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번역 관련 문제 보고
A solid piece of advice for the future, start with this instead of putting it in the middle, because it matters by a rather huge margin.
10v10 is its own ecosystem for balancing, due to the multiplier factor. In a 1v1 or a 2v2 lobby, the 'problems' you have listed do not exist, and the winrates favours Nato over Pact by a notable margin. 99% of the 'broken' tactics people employ in 10v10s do not function in regular games. However, if you start balancing the game based on 10v10 results, you end up with a totally and utterly f'd up gameplay in the regular sizes, because you have to take a unit, think what will happen if it is multiplied by a factor of 10, and then scale it to be that. This is turn means it is 10x weaker in a 1v1 game. Thus why the tuning is better done from lowest to highest number of players. Less factors to consider.
A lot of these issues unique to 10v10 would be fixed the second they introduce a unique deck category solely for 10v10 which is balanced separately from the other categories.
No, because even a bad SEAD plane has better ECM, making it less likely to be struck by the AA firing at it. SEAD is there to suppress enemy AA, so even if you aren't killing it and forcing the enemy to keep it off, that already means you are getting the advantage. Radar being turned off at the click of a button is a counterplay to the SEAD being able to spot and fire at the said Radar which is also effectively a click of a button, and the main difference is that the SEAD appears pretty much instantly where you need it, while the Radar AA needs to drive all the way from spawn to come to the front.
But this is one great example of how the balance is flipped in a 10v10 lobby vs for example a 1v1 lobby. In a 10v10 lobby, a single SEAD, or even a pair, won't be able to do much. Odds are the moment it is spotted, all radar AA is turned off, and 5 ASFs rush to kill the SEAD planes. In a 1v1 lobby, SEAD appears, and now the opponent gets two options. Either they try to go for it with their ASF, potentially having to risk going into enemy AA, or just hope that the bomber that most likely is about to follow isn't going to bomb something expensive. You simply won't have the points to have everything, especially in the early game in a regular match.
One of the reasons Pact struggles in smaller games is linked to SEAD partially. Where Nato relies heavily on ASFs for their Air Superiority, Pact relies on their Radar AA. If you made it so that SEAD can snipe enemy Radar AA waaaaay beyond the range of the enemy AA, Pact will lose the air space in the first 10 minutes, at which point A-10s and ground pounders will do short work of anything Pact can muster. The reason being that Quality ASFs for Pact are far rarer than they are for Nato, and ASFs can't be countered with SEAD.
Everything else is just a matter of their opinion.
Ok noted, edited the original post, thanks for the heads up.
Also I see your POV about SEAD particularly about 1v1.
However what do you think about the veterancy parts of my suggestions?
Or the napalm damage to heavy tanks? Is there anything at all that seems valid in your opinion?
Basing this on the Steel Division stuff basically, what we might see in the future are Divisions that are considered 'elite' for the sake of getting experienced crews without getting a hit on availability.
However I don't think it should be universal beyond Infantry. The reason being that Tanks hurt a lot more when they have a high vet than Infantry do, even if the unit is for example an ATGM team, for how easy it is to avoid. A good player can make 1 high vet tank hold off an entire platoon by itself through micro and simply having an insane accuracy.
Now, with that in mind, a feature I would prefer to see come back from Steel Division is the Commander system, where you can double up your veterancy if you have a Commander in addition to Platoon Leaders. In this case, they could have it be so that the CVs from in the Logistics Tab project a Command Net, which buffs Command Units from the other tabs to give double Vet instead, which also project it to other Command Units in a shorter range.
This way to have super high veterancy units, tanks especially, you have to invest heavily, and your opponent can try to weaken it without needing to take out the core unit.
Napalm is definitely too effective against Tanks, and should be tuned, as for artillery damage, the issue I personally have is the accuracy of artillery. Personally I still hope that when we see the new Artillery Fire Control unit get added, I do wish that alongside it we will see reduction of accuracy for non-mortars so that you can't snipe without spotting, and even then, without Laser Guided Shells, your odds of landing right on target isn't guaranteed.
Interesting, I never played steel division so I was not aware of this mechanic. To be honest I would support this as it would reward proper micro so yeah that's quite a good suggestion especially since it was already used before.
1. Adding some delay to radar AA would render it completely useless. The point of SEAD is to suppress the enemy air defences, which it does very effectively. It can spot the radar AA before it turns off its radar, leaving it completely vulnerable to HE or cluster bombers. It also has high ECM, so it can be used to bait enemy AA to reveal itself to be then destroyed by arty.
2. The aircraft are balanced by their cost and availability. If you bring for example 3 MiG-23s, they can be very effective at defending your airspace - which is the purpose of the ASFs.
3. The veterancy curve is used to add flavor to different divisions. Giving all tank divisions the same base veterancy would take out the flavor from actual elite divisions.
4. Don't really have big issue here. Maybe one thing that could be done, is to play with the damage/morale ratio with regards to napalm's effect on tanks. It's kind of frustrating to have the tank panic and then not be able to drive out of the fire.
5. The balance is mostly fine in smaller scale games. 10v10 should get its own deck templates with the number of particular units reduced and increased point costs.