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View Full Version : Map Multipliers



thehighlife88
06-03-2009, 11:51 PM
Ok, so I understand the point of placing certain multipliers on maps such as Grissom, Regan, and Pamlico but seriously 1.5?!

Currently Regan is 70% - 30% in favor of EFEC. Now I know that map seemed untakeable and people were complaining about the stalemate but it was proven that Regan could be taken. In all honesty this has just moved the stalemate to Three Mile Island now because EFEC blows JSF out of the water at Regan due to the multiplier and wins by some triple digit wins making the map worthless to play anymore because no matter what EFEC does it can't lose it and JSF can't win it. Then EFEC has proven 3 days in a row (at least) that they can't win at TMI even with air strikes. With all of this being said I'm trying to figure out where this decision came from as to add the multipliers on? Why not spend the time to update some new maps or release some unit upgrades in the form of DLC content. I know you guys have completely thrown this game and its community by the way side. Even though the servers are being "monitored". Whatever that means seeings how it seems they are still having troubles.

I get that it was suppose to do something to the ToW and make the stalemates nonexistent but you've just swayed those maps so much that they aren't even worth playing. Even the EFEC players are confused at how they are winning by such large numbers and there's something wrong when the faction attacking a territory is dumbfounded at how they are doing what they are doing. I'm sure it will do the same thing to Grissom or Pamlico if games ever make it there but I guess we'll see.

I was just curious as to who came up with the 1.5x multiplier number. I think .5x would have been sufficient (if anything needed to be done at all).

In all honesty I am really looking forward to the release of R.U.S.E. I just hope it isn't a huge disappointment.

b_4721
06-04-2009, 12:00 AM
They really should of just balanced the map...but that would of been to much work...

Could of just put a fourth uplink on the southern thin path, or in the middle of the map on the little "bridge" just south of main ramp, or both. That alone would of helped a lot to balance.

PS3 ToW is also in a stalemate because of this, JSF attacking glen albyn form reagan, loose then attack reagan, and win big time...

Angry_Toaster
06-04-2009, 12:01 PM
Originally posted by thehighlife88: Then EFEC has proven 3 days in a row (at least) that they can't win at TMI even with air strikes.

Last time it was up the final score was 49% to 51%


Originally posted by thehighlife88:I was just curious as to who came up with the 1.5x multiplier number. I think .5x would have been sufficient (if anything needed to be done at all).


A .5 multiplier would have been the same thing... Unless your saying that Europe's wins should mean less.

thehighlife88
06-05-2009, 12:30 PM
I get what you're trying to say Toaster and no that was not my idea. The percentages are somewhat close but if you look at the games played those are very small in terms of numbers compared to the amount. With your reasoning you're making it seem like 2% would be easy to obtain. This however is not true seeings how the match numbers reach well over 10,000 games played on that map. To increase 2% would take something like 5,000 wins (math isn't my strong suite but you get my point). With this being said the multiplier makes that feat impossible because every win the JSF would add would be removed by it once and EFEC team won. A 4s win for JSF counts as 4...when the EFEC win a 4s match it counts as 6 wins. So not only are you talking about winning 5,000 games to reach 2% but it's another 500 games to negate the multiplier that was added. I don't really care one way or the other it just seems that the tilt is now so far in the other direction it removed the point of the map.

Whovian Omega
06-08-2009, 11:18 AM
Originally posted by thehighlife88:
This however is not true seeings how the match numbers reach well over 10,000 games played on that map.
We don't know what the multiplier is, since Ubisoft generally disdains to give us any real information about how the game mechanics work...or don't work, as the case may be. For the record, though, I posted a detailed explanation (http://endwarboards.com/forums/index.php?showtopic=4286&st=56&start=56#) of how these numbers can be reached without multipliers.

I'd be much happier, though, if Ubisoft would just make some of the raw data available to us. It would certainly settle a lot of arguments.