Why I prefer my settings: High vs Standard Resources
Posted: 07 Nov 2017, 00:14
The amount of times I get complained at for my game settings is.... uncountable, obnoxious, and dare I say moronic. Aside from the obvious large map settings I've probably talked about [rant] NON STOP (which something new to add that I find HILARIOUS in the recent games... when people ask for a 3v3 map instead of playing a 3v3 on something like goodwood because it is "too big and unbalanced", but then they LOVE the map blija even though it's the same if not bigger fucking sized map as goodwood.. let alone EVERY OTHER 4v4 MAP AVAILABLE)
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[/rant]
Sorry rant over. Well... okay. not really.
The reason why I like high resources better than standard is because I GREATLY prefer the larger unit and opening availability in high resources compared to the "rock-paper-scissors"-esque openings in standard. This isn't to say that there are minor balance issues in high resources, but that high resources is more fun and gives players more of a chance to last to the later game.
The problem of standard resources
What bothers me the most about standard resources is the extremely limited openings available due to not having enough manpower or fuel, which turns the tide of the game WAY too fast within the mere first few minutes. I'll explain why based on a few premises:
- A typical standard resource game only allows for 1 to 2 units max before there is a long stretch of time before the next unit is available.
- When choosing the first couple of units you are also bound to a small selection of units, ranging from the most diverse USA faction to the least diverse CW faction.
- The units available within the first few minutes of the game are usually some type of basic inf, some type of AT, some type of light vehicle, and some type of support infantry. Each type of unit will naturally counter another type of unit with varying degrees of efficiency. For example, basic infantry will typically counter AT by mobility and small arms fire while AT will counter light vehicles by power and durability. Patch changes over time will shake this dynamic, but most the time the underlying rock-paper-scissors circle direction will remain mostly untouched (comments of latest patch probably discussed elsewhere).
- Players in the opening will typically fight for specific high value positions on the map to secure a strong income to carry them to later games past their opponent. Something like going for the center that protects a large area of multiple resource points or high fuel point. Not doing so will put them in a great disadvantage and greatly lower their chances of victory. (will make a post on BK openings in bknc)
Under these circumstances there are only very few outcomes:
1. Players will clash for the high value point for the first 5 minutes where one side will dominate over the other for that point (either through skill OR luck), thus giving the winning side a huge advantage.
OR the hedged version
2. At least one side of players will play a null strategy where they don't fight to WIN the first 5 minute engagement but make sure no one gets a clear advantage.
The first scenario is probably the most frustrating where good players against good players OR bad players against bad players will mark "gg" within the first 5 minutes. This is because either a good player who wins advantage knows how to not make mistakes and keep the advantage to snowball towards victory OR bad players will not know how to properly retake the early game. The only way out of those situations is pure RNG luck or skill difference, neither making for a "good game".
The second scenario is a little bit MORE interesting because it is intentionally prolonging the game to a state where the early game fades out into an early-mid game where more units start deploying. In which case I beg to ask... why not skip to this phase entirely?
The high resource settings pushes through the early game much faster and opens up a much LARGER pool of available openings for ALL factions (I'll go through the most notorious later, but honestly I've heard bitching from all sides). The players who know how to play high resources typically knows how to go to scenario two already. The players who don't know how to play high resources try too hard to play as if it were scenario one and end up throwing because they do not focus on having a well-balanced, integrated, combined forces with strategy. Instead they rely too much on winning rock paper scissors and micro to over dominate their opponent. This is really common against the experienced and knowledgeable players, but not the most adaptive players. Players who are "good" cuz they spent so many of the same games over and over again that they know the rock-paper-scissor mechanics, but as soon as a new patch comes out with the slightest touch to early game balance they come crying to the forums for balance.
I like high resources a lot more because it greatly mitigates the role of luck in the early game, greatly mitigates the impact of the first 5 minutes for the entire game, and opens up a much more interesting variety across games that I play. I've seen so many kinds of openings, many of them that work and many that don't. I know some people just prefer playing rock paper scissors with high micro mechanics, fine by me. But, that's not why I play BK and CoH. If I wanted games like THAT I'd play Starcraft.
That's my pseudo rant/essay, and I promised I'll talk about the faction openings. In an effort to convince players to consider high resources even MORE, I'll write up an "BK openings and early game guide" for high resources where I'll go into detail for each faction the kinds of starting moves I like to make and how to counter players who like to play rock paper scissors.
SELF-ADVERTISING-SHAMELESS-PLUG!!!
I solve this problem in my mod through a concept called "recon groups" or "recon phase". In my mod, instead of choosing units individually like in BK or any other coh game, you are given the option to choose an entire group of units to be fielded right away. These groups of units usually are balanced with some type of AT, Anti-Inf, and Support Weaponry. There is some variety in the type of recon groups you can call in to maintain that personal flair, but their core capabilities across each should be integrated enough that you can face any situation somehow and won't be completely shut down based on the enemy's opening.
.
.
.
.
[/rant]
Sorry rant over. Well... okay. not really.
The reason why I like high resources better than standard is because I GREATLY prefer the larger unit and opening availability in high resources compared to the "rock-paper-scissors"-esque openings in standard. This isn't to say that there are minor balance issues in high resources, but that high resources is more fun and gives players more of a chance to last to the later game.
The problem of standard resources
What bothers me the most about standard resources is the extremely limited openings available due to not having enough manpower or fuel, which turns the tide of the game WAY too fast within the mere first few minutes. I'll explain why based on a few premises:
- A typical standard resource game only allows for 1 to 2 units max before there is a long stretch of time before the next unit is available.
- When choosing the first couple of units you are also bound to a small selection of units, ranging from the most diverse USA faction to the least diverse CW faction.
- The units available within the first few minutes of the game are usually some type of basic inf, some type of AT, some type of light vehicle, and some type of support infantry. Each type of unit will naturally counter another type of unit with varying degrees of efficiency. For example, basic infantry will typically counter AT by mobility and small arms fire while AT will counter light vehicles by power and durability. Patch changes over time will shake this dynamic, but most the time the underlying rock-paper-scissors circle direction will remain mostly untouched (comments of latest patch probably discussed elsewhere).
- Players in the opening will typically fight for specific high value positions on the map to secure a strong income to carry them to later games past their opponent. Something like going for the center that protects a large area of multiple resource points or high fuel point. Not doing so will put them in a great disadvantage and greatly lower their chances of victory. (will make a post on BK openings in bknc)
Under these circumstances there are only very few outcomes:
1. Players will clash for the high value point for the first 5 minutes where one side will dominate over the other for that point (either through skill OR luck), thus giving the winning side a huge advantage.
OR the hedged version
2. At least one side of players will play a null strategy where they don't fight to WIN the first 5 minute engagement but make sure no one gets a clear advantage.
The first scenario is probably the most frustrating where good players against good players OR bad players against bad players will mark "gg" within the first 5 minutes. This is because either a good player who wins advantage knows how to not make mistakes and keep the advantage to snowball towards victory OR bad players will not know how to properly retake the early game. The only way out of those situations is pure RNG luck or skill difference, neither making for a "good game".
The second scenario is a little bit MORE interesting because it is intentionally prolonging the game to a state where the early game fades out into an early-mid game where more units start deploying. In which case I beg to ask... why not skip to this phase entirely?
The high resource settings pushes through the early game much faster and opens up a much LARGER pool of available openings for ALL factions (I'll go through the most notorious later, but honestly I've heard bitching from all sides). The players who know how to play high resources typically knows how to go to scenario two already. The players who don't know how to play high resources try too hard to play as if it were scenario one and end up throwing because they do not focus on having a well-balanced, integrated, combined forces with strategy. Instead they rely too much on winning rock paper scissors and micro to over dominate their opponent. This is really common against the experienced and knowledgeable players, but not the most adaptive players. Players who are "good" cuz they spent so many of the same games over and over again that they know the rock-paper-scissor mechanics, but as soon as a new patch comes out with the slightest touch to early game balance they come crying to the forums for balance.
I like high resources a lot more because it greatly mitigates the role of luck in the early game, greatly mitigates the impact of the first 5 minutes for the entire game, and opens up a much more interesting variety across games that I play. I've seen so many kinds of openings, many of them that work and many that don't. I know some people just prefer playing rock paper scissors with high micro mechanics, fine by me. But, that's not why I play BK and CoH. If I wanted games like THAT I'd play Starcraft.
That's my pseudo rant/essay, and I promised I'll talk about the faction openings. In an effort to convince players to consider high resources even MORE, I'll write up an "BK openings and early game guide" for high resources where I'll go into detail for each faction the kinds of starting moves I like to make and how to counter players who like to play rock paper scissors.
SELF-ADVERTISING-SHAMELESS-PLUG!!!
I solve this problem in my mod through a concept called "recon groups" or "recon phase". In my mod, instead of choosing units individually like in BK or any other coh game, you are given the option to choose an entire group of units to be fielded right away. These groups of units usually are balanced with some type of AT, Anti-Inf, and Support Weaponry. There is some variety in the type of recon groups you can call in to maintain that personal flair, but their core capabilities across each should be integrated enough that you can face any situation somehow and won't be completely shut down based on the enemy's opening.