Perspective on difficulty comments (Full Version)

All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War



Message


gdpsnake1979 -> Perspective on difficulty comments (7/10/2019 6:34:53 PM)

Based on my gameplay both in Beta and with the recent version, one obvious issue why players may find the USSR so overpowered by Germany is the movement allowance. The scale of this game is smaller than the European only version yet the movement allowances of units did not seem to get scaled back. I've seen a tank in clear weather move from Poland almost to Kiev in one move. The distance from the Polish border to Moscow is over 3000 miles but the units in this game, if unhindered, can cover that distance in under a month. It is an alarming amount of movement points when compared to actual abilities especially considering the lack of roads and infrastructure that actually existed. Infantry of the day would be doing really well to cover 15 miles in a day and they couldn't do that every day. 50 miles a week would be good if not in a combat environment considering most supply was done on horse drawn carts or railed and truck hauled behind the lines.

My point being, I think the MP allowances of units is too high while also stating that a unit should be able to move at least one hex a turn. What also makes it unsettling is that some turns are a month long and other just a week.

Which brings me to another issue for the USSR. The Germans slaughter units in droves but the rebuild and return of units take several months. When the game is in the summer time frame, that means it might be 8-10 TURNS before you even get a corps rebuilt and back on the board whereas in the winter month turns, it is 2 or 3. The end result is the USSR literally runs out of units to block and the MP allowance allows Germany to plow ahead till they run beyond their supply.

So for you USSR players, if you want to avoid this slaughter, you just have to set up well back so that your units are doing their blocking deaths as the good weather wanes so you more effectively stall, recover your units back to the board quicker (in game time), and where the bulk of your opponents units are at minimal supply. Yes, sacrifice those corps at key locations but the bulk should be saved for later.

Aside from strategy, I do believe the MP allowance of units needs to be scaled back from the European only version to more accurately reflect the 'world' version of the game...or make the map bigger!




HamburgerMeat -> RE: Perspective on difficulty comments (7/10/2019 7:37:07 PM)

While i agree that a bigger map would be nice (the distances that can be covered are wild), i think you're mixing the up rules between WiE and WaW. Winter turns and summer turns are the same length in WaW. As a result, you'll never have to wait 8 turns to produce a corp.




Hubert Cater -> RE: Perspective on difficulty comments (7/10/2019 7:38:27 PM)

Hi gdpsnake1979,

Thanks for the feedback and just wanted to quickly mention/remind that the turns for World at War are a consistent 14 days throughout, i.e. all seasons and through all years. Also while the AP for units may feel high and especially when comparing to WiE, we did try with one AP less for Tanks and Corps (perhaps a few others) and it just didn't work as Poland, France, the Low Countries etc., couldn't easily be maintained on a historical timeline. This is due to a variety of factors such as terrain and zone of control effects.

The current AP ranges really did work better overall and our we based this entirely on how it played out on the WaW map and not in a relative comparison to WiE or other games. Granted it might feel the ranges are then favourable to the Axis in the USSR, but to partially address this, the new supply rule changes will help here as lower supply (based on potentially lower distribution supply from HQs) will have an effect as lower supply equals lower overall AP.

That and we did make a number of other changes to v1.03 that we sincerely do think will help to address these and any other imbalance concerns... we now just hope players will try it as we are listening and making changes to improve things as requested [:)]

Hubert




HamburgerMeat -> RE: Perspective on difficulty comments (7/10/2019 7:46:38 PM)

Yes, the allies got a huge boost with the additional corps for the USSR, the supply changes, and the fortification buffs.

In a few months we may see complaints about it being too difficult to win versus an average or above allied player.




Tanaka -> RE: Perspective on difficulty comments (7/11/2019 2:27:58 PM)

quote:

ORIGINAL: gdpsnake1979

Based on my gameplay both in Beta and with the recent version, one obvious issue why players may find the USSR so overpowered by Germany is the movement allowance. The scale of this game is smaller than the European only version yet the movement allowances of units did not seem to get scaled back. I've seen a tank in clear weather move from Poland almost to Kiev in one move. The distance from the Polish border to Moscow is over 3000 miles but the units in this game, if unhindered, can cover that distance in under a month. It is an alarming amount of movement points when compared to actual abilities especially considering the lack of roads and infrastructure that actually existed. Infantry of the day would be doing really well to cover 15 miles in a day and they couldn't do that every day. 50 miles a week would be good if not in a combat environment considering most supply was done on horse drawn carts or railed and truck hauled behind the lines.

My point being, I think the MP allowances of units is too high while also stating that a unit should be able to move at least one hex a turn. What also makes it unsettling is that some turns are a month long and other just a week.

Which brings me to another issue for the USSR. The Germans slaughter units in droves but the rebuild and return of units take several months. When the game is in the summer time frame, that means it might be 8-10 TURNS before you even get a corps rebuilt and back on the board whereas in the winter month turns, it is 2 or 3. The end result is the USSR literally runs out of units to block and the MP allowance allows Germany to plow ahead till they run beyond their supply.

So for you USSR players, if you want to avoid this slaughter, you just have to set up well back so that your units are doing their blocking deaths as the good weather wanes so you more effectively stall, recover your units back to the board quicker (in game time), and where the bulk of your opponents units are at minimal supply. Yes, sacrifice those corps at key locations but the bulk should be saved for later.

Aside from strategy, I do believe the MP allowance of units needs to be scaled back from the European only version to more accurately reflect the 'world' version of the game...or make the map bigger!


Agreed if the map is drastically smaller than WIE it makes no sense that the movement of units is exactly the same as in WIE. So if the map cannot be made bigger the unit movement needs to be reduced across the board.




Hubert Cater -> RE: Perspective on difficulty comments (7/11/2019 8:03:54 PM)

Hi Tanaka,

As mentioned above, the honest answer here is it only makes sense when the alternative doesn't work.

It's easy enough to try this out yourself and create a custom mod of the default campaign whereby you reduce the AP ranges of Corps, Armies and Tanks all by 1 and we'd be surprised if after a few games you wouldn't eventually come to the same conclusion that we did for this game.

Again, we based the design primarily on what worked for this game, and tried not to get too caught up in forcing ourselves to scale from our previous work. Sometimes that was fine, but sometimes testing showed it didn't feel right in game, so we just went with what did work.

We had similar concerns regarding turn lengths and how WaW compared to WiE, and there was quite the discussion/debate on that here as well. We even released an unofficial mod that doubled the number of turns in game, as per request as some players felt the game absolutely needed more turns, but I think once the game settled in (from its newness), I suspect most if not all have come around that doubling the turn lengths just didn't work either.

Sometimes you just won't know until you try, and that is fair enough, which is why I do suggest trying it and seeing how it feels in game etc.

Hope this helps,
Hubert




Tanaka -> RE: Perspective on difficulty comments (7/12/2019 4:30:47 AM)


quote:

ORIGINAL: Hubert Cater

Hi Tanaka,

As mentioned above, the honest answer here is it only makes sense when the alternative doesn't work.

It's easy enough to try this out yourself and create a custom mod of the default campaign whereby you reduce the AP ranges of Corps, Armies and Tanks all by 1 and we'd be surprised if after a few games you wouldn't eventually come to the same conclusion that we did for this game.

Again, we based the design primarily on what worked for this game, and tried not to get too caught up in forcing ourselves to scale from our previous work. Sometimes that was fine, but sometimes testing showed it didn't feel right in game, so we just went with what did work.

We had similar concerns regarding turn lengths and how WaW compared to WiE, and there was quite the discussion/debate on that here as well. We even released an unofficial mod that doubled the number of turns in game, as per request as some players felt the game absolutely needed more turns, but I think once the game settled in (from its newness), I suspect most if not all have come around that doubling the turn lengths just didn't work either.

Sometimes you just won't know until you try, and that is fair enough, which is why I do suggest trying it and seeing how it feels in game etc.

Hope this helps,
Hubert


Thanks Hubert for your responses and all are valid points. Trying a new game with the 1.03 updates and I can definitely tell a difference and better AI. Game is getting better and better!




Numdydar -> RE: Perspective on difficulty comments (7/14/2019 3:56:36 PM)


quote:

ORIGINAL: Hubert Cater

Hi Tanaka,

As mentioned above, the honest answer here is it only makes sense when the alternative doesn't work.

It's easy enough to try this out yourself and create a custom mod of the default campaign whereby you reduce the AP ranges of Corps, Armies and Tanks all by 1 and we'd be surprised if after a few games you wouldn't eventually come to the same conclusion that we did for this game.

Again, we based the design primarily on what worked for this game, and tried not to get too caught up in forcing ourselves to scale from our previous work. Sometimes that was fine, but sometimes testing showed it didn't feel right in game, so we just went with what did work.

We had similar concerns regarding turn lengths and how WaW compared to WiE, and there was quite the discussion/debate on that here as well. We even released an unofficial mod that doubled the number of turns in game, as per request as some players felt the game absolutely needed more turns, but I think once the game settled in (from its newness), I suspect most if not all have come around that doubling the turn lengths just didn't work either.

Sometimes you just won't know until you try, and that is fair enough, which is why I do suggest trying it and seeing how it feels in game etc.

Hope this helps,
Hubert


Nope [:)] I still think the 1 week turns are still the best [:D]




gdpsnake1979 -> RE: Perspective on difficulty comments (7/17/2019 3:38:28 PM)

Seems like something worth trying: Reduce the unit AP and go to 1 week turns; units move half as far but you have 4 turns a month. Of course, I think the best mod would be doubling the map size or more!




Numdydar -> RE: Perspective on difficulty comments (7/17/2019 3:41:44 PM)

+1

Where is the bigger map dlc [:)]




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.5625