Company of Heroes: Eastern Front

Author Topic: 1.11 opinion  (Read 2940 times)

Offline BasileusHotshot

  • Ingenery
  • *
  • Posts: 17
    • View Profile
1.11 opinion
« on: June 05, 2010, 03:00:54 PM »
OK, I haven't posted in ages here, so I'll just make 1 thread were I report both some balance and some bug issues, with regards to my general opinion of EF (Tried to post in order of importance. From the most to the least) :

1- The Russians are teching way to fast. I know there's a limit of 5 conscripts early game, but they're more than enough to easily push the opponent off the field. If the Russians are to be having so good infantry, I think their teching should be more expensive, so that a player should make a decision to go either early infantry-heavy, or tech quickly. Not having both :S

2- Command squad barrage brings buildings down in 1 barrage :O

3- Russian SMGs WTFRAPEOWN everything. I think this is mainly to their vast numbers. (Can’t say for sure, since I can’t study the stats without a stats website :( ) Having a squad of more than 5 members having SMGs is overkill, since they have so many members, that they don’t even need to flank. They can get up close and personal head-on and then they will normally prevail. I’d say: Remove the SMG option from the command squad. Remove the SMG from the NKVD conscripts. Limit the number of SMGs to upgraded Strelkies to 4-5 per squad.

4- Either remove from the Russians the ability to lock down territory, or (Preferably) give their abilities (Not the doctrinal ones with the vast recharge time, but all the rest) some munitions cost. Right now most players lock down an ammo point and are going to town with the upgrades they can so easily purchase :S

5- IS-2s should be limited to 2. In team games they’re becoming an issue sometimes

6- I’ve experienced this many times: My firebase, after being fired once, it gets bugged and won’t fire again :(

7- If I remember correctly, close and long range support from the Soviet WSC, have the same price. Long range should be slightly more expensive IMHO

8- Russians do not suffer from fatigue after being fired up, unlike other armies

9- Russians do not drop any weapons unlike other armies (Maybe they could drop the PTRD and the portable LMG of the strelkies? )

10- Scroll down a bit and you’ll see a replay that I’ve uploaded on Kholm. When playing as PE, my capping unit spawns very close to the ruins and gets trapped :(

http://www.gamereplays.org/community/index.php?showtopic=546187&pid=7306014&st=80&#entry7306014 [nofollow]

11- Sometimes, when 1 of my tanks gets a “destroyed gun” critical, won’t fire, even after being repaired :O

Hope I somehow helped, sorry if I repeated things posted by others as well and thanks for your consideration :)
« Last Edit: June 05, 2010, 03:06:45 PM by BasileusHotshot »

Offline Joshua9

  • Donor
  • Guard
  • *
  • Posts: 125
    • View Profile
Re: 1.11 opinion
« Reply #1 on: June 05, 2010, 05:53:59 PM »
Not a great player myself, and it's hard to find other players for 1v1's, but I'll add some thoughts to yours

1- I'm not sure how much the teching itself is a problem, it's much slower than it used to be...and the early infantry dominance quickly vanishes due to no retreat(though this is changing)...however, that early dominance can seem to effectively push the other player off the map.  PE comes back with a vengeance on infantry, but it seems to me that the loss in fuel is devestating to anti tank(something the faction has a definite weekness in anyway-and some of those russian tanks are very hard to kill)

2-this has been acknowledged and will probably change.  I would also very much like to see the barrage only unlock after 2 buildings are built.  One of my 2games the other day was decided after I scrolled to my base to build a building, jumped back, to watch all my grenadiers die to the ability.  It is the most unforgiving early ability in the game.  Sure, I should be paying attention for it...but if I get distracted, it's game over.

3.  the biggest problem I see here(because even in blobs the russians are somewhat disadvantaged(against arti, against goliaths, etc.) is that the no retreat really does force them to blob for safety.  as russian I watched so many isolated squads get run down and exterminated.


4. I hope they make some of the off map abilities cost munitions, but they have already mentioned that they will be adding a munitions upkeep to the faction to bleed off a lot of excess munitions and to make munitions management more nuanced.

5. Can't speak to this, but I don't love the idea of hard limits on non-call-ins.  I also think that the hard limits should be taken off all the infantry from original and new factions(save the sniper ace of course)


8.  In the current build, I can't see russians suffering from fatigue given the no retreat disability. 

9.  They should definitely drop weapons.

10.  this has happened to me as well.



Post Merge: June 05, 2010, 06:08:04 PM

just to revisit the point about the early artillery...I guess 2 buildings could be limiting to viable openings for russians, because they really do seem to need something to break mg emplacements relatively early, , but the arti still seems to come too soon.   Russians can avoid the first one or use fireup to flank as is. 

Is there still any kind of timer on the artillery for initial use?  every time I build the baracks my strike is immediately available.  I think the timer should start from there.
« Last Edit: June 05, 2010, 06:08:04 PM by Joshua9 »

Offline BasileusHotshot

  • Ingenery
  • *
  • Posts: 17
    • View Profile
Re: 1.11 opinion
« Reply #2 on: June 06, 2010, 11:29:14 AM »
Thanks for clarifying some issues for me mate. I play the mod a lot in order to have an opinion, but rarely post here :O

It's mainly the PE that I had in mind as well when I said that the Russians are teching too fast. Unless they go TH for the Hetzer that doesn't need fuel, they have a problem in facing tanks. And unfortunately these tanks come, without any real need for the Russian to save some resources for it, since his inf is so cheap and effective.

I agree that what forces them to blob, is the lack of a retreat option.

BTW when saying remove the commisar's SMG from the NKVDs, I meant to give him a pistol instead, not having him run around weaponless :P

And something that I just remembered: Remove the trenches from the Russians. They make them frustrating like Brits and they don't really need them. They have more abilities than any other army in the game

Offline Zerstörer

  • Developer
  • Mr. Spam
  • *
  • Posts: 1829
  • Listen up knuckleheads!
    • View Profile
Re: 1.11 opinion
« Reply #3 on: June 06, 2010, 12:09:38 PM »
Quote
9- Russians do not drop any weapons unlike other armies (Maybe they could drop the PTRD and the portable LMG of the strelkies? )

Due to the unfixable technical difficulty that doesn't allow heavy weapons recrewing, we believe that not giving away their light weapons as well somewhat evens out the playing field. hence no weapons drops from soviets

nkvds vasili  ;), seem op not due to the commisar SMG really, but because they have the wrong rifle at the moment at Str10 (it should have been 7)
Soviet rifles also do half the damage to PE vehicles than us/British ones. this actually makes scout cars etc alot more viable vs Soviets early on. AT rifles however are quite good vs PE light armour.

We appreciate the feedback so keep it coming. This sort of format and quality is quite useful to us.

It is true that the lack of retreat means once you engage in combat you either win or get wiped out. Sending individual squads on capping errants is suicide(hence the cheap expendable conscripts). That does mean concentrating alot of infantry in one place(blobbing if you will) is almost a must....but that in turn make you even more prone to arty damage. As things stand you'll always take very heavy damage form any engagement...hence why reinforcement is cheap generally speaking...

We'll be implementing retreat and vet in patch 2.00. This is already under way and because of the number of changes needed to acomodate and test, we're likely to release other patches in between.
« Last Edit: June 06, 2010, 12:12:12 PM by Zerstörer »
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf

Offline rtil

  • Donor
  • Ingenery
  • *
  • Posts: 24
    • View Profile
Re: 1.11 opinion
« Reply #4 on: June 11, 2010, 11:38:59 PM »
i don't think there needs to be an IS-2 limit. they are expensive and often, from my own experience, can't hit the broadside of a barn. when they do it's all great and fine though.