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Iron Ranger

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Everything posted by Iron Ranger

  1. As we have moved into the game with more patchs, I think we are seeing a general shift in balance to the Allies. Not huge but something to be aware of. With this in mind; I'd like to suggest a drop in the size of the Siberian Transfer. We know historically it was smaller then what the game shows, and spread over time. I would keep it as a one time event but drop: 1 HQ 2 Armor This still gives you 2 corps, 2 armys, 2 rockets, 1 HQ and 1 air right? Also, make it more of a drop dead date; not 40% per turn after X. More like 80% each turn after x but with no battle field condisions.
  2. NOOOOOO not hex's!!! FYI - I'm sure several people have suggestions, or have posted suggestions that they would like to see changed. Any chance we can see what the patch will be before hand?
  3. Nice post bio, a small part of me wish's that you didnt make it so easy on the new guys (coughs: connon fodder). Side note: how do we post screen shots. That would add a interesting part of post AAR reads.
  4. lol!! No, normally I dont think you get tech this high because. 1) People stop too soon, normally at the frist major down turn. (everyone is victum of this but Terif) 2) The limits on Tech now mean it unlikely you will see this. 3) There must have been a huge lag in combat (the sealion) to give USSR the time needed for all that tech.
  5. yes bio, though in the end they did thier job I found that ugly... plus my timing was poor... and the weather didnt help at all... clear in Dec and Jan 2 years in a row... bla!
  6. Can we have the AD of the engineer unit raised in 1.05? Germany was able to build huge forts along the coast under constat bombing, USSR had huge entrenchments around citys that the german air force was unable to destroy. AD of 1, seams too low (same on all units). These special units would have had extra protection and in the process of building these huge concert/dirt forts would have given themselfs more defence then a std unit in the field. Say AD or 3 give or take one would seam right. Since these units are unlikely to build alot of xp there is little chance of them becomeing 'anti air' units. [ October 03, 2006, 12:04 AM: Message edited by: Iron Ranger ]
  7. Allow a land route through Finland would seam the wise thing to do if the port is bombed out and Axis control the hex's around the baltic to Berlin.
  8. All true above to some degree, but the bottom line seams thier is little PLAYING of SC2 going on. This forum is about this game, if the game is being played alot we will see the site active (minus a huge % of people are over on Piza Lg). Many say the AI is just too weak for them, too easy. Others dont like the PvP aspect of gaming. Between these two groups you see little in AAR or game tactic development. No development of the game as players; so little in the way of an active forum. And as JJ said, many of us from SC1 are just burned out of resaying the same thing. No one likes to repeat themselfs. Many good threads have been started and finished, no need to rehash them again.
  9. They are unlike any other unit. They take no damage back for attack, they have ranged attack, they can effectivly attack all units and stratigic targets. For this they have 0 defence... except... exp right now.
  10. Yes hard call, but look at it this way. France see's that german is going to be tied down in Poland for 3-4 turn then winter hits (IE no gamey transfer of troops west due to 'weakened' weather). France desides that with UK aid they might take Spain, mainly as the weather is much weaker in the south. And if they dont take it well, as a bonus USA gets more ships. DOW Spain (the old spainsh gambit). Defeat spain, nice jump in MMPs, Moral and more ships for USA. Dont get spain, well USA ships still come, axis get the Rock (95% of the time this happens anyway in high calibar games), and spain as a minor without too much of a problem. - Tough call but if someone can figure out how to take it with early french units.. ouch Late in the game, USA and UK are working together. Its pritty balanced so they DOW Portgul to get a supply center. Then DOW Spain, free ships and for this knock out a minor. Seams too much? Overall however, I dont see a overwhelling reason to make a change right now. Guess I'd put this on the 'watch list' and see if someone finds a way to exploite this feature.
  11. Nice post Laim, on a side note. More and more I'm thinking rockets could prove very usefull... IF you hvae the time to advance them. Options options options hmmmmmm
  12. Guess I'd say add in defence bonuses but no entrenchement. This would make rockets in the right area tough but still easy enough to high tech/exp armor or armys. Seams the best from a balance/historical look.
  13. P37 German range 6 USSR 4 Italy and France 3 All others 5 HQs support 5 units except Germany, they can support 6 Looking at this I'm pritty sure that the French HQ has support units over 3 'hex's' away. Was this changed in 1.02 patch?
  14. P37 German range 6 USSR 4 Italy and France 3 All others 5 HQs support 5 units except Germany, they can support 6 Looking at this I'm pritty sure that the French HQ has support units over 3 'hex's' away. Was this changed in 1.02 patch?
  15. Tough call, I hope a few of the testers will comment on this??
  16. We have been seeing alot of post on diplo and the USA in general it seams. Not going to get into my reasons for some of these suggestions, I hope others post as well. Perhaps correcting me as I have not and will not get deap into the scripts on SC2. 1) The bump for DOWing USSR was incressed, too much. Half it 2) Bump in readness for advances in Egypt are too much. Half the USA side of it. 3) Galbralter is one of the most important hex's in WW2. Double the incress in Readness for USA if Axis control it. Bump up USSR a small amount (2-4%) 4) UK DOW on Norway = Small Drop in USA readness. Axis DOW on Norway = Small drop in readness of Sweden 5) Lend Lease doesnt start till 50% readness by USA 6) USA gains a sub as part of the Pacific Fleet if Spain goes axis or DOWed by axis. In my early games 1.02-1.02 USA was not entering till mid 42. For several reasons. Now with 1.03-1.04 it seams we are seeing USA entering in Summer of 41 at the latest (granted Axis are now DOWing the Low Countys early and France falls winter of 39/40) as UK is putting more and more chits in USA. Like SC1 it becoming the speed game for alot of reasons, sadly most of these lack skill where people hope for wild random rolls and if they dont get them they give up. opps... ranting again!
  17. good luck guys log on the IQC listing and you will find other players faster
  18. wooo lots of thinking going on?? Suggestions: 1) Return the number of chits per major power to 5 each. Its the control freak in me that wants each power to have the same number of options. 2) Adjust the %s for each power. (or cut each of these in 1/2 rounding up if the diplo option is too powerfull) German 5% (max 25%) UK 4% (max 20%) France 1% (max 5%) Italy 2% (max 10%) USSR 4% (max 20%) USA 6% (max 30%) 3) Return to 1.02 where friendly % DO NOT stack. So if Italy and German put 2 chits in spain its two rolls per turn at two different %s. This SHOULD slow down the diplo effects IG. Countering % would still work against both so 2 chits in by UK would give German 2% chance and Italy 0%. 4) Remove the 1% chance of a 'super' hit on major powers. This is just too much to see; say USSR jump up 35% in early 1940. 5) Adjust the MMPs cost per chit (if the above %s are used, if 1/2ed then this might be too much) minor 100 MMps 1.5 to counter 150 MPPs major 200 MPPs 1.5 to counter 300 MPPs Diplo is a very powerfull tool - it should cost alot! Seams the problem focus's around the USA right now. If the axis player is not willing to drain some MMPs from the UK (sea lion, subs, bomb citys, Iraq counter ect...) then why should they not be surprised when USA enters early? Some of this need to be adressed in another thread. Extreme ideas: Compleatly revamp the DOW / Readness system to be more dinamic. To the point where a active Minor might turn neutral or even change sides. Incress the number of scripts where unit locations = changes in %. USSR needs to garison its border. More troops in Norway = good/bad relations with Finland and Sweden. Ect.....
  19. I have not tested this, not in the testing mood for SC2 - sorry. In SC1 Rockets did not get the benift of exp bars in terms of defence. It was felt that this made them super weapons since there happened to be a set value for soft attack that never changed. Is this true in SC2? Does the bars of xp on rockets add to both that attack value and defence value? Or only one? If only one, I suggest making a change to both! Rocket in the right place are very usefull, with the ability to upgrade soft attack on several units the rockets shouldnt become superweapons (unlees poor play by the other side). With the bars of xp adding SOME defence perhaps we will see more IG. Side note, if the above is too much perhaps incressing the starting range to 2 would work well. Dont change the attack values (IE worth less as the range goes out so a L0 rocket attack at range 2 = 0 attack value).
  20. If the allies DOW spain USA gets the pacific fleet. Somehow I feel this is a bug and USA can DOW spain in the mid-late game and still get the extra naval units for free. These bonus unit should only be given if Spain JOINS the axis powers as a minor. Not if she is DOWed (by eather side?). At least not if the Allies are the ones doing the DOW.
  21. A SERIOUS amout of thinking needs to go into this feature before its changed again. I personally was not happy with the change from 1.02, a change was needed but I feel we didnt zero in on the exactly right change (see post in tech section). I'm not posting now as I'm off putting meat on the table (damn birds, good eating at least ). I see three variables we need to consider and what it will effect in the next adjustment. How much is it: Historical Balanced Fluid (are there conters, more then one path) Perhaps there are other values we need to look at control.
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