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jentzsch
05.08.2005, 13:21
und ich habe mich schon gewundert warum ich gestern mit meinem PIVG gegenüber Bersi aufgeholt habe.

http://discussions.playnet.com/showthread.php?t=42467

aber wie es scheint gehts net nur mir so.

aber diese rechnung ist schon interessant:


I think we got off track a bit here.

I was under the assumption that a new formula was being used to calculate RDP quantities. This formula included some main components:

1. Firepower (gun)
2. Armor
3. Speed
4. Upgrade

I'm not going to say the Stuart is comparable to the P3H in a normal players hand. No. But I will say that it isn't far off either. If you were to maximize both tanks advantages against their disadvantages (in other words, used by the top 2 tankers), then the Stuart and P3H would be even, for many reasons in MY opinion.

Nevertheless, why isn't rear town supplies of Stuarts reduced by 1/2 since they are twice as fast a 3Hs? In a frontline supply, these 2 tanks are balanced based on formulas (might see 6 Stus vs 4 3Hs), but why are these same formuals used for rear town supplies when speed matters most. In other words, why are rear town supplies allowed to be stocked and calculated the same as frontline?

Why is it that we have rear town supplies at all? If you remove rear town tank supplies, then the above formulas work ok. However, since we have rear town supplies, then SPEED and TIME (especially in a game) makes a huge difference in a GAME OF ATTRITION.

Why do you think almost all attacks of large scale consist of lots of Stus and Pans only, and why they continue to flow in faster than Panzers? Speed and time. Why is it that there always seems to be a neverending stream of fast AT-capable tanks (232 is not AT-capable against French tanks like a Pan is to Pzs) in almost every attack, and why is it that no matter how much you resupply Panzers, you cannot outnumber the fast tanks, and eventually lose every single town.

To empathize with this and paint a clear picture, if you were to have 10 players on both sides in Tier1 RDP race as many tanks as they can in a 3 hour period, how many Stus could you get to a finish line vs P3Hs?

I did a training server test to see how fast a 3H vs a Stuart vs a Opel at a 2km strip. The following were my average results based on 3 runs per vehicle (road):

[2km rate]
3H: 26.37 kph
Stu: 56.69 kph
Opel: 73.47 kph

[1km rate]
3H: 26.47 kph
Stu: 57.14 kph
Opel: 73.46 kph

As we can see already, the 3H never hit the advertised road speed of 40 kph. It took the 3H an average of 4min33secs for a 2km run, and the Stuart 2min7sec. The Stuart was close to its advertised rate of 58kph, and the opel was reduced in speed to 73.5 kph from 90 kph.

Now, the following are assumptions for this example:

1. Each adjacent link is 10km apart
2. There are two 2 towns per link per depth
3. There are four (4) 3Hs and six (6) Stuarts per AB
4. There is a three (3) hour resupply per town
5. Will use 1km rate (above)

Calculations (how many tanks per 3 hour/180min cycle):

[P3H]
a. (2) towns x (4) 3Hs = ( 8 ) 3Hs traveling 10km @ 26.47kph = 38min (rounded) for every ( 8 ) P3Hs
b. (2) towns x (4) 3Hs = ( 8 ) 3Hs traveling 20km @ 26.47kph = 76min (rounded) for every ( 8 ) P3Hs
c. (2) towns x (4) 3Hs = ( 8 ) 3Hs traveling 30km @ 26.47kph = 114min (rounded) for every ( 8 ) P3Hs
d. (2) towns x (4) 3Hs = ( 8 ) 3Hs traveling 40km @ 26.47kph = 152min (rounded) for every ( 8 ) P3Hs
e. (2) towns x (4) 3Hs = ( 8 ) 3Hs traveling 40km @ 26.47kph = 190min (rounded) for every ( 8 ) P3Hs
f. In 190min (3hr 10min) from all links, you would have (40) P3Hs for resupply in a cycle

[Stuart]
a. (2) towns x (6) Stus = (12) Stus traveling 10km @ 57.14kph = 18min (rounded) for every (12) Stuarts
b. (2) towns x (6) Stus = (12) Stus traveling 20km @ 57.14kph = 36min (rounded) for every (12) Stuarts
c. (2) towns x (6) Stus = (12) Stus traveling 30km @ 57.14kph = 54min (rounded) for every (12) Stuarts
d. (2) towns x (6) Stus = (12) Stus traveling 40km @ 57.14kph = 72min (rounded) for every (12) Stuarts
e. (2) towns x (6) Stus = (12) Stus traveling 50km @ 57.14kph = 90min (rounded) for every (12) Stuarts
f. (2) towns x (6) Stus = (12) Stus traveling 100km @ 57.14kph = 108min (rounded) for every (12) Stuarts
g. (2) towns x (6) Stus = (12) Stus traveling 60km @ 57.14kph = 126min (rounded) for every (12) Stuarts
h. (2) towns x (6) Stus = (12) Stus traveling 70km @ 57.14kph = 144min (rounded) for every (12) Stuarts
i. (2) towns x (6) Stus = (12) Stus traveling 80km @ 57.14kph = 162min (rounded) for every (12) Stuarts
j. (2) towns x (6) Stus = (12) Stus traveling 90km @ 57.14kph = 180min (rounded) for every (12) Stuarts
k. In 180min (3hr) from all links, you would have (120) Stuarts for resupply in a cycle

[Summary]

1. Stuarts are 2.1 times as fast as P3Hs
2. Although Stuarts are 2.1x as fast as 3Hs, in 3 hours Stuarts can resupply 3x as many P3Hs (120/40) because of compounding speed over time and distance.
3. Offroad speeds, hills, and terrain add even more advantage to Stuarts (compounds formula)
4. P3H speed should be 40kph, and not 26.47kph as tested
5. Acceleration and weights also a factor in resupply

In other words, because of TIME and SPEED and because rear town supplies are not limited based on these speed differences (offroad even more in favor of Stuarts), you will always be outnumbered and can never resupply fast enough to win an attrition battle. Not only is this confirmed in the example, but is true in-game. If you watch a battle from beginning to end, there seems to be an endless supply of Stuarts and Pans.

I do not propose reducing frontline towns at all because of speed, but I do expect a reduction in all tanks based solely on these type of formulas.

Tank
05.08.2005, 13:54
jenne, das ist Balancing von den Ratten :twisted:
aber wofür? ich wunder mich nur das es jetzt erst auffällt, das problem gibts doch schon länger...
naja ab montag bin ich auch wieder im Spiel (Urlaubszeit ist vorbei), meine Nerven haben sich erholt, jetzt kann ich sie wieder strapazieren

jentzsch
05.08.2005, 14:08
naja sagen wir mal so ich habe nix gegen balancing --> soll ja jedem spass machen nicht nur uns. Und lieber soll mich ein game fordern, als das es so leicht ist, das ich nach ner woche die lust dran verliere :wink:

das der stuart schneller ist wie der pIIIH naja war ja halt so, das problem ist eher das irgenwie seit dem 1.19 die max. drehzahl net erreicht wird auf der Str. aber es scheint nicht bei jedem zu sein ka.

und aufregen tu ich mich eh und wenn nur ein strauch mitten auf der Str. steht, aber das gehört halt dazu.


aber wo wir auf alle fälle mal wieder hin müssen ist piesburg (oder so lol) das ist ja ein geiles glände 5 cps. 1 AB 4 brücken ringsrum hügel und ein riesen Tal.

Tank
05.08.2005, 16:16
ich meine, im prinzip ist es ja auch zum k.....,
möchte nicht wissen, was die leute von CRS bei porsche nicht alles reklamieren würden, wenn sie nen 911er kaufen der nicht die angegebenen 300 fährt. oder die drehzahl nicht höher las 5000 gehen würde
ja siehste, fängt schon wieder an, das ich mich anfange aufzuregen, und dabei ist noch nicht mal Montag

jentzsch
06.08.2005, 08:17
hehe, für mich gehören die ganzen diskussionen irgendwie mit zum Spiel. Weiss net warum aber ist halt irgendwie nett. 8)

Tank
06.08.2005, 11:07
diskussionen sind meist förderlich wenn sie zum spiel oder allgemein zur materie beitragen, solnage sie nicht ausarten wie in manch anderen foren.....