2017-11-06 作者：特玩整理 来源：互联网
Have you ever played Himmelsdorf against a team that has more heavies than you? Or perhaps, you’ve watched victory slip from your fingers on an open map simply because the other camp was lucky enough to have more medium tanks in their ranks. Update 9.20.1 clamps down on these frustrating scenarios by adding an extra parameter to the matchmaker: vehicle combat roles.
Simply put, we taught the matchmaker to see the difference between the Maus and IS-7, for example. Now, it balances them separately. To create two evenly assembled teams, it would place the former against other heavily armoured tanks (the E-100, Type 5 HEAVY, etc.), while the IS-7 gets to face the likes of the Т110Е5 and FV215b. Let’s take a closer look!
How does it work?
Along with balancing teams by vehicle classes (artillery, light tanks, and tank destroyers) and Platoons, the matchmaker now looks into the intended roles each tank plays in combat and ensures each side has a similar number of vehicles that play the same role. Of course, their exact number might differ, but this difference is one vehicle at the most.
Essentially, the newly-added parameter balances out the number of autoloaders, well-protected TDs, and assault heavy tanks across teams. By distributing them evenly between the two camps, the improved matchmaker addresses another frequent concern of yours. Medium and heavy tanks are no longer distributed randomly. With classes split into smaller groups that unite vehicles with a district play style, medium tanks with a certain role are pitted against each other. The same with heavies. So you can forget about one-sided matchups with, let’s say, five Bat.-Chats duking it out with five Mauses on Steppes.
We put in extra effort to make sure balancing by a vehicle’s role does not affect the overall speed of matching. So worry not, the wait time won’t change. What should improve is the overall quality of matches as vehicle roles lower the chance of a team gaining the upper hand through sheer luck. At the same time, team setups aren’t mirrored, so every battle is a unique experience where the final outcome depends largely on tactics and teamplay.
Finally, the matchmaker tries to ensure teams are evenly assembled regarding the number of Platoon players and their vehicle tiers—its primary goal. However, it currently doesn’t balance Platoon vehicles by roles. Instead, it evens out the matchups by adding standalone vehicles to teams—if the current queue composition allows for it with no increase in the wait time. For example, if a team has a Platoon of autoloader medium tanks, the matchmaker places it against a Platoon of medium tanks. Then, it tries to add standalone autoloader tanks to the other team to even out their chances at victory. If there are no autoloaders in the queue, it will create a battle to avoid longer wait times.
终于，分房系统尝试让组队玩家数量与车辆等级平等了 - 这也是最初的目的。然而，目前还不会平衡组队车辆的角色。取而代之的是拖来单野玩家来进行平衡 - 这么做也是为了不让排队等待的时间变得更久。栗如，如果一边有组队的弹夹MT，那么分房系统就只会让另一边有组队MT(但不一定有弹夹)。然后再把单野的弹夹车拉过来以保持两边车型不失衡。如果没有弹夹车在排队的话，为了避免更长的等待时间，分房就不会再找弹夹车了。
If you look at the way light tanks and arty fight, there’s no immediate value in breaking these two classes into smaller packs grouped around a certain role. Light tank gameplay is built around scouting, and that’s the role they all share, regardless of whether they remain completely still to spot enemies or zoom around the map. A particular set of LTs won’t make the enemy team superior to yours as long as both of you have them in similar numbers, and the matchmakers ensure you do. It’s the same story with SPGs: they all play as long-range support vehicles.
Having analysed the key parameters and combat performance of TDs, medium and heavy tanks, we outlined primary roles for each class at Tiers VIII–X. The structure you see below is not final. We want to hear your thoughts on the classification and criteria we put at its core (armour, firepower, and mobility). Following your feedback, we might revise it and consider introducing roles for mid to lower tiers.
But Wait, There’s More
Improvements to the matchmaker don’t end with the introduction of vehicle roles. Along with adding them, we addressed some of your most vocal requests:
Better chances of getting ranked at the top of the list for Platoon players:
Initially, their chances of playing at the top were reduced to avoid upsetting scenarios with Platoons singlehandedly deciding the battle outcome. In direct response to community feedback, we’re raising them slightly so that you and your Platoon mates can fight at higher tiers once in a while. This won’t cause any drastic changes to the state of Random Battles, but offers a more varied experience to Platoon players.
Equal chances of getting ranked in the top/middle/bottom of the list for different vehicle classes: You might have noticed that heavy and medium tanks would end up in single-level battles way too often, while arty and TDs tended to get ±2 and ±1 setups. We tweaked the matchmaker, evening out the odd for all vehicle classes.
Optimized team assembly logic: After some extra tuning, you’ll see more 3/5/7 and 5/10 teams, which should provide for a more enjoyable experience.
More Grand Battles: We increased the chance of getting matched in a Grand Battle, so that more players could playtest the new format.
There was a little dust up across the forums during Common Tests as many of you came forward arguing that the Super Conqueror wasn’t tier X material. Designed as a natural step-up from the Conqueror, the new Brit performed well, but failed to impress, especially in comparison to the FV215b, known for its great firepower.
Reports of the Super Conqueror’s fairly moderate durability only fueled the discussion. Although the newcomer had solid protection for an assault heavy tank (comparable to that of the American T110E5), it proved not enough to survive a battle, seriously undermining its performance in an assault role. In response to your feedback, we revised the Super Conqueror’s gun parameters and durability.
Now, you can send more shells the enemy’s way, dealing greater damage. To gear it up for a more active role, we also improved its gun stabilization, raising your chances at landing a precise shot on the move or right after you stop.
Durability should go up, too, as the Super Conqueror gets a larger HP pool (now comparable to the FV215b, bearing in mind the Super Conqueror’s armor, of course) and improved gun depression (now set at -10°). You’ll find it easier to go hull down, poking over ridges or hills to hide your vulnerable lower front plate, get a shot off, and then pop back into cover so that enemies have a hard time hitting your weak spots.