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8 hours ago, przybysz86 said:

I disagree. games should take full 3 hours.

I like EC because it's self regulating environment - if game is not balanced loosing team will just switch to another room.

By doing things this way, we're flooding session list with a lot of semi-finished half-empty sessions with boring gameplay for both teams, washing out already small player base.

 

8 hours ago, przybysz86 said:

If you make points accumulate faster or limit being lower all you'll get is people leaving not at 100k but 75k or 50k since that will become "point of no return"

It's not the same, because amount of time and effort needed to end obviously lost session will be lower.

Edited by HOPPING_PONY
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@HOPPING_PONY what you postulate is to make games shorter. I am against it - that's it.
I have no problem if game takes 3 hours to conclude.

I think you mistake 2 problems. In the past (pre-zomber) only reason why people didn't join battles was because their team was severely outnumbered or that game was less than say 30 mins till end.
Now with zombers almost destroying sim mode for months there is third reason - game is already past 100k ticket mark. But is it new reason? In my opinion - no. They avoid 100k+ games because 2 weeks ago zombers would just finish this game in 10-15 mins. There was no reason to spawn if you will pay for it and never reach any action in time - that's just waste of time and SL.

If we all knew game will last full 3 hours no matter what and only then points are counted to see who won, many players will join game up until 30min mark.

I think best change (although more time-consuming on GJ end) would be what @Amyel (and I am sure many others but I've seen this first time from her) suggested that the victory is concluded based on ground possession after 3 hours. That way ground battles will become much more important and often even till very end you can push enemy back because it's always easier to defend close to your own AFs.

I think that as Amy said - game should not have time but rest till all enemy AFs are taken by ground forces, but even now we can just replace how tickets are counted by just giving each grid a numerical value and when game ends in 3 hours team with more grids wins. I don't know GJ's code but this might not be as difficult to implement as many think.

What this would change?
-Attackers will become more important - that's good. IMO that's good. Now they have low rewards but if system like that is implemented they will be key to victory - just like in real life

-fighters will have to focus on supporting CAS. Again - that's good. It's more immersive since IRL most of the time fighters were used to cover other planes or clear path for them in advance (cap A).

-bombers will become less useful. This can be fixed by making ground targets (aka minibases) spawn convoys. If you destroy them (they should respawn) for some period of time enemy will spawn less convoys and will have lesser chance of offensive battles which are key yo victory. Of course they need to be harder to destroy than they are now. If they can impact enemy's ability to create offensives then it should take multiple sorties to take them down but maybe they can gradually degrade with damage (aka damaged base spawn convoys less often or smaller ones that are easier to intercept)

think such system would make all 3 types of planes useful and in naval maps like channel ports can be bases and spawn naval convoys instead of ground ones


@lastGrayAngel - I know this is not trivial change but I wonder what do you think about system like this?
It opens way for modular insdustrial bases, resupply convoys (bases can generate convoys and trains to repair other bases and arifields), resupply flights (formation of plane land on friendly AF and spawn resupply convoy that goes from that AF to damaged base to repair it. It will add bit strategic bombing layer to the game where you might focus on winning battles but if enemy would destroy your ability to wage war by taking out your industry then you might still lose - you can win all defensive battles but with no offensive capability you can't win.
Of course there is matter of zombers going after bases but frankly this is possible even now. With every base giving 5-6k of tickets they can still rush them and win game even faster now because in new system destroying enemy bases does not prevent them from defending. So if enemy would win some ground before you destroy their ability to wage offensive wars all they need to do is just defend take land and they would still win - zombers alone won't win games. They would have great impact but each side would need attackers and fighters to win. Bombers (as in real life) would be strategic asset to help guys in the front line - not to win war themselves (no nukes in WT). This is realistic and immersive if you ask me :)

Edited by przybysz86
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23 minutes ago, przybysz86 said:

I think best change (although more time-consuming on GJ end) would be what @Amyel (and I am sure many others but I've seen this first time from her) suggested that the victory is concluded based on ground possession after 3 hours. That way ground battles will become much more important and often even till very end you can push enemy back because it's always easier to defend close to your own AFs.

 

Yes, this could work.

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On 31/10/2019 at 19:52, HOPPING_PONY said:

@lastGrayAngel  Hi!

Is it possible to reduce number of victory points needed to win air EC from 150.000 to 100.000?

After "double tonnage" bug was fixed, victory points income was greatly decreased, and sessions lasts too long (2+ hours) with 150.000 points limit.

People in losing team usually losing interest and leaving after 100.000 points mark in winning team's score.

Don't think I agree with this in top bracket EC. The only thing that lasts a bit too long is English Channel. Other matches on smaller maps even seem short for me at times.

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1 minute ago, DaffanZ said:

Something needs to be done about the non-stop racism in EC

 

Every game there is Chinese farmers calling everyone "white pigs" and spamming chat. 

 

 

Are you serious? I am RB EC player just to be clear, but I have so far not experienced that. Actually surprised that something like that is a case, pretty much all those people already have chat ban so I see it happening only rarely nowadays. Anyways if that is the case, it should be easy to report him for that. If they are saying stuff like that in chat, that is pretty much instant mute for some time, or even forever, if they had done that before couple times already.

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Just now, Kaizy said:

Are you serious? I am RB EC player just to be clear, but I have so far not experienced that. Actually surprised that something like that is a case, pretty much all those people already have chat ban so I see it happening only rarely nowadays. Anyways if that is the case, it should be easy to report him for that. If they are saying stuff like that in chat, that is pretty much instant mute for some time, or even forever, if they had done that before couple times already.

Chinese ppl use SB EC for botting farm. 

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  • 2 weeks later...

@lastGrayAngel would it be possible to set nation list based on EC level?

What i mean that for example US vs RU should only be possible in EC4-6
Also Italy and Japan - they "switched sides" after WW2 and so it would make sense to match them differently in EC1-4 and EC5-6

Not sure how to proceed with China but whole idea of adding Chinese tree was a big mistake (from balancing perspective) in my opinion

Edited by przybysz86
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On 14/11/2019 at 18:55, przybysz86 said:

@lastGrayAngel would it be possible to set nation list based on EC level?

What i mean that for example US vs RU should only be possible in EC4-6
Also Italy and Japan - they "switched sides" after WW2 and so it would make sense to match them differently in EC1-4 and EC5-6

Not sure how to proceed with China but whole idea of adding Chinese tree was a big mistake (from balancing perspective) in my opinion

 

idk. it is server configs

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@lastGrayAngel For naval convoys (on English Channel) is it possible to add the convoy’s speed to the briefing information?

 

eg, Destroy enemy convoy B3 (10kts)

 

It wouldn’t have to be 100% accurate, but an approximate estimation of speed would be needed by potential torpedo-bombers.

 

An important part of pre-strike reconnaissance was deducing the target convoy’s speed, as well as position, composition etc. Perhaps a successful player reconnaissance of a convoy could reveal this information? 
 

Has anyone worked it out yet? Do they all travel at the same speed? I wouldn’t expect a convoy containing merchant ships to make more than 15kts, probably less, but a convoy of only warships might be cruising at 30kts.

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22 hours ago, Kernow1346 said:

@lastGrayAngel For naval convoys (on English Channel) is it possible to add the convoy’s speed to the briefing information?

 

eg, Destroy enemy convoy B3 (10kts)

 

It wouldn’t have to be 100% accurate, but an approximate estimation of speed would be needed by potential torpedo-bombers.

 

An important part of pre-strike reconnaissance was deducing the target convoy’s speed, as well as position, composition etc. Perhaps a successful player reconnaissance of a convoy could reveal this information? 
 

Has anyone worked it out yet? Do they all travel at the same speed? I wouldn’t expect a convoy containing merchant ships to make more than 15kts, probably less, but a convoy of only warships might be cruising at 30kts.

nope. mission know nothing about units characteristics. and there is no way to merge this info into the objective text.

 

convoys speed is different for different situatiuons and ships are in.  convoy speed is aligned by speed of most slowly activ ship inside. so if you'll destroy cargo ships - convoy speed will raise.. also differnet ships have different speed.

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2 hours ago, lastGrayAngel said:

nope. mission know nothing about units characteristics. and there is no way to merge this info into the objective text.

 

convoys speed is different for different situatiuons and ships are in.  convoy speed is aligned by speed of most slowly activ ship inside. so if you'll destroy cargo ships - convoy speed will raise.. also differnet ships have different speed.

Thanks. Useful info all the same.
 

I’d noted escorts cruised in formation with cargo ships, so obviously kept the same speed and I’d assumed the cargo vessels would have a realistic, fairly slow speed. It might make aiming torpedoes more difficult if ships don’t all travel at the same speed, but it’s nice to know there’s a realistic variety in the speeds of ships depending on type and situation.

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In rank 5 and above in “Enduring Confrontation” missions, the AI aircraft protecting airfields have been replaced with the following jet fighters:

  • France: M.D.450B;
  • Britain: Attacker FB 1;
  • Italy: Vampire FB 52A;
  • Japan: R2Y2 Kai;
  • Germany: Me 262 A-1a;
  • USSR: La-15;
  • USA: F-80C-10.

That was quick. :good:

 

Not sure if they will be able to stop A2D zomber but still

Edited by przybysz86
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Is it possible that no one plays French jets? I have the strange feeling that last days I am the only one to fly French jets. Sometimes as the only one live player on my team and sometimes combined with other allied nations but again the only one with French vehicles...

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On 20/11/2019 at 12:25, Kernow1346 said:

Thanks. Useful info all the same.
 

I’d noted escorts cruised in formation with cargo ships, so obviously kept the same speed and I’d assumed the cargo vessels would have a realistic, fairly slow speed. It might make aiming torpedoes more difficult if ships don’t all travel at the same speed, but it’s nice to know there’s a realistic variety in the speeds of ships depending on type and situation.

 

i realy want to add some speed variety to the convoy ships. They all move with same speed right now. but it be much better for visual (and for gameplay) if ships will raise and lover speed to keep average speed. It will make formation more "alive". But ti's not possible with script (untill script will be possible to "read" units characteristics to variable)

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16 hours ago, ivica70 said:

Is it possible that no one plays French jets?

The problem here is that in the player created rooms France is often the fall guy. You'll be playing with no allies and you're almost guaranteed to lose - so no one plays. In the regular ECs France plays alongside Britain and USA so you'll struggle to get into those games. Even if you do, you'll have few opponents and you'll just be playing objectives and shooting down bots. I suppose the best that can be hoped for is the powercreep favours France in a future update and a lot of players switch over. Not an ideal solution. 

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2 hours ago, edenstyle said:

The problem here is that in the player created rooms France is often the fall guy. You'll be playing with no allies and you're almost guaranteed to lose - so no one plays. In the regular ECs France plays alongside Britain and USA so you'll struggle to get into those games. Even if you do, you'll have few opponents and you'll just be playing objectives and shooting down bots. I suppose the best that can be hoped for is the powercreep favours France in a future update and a lot of players switch over. Not an ideal solution. 

 

Have realized this. Last days just one game with another player on my side. All other games me against all. And I just want to play the French at the moment. There are some interesting planes and after the last patch an F-100. The French F-100 seems to be the most hated plane by French players...

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Now in SB for the bombing of enemy bases you will receive 50% at that time reward. The remaining 50% will be received after return to the allied airfield.

@lastGrayAngel any idea what they mean by this? We already have 50/50 SL split as landing reward. Does this mean all reward will be split? Including RP and victory points?

 

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On 03/12/2019 at 18:29, przybysz86 said:

@lastGrayAngel any idea what they mean by this? We already have 50/50 SL split as landing reward. Does this mean all reward will be split? Including RP and victory points?

 

sorry, i don't know. it's server settings. i'll ask what it;s mean. i'm confused too, because i thought it was implemented months ago.

 

updated: i asked ad got this answer: now it till works with all types of planes (no more a20 abuse)  for destroying bombing zones /AFs taks. previously it affected only bombers so assaults and some fighters with heavy bombs load may received 100% reward upon destroing bomb areas. after this patch they will receive 50% when base will be destroyed and 50% after plane will land (right now only bombers have this thing)

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thanks a lot @lastGrayAngel

I was wondering - would it be possible to force more bots into empty games?
For example we have game that starts 2vs2 or, more common, that we have well populated game that suddenly get empty.
It's not uncommon to see people take a break after 1-1.5hrs of plat and sometimes most players do so in the same time.

It would help if more bots were spawned to take place of players who leave.
Yesterday I was in game where 4/5 enemies left but no new bots were added so at one point we had 1 enemy players and 2 bots.

Ideally both teams should always have 15 players (or 16, I can never remember which one is the limit) and as soon as player leaves he is replaced with a bot.
Or if it would create a problem to to so immediately then say if slot is empty for 2-3 mins, bot should be added.

It would make up for much more interesting low-population games.

Is this something you can do from mission design level?

Edited by przybysz86
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On 07/12/2019 at 13:30, przybysz86 said:

thanks a lot @lastGrayAngel

I was wondering - would it be possible to force more bots into empty games?
For example we have game that starts 2vs2 or, more common, that we have well populated game that suddenly get empty.
It's not uncommon to see people take a break after 1-1.5hrs of plat and sometimes most players do so in the same time.

It would help if more bots were spawned to take place of players who leave.
Yesterday I was in game where 4/5 enemies left but no new bots were added so at one point we had 1 enemy players and 2 bots.

Ideally both teams should always have 15 players (or 16, I can never remember which one is the limit) and as soon as player leaves he is replaced with a bot.
Or if it would create a problem to to so immediately then say if slot is empty for 2-3 mins, bot should be added.

It would make up for much more interesting low-population games.

Is this something you can do from mission design level?

Doesn't matter if there are more bots.

 

When they exist, they don't even take off anymore. So game ends randomly. 

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  • Pony51 changed the title to Enduring Confrontation updates archive
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