.

Mr Luxury Yacht
Apr 16, 2012


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.

GenVec
Mar 17, 2010

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?
That seems to happen surprisingly often.

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.

Enigma89
Jan 2, 2007

by CVG
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.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

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.

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.

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

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

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 :getin:

Dezztroy
Dec 28, 2012
I wonder if those Redfor ASM gunboats will be worth using now. Firing synched salvos while being immune to ASMs yourself? Count me in.

Agean90
Jun 28, 2008


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.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

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.

power crystals
Jun 6, 2007

Who wants a belly rub??

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.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Hubis posted:

Tigers get Stinger-C's, but OH-58C/s don't :downs:
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.

Dezztroy
Dec 28, 2012
Just be glad it didn't get stuck with it's real loadout of only 2 missiles :v:

Heer98
Apr 10, 2009
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.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

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

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?

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:

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.

That's true but it applies just as equally to redfor.

ohgodwhat
Aug 6, 2005

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.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

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.

Mortabis
Jul 8, 2010

I am stupid
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

Enigma89
Jan 2, 2007

by CVG

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.

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.

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.

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?

Mortabis posted:

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.

IT would just mean a lot more AGS/Rocketpod helicopters. Things that can efficiently wreck anything that lands.

power crystals
Jun 6, 2007

Who wants a belly rub??

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.

Dandywalken
Feb 11, 2014

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 :getin:

gently caress YES. I just realized this as well.

WALL O' POON COMING UP

Adbot
ADBOT LOVES YOU

Shanakin
Mar 26, 2010

The whole point of stats are lost if you keep it a secret. Why Didn't you tell the world eh?

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 one many areas no matter what, unless you get really lucky.

  • Locked thread