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Nodlied

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Everything posted by Nodlied

  1. What the.... I didn't expect shitposting of this quality while I was asleep...
  2. I forgot that we locked him away. Although Retal did say that he'd be open for counting Voe votes.
  3. Last time, I put it in the forum games subforum and got the question to move it to off-topic to reach more people. Guess that didn't work out as well. Chances are that I won't be either. We'll have to plan this well in advance. Currently I believe that we have at least 6 people willing to join if I'm correct. (You, Retaliation, Fraydo, Liten, Voe, and Myself. Although if Pluk joins, we'll have 7. Just a few more and we'll have a grand old time.)
  4. Welp, it seems that we haven't reached any sort of public. I'll leave the thread up for a while to delay the game until a later date. That said, @FRAYDO, you still up for a game tonight? Perhaps we can cook up a way to get this out there while we're at it.
  5. The issue with such a weapon is that it will likely overshadow both the Titan and the Wolverine due to its mobility. I'd argue that speed is the most important stat of the three classics (firepower, armour, mobility) and as such, giving it a general purpose gun might throw the balance completely off the rails. We've already had issues with balancing the Attack Cycle and the Hover MLRS. Both units need their mobility to function as intended, but a speed+firepower stat too high, and they become overpowered. A stat too low and they become almost useless. That's the issue with units that rely on their high-mobility for balance. (Both as an actual speed stat, and a general mobility stat, such the ability to move in 3 dimensions.) Similarly, the AAPC needs its mobility to deliver its cargo. Its purpose is to transport infantry from point A to point B as fast and safely as possible. It is a job that it currently does very well, if not a bit too well. If it really needs to fight something, its cargo can unload and do the shooting for it. It doesn't need a pop-gun for that. It already has: cargo space, speed, protection, and the ability to go where Nod can't; water. Nerf its speed and it becomes bad at its role. Give it a gun and it'll likely turn into a light mbt, which isn't its role. The Nod SAPC's ability to dig is indeed a balance issue at this moment in time, in fact, it needs a counter to function in a balanced manner. That said, it is a gimmick. A gimmick that tends to get old really fast. In fact, if we look at the test server statistics and results, the AAPC is miles ahead in terms of usage over the SAPC, let alone the poor sod that is the Orca Transport. If anything, those are the units that are ''not fun'' and the units that need the attention. The AAPC isn't for everyone in its current form, that much is likely true. However, we need to understand that not all units will be fun for everyone. Will we give the Harvesters and MSAs guns as well to let the drivers have something to do? Not everyone will enjoy the same units equally but reaching out for this by giving the AAPC a gun won't really help it in its intended role: moving infantry from point A to B. Like mentioned before, people will likely buy it as a combat unit instead, which isn't the thing it is supposed to be. I've heard the argument that, for $800, why buy the AAPC if one can buy the Titan. The answer is because said person prefers the Titan over the AAPC due to its capabilities as a stand-alone unit which doesn't require teamwork. However, the intended role of the AAPC as a unit generally requires teamwork. If one puts emphasis on teamwork as a player, the AAPC can, in many cases, be more viable than the Titan. It depends on what a player prefers. If one prefers to go alone or have his own unit, the Titan, Disruptor or another unit will fit better up his/her alley. As for the Mobile EMP, that change was necessary based on a balancing principle, not a subjective reason one such as this one. To continue on from my wall 'o text above, the Mobile EMP needed a change because it couldn't be balanced in its RTS form: the near instant wave of EMP. We have balancing measures in terms of reload, gatling logic, mobility, armour, EMP duration and AOW, but we couldn't get it right. Changing this new unit, which had balance issues, to a new format thus made sense. The AAPC, which is a unit that has been in the game since the 2013 release and has done its job ever since, is instead being changed on a subjective reason. The argument to deviate from source material, I agree, isn't as important. Sure, we're limited to TS in terms of many things, but we have made changes for the better of the game. Handing the AAPC a gun, is, at least from my point of view, not one of those improvements. Instead, I consider it a detriment to an otherwise good unit that may very well affect the game balance negatively and/or make it more difficult to balance the game right.
  6. Look at the list of nations and see if you can find Mexico. Mexico would be fine for a ''whatever a-historical shit you want'' game, which could be the next one. This one is supposed to be semi-historical though. And in that case, Mexico didn't do shit, nor is its focus tree clear enough to present a good and clear path. That said, if people want to know some tips regarding some nations, let me know, I'll try my best to help you out and answer questions regarding strategies and counters.
  7. There's a reason I haven't picked a nation yet. Although I'm assuming Liten goes for the UK, judging by his post.
  8. Hello people! It has been about a year since we've had a game of Hearts of Iron IV, which, at least to me, has been a bit too long. I know that a few of us want to have another go at the game and either have thought of some interesting ideas as how to win the match or have been playing for long enough not to make some of the rookie mistakes we've seen last time. What to expect Last year, the Axis won an overwhelming victory by the start of 1941 thanks to a mistake by the Comintern players, allowing the Axis to quickly snowball and overwhelm the Allies. This year we will once again be playing a historical scenario in which teams of players will take on each other to accomplish the objectives and take the title of 2019. When this game will take place is up to you guys. I propose a game somewhere during the week of 20-26th of October, but if you guys have other ideas, let me know. Additionally, what should we use for our chat? Teamspeak or Discord? Rules Of course there are some rules to prevent shenanigans from occuring and ruining the game as HoI IV still has some issues here and there. Victory Conditions Unlike last year, where each faction had to control 2 enemy capitals and Warsaw, this time each faction has a slightly different objective. Playable nations As per last year, there will only be a certain amount of nations that you can play as. Nobody likes a world war 2 when everybody is playing the most irrelevant of minors. Inside each of the spoilers is a list of playable majors and minors in each specific faction. Some nations might have mutually exclusive focus tree paths, in which case, the important ones will be highlighted in the spoiler, with the green option representing the choice you have to go and the red option the one you are not allowed to go. Allies The Allies are represented by the many democracies in the world as well as the unfortunate souls that got invaded by the Axis during the war. They are led by the United Kingdom at the start of the game. The playable nations are the 3 majors, the commonwealth as well as nations that can fight on after capitulation. Axis The Axis are represented by the Axis and the East Asian Co-Prosperity Sphere. Even though these factions are seperate ingame, they're counted as one in this list, as they have the same goals. Beyond the 3 majors, the Axis have a few minor members who either willingly joined, or were forced to join due to outside pressure from either the Axis or the great Communist Thread beyond... Comintern The Comintern is by far the smallest faction in terms of players. They're the Communists centered around Eurasia and have the biggest army in the world at the start of the game. It is represented by the Soviet Union and its few fellow minor nations. Wildcards There are a total of three wildcards in the game. Each of these has a seperate path it can go down, although all of them come with their own limitations. Sign-ups So how do you sign up? Well, that's easy! Tell me in this thread if you want to join together with your preferred date and nation. If two or more players sign up as the same major, then the more experienced player will get priority to playing that major. The only exception is the Soviet Union, which can be played by two players. It is important to note that we prefer having the Majors filled before the minors. That said, you can always sign up as a minor, even though you might be asked to play a major if we have a lack of players. Allies - Fraydo (France) Axis - Cominterm - Wildcards - That said, all rules and such are open for debate.
  9. Awww man, that sucks! I can't imagine what you're going through. If I can help you in any sort of way, even if it's just a talk, let me know. My condolences as well. =(
  10. @Retaliation When do you want the CYOR flavours sent in?
  11. Do you want to kill people? õ_o See previous reply.
  12. Actually, depending on the situation, my fart could have made a 3 vote difference.
  13. So did I. I truly believed that you were scum.
  14. I do indeed believe that I would have achieved my objective if it wasn't for that RNG lynch. Have I been infected with Fraydo's? Where's Verti and his brightly coloured pills when you need him? I'd also like to acknowledge Chopbam's determined defense. The case on him was solid from a town perspective and thus he had to hold his ground against all odds. And held he did. Well done lad!
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