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4/21 "new" Cw - The Flawed New Algorithm

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#1 Deathlike

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Posted 22 April 2015 - 01:31 PM

I know this is essentially day 2 of the new CW, I have figured out the flaw in the new CW algo.

While it is not necessarily a bad thing to make it take a bit more time to secure a planet, the problem with the "trading" algorithm is that it can be abused in favor of the defense of a planet through algo-provided prevention through ghost drops.


So, here's the scenario:

Assume Attacking Faction has infinite resources. Defending Faction has limited resources.

Group 1 of Attacking Faction launches Attack
Defending Faction sends 1st group to defense this attack.

Group 2 of Attacking Faction launches Attack - Gets Defense/Counter Attack
Defending Faction does not show up - forces ghost drop on group 2 - a 10 min wait

Group 3 of Attacking Faction launches Attack - has to wait 10 minutes to launch due to ghost drop in progress
Defending Faction sends 2nd group for defense AFTER the 10 min wait of the ghost drop has been completed/confirmed through the map


Since we know that the matches launched are 50-50 AND we know when the time of the matches that are starting (you can determine the ratio by the match timers AND the # of attacks+defense (counters) are launched), all that a defending faction has to do is NOT show up when an attacking faction is in a ghost drop on a COUNTER.

The Ghost Drop on a Counter does not concede a piece of the pie, it only allows the Attacker to "keep that piece".

There is no penalty AFAIK for a ghost drop on a piece that is owned. That is problematic on many levels.

So... it is what it is. Given what we know about the algo, you can predict what is happening, and when to show up. It requires a certain level of coordination... and PUGs to not screw this up... but when the effort expended to win a planet currently requires twice as much time and effort... it is actually very difficult to fight to claim planets that are more difficult to capture and favor the defending faction with half the resources required to stop the attack.

Edited by Deathlike, 22 April 2015 - 01:32 PM.


#2 TheDevilsIncarnate

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Posted 22 April 2015 - 01:41 PM

Heres a neat way to fix this :

ADD SOME BUFF TO THE ATTACKERS AFTER A GHOST DROP!!!

Seriously, that's it. Give them a minor buff, some AI tanks or infantry, or a dropship that flies over the battlefield from time to time. Seriously. If the defending forces don't show, then this means the attackers got to dig in, settle in a FOB, and had time to bring in support. So give them that support, give them the extra boost to discourage this, because god knows every comp unit out there is going to abuse the hell out of it until PGI smacks them on the hand and goes "NO, BAD PUPPY!". It can be prevented, you just have to give enough consequences to deter it.

EDIT: Hell, give them artillery that they can use to shell the enemies for free, I don't care what it is. Just don't make it too strong that it punishes small factions for not having enough players. Only enough to be noticeable, like turrets are now.

Edited by TheDevilsIncarnate, 22 April 2015 - 01:42 PM.


#3 Hydrocarbon

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Posted 22 April 2015 - 06:50 PM

TDI, I feel the same way. The first thing an army does when not fighting is to bolster their defenses. They don't sit on their asses, nor do they send their ENTIRE force on a scouting mission.

If they insist on defensive ghost drops, they should double turrets on the next team's defense or give the entire team some advantage like a single-game heat-reduction quirk.

#4 Slimspadey101

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Posted 22 April 2015 - 07:53 PM

I'm not sure if this is relevant to this particular thread or not, but I have been noticing observed some strange behavior in the queue from just watching the tabs and being in the queue itself. For example, there will be a strike team in orbit for both defender and attacker yet no match is launched. The planet has plenty of territories for each game mode as well. I have been in a full strike team on defense and there is a full opposing strike team waiting in the queue, but the match just didn't launch and players ended up leaving the drop. Overall the time between matches seems a lot longer, which sucks. Usually during peak times I can solo drop and get a match nearly as fast as non-CW. This doesn't seem to be the case anymore.

Basically i use to be able to understand the queue now I can't

#5 Tarogato

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Posted 22 April 2015 - 08:59 PM

View PostSlimspadey101, on 22 April 2015 - 07:53 PM, said:

I'm not sure if this is relevant to this particular thread or not, but I have been noticing observed some strange behavior in the queue from just watching the tabs and being in the queue itself. For example, there will be a strike team in orbit for both defender and attacker yet no match is launched. The planet has plenty of territories for each game mode as well. I have been in a full strike team on defense and there is a full opposing strike team waiting in the queue, but the match just didn't launch and players ended up leaving the drop. Overall the time between matches seems a lot longer, which sucks. Usually during peak times I can solo drop and get a match nearly as fast as non-CW. This doesn't seem to be the case anymore.

Basically i use to be able to understand the queue now I can't

I've noticed the same thing. I figured it was because I switched factions recently and I'm not up on what the queue numbers are like in my new temporary home. But I guess it's not that. Definitely seeing strike teams form without being matched and longer waits between matches and more ghost drops than normal.





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