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DMS Official Replies
[reply 1]
"I have a few questions to take a little bit of heat out of the discussion:
Why do you discuss the removal of super heavy tanks, like IS-3, Elefant, Jagdtiger etc., while they are not available in the standard settings and are not supported by us to begin with?
If you don't play standard settings, why don't you simply disable these tanks yourself?
Why do you claim the game is less realistic than AS1, if AS1 did have balanced penetration values while AS2 does have historical accurate values? Because a Sherman can shoot 10m less than before? Are 10m reason enough to panic? Or are 10 more meters with fake penetration values a better deal?
Why is it commonly suggested to nerf heavy tanks, but at the same time increase ranges, even though heavy tanks are mostly affected by the shorter ranges and are therefore nerfed?
What hinders you from playing a mod with different ranges if you think you found the golden range balance?
When we worked on AS1, we increased the ranges drastically compared to MoW and later we also added APCR. This lead to a gameplay, where each tank of the same class was able to kill each other on maximum distance, especially medium tanks. This is not fun, this is not good gameplay if a medium tank can't take any beating and the only safe call for you is to bank for a heavy tank which at least doesn't get killed by the lightest of all at-guns. It's also not good gameplay if one heavy tank or at-gun can lock down a huge part of the map because it can insta kill every other tank trying to flank it.
Since AS1 we followed a principle of adding realism where it makes sense and doesn't hurt gameplay. We follow the same principle in AS2.
We also believe that everyone of us can spend a lot of energy over debating ranges and penetration values with no end in sight. You get a super mod friendly game, so use it, if you have great ideas deliver them in a mod and other players will enjoy it together with you and it might also lead to changes on our side. It's in your hands :) "
[reply 2]
"Franek, maybe calm down a little? Your points have nothing to do with my reply whatsoever. Balancing of individual units is a completely different topic and the closed beta is not yet balanced. If you wonder why the Stug has the same gun like the Pak40, well that's because they had the same gun. Infantry combat is your imagination, because especially machine guns have been weakened a lot. The only changes that positively effect vulnerability is less protection by cover, which makes attacking easier and an AI behaviour fix that units behind cover who stick their head out can still be killed by AI. I might answer some of your other points, if there is less shouting to be found."
And in case of map balance - well, can be, but if i want such realism, i try Theatre of War :-) But this game is a mix of both playability and realism...
Also important: new weapons, and nations in mod example GSM
I rly enjoy totally balanced game (eg in Wargame max speed of planes is 1100km/h and in real they fly -+ even 3000km/h) but i think realism fits this title more and looks like its what u want guys.
In my opinion balance should be based on few factors. Some of them are essential, some not.
The essential one are: prices and CP based on historical availability of units in specific theatre of war. As an example I would like to use Combat Mission game series. In this series for balancing porpoise each unit was priced in "general price" and as additional price - availability price. So if something was rare, it's price was higher.
Similar thing should be done in MoW. If Tigers were rare, if Pershing was extremely rare etc. their price should be really high. But if Shermans, PzKpfw III and IV, and Cromwells, and T-34 were basic tanks of their armies, their prices and CP should be low enough to make them popular in game. If that means PzKpfw IV G 350 points or something - ok, it would promote mediums.
The problem of such idea is that in some situations some countries would be weaker - for example Germans in early part of game, and all Allied countries in late part of game. Also there might be second problem. Such balancing should be done by people who really know something more about WW2 units. I mean people who know exactly how many specific units were in specific places. Because if we take just general number of produced units we won't get good result.
But all in all, if we really want to have balance that will be good for players, I would propose something based on mix of unlocking units, CoH 1 system (from one of addons) and Wargame series.
So in automatch system players have set of units in which he can choose units he want to play. Let's say 3 infantry squads, 4-5 special soldiers (AT infantry etc) 3 Light vehicles and light tanks, 2-3 medium tanks, 1 heavy tank, 2 tank destroyers, 3 guns and stationary units etc etc.
Each unit based on general list of all units. If player want medium tank he can choose M4A1 or M4A3 with better armor etc.
There is no need in adding unlocking units here, but it could be interesting for gameplay.
This system also needs one more thing - more new units in game. On one hand it'll make balancing difficult. On the other, sometimes it might help to find counter unit. I think mostly about variants of medium tanks and vehicles.
To sum up. Balance should be achieved by adjusting prices and CP, and in future by adding more units based on historical availability. Realism on the other hand should be increased as life showed, that "war was balanced if different factors were used". So if we can't get counter tank to enemy tank, in real life there were different units that might be helpful and it should be the same in game.
With ranges, they should be increased as much as possible. And if we want to prevent players from overusing such range, maps should be made in that way.
Just as example from real life. Typical tank/AFV etc. now can shot at range of 2 or more km. But terrain in Europe makes it impossible to use max range at most situations - because of trees, hills, buildings and other obstacles. But in some specific situations they might be used.
We have big maps now in MoWAS2, so I think it should be possible.
And of course other factors like real speed etc. should be also used in game. It will help balancing more in some situations.
if you want to have a coherent WWII game the way to balance is not altering weapons datas
you of course need to balance the game but we think the best ways to do it is to ..... well go up to my post number 1 and read
Price, availability, map design,..
Also, Windmaker, your system would not work - for example, there were cca 492 King Tigers manufactured (and most of them were send to battle) and just 6 Pershings - which means, that KT would cost 500MP and Pershing 4000MP ? Bad system... also your system doesnt count with air support (hard to implement - already answered by Instinct), heavy long range artillery support (who wants stronger arty than 203mm ?), etc...
And for those, who want realistic ranges - pls, try Theatre of War or Wargame... again, this is MoW - also this would not work - for example, you will be capturing a village with your troops (USA), you will move your Sherman into god position and now you would get blown by Stug firing from 2km far position hidden in a forest... would it be playable ? No... not with MoW system of play. I had a lot of battles in Theatre of War and those ranges were good, but well, MoW has better feeling in this - you see all the stuff on your map, you can enjoy its models, etc...
The only thing i would (maybe) change is make ranges same as in AS1. For me those were ideal. You are not so close but also you can see both tanks in firefight and you can enjoy them from decent range. In ToW you cannot...you just see (in big battle) a lot of small silhouetes firing at each other)
Also dont forget, this game miss a lot of factors that influenced ww2. Air support - USA and UK won ww2 mostly thx to air superiority. Do we have it in game? No... its hard to implement i heard. OK. Soviets won by numbers - well, it can be done by making soviet tanks cheaper and less CP expensive - BUT, if you play 1v1, you still have ONLY 2 players - there is not - 1 player at germany side driving one Tiger and 3 players on soviet side driving 3 T34/85 - so they can act in same time and flank Tiger... no... you have just one players that can drive only one T34 at a time. So this system of "numbers" also dont work. The "only" thing you can easily do is make tanks a bit cheaper, so players can buy more of them.
Pls guys, i have nothing about discussion, but do not try to make another game from this...if you like CH, go play CoH, if you like Wargame, go play it, but if not, dont want MoW to become one of them...
1 km = 100 game metres for guns/tanks/autocannons with max range 200 m for 90mm, 88mm and 17,6 pdr guns, etc.
For artyllery range should be aout 300/350 m.
For infantry up to 100 m.
So it would mean that on maps places with open field 2 km (200 game metres) long would be rare.
About choosing units in my system Opavius. Well depends on what type of ground units we would get. And example of Stug... well Sherman with 76 would blow it from same distance :) If of course there were enough of such positions on map. In Wargame where there are more units then could be used in game it works just fine and it's much more balanced. But the problem of Wargame is that it's unrealistic in some other elements. Same as Men of War.
I know some people are afraid of adding more units. I can understand that. But... well we have to ask one question. Are we going back to Faces of War standards, or are we moving forward from MoWAS standards. It's about ranges, number of units etc. MoWAS was more realistic then previous games, so MoWAS2 should be at least the same.
And about Pershing pricing. Well if we really get realistic penetration, and we could get more real availability, US 76 mm gun would be fine to stop PzKpfw IVs and sometimes Tigers and Panthers, usually flanked on our bigger maps.
Personally I would really like to move King Tiger, Elephant, Jagdtiger, Pershing, IS-3, Centurion (MK I, not this MK II post war tank) to hero units.
We have so many tools for balancing units that we can do a lot.
For example Veteran Tiger - what it is for? Germans have enough tanks in game, and could get many more interesting one, instead of "cheater Tiger" :)
MoWAS 2 is just an ideal moment to start such reworking balance things. Just because there is in my opinion no sense to spend money by DMS to just make more polished game then MoWAS was ;)
And also, when some game refers to ww2, it doesnt mean that i must be 100% correct. Is there in title "ww2"? Is there written "simulator"? No... so pls, let those big changes to MODs...