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Enduring Confrontation victory conditions


Enduring Confrontation victory conditions as of Feb 2019: (In order of most frequent occurrence):

(If changed or incorrect, please comment)

  1. 3 hour timer runs out, the one with most tickets left wins (look in Statistics Page (scoreboard) to see ticket count).
  2. When side earns 150,000 points (lower left), then side with most tickets win*.
  3. One side looses all players (AI takes about 30 seconds to spawn in, during that time massive ticket loss). 
  4. All the Air Fields on a side are destroyed (with new 4 part air field it is much harder to destroy one, let alone all three. UPDATE: now 6 per side, practically impossible to win by this method).

 

*If the match ends with both sides very close, the results may not be as expected. A few cases where I think we had a slight tickets lead, but lost, and vice versa.

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1 hour ago, Pony51 said:

....

2. When side earns 150,000 points (lower left), then side with most tickets win*.

.....

*If the match ends with both sides very close, the results may not be as expected. A few cases where I think we had a slight tickets lead, but lost, and vice versa.

Surely it’s the side that earned 150k that wins regardless of ticket count? 

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1 minute ago, Kernow1346 said:

Surely it’s the side that earned 150k that wins regardless of ticket count? 

There have been 3 cases where our side reached 150K first, but lost match.

And was informed it was ticket count.

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4 hours ago, Pony51 said:

Enduring Confrontation victory conditions as of Feb 2019: (In order of most frequent occurrence):

If changed of incorrect, please comment)

  1. One side looses all players (AI takes about 30 seconds to spawn in, during that time massive ticket loss). 

 

Many times the AI roster units go into perma-spawn mode. They show a parachute icon endlessly
and never spawn. Not unusual to see several bots in this endless state of spawn. This spawn bug
contributes directly to ending matches prematurely. Because, it creates the hair trigger
condition where massive ticket loss is tied to the loss of only one plane.

 

Take a look at the enemy roster in this video. All those bots are permanently
stuck in spawn mode. Only one bot, Yoshishiko is working as it should. If he
dies, then the enemy team loses from ticket loss.

 

Also, take note of the time remaining...nearly two thirds of the session still
remains. But already, the matchmaker has created this absurdly broken mess.

Not to mention the "crashing bots bug" is still alive and well years
after being reported.

 

That one is somewhat funny. All the bots start crashing but their crashes
are usually out of synch. So the match stumbles along with an endless parade
of crashing bots. Sometimes, they all crash within the same short
time span and it triggers the massive ticket loss counter. Its all
a hot capricious mess as to what actually happens though.

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5 hours ago, Pony51 said:

3 hour timer runs out, the one with most tickets left wins (look in Map view to see ticket count).

Actually, that's on the Statistics Page (scoreboard) not Map View.

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14 hours ago, Spendius said:

Then it would be a bug perhaps ?

 

Also, in my experience, end by 150k air superiority is more frequent than 3h time.

If we collect a the CLOG from number of missions with end of match ties, then it can be checked.

 

Many EC has <4 players most of time, that is not enough activity to reach the 150,000 threshold.

 

12 hours ago, McSlash said:

Actually, that's on the Statistics Page (scoreboard) not Map View.

Yes, you are correct, will fix.

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Condition three should never occur. The fact that it does
happen frequently is testimony to the fact that bot
bugs have gone unfixed for years. The matchmaker should
be adding bots back into the game every time a player
quits. If this issue were fixed, then condition three would
never happen because there would always be the starting minimal
eight per side in play.

 

Instead, we get this weird victory because the matchmaker
was so busy shooting itself in the foot...the continual
loss of blood finally killed it.

 

Thats six bots stuck in spawn mode for the enemy team
and two on our team. What the heck!!!?!

 

 

 

 

Edited by LookBlueGoPurple
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34 minutes ago, LookBlueGoPurple said:

Thats six bots stuck in spawn mode for the enemy team
and two on our team. What the heck!!!?!

 

 

 

@LookBlueGoPurple DO you have CLOG for this mission????

PLEASE tell me you have CLOG for this mission!!

 

(added video to report)

 

FYI:

Me 163 has a no-take off bug

Helicopters have no-takeoff bug

J7W1 have crash on take off bug

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Yes, the video is from the last session played today. Attached clog to this post.

2019_02_05_12_17_26__13288.clog

 

This is only speculation but its plausible.
If a faction has only 1 plane model that suffers
from this "stuck-in-spawn" bot bug, then the random way the matchmaker
chooses new bots for spawning ensures the bug
will repeat and gradually add new stuck bots to the one
that is already stuck. So, one plane's bad flight model can
cause the whole matchmaker to go into a downward spiral.

 

Edited by LookBlueGoPurple
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CLOG uploaded!  Thanks!

 

Have the Replay and link to Server Replay too??  Helpful.

 

31 minutes ago, LookBlueGoPurple said:

If a faction has only 1 plane model that suffers
from this "stuck-in-spawn" bot bug, then the random way the matchmaker
chooses new bots for spawning ensures the bug
will repeat and gradually add new stuck bots to the one
that is already stuck.

 

Plausible for 1 type fail mode.

But I have seen issue where AI takes off but then immediately crashes.  Units are random.

J7W1 crashes on takeoff (but then AI will change unit)

 

But the Me 163 does have stuck-on-AF syndrome.  What is important to note is the AI is in-game, just not flying.

 

What I do at end of match is screen shot the Battles Results

Battle Results 2018.09.15 11.04.37.jpg

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  • 4 weeks later...

One question about the ground attacks in EC. 

 

How it is decided which side wins the ground fight and which side gains or loses a map square. 

Before it was that the side that destroyed more ground units won the fight and got the square. 

Nowadays I'm not sure if it is that way any more. I remember fights, where I destroyed most of the pillboxes and howizers on the opposing team defence, but our side still lost the fight even if we lost only minimum amount of ground units. 

 

So, how is the ground fight result decided, and how as a player I can affect the end result?

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Random ground targets is not going to bleed tickets much. But if you assist in active missions like a frontline assault for example, taking out the ground units there will result in a win condition for that part, resulting in a small chunk of the enemy tickets that bleed away.

 

And that's the key to winning EC, completing the active missions. The more you do that, the more tickets the enemy team looses over time.

Edited by I_Termx_I
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14 hours ago, I_Termx_I said:

Random ground targets is not going to bleed tickets much. But if you assist in active missions like a frontline assault for example, taking out the ground units there will result in a win condition for that part, resulting in a small chunk of the enemy tickets that bleed away.

 

And that's the key to winning EC, completing the active missions. The more you do that, the more tickets the enemy team looses over time.

 

Yes. This is what I'm trying to do. But I find that it doesn't seem to work like this any more. Even If i have destroyed like 8/10 of pillboxes and 5/10 of howizers and our side lost no tanks on the active attack mission, our side still did not advance to the contested square.

 

So is there something that has changed in some latest patches? Seems like the result is quite random or there is some criteria that I'm not aware of.

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9 hours ago, Booker369 said:

 

Yes. This is what I'm trying to do. But I find that it doesn't seem to work like this any more. Even If i have destroyed like 8/10 of pillboxes and 5/10 of howizers and our side lost no tanks on the active attack mission, our side still did not advance to the contested square.

 

So is there something that has changed in some latest patches? Seems like the result is quite random or there is some criteria that I'm not aware of.

The victory conditions in any of the "tasks" is opaque to me.

 

How many planes advantage, for what period of time wins the air zone capture?

How many surviving bombers/attackers return safely, or hit their target means success?

What determines convoy success or failure?

 

Has this ever been explained?

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On 09/03/2019 at 17:55, *Nobody__0wens said:

How many surviving bombers/attackers return safely, or hit their target means success?

At least one exits on map border.

On 09/03/2019 at 17:55, *Nobody__0wens said:

What determines convoy success or failure? 

At least one reaches destination.

On 09/03/2019 at 17:55, *Nobody__0wens said:

Has this ever been explained?

AFAIK - no.

 

Edited by chmooreck

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On 09/03/2019 at 17:55, *Nobody__0wens said:

How many planes advantage, for what period of time wins the air zone capture?

side with any advantage (even one plane more than enemy) is capturing and speed depends on advantage but I don't think exact time was explained by LGA.

 

 

2 hours ago, chmooreck said:

AFAIK - no.

way back LGA explained that idea was for player to get reward for escort mission depending on how many bombers survived and was only given to player if he/she spent enough time in vicinity of those bombers.

I am not sure if that's still true - I think only  @lastGrayAngel really knows what are exact conditions for each task. I've not seen them written anywhere other than his early notes which are most likely not up to date already

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On 08/03/2019 at 12:56, Booker369 said:

How it is decided which side wins the ground fight and which side gains or loses a map square. 

If no one interferes in the course of a ground battle, the attacking side always wins. When you're killing ground units on ground battle, there is no difference between heavy and light units in terms of mission, so 1 tank = 1 pillbox = 1 howitzer (I know that this is illogical, but we have what we have).

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Do we have any idea how much of the attacking units must be destroyed to stop the attack?

Or is there some rule, that if more of the attacking units are destroyed compared to defending unit the attack is stopped. 

 

So far I know that if every attacking unit is destroyed the attack is stopped. But what is the limit in between?

 

Also noted, that after all of the tanks were destroyed the defending units started to kill the attacking howizers. Don't know if this happens always or not. 

 

Would be nice to know the exact rules for the battles, since I like to go tank hunting with big guns. Pillboxes are a bit harder, but if shooting some of them helps then it is worth the work. 

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39 minutes ago, Booker369 said:

Do we have any idea how much of the attacking units must be destroyed to stop the attack?

No. We can speculate on this topic only on the basis of our own observations. I think that it is enough to kill about 5 of attacking units to prevent the defending side from losing — provided that no one else intervenes in the course of the battle.

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2 minutes ago, Me4huk said:

No. We can speculate on this topic only on the basis of our own observations. I think that it is enough to kill about 5 of attacking units to prevent the defending side from losing — provided that no one else intervenes in the course of the battle.

I wonder how "attackers" affect battles. I've seen battles where most of the defensive side got wiped out and most of the offensive side was still there but then AI attackers arrived, did some sorties and flew away.

It didn't look like they killed that much (if any) ground forces (obviously they do not produce kill feed messages) but still more numerous (at least as far as I was able to tell) offensive side lost the battle.

 

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19 minutes ago, przybysz86 said:

I wonder how "attackers" affect battles. I've seen battles where most of the defensive side got wiped out and most of the offensive side was still there but then AI attackers arrived, did some sorties and flew away.

I do not know anything about this, unfortunately. I can try to ask about it, but only after major fever settles down, and in any case it will be quickly forgotten about if it is not written down anywhere. Yours truly recently wrote brief overview article for EC for russian wiki, but there are not such article on its english counterpart.

Edited by Me4huk
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28 minutes ago, Me4huk said:

Yours truly recently wrote brief overview article for EC for russian wiki, but there are not such article on its english counterpart.

Nice. Interesting reading and well put.

 

Will you find time to translate it into English?

I can help but my Russian is rusty as hell so best I can is translate it and send it to you for review but it might be faster if you just do it yourself

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3 minutes ago, przybysz86 said:

Nice. Interesting reading and well put.

Thanks. )

 

3 minutes ago, przybysz86 said:

Will you find time to translate it into English?

I can help but my Russian is rusty as hell so best I can is translate it and send it to you for review but it might be faster if you just do it yourself

AFAIK there should be official translation for english wiki, but so far it is nowhere to be seen. Again, it is something that you can not go and ask about right before the major update release. )

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