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Thread: Multiplayer Balancing - Will Arma3's MP be balanced?

  1. #361
    This thread is stupid... balanced mp in a shooter... hahahaha!!

  2. #362
    Quote Originally Posted by Hellfire257 View Post
    Those algorithims can be affected by variables defined by the player/mission maker. They can be made different.
    On the other hand, what the player/mission maker does with said variables is not for BI to decide, their task is to set how much leeway the player/mission maker has to adjust said variables.
    Quote Originally Posted by Ekko View Post
    This thread is stupid... balanced mp in a shooter... hahahaha!!
    Someone managed to skip the last 30+ pages it looks like...

  3. #363
    I think the response in the first page was outright stupid.

    First and foremost, arma 2 is a videogame, combat might not be fair in real life, but in this game (or hardcore military simulation if you fanatics will) i should be able to expect an equal chance at winning the mission on both teams of whatever mission is being played, it takes out some of the excitement if it's given that one team or the other has really no chance and is fighting a losing battle. More or less equal chances can be achieved and thankfully IS usually achieved with things like giving quirky guerilla tools or just the plain advantage of numbers to the brown people team with outdated gear compared to the US team's shiny thermal vision, abram's tanks and apache choppers versus some cold war hinds and t-72s.

    If the MP mission scenario is conventional warfare, then the insurgent team will be completely outgunned, unless they have a larger (or cheaper) stock of the inferior gear. Balance can be also achieved by altering the scenarios to be asymmetrical with different advantages to both sides.

    And if one would want, he can just create a mission where the United States completely steamrolls the puny insurgents every time, just like in real war, i don't suppose it will be much fun for the insurgent team though.

    Edit: Don't modify the assets towards unrealism, change the scenarios to give a good chance to both teams with the realistic assets they are given.

  4. #364
    Here we go again:
    Quote Originally Posted by Celery View Post
    Another lap in the discussion has been completed, it seems, as you're offering the symptoms of the problem as the remedy.
    Helari, you get (thankfully unlike certain other responders) that this is a video game and not real life, but "don't modify the assets towards unrealism, change the scenarios" does nothing to answer the question.

  5. #365
    Quote Originally Posted by Chortles View Post
    Here we go again:Helari, you get (thankfully unlike certain other responders) that this is a video game and not real life, but "don't modify the assets towards unrealism, change the scenarios" does nothing to answer the question.
    Actually it does. If the other team has 2 superior tanks, give the other team 3 of their inferior ones.

    If the insurgents are getting their asses kicked in their static base by air raids, give them mobile spawnpoints like ability to build tunnel entrances as spawns so they can pop up all over the battlefield to surprise the enemy.

  6. #366
    Quote Originally Posted by Helari View Post
    Actually it does. If the other team has 2 superior tanks, give the other team 3 of their inferior ones.

    If the insurgents are getting their asses kicked in their static base by air raids, give them mobile spawnpoints like ability to build tunnel entrances as spawns so they can pop up all over the battlefield to surprise the enemy.
    ... you just described mission design, as opposed to what units/vehicles/assets actually come bundled with the editor, which is what Celery (the dev) and SOME of the posters were talking about.

  7. #367
    Some people are just seeing that A3 should be nice for all players - regardless how arcady and/or generic it will be.... What's next - terrain/areas that are limited so no one can whine/cry about hills, valleys, trees, bushes, buildings, walls etc? Again - name the A3 assets which could be balanced and name those which should stay somewhat typical for every faction/side!! What do you think what kind of "assets"/technology Blufor + OPFOR should have by 2035?? (What kind of strategies they will use to attack/defend/secure...?)

  8. #368
    i belive sides should not be balanced, otherwise it would not be interesting to change sides if both are the same.

  9. #369
    *sigh*
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  10. #370
    question "Will Arma3's MP be balanced?"

    answer "yes"

    end of Thread

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