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2012-11-01, 07:10 PM | [Ignore Me] #106 | |||
Staff Sergeant
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Would the raw firepower of 9 tanks sometimes be required for a solo, 3-man tank to win? Sure. Would it ever be higher? Sure. Would it ever be lower? Definitely. And more importantly that math is incorrect because by that logic a solo 3-man tank would require the firepower of 9 tanks to be "balanced", when it would clearly not be since it would be able to one-shot anything it came across. It's the same reason DPS isn't the only important stat on a weapon (else, why was everyone complaining about the bolt-action rifle vs the semi-auto? They have equivalent DPS!) Last edited by Kail; 2012-11-01 at 07:26 PM. Reason: Added more to the quote |
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2012-11-01, 09:28 PM | [Ignore Me] #107 | ||
Lieutenant General
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You should read the conclusions better: I said it can't be balanced. I also stated the conditions to be perfectly fair. In reality, with three tanks they would tag team circle and beat the crap out of the one tank. I also stated it was impossible to do this without massively upsetting balance, which is why balancing based on firepower alone is simply absurd, another conclusion I drew...
See, if you want to take in terrain, you do is add efficiency modifications. Balance is based not on every single practical situation, but on ideal, controlled situations and then modify from there to make up for specific specifications with little tweaks. You cannot dismiss the maths on that basis though, since any modifier can apply to either side. They cancel each other out on average. Now, attention and focus does contribute positively, but to argue that it can outmatch such an extreme disadvantage is ridiculous. Besides, would you want to balance based on the most positive situational situation you can theoretically come across? The maths is an approximation, everyone knows that. I did say simplified for good reason. But consider that most people don't even take the effort to understand this much. Do you honestly think that working with efficiency factors would make it easier for the same of argument? Then we get for each of the three players: e1 = elevation difference e2 = distance to target e3 = accuracy e4 = overkill damage e5 = cover use e6 = repairs e7 = approach angle e8 = armour upgrade mods e9 = dodging skill e10 = leading skill etc. etc. etc. No that helps in general balance discussions. :/ Details like these are irrelevant in determining the order of magnitude. This isn't finetuning, it is checking the soundness of the basic plan. Since that already isn't feasible, it is a rather waste of time to brainstorm with more arbitrary detail. |
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2012-11-01, 09:53 PM | [Ignore Me] #108 | |||
Staff Sergeant
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2012-11-01, 10:13 PM | [Ignore Me] #109 | ||
Lieutenant General
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Besides, don't you love the stereotyping?
Our outfit already took in 9 BF3 and CoD origin players. And I'm not even trying hard For recruitment at this point. Saying they wouldn't join an outfit is such rubbish. tons of them are already in clans, some want to import their entire clan... If it providers benefits to fps players, they will do it. Outfits are the ultimate benefit, they just need to see the value of groups. |
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2012-11-01, 10:58 PM | [Ignore Me] #110 | |||
Staff Sergeant
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What I was trying to get at was that with too simple of a model the formula achieved leads to an obviously incorrect conclusion (which you agree with) - however, I see this as a problem with the model itself, not that the situation is unsolvable. Mainly in part due to the multipliers left out for the sake of being able to wrap your head around it can severely skew the order of magnitude. Last edited by Kail; 2012-11-01 at 10:59 PM. |
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2012-11-02, 05:36 AM | [Ignore Me] #111 | ||
Lieutenant General
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If we wern't talking about the same unit being used in a different unit combination, yes. But since the basic frame is the same and all other stats remain the same, there are very few variables to work with. As a player, you will try to optimisme your choice at the vpad. If quantity works better than quality, you'll go with quantity... This is also true for guns and other choices. For air it is done such that you really base the vehicle of your choice on your manpower and target. For tanks the choice is currently a default for the solo mbt and that will remain so as long as drivers control a very strong gun. I'm also sad that there is yet to be a seat switching penalty. Playing artillery or turret happens too much now at no significant disadvantages. Even if stationary for an ammoclip, if you are threatened to get c4ed, you switch seats asap and drive over them backwards.
Solo tanking in ps1 was possible but at the cost of having to get out to change positions, Thus more exposure time and while doing so seat switching time and the risk of being stranded because infantry waited for you to get out again. That is a lot fairer if you get one shot one kill weapons and a superfast repair while the opposition gets few short range rockets. Solo tankers have far too many advantages right now. It is so convenient it entices people in a MMO to work alone... I don't mind some loning and some capacity to play alone, but then primarily with weak units and without interfering with other balance. |
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2012-11-02, 06:24 AM | [Ignore Me] #112 | ||
Private
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Single-manned MBTs are around because the lightning isn't a viable tank. It might as well be a buggy right now.
There are clear roles for the vehicles: Transport/support: Sky - Gal, Ground - Sundie Light Assault: Sky - ESF, Ground - Lightning Heavy Assault: Sky - Lib, Ground - MBT Ideally, the lightning should be as useful as the ESF. Right now it's just a skyguard. |
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2012-11-02, 09:41 AM | [Ignore Me] #113 | |||
Lieutenant Colonel
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Funny that it will likely take more people to crew a buggy than the main force equipment. They had better make my marauder a 3 man. |
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