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Conan #281 Posted 12 June 2018 - 06:51 PM

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Thank you everyone for your feedback. 

We are now in the analysis phase of post frontlines. We take your feedback, collect all the data from the servers (statistics and such), and analyze them on what can be improved, what went wrong, and see how we can make a better Frontlines, hopefully, some day in the future. 

Topic is now unpinned but I will keep it open. 

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FramFramson #282 Posted 13 June 2018 - 12:02 AM

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I don't think much went wrong at all, other than needing more maps. Maybe analysis will suss out some hidden problems, but over all, FL was the most fun I'd had playing in 3 years.

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Sir_Direkin #283 Posted 13 June 2018 - 12:37 AM

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View PostFramFramson, on 13 June 2018 - 12:02 AM, said:

I don't think much went wrong at all, other than needing more maps. Maybe analysis will suss out some hidden problems, but over all, FL was the most fun I'd had playing in 3 years.

 

Well, there was spawn point C for attackers. You never want to be in spawn point C. Overall it was fun, but I still reckon it was more fun when you didn't have resources. It's one thing having arty in that mode, but arty strikes and air strikes... and arty with arty strikes and air strikes. And air scout after air scout.

 

Or maybe they could just overhaul the resource system: rather than having it on a timer, have it based on points. Different resources have different point requirements, much like how they had different cooldowns. Accumulate enough points to unlock a resource, accumulate more to unlock more expensive ones. Choose your resource wisely, because once you use it, you'll need to reacquire points to use another other resource.

 

More maps would be nice though.


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FramFramson #284 Posted 13 June 2018 - 03:46 AM

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Having one tough point was okay I think. having all caps be equally difficult means you're not taking advantage of "balanced imbalances".

 

Still, I guess C could be slightly improved. Maybe make it a little harder to defend (say, fix it so the defenders can't get to the bridge to the overhead area way before the attackers), and in exchange add a little more cover for retreating defenders (there is currently none and defending players on C are generally completely massacred once C is finally lost).


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Profanisaurus #285 Posted 13 June 2018 - 06:04 AM

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Nah.  C is easy.  Three man bliztkrieg with engineering.  Done in 30 seconds.

 

When you balance it vs how easy A or B is to attack then C being difficult (if not done straight away) is what stops it being unbalanced towards attack.  I don't think there was a massive imbalance between wins and losses on attack vs defence for me and I prestiged all four times so played a fair bit.

 

C also is a magnet for bads on defence as well. Many an FL lost because your defensive team has flocked 16 tanks to C vs 5 enemies as the enemy steamroll the rest of the map.



Radiactor #286 Posted 13 June 2018 - 08:12 AM

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I think having C like it was, required a bit more tactical planning, which is good!

 

The only complaint I had with Frontlines was that arty got 3 perk slots, so was able to use the UAV scout, air strike and arty strike.

If arty had only 1 perk slot, it would be a lot less infuriating for people trying to capture bases, as a single player couldn't **** on them as hard.

 

After those arty/airstrike/artystrike bombardments, if it didn't outright destroy the tank, it would be barely usable due to so many broken modules/crew.

Many times I was left with a single crew member to operate the entire tank after those arty combos.



TheRealHaifisch #287 Posted 13 June 2018 - 08:28 AM

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View PostFramFramson, on 13 June 2018 - 02:02 AM, said:

I don't think much went wrong at all, other than needing more maps. Maybe analysis will suss out some hidden problems, but over all, FL was the most fun I'd had playing in 3 years.

 

Balancing and Optimization were some things that need fixing, and Balancing is a massive task, because that includes a little bit of everything from the map, the spawns, the systems in place etc etc. Nothing went terribly wrong, but there are a lot of fixes that need to take place

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Angmar_ #288 Posted 13 June 2018 - 09:29 AM

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SPGS definitely need a reduction in resource slots, there were strong enough in frontline without adding an arty strike and air strike on top of things. Rapid firing spgs combined with the engineering skill made capping a nightmare at times, without also copping 2 bombardments from them.



FramFramson #289 Posted 13 June 2018 - 09:48 AM

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Yeah, there was definitely a trend of "First guy on cap dies instantly" once players got used to playing FL.

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Conan #290 Posted 13 June 2018 - 01:52 PM

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Funny you should mention SPG. I have requested analysis on the usage and performance of arty in FL. For once, I am requesting for some numbers to back up what I can say about arty.

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MagicalFlyingFox #291 Posted 13 June 2018 - 01:54 PM

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I wonder if our anecdotes are backed up by evidence. 

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 A. Guy on 02 June 2018 - 12:40 AM, said:

Destroyer of Tier 6 CW... says it all about you.


Angmar_ #292 Posted 14 June 2018 - 09:34 AM

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I found getting shot by SPGs much easier to handle in frontline, getting focused was something that happened only rarely. The large maps and large numbers of players made spgs far more reasonable than in pub matches, but I definitely feel they had too many resources available to them.

FramFramson #293 Posted 14 June 2018 - 09:45 AM

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View PostAngmar_, on 13 June 2018 - 08:34 PM, said:

I found getting shot by SPGs much easier to handle in frontline, getting focused was something that happened only rarely. The large maps and large numbers of players made spgs far more reasonable than in pub matches, but I definitely feel they had too many resources available to them.

 

Plus you could often run away and repair if you got too [edited] up.

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_EzioAuditore_ #294 Posted 14 June 2018 - 01:02 PM

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View PostFramFramson, on 14 June 2018 - 09:45 AM, said:

 

Plus you could often run away and repair if you got too [edited] up.

 

Unless you happen to be in a top 3 clan then you find 2 arty players and a whole bunch of people using their arty strikes on you all at the same time. Full hp to 0 2-3 times in a row gets annoying when it happens no matter which front you are on.

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FramFramson #295 Posted 14 June 2018 - 04:24 PM

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View Post_EzioAuditore_, on 14 June 2018 - 12:02 AM, said:

 

Unless you happen to be in a top 3 clan then you find 2 arty players and a whole bunch of people using their arty strikes on you all at the same time. Full hp to 0 2-3 times in a row gets annoying when it happens no matter which front you are on.

 

Well, that or you're the only guy capping a point. I've got great XVM camo (lol) and I was vaporized exactly as you describe on dozens of occasions where I tried to drag a balky team onto the cap (and then, even though the arty had used up all their shots on me, they stayed afraid and still refused to cap).

Edited by FramFramson, 14 June 2018 - 04:24 PM.

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_EzioAuditore_ #296 Posted 14 June 2018 - 07:55 PM

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View PostFramFramson, on 14 June 2018 - 04:24 PM, said:

 

Well, that or you're the only guy capping a point. I've got great XVM camo (lol) and I was vaporized exactly as you describe on dozens of occasions where I tried to drag a balky team onto the cap (and then, even though the arty had used up all their shots on me, they stayed afraid and still refused to cap).

 

I get on cap only with 2-3 tanks because that lessens cap time. Doesn't matter which tank you use, whether its a soft or hard tank, you are bound to get rekt by mostly Korean/Japanese players, this is not just for me but those from top 3 clans and good players in general. Crazib spent many a match in FL having almost 0 damage because he got focused, meanwhile me and the occasional other plat mate happily get to run around instead. Needless to say we won it anyway, just like in random battles.

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