Multiplay totally broken-Due to Gamey ARTY TACTIS

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Garnier
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by Garnier »

I place the blame for gamey tactics and play where I believe it belongs.....the players
If these were clearly defined exploits the players could agree not to use them. But there's no way for everyone to agree not to use these "exploits". We won't get anywhere saying "no bringing artillery up to the front line".

This game is very good, but there's nothing wrong with discussing the faults. If we all just said "oh the game's good, don't talk about the problems" it wouldn't get better. When you're trying to grow a multiplayer community, it's very important that the players have freedom to talk about the things they don't like.

Now I've almost never seen a game company provide balanced competitive gameplay that almost everyone agrees is good. Usually it takes either years of patching, or it takes mods. I'm just hoping these gameplay issues will not take any of norb's attention until after the SDK is out. ;)
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Tacloban
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by Tacloban »

Really? "totally broken"? As if you can go somewhere else for 19th century MP combat in virtual reality.
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RebBugler
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by RebBugler »

Great feedback here, goes to show that a PO'd AP, or anyone, can produce some productive info.

How about a Historic/Realistic toolbar mod?

1)Eliminate TC at the regimental level...this makes it a lot tougher to send regiments after guns or force melees.

2)Eliminate TC for battery commanders and guns...unless TC'd, most battery CO's are very skiddish about getting too close to the enemy. Plus, as the enemy approaches, many opt to skedaddle to safer ground.

Just a couple of ideas to eliminate gamey tactics. Others?
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MrSpkr
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by MrSpkr »

You'd have to combine elimination of TC with some sort of consideration for cover and location. Specifically, I'm thinking of the federal guns near the Angle that stayed in position and were fought over by Armistead and his men. Those federals never ran from their artillery.

Steve
"I'm ashamed of you, dodging that way. They couldn't hit an elephant at this distance."

Major General John Sedgwick's final words, Battle of Spotsylvania Courthouse, May 9, 1864
Garnier
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by Garnier »

Removing the possibility for the player to control his troops doesn't address the problem, it just avoids it in the same way you could avoid the problem by not playing the game at all.
Last edited by Garnier on Sun Apr 18, 2010 12:27 pm, edited 1 time in total.
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RebBugler
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by RebBugler »

MrSpkr wrote:
You'd have to combine elimination of TC with some sort of consideration for cover and location. Specifically, I'm thinking of the federal guns near the Angle that stayed in position and were fought over by Armistead and his men. Those federals never ran from their artillery.

Steve
Case in point: a strong HOLD command
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RebBugler
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by RebBugler »

Garnier wrote:
Removing the possibility for the player to control his troops doesn't address the problem, it just avoids it in the same way you could avoid the problem by not playing the game at all.
Eliminating TC for realistic play would be an option. Mods enable Options. The more options made available, the more variances of play for player satisfaction, or, am I missing something here?
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MrSpkr
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by MrSpkr »

Absolutely, Reb Bugler. A strong hold command would address a myriad of problems.

I've decided my feelings about arty in this one are mixed. Certainly, at close range, arty is much more devastating than in TC2M. At middlin or long range, however, I fail to see it's usefulness. An exception is if you have a large number of guns and want to make an enemy regiment's morale collapse over time, but that seems pretty wasteful, IMHO. IIRC, on day three, Unjion arty was tearing up the confederate advance long before the rebs came within cannister range. Here, it doesn't really accomplish that.

Middlin range arty with shrapnel just needs more Oomph. Also, a workable counter battery model is necessary. Just my .02.

Sorry if I am rambling -- no sleep last night -- have been dealing with insomnia for days -- about 5 hours of sleep since Wednesday.

Insomnia sucks.

Steve
"I'm ashamed of you, dodging that way. They couldn't hit an elephant at this distance."

Major General John Sedgwick's final words, Battle of Spotsylvania Courthouse, May 9, 1864
Garnier
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by Garnier »

RebBugler wrote:
Eliminating TC for realistic play would be an option. Mods enable Options. The more options made available, the more variances of play for player satisfaction, or, am I missing something here?
It wouldn't be a bad thing but it wouldn't address the problem. I think most people, including myself, want to take command of their regiments and guns.
Last edited by Garnier on Sun Apr 18, 2010 12:51 pm, edited 1 time in total.
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RebBugler
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Re:Multiplay totally broken-Due to Gamey ARTY TACTIS

Post by RebBugler »

Garnier wrote:
RebBugler wrote:
Eliminating TC for realistic play would be an option. Mods enable Options. The more options made available, the more variances of play for player satisfaction, or, am I missing something here?
It wouldn't be a bad thing but it wouldn't address the problem. I think most people, including myself, want to take command of their regiments and guns.
It' not a problem, it's a reality, in that as long as folks can TC their units and send them blindly into the teeth of death, regardless of the units experience level, then GAMEY WILL EXIST AND FLOURISH.
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