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Praise for the 1.06 changes

 
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Praise for the 1.06 changes - 2/21/2020 3:16:05 PM   
HamburgerMeat

 

Posts: 361
Joined: 7/22/2017
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I think Hubert and Bill have done a great job addressing metagame concerns as well as common complaints in this latest patch. While some might find the extra corp given to the USSR insufficient, the real game changers are (1) the scorched earth change and to a lesser extent (2) the earlier engineer.

With the scorched earth change, the germans ability to operate artillery units and HQs immediately after conquest has been hampered signifcantly. This gives the USSR some much needed breathing space, and additional incentive to maintain a more forward defense.

At the same time, Allied strategic airpower has been appropriately nerfed. With the new linked HQ only needing one supply to provide the boost, the allied player must rely on a greater combination of tools to shut down axis supply, as strategic bombers alone wont cut it anymore.

With these changes, I now have no idea which side is stronger. My guess is still the allies, but since their strongest unit has been significantly nerfed, I cannot say anything with certainty.

Meta predictions:

1. Increased use of anti air upgrades for the italians in N Africa, specifically in towns and on HQs

2. Increased need for W Allies tanks in N Africa to break up the stalemate

3. Stiffer USSR defenses (plus less likely lithuania annexation) will buy the W Allies much needed time.

Great job with the changes guys. I was admittedly a little worried that the USSR would become too powerful (since you have to consider that, by giving them new units, you also permanently increase the number of units that can be rebuilt cheaply). But one extra corp + earlier enginner + scorched earth changes + lithuania was a great way to address it IMO



Post #: 1
RE: Praise for the 1.06 changes - 2/21/2020 6:42:04 PM   
Christolos


Posts: 953
Joined: 4/24/2014
From: Montreal, Canada
Status: offline
Hi HamburgerMeat,

I second the praise!

Could you explain what you mean by: "Allied strategic airpower has been appropriately nerfed. With the new linked HQ only needing one supply to provide the boost, the allied player must rely on a greater combination of tools to shut down axis supply, as strategic bombers alone wont cut it anymore."

Do you mean that Allied strategic airpower has been nerfed indirectly with the new linked HQ only needing one supply to provide the boost?

What exactly is the new linked HQ only needing one supply to provide the boost change, and how exactly does this nerf strategic airpower?

Thanks,

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to HamburgerMeat)
Post #: 2
RE: Praise for the 1.06 changes - 2/21/2020 7:08:15 PM   
HamburgerMeat

 

Posts: 361
Joined: 7/22/2017
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quote:

ORIGINAL: Hubert Cater

Hi HamburgerMeat,

HQ linking/boosting is automatic but the engine tries to do it as intelligently as possible. For example:

- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- The engine will seek to make lower rated HQs provide supply for higher rated ones, rather than vice versa.
- HQs can only be linked if the first HQ has a supply value >= 1
--> the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.
--> this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.


The boost range is dependent on the distribution supply of the source HQ. For example, if it has a distribution supply of 8, then the linked HQ needs to be within 8 hexes etc.

Hope this helps,
Hubert


So under the old rules IIRC, if the base supply of the hex that an HQ was standing on was <3, they were unable to provide a boost. With this old rule, strategic bombers in the Mediterranean could lower the supply of all bases and ports to under 2, thereby starving axis units of supply due to both (1) an inability to boost and (2) an inability to "naturally" have a distribution of 8 (due to the lack of hexes with 5 supply).

However, with the new rule, so long as a town hex has 1 supply (which it always will unless there are >=2 units nearby), an HQ can boost another HQ to distribute 8 supply (assuming the boosted HQ is at 10 strength). This way, the axis don't end up being starved for supplies solely due to battleships, naval blockades, and strategic bombers


For some reason I can't find it in the patch notes sticky, but I'm pretty sure the >=1 supply change was this patch.

I think I understood it right, and when I was testing by myself on patch day these are the results I got. Let me know if this analysis is incorrect

< Message edited by HamburgerMeat -- 2/21/2020 7:12:54 PM >

(in reply to Christolos)
Post #: 3
RE: Praise for the 1.06 changes - 2/21/2020 7:16:28 PM   
eightroomofelixir

 

Posts: 123
Joined: 11/17/2019
Status: offline
I personally don't really think one extra corps in the Far East will help the Soviet-Japan front. On the other hand, the increased scorched earth will be sincerely helpful for the Germany-Soviet front.
Both the strategic and tactical choices for Soviets are very limited, and they need to hold at least two years; every piece of increased breathing space is praiseworthy.

_____________________________

No conquest without labor.

(in reply to HamburgerMeat)
Post #: 4
RE: Praise for the 1.06 changes - 2/21/2020 7:28:54 PM   
Christolos


Posts: 953
Joined: 4/24/2014
From: Montreal, Canada
Status: offline

quote:

ORIGINAL: HamburgerMeat

quote:

ORIGINAL: Hubert Cater

Hi HamburgerMeat,

HQ linking/boosting is automatic but the engine tries to do it as intelligently as possible. For example:

- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- The engine will seek to make lower rated HQs provide supply for higher rated ones, rather than vice versa.
- HQs can only be linked if the first HQ has a supply value >= 1
--> the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.
--> this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.


The boost range is dependent on the distribution supply of the source HQ. For example, if it has a distribution supply of 8, then the linked HQ needs to be within 8 hexes etc.

Hope this helps,
Hubert


So under the old rules IIRC, if the base supply of the hex that an HQ was standing on was <3, they were unable to provide a boost. With this old rule, strategic bombers in the Mediterranean could lower the supply of all bases and ports to under 2, thereby starving axis units of supply due to both (1) an inability to boost and (2) an inability to "naturally" have a distribution of 8 (due to the lack of hexes with 5 supply).

However, with the new rule, so long as a town hex has 1 supply (which it always will unless there are >=2 units nearby), an HQ can boost another HQ to distribute 8 supply (assuming the boosted HQ is at 10 strength). This way, the axis don't end up being starved for supplies solely due to battleships, naval blockades, and strategic bombers


For some reason I can't find it in the patch notes sticky, but I'm pretty sure the >=1 supply change was this patch.

I think I understood it right, and when I was testing by myself on patch day these are the results I got. Let me know if this analysis is incorrect


Thanks, that does make sense!

The change was made with v1.05.01
• Source HQs of a supply boost to another HQ now only need to have a supply value > 0 in order to provide a boost, previously it was 3.

Cheers,

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to HamburgerMeat)
Post #: 5
RE: Praise for the 1.06 changes - 2/21/2020 7:42:20 PM   
HamburgerMeat

 

Posts: 361
Joined: 7/22/2017
Status: offline
Ah looks like you're right, my mistake. Well nonetheless, good changes all around.

(in reply to Christolos)
Post #: 6
RE: Praise for the 1.06 changes - 2/22/2020 12:11:45 AM   
Zerradio


Posts: 24
Joined: 8/7/2007
From: Canada
Status: offline
I am thankfully for the bold supply numbers (I know, I'm easy to please).
Just a thing with me, but I would love the "ties" on the railroad lines to be a little more prominent. More a visual thing than any effect on the game itself.

Game is really great!

_____________________________

David
"Seize every opportunity!"

(in reply to HamburgerMeat)
Post #: 7
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