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The best kind of balance is power balance, combinational balance and individual balance, the latter one is composed of segmenting kits/vehicles/weapons characteristics into 3 main groups and then using those groups to create a successful working equation from which a smart player can gain advantage.
Power balance: infantry- armor- air (with exclusive counter to air)
Or
combat support kits- main combat kits
Which means in loose terms, that there is a more powerful force in the game, than you, at all times.
Combinational balance is when two pieces are combined to create a counter to a piece above you in the power balance chart. Which basically is teamwork. Or, when balance is created using team specific strenghts. Armor for team A, air for team B and infantry for team C.
The third balance type is a method used to create some kind of equality between unit types.
Most common method is to counter ROF to damage, speed to armor. But it should go way more sophisticated than that.
I'm not even going to touch Chris' post with a Rifle Bayonet, so...
To me, map balance is infinitely important.
I refuse to play on a map where the odds are so severely stacked against, or for me, that I would be victimized, or bored to the point where I'd leave the server swearing swift vengeance against DICE for their lack of insight.
Wake Island 2007(64), Operation Clean Sweep(64) and Sharqui Penninsula (16/32/64 on IO and Vehicle modes) are prime examples. Each require specific circumstances or a very poor opponent, for the USMC to win on those stages.
Wake Island and Operation Clean Sweep require one person to use the planes as a transport, to start a squad, and to quickly cap a flag before the enemy loads.
Sharqui Penninsula requires a divine miracle and somebody to sneak into the MEC south uncappable to steal their Attack Helicopter. On the 16 playered map, the MEC uncappable is in such a horrible position that even the extra armor can't help them turn the tides. Especially when two of the USMC flags are above ground where the armor can't reach them. For 16 playered map IO, MEC can essentially kiss their hopes of victory goodbye.
Im not that mad about map inbalances. I actually accept and like some maps to be extremely one-sided. Im all for a good "the last castle" type of gameplay where you have minimum chances of survival. Granted, I wouldnt like to play those maps 24/7, but they make for a good change. City maps are a short change on my menu, and I usually play on Oman or Kubra so I dont suffer from those kind of map inbalance issues. Although, I must say, Oman is definitely close to be farked aswell.
The best kind of balance is power balance, combinational balance and individual balance, the latter one is composed of segmenting kits/vehicles/weapons characteristics into 3 main groups and then using those groups to create a successful working equation from which a smart player can gain advantage.
Power balance: infantry- armor- air (with exclusive counter to air)
Or
combat support kits- main combat kits
Which means in loose terms, that there is a more powerful force in the game, than you, at all times.
Combinational balance is when two pieces are combined to create a counter to a piece above you in the power balance chart. Which basically is teamwork. Or, when balance is created using team specific strenghts. Armor for team A, air for team B and infantry for team C.
The third balance type is a method used to create some kind of equality between unit types.
Most common method is to counter ROF to damage, speed to armor. But it should go way more sophisticated than that.
Im not that mad about map inbalances. I actually accept and like some maps to be extremely one-sided. Im all for a good "the last castle" type of gameplay where you have minimum chances of survival. Granted, I wouldnt like to play those maps 24/7, but they make for a good change. City maps are a short change on my menu, and I usually play on Oman or Kubra so I dont suffer from those kind of map inbalance issues. Although, I must say, Oman is definitely close to be farked aswell.
You are saying Kubra dam is balanced. If the MEC airfield was an uncap it might be. As it is the US can cap the MEC airfield and utterly destroy the MEC.
You are saying Kubra dam is balanced. If the MEC airfield was an uncap it might be. As it is the US can cap the MEC airfield and utterly destroy the MEC.
Yea, imagine, all the pub player actually trying to do something like defend the most important flag, silly you, don't you know that you're supposed to sit in the hanger waiting for the bomber pttf..
Yea, imagine, all the pub player actually trying to do something like defend the most important flag, silly you, don't you know that you're supposed to sit in the hanger waiting for the bomber pttf..
Me in a hanger waiting for a jet. That is a good one. I haven't seen a hanger for 7 months. City maps to IO for me. I got tired of the guys waiting for jets as I defended the airfield.
But in general terms of balance I tend to favor 3 types.
1. That kits and vehicles are balanced over all. They don't have to be identical, but there should be a positive and negative attribute to using them.
Ex: One gun has a high rate of fire, but does less damage per hit vs another gun with a lower rate of fire, but does more damage per hit.
2. I tend to like maps that are balanced, ie Double Assault (Mashtur, Fushee, Zatar, etc). The problem with Assualt maps is that the strategy is fairly clear. Sharqui (MEC needs to own the TV station), Karkand (Gatehouse), Wake Island (Airfield). The team that can do this more often than not, should win. But if the server switched sides, then it all works out.
One other note is that I don't like maps that only rely on kills for ticket loss. Assault maps listed above tend to follow that rule. If the game mode with Team Death Match, then I wouldn't care. But in conquest, there should be a major benefit in controlling most of the flags (ticket loss in addition to strategic spawns to surround the other team).
3. The last one involves the interaction between the different levels of the so-called food chain. Infantry is at the bottom and jets are at the top, the interaction between the two should be less frequent that say Jet's vs Helicopters. I find that isn't the case many times and those games lose the fun factor because of this imbalance. This is why Infantry Only has it's appeal, but that's another thread.
But in general terms of balance I tend to favor 3 types.
1. That kits and vehicles are balanced over all. They don't have to be identical, but there should be a positive and negative attribute to using them.
Ex: One gun has a high rate of fire, but does less damage per hit vs another gun with a lower rate of fire, but does more damage per hit.
I agree.
If you're a medic, you shouldn't be in the front line. But they are.
If you're a sniper, you also shouldn't be leading the charge. But they are.
Why am I being charged by snipers and medics, 2 of the supposedly weakest armored classes in the game? One with an instant deploy anti-personnel mine, the other with a deadly accurate machine gun.
Armor is screwed in the game. Sometimes it takes just as long to kill a sniper as it does an assault guy. So many times a sniper has charged me and I'm shooting him right in the face, and somehow he lives long enough to kill me. If you are a sniper, and you even get touched you should die. Stay at range. This rash of 'combat snipers' is making me really hate this game. Also watching a group of 4 medics revive each other as you're nading, knifing and shooting them over and over again is freaking idiotic. Then you run out of all your ammo and they're still come back to life. What a nightmare.
You are saying Kubra dam is balanced. If the MEC airfield was an uncap it might be. As it is the US can cap the MEC airfield and utterly destroy the MEC.
Right, as if you didnt have to protect the most important base. Like I said, mirror balance is for DICE and idiots.
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