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 Post subject: Command vehicles routing
PostPosted: Thu 26 Apr 2012 22:44 
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Command Sergeant Major

Joined: Thu 8 Mar 2012 04:31
Posts: 336
I think this needs to stop for overall gameplay.

I understand they are just another unit susceptible to morale damage but the problem is that they need to be able to run away when hits the fan. They are FAR too important to the game.

Losing a great match because your command decide to rout in place or even out of cover into a unsafe area is just not acceptable with how they can be a decider in winning/losing the game.

I know its not a common occurrence but the times it does it's usually catastrophic. Had a game today we both lost a command to this mechanic in situations that cost us pretty dearly.

Losing a 140 point tank to routing is awful yes, and the whole mechanic really needs a rework, but losing the 2 140 point tanks you have in the game will not make the rest of your units explode.

I really think they should be immune to the morale mechanics.


Last edited by OpusTheFowl on Wed 9 May 2012 16:17, edited 2 times in total.
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PostPosted: Thu 26 Apr 2012 23:31 
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Master Sergeant

Joined: Thu 16 Feb 2012 17:16
Posts: 196
Why are they routing? Either they're under sustained arty barrage (move them earlier) or you've allowed the enemy army to get within gun range. Either way, you made a mistake.

I agree it's annoying. Not sure I'd be in favour of an exception for them though.


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PostPosted: Thu 26 Apr 2012 23:41 
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Command Sergeant Major

Joined: Thu 8 Mar 2012 04:31
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The best example I can give was a game between me and PzSpah today, both in the 1900+ range. We both lost a command to the routing mechanic in situations where they probably would have lived if it wasn't rooted in place for 2+ minutes.

One came under Huey gunship attack in transit and escaped, but spent the next 4 minutes in rout mode just sitting there next to a wooded area where Delta eventually occupied. While in rout you don't have control of the zone so I had no infantry to reinforce those woods with, nor could I do anything about where he was positioned.

The other in this game got routed by random splash from flames in the Ivan area, he routed out into the open and then just sat there to get killed by a Tunguska's sustained fire for 45 seconds.

Like I said, it doesn't, or shouldn't, happen often but when it does it really exploits a situation that shouldn't exist in the first place.

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PostPosted: Fri 27 Apr 2012 00:12 
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Sergeant Major of the Army
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Joined: Sun 26 Feb 2012 23:57
Posts: 366
Commands aren't combat units, they should be extremely susceptible to routing. On the gameplay side of things, if you lose a command because it's routing then you really aren't taking care of your commands at all. I've never even had one of my commands panicked, let alone rout...

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PostPosted: Fri 27 Apr 2012 00:36 
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Specialist

Joined: Sun 15 Apr 2012 04:40
Posts: 16
I think we all recognize that CU's are an obvious and deliberate 'weak point' in the game, one that offers an alternative path to victory.

If I understand Mazz's point, the complaint is that the fate of this make-or-break unit should be under the player's control, rather than at the mercy of the unpredictable rout mechanic. Getting punished for making a mistake is one thing, losing a CU when you can't do a thing is another. Not to mention that CU killing offers an extremely high reward (from 13% of pts in ranked to winning the game) and should probably not be too easy.

A certain amount of personal taste is involved here, do we want a game where we're less in control and units sometimes do stupid things (I suppose a 'realism' argument could be made here) or a game where, within the limits of real-time and human attention, we make the choices (more like chess, say).

Obviously W:EE lies between these two, but the more random or out-of-control a big point unit is, the less meaningful a ranked result will be, as the game becomes more of an accidental 'oops, I win' thing. (See: Fluxx, any version)

Personally, I think Mazz is right, and in addition, the focus on big tanks pushes us towards a more brittle, random side of things. Something to tone this down a little, maybe just in ranked?


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PostPosted: Fri 27 Apr 2012 00:59 
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Specialist

Joined: Sat 21 Apr 2012 03:10
Posts: 13
I seriously can't believe people are defending this ridiculously stupid mechanic.

IT DOES NOT MAKE SENSE. It's not realistic and it doesn't promote good game play.

Route mechanics in general need to be fixed. It makes no sense that a "routed" unit would deliberately flee into enemy territory or put itself into a suicidal situation when there's perfectly good defensive perimeters to fall back to. Nor does it make any sense why it would just sit there for a minute while some weak unit slowly whittles down its health over a full minute.


Last edited by OpusTheFowl on Fri 27 Apr 2012 14:53, edited 2 times in total.
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PostPosted: Fri 27 Apr 2012 01:01 
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Command Sergeant Major

Joined: Thu 8 Mar 2012 04:31
Posts: 336
TheWord wrote:
Commands aren't combat units, they should be extremely susceptible to routing. On the gameplay side of things, if you lose a command because it's routing then you really aren't taking care of your commands at all. I've never even had one of my commands panicked, let alone rout...


Good for you, it happened today to 2 people, one ranked 7th in the leagues and probably one of the best individual players in the game, and me, who has lost maybe 10 ranked games legitimately since first playing ranked (about 90 games). I think we can both safely say that normally it's not an issue of us taking care of our commands.

His was completely surrounded at Ivan, mine was set on the run by needing to relocate in the first place. Both did so with supporting units, both were forced out of position and then panicked, where they both proceded to sit still for over 60 seconds and get themselves killed because we couldn't do anything about it. Mine lost me the game because of previous poor decisions, although I was only 10 points away from winning by nearly 300.

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PostPosted: Fri 27 Apr 2012 09:51 
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Joined: Wed 22 Feb 2012 14:55
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Mazz wrote:
TheWord wrote:
Commands aren't combat units, they should be extremely susceptible to routing. On the gameplay side of things, if you lose a command because it's routing then you really aren't taking care of your commands at all. I've never even had one of my commands panicked, let alone rout...


Good for you, it happened today to 2 people, one ranked 7th in the leagues and probably one of the best individual players in the game, and me, who has lost maybe 10 ranked games legitimately since first playing ranked (about 90 games). I think we can both safely say that normally it's not an issue of us taking care of our commands.

His was completely surrounded at Ivan, mine was set on the run by needing to relocate in the first place. Both did so with supporting units, both were forced out of position and then panicked, where they both proceded to sit still for over 60 seconds and get themselves killed because we couldn't do anything about it. Mine lost me the game because of previous poor decisions, although I was only 10 points away from winning by nearly 300.


As what theword says, i 2 have never had an issue with my command routing. And making statements how high u are in the ranking doesnt mean your argument is any stronger.. U made a poor decision so u lost your command. Next time be prepared or move from arty..


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PostPosted: Fri 27 Apr 2012 10:38 
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Sergeant Major of the Army

Joined: Wed 25 Jan 2012 12:37
Posts: 355
i always figured this was working as intended. do not support nor oppose. i don't see why it's a problem from a gameplay perpective, and makes sense because it then makes the command useless, just like routing does with the function of every other unit.

TekDragon wrote:
I seriously can't believe people are defending this ridiculously stupid mechanic.

IT DOES NOT MAKE SENSE. It's not realistic and it doesn't promote good game play.

Route mechanics in general need to be fixed. It makes no sense that a "routed" unit would deliberately flee into enemy territory or put itself into a suicidal situation when there's perfectly good defensive perimeters to fall back to. Nor does it make any sense why it would just sit there for a minute while some weak unit slowly whittles down its health over a full minute.


whether a mechanic is "realisitc" or not is not a sufficient condition for determining its value. WEE is a tabletop game brought to video, and many of those games relied on a fair degree of randomisation. routing is a rule that punishes you for exposing your troops.

but if you insist to talk "IRL", IRL a routed unit may have no idea where the bad guys are or where safety is. that said, it doesn't mean further improvements to the system cannot be made. but its hardly as bad as mother rape or anything like you seem to think.


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PostPosted: Fri 27 Apr 2012 11:54 
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Command Sergeant Major

Joined: Thu 8 Mar 2012 04:31
Posts: 336
AlixX wrote:

As what theword says, i 2 have never had an issue with my command routing. And making statements how high u are in the ranking doesnt mean your argument is any stronger.. U made a poor decision so u lost your command. Next time be prepared or move from arty..


I'm not saying anything because of our levels in ranked, I'm saying we both understand this game well enough to move our commands when in danger, but we are both also smart enough to put other units in the main paths of escape, which is exactly what happened. The commands both took damage as they ran away, but instead of making an escape with what life they had left, they both ended up getting panicked and then routing in place, only to die to something that wouldn't have even caught them otherwise.

I've said twice now this isn't common, it's maybe the 2nd time (potentially the first, don't remember another) it's happened to me in 90+ hours of MP and the 4th time I've seen it happen to my opponent. But it shouldn't happen at all considering the importance of the command vehicle's ability to run from threats.

It is literally a unit that can lose you the game when lost sheerly by blowing the rest of your units up. That doesn't occur with any other unit and hence my problem with losing control of it.

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