No. Changes to numbers are just that, changes to numbers. It does not solve any of the underlying issues.
I am The Baseline for opinions
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Teburu wrote:
No. Changes to numbers are just that, changes to numbers. It does not solve any of the underlying issues.
WalterChang wrote:
What if... the mobilization costs of armoured units and air units were effectively reversed? What if the unlocking day for air units was pushed back a bit as well?Teburu wrote:
Obligatory reminder that making them cheaper does not fix the underlying issue.
„What underlying issue?“ you might ask? Just read page one of this thread, it has pretty much just been repeating itself since then
Say, an AFV cost 700 Comps and an MBT 850 Comps, while an AH cost 1800 and a SF 2000?
Also: research cost of ~1400 Rares for AFV, ~1500 for MBT, unlocking Day 2; AHs 1750 Rares at Day 4 and SFs 1900 at Day 5?
(All infantry units + TDs and MAA costs reduced by about 30% as well)
Would that give you cause to factor armoured/melee units into your build? No changes to combat values or mechanics, just cost and research timing.
(I'm just throwing numbers around without much detailed thought, here. Just take those as a starting point.)
The Pale Rider wrote:
or just build Airplanes yourself to keep out the wolves.
WalterChang wrote:
That underlying issue being that melee vs melee is always undesirable, no matter what the costs of the units themselves, because of the damage your units will receive even if they win?(This slows the momentum of any invasion, because your stack will be progressively less and less effective after each battle and take days to recover in between; whereas, arty and air units can deal damage at much higher ratios to what they receive and therefore continue the offensive unhindered.)Teburu wrote:
No. Changes to numbers are just that, changes to numbers. It does not solve any of the underlying issues.
Just checking we're on the same page. Please stop me if there's more to it than that, that you can add.
Because, I don't think there's a way around that issue without completely redesigning the game mechanics, which I think is undesirable in itself.
I think you can go some way towards solving it by making all air units very expensive compared to all melee units, and by pushing their availability back by a few days at the start. But there also does have to be a change in the balance between melee and artillery - that is, having a couple of melee unit types that are fast enough to pose a threat to artillery, so that they can't just fire-and-back-off endlessly without protection.
The other possible change that springs to mind would be to allow melee units to extricate themselves from combat without suffering a massive arbitrary HP penalty - because this is the other major difference between melee battles and artillery/air battles, that favours the latter.
The post was edited 1 time, last by KFGauss ().
playbabe wrote:
for that idea i quite dislike it, spin it around and you’ll get “give melee unit healing boost”
could better use teb idea with life steal ability, or my idea to just give melee multipier to healing.
Teburu wrote:
the very game mechanics themselves are designed in a way that 1.) inherently favors the defending side, 2.) inherently disfavors anyone fighting in melee and 3) inherently reward activity
WalterChang wrote:
. . . Air units will support the battle on both sides, . . .
KFGauss wrote:
With everything else generally equal . . .WalterChang wrote:
. . . Air units will support the battle on both sides, . . .
In CoN, when a player has air superiority and has air units able to exploit that superiority, their opponent is doomed.
Indirect-fire (artillery) superiority is more of a mixed bag, but the bottom line is that the melee/ground units facing a competent indirect-fire user are doomed because the indirect fire units can shoot and scoot.
In both situations, the attacking units destroy their opponent's investments (resources and time) for free - Hospitals heal the air units, and movement speeds keep the the indirect-fire units away from harm.
In CoW it sounds like the light tanks are the reason indirect-fire-units don't have a movement advantage.
Is there some aspect of CoW that eliminates air-units' ability to quickly hit-and-heal for free (aka the air units don't die)?
KFGauss wrote:
With everything else generally equal . . .
The post was edited 2 times, last by WalterChang ().
_Pyth0n_ wrote:
Yea because TDs are primarily used against helis right? Or is it planes? I forgetjapan samurai wrote:
—Armoured units such as TDs should do less damage to Tanks
Um, why? I mean, support units exist for a reason, if I remember correctly. Or are they just ornamental?japan samurai wrote:
AFVs should do more defence damage to helicopters and planes
Wait wait, you called T1 damage of 3/4/4.5 high? Considering that you should be fighting armour with 1. planes or helis, or 2. TDs, it seems silly that you'd throw infantry at any armoured target regardless. And if you're that desperate to use infantry to defeat armour (for some odd reason), mech infantry exists as welljapan samurai wrote:
TDs need a nerf because their cheap price and relatively high damage against infrantry means that trying to destroy waves and waves of those Tanks can suck for any GH strat player a living hell
Seems like all you want to do is buff your favourite toys, nerf the rest, without caring about the actual balance of the game.
And Teburu's above point (as he and others clearly stated above multiple times) is valid as well.
The post was edited 1 time, last by japan samurai ().
WalterChang wrote:
In CoW, planes maybe don't revert to having 15HP when they're grounded? That's the only thing I can think of. I guess that makes quite a difference to healing, but it makes them a total pain in the arse to kill them on the ground with a melee unit!KFGauss wrote:
With everything else generally equal . . .In CoN, when a player has air superiority and has air units able to exploit that superiority, their opponent is doomed.WalterChang wrote:
. . . Air units will support the battle on both sides, . . .
Indirect-fire (artillery) superiority is more of a mixed bag, but the bottom line is that the melee/ground units facing a competent indirect-fire user are doomed because the indirect fire units can shoot and scoot.
In both situations, the attacking units destroy their opponent's investments (resources and time) for free - Hospitals heal the air units, and movement speeds keep the the indirect-fire units away from harm.
In CoW it sounds like the light tanks are the reason indirect-fire-units don't have a movement advantage.
Is there some aspect of CoW that eliminates air-units' ability to quickly hit-and-heal for free (aka the air units don't die)?
I don't think there's anything wrong with having to deny air superiority from your opponent at all costs, though. You can do it with SAMs, MAA and Frigates, even if you are well behind with your ASFs. CoN's anti-air system is a lot more complex (and interesting) than CoW's, where they only have 'point' defence (no SAMs, because it's set in WW2), but both serve their purpose. Because you can deny air superiority without simply having more/better air units, there is a decent balance.
But if you're using ground/sea units to contest the airspace, then you don't have anything there to attack with - so you have to use ground units for that as well. And that's where the problem is: you can't deny indirect-fire superiority except by having more/better indirect-fire units. You can use air units to break indirect-fire superiority, but that can be nullified with anti-air. So the meta triangle only exists between artillery - air - anti-air, with missiles nudging their way into it on the periphery (perhaps if ground-based BM and CM launchers were made cheaper/easier to build, it would make things more interesting?).
There is a separate (and well-balanced) meta game between the various melee units, but none of those melee units can actually break into wider meta, because none of them can attack artillery (and obviously they can't attack air, either). The only exception might be SpF, but that doesn't help the others much.
_Pyth0n_ wrote:
all you want to do is buff your favourite toys, nerf the rest, without caring about the actual balance of the game.japan samurai wrote:
TDs need a nerf because their cheap price and relatively high damage against infrantry means that trying to destroy waves and waves of those Tanks can suck for any GH strat player a living hell
GraniteDust wrote:
real life front lines where I have my melee stacks, the opponent has his melee stacks, and we try to gain a break through.