Company of Heroes: Eastern Front

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Messages - Zamiel

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Strategy and Tactics / Re: Sniper Ace Stratergies
« on: January 25, 2010, 06:09:01 AM »
Yeah, he is pretty much going to murder all the infantry on the map if left unchecked by the enemy, so you can pretty much do whatever the hell you want with him, all above strategies are valid.  However, like any other sniper, he is easily countered by bikes/schwimwagens and since he cant retreat, he will always lose to them.  His sticky bomb can sometimes insta-kill one bike but it doesn't always work and he will obviously get killed by two regardless of the circumstances.  Great unit overall, but 750mp getting countered by cheap 220mp units is kind of a deal breaker.

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General Discussion / Re: Soviet Infantry Underpowered?
« on: January 24, 2010, 11:51:32 PM »
Hmm, maybe. But you have to remember that a volks-squad costs more than a squad of strelkys. volks 280-260(don't remember precicely, I may be wrong.) and strelkys 250. Guards are 300. The price of infantry don't go up after upgrades, so infantry are both cheap and good in late game. You just have to survive early on ;).

Exactly, one can't expect a 200mp squad of standard infantry to be able to beat a 280mp squad of standard infantry in a stand up fight.  Same goes for the Strelky, as they are only 250mp.

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General Discussion / Re: Patch 1.01
« on: January 24, 2010, 10:38:51 AM »
So far so good, I played a few skirmishes and things are looking up.  I'll need to play some more to get a better idea of some things, but for the time being I will just say that you accidentally made the cost of the mortar teams 250, instead of 350 as the notes suggest.

4
but we shouldn't say its someones fault the current balancing
what we do is to behave following one main rule
gameplay>realism

Yeah, people can be pretty brutal when things aren't the way they should be and many should just try and calm the hell down.  Like you said, it can all be patched, so no worries.  However, the part about saying it's not someones fault or a collective fault of the community, is absurd.  Of course it's someone's fault, how can it not be?  Even if nobody on the Dev/Beta team didn't notice a thing wrong (this is false obviously), it would still be collectively all of your faults.  Standard logic would assume that the blame should primarily rest with the beta testers, since bug hunting and balacing is their primary focus.  If, as people have said, they were ignored when they spoke up, then the people that ignored them are to blame and so on and so forth.  It's as simple as that.

I agree that the mod is superb, but you can't hide behind that and say the balance issues arent anybody's fault.  That's just plain and simple immaturity.  Now, you can say that it doesn't ultimately matter because nothing is set and stone, but lets face it, there are loads of people that tried this and quite literally uninstalled it after a few games because of these problems and even after you fix them, they probably won't come back.  This hurts you, me and everyone who has put work or vested interest into this mod.

I guess what I'm trying to say is do what communities have done for millenia: find someone or someones to pin the mistake on, let the community vent their frustration to them and move on.

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Strategy and Tactics / Re: Panzer Elite Strategies.
« on: January 24, 2010, 06:30:54 AM »
what do u do if they just spam enginers? and go straight for tanks?

That's the million dollar question Fallen and regrettably you can do nothing.  Wehr has a fighting chance against the Ingenery flame spam, but PE will always get obliterated by it if the Sov player knows what they are doing.  The strats posted here are all pretty good though, mostly.  Except for the people saying that PE is excellent against Sov, because 1v1 it's not.  If it is supported by Wehr, than they can bring some useful things to the table, but they can do nothing on their own.

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General Discussion / Re: First Patch
« on: January 24, 2010, 06:20:45 AM »
Quote
one person using nothing but ingenery can take out 2 axis players. Both of those axis players were lvl 14.

Seriously, thats like someone making nothing but volksgrenadiers and winning. You must be really bad at the game if you can't counter a basic infantry spam.

No it's not like someone making Volks and winning, because Volks are balanced just fine and can't be abused.  I know everyone wants to think that all the Axis players are just slow on the uptake, but lets face it, Soviets are ridiculous and everyone who knows how to play this game well knows it.  The mod itself is absolutely phenomenal, from the quality of the new unit models and sounds, to most of the new maps (except Moscow, that map is retarded) and I have to give it up for the Dev team and their quality work.

My real problem is with the Beta Testers and anyone in charge of balancing who didn't instantly notice the problem with the Ingenery and their epic flamethrower upgrades.  This is the kind of inherent defect that should never see the light of day and it would have been better to delay the mod x days to fix it.  I'm not trying to be rude here but if it was actually your job in real life to insure quality control and balance in your game and you let something like this slide, you would be fired.  It might sound harsh, but if you want to be taken seriously and laud that this game merits "never even launcing vanilla CoH again," you shouldn't have jumped the gun.  If you want to be technical about it, the game will never be truly balanced until the Ostheer is added, since it gives Allies too many options over Axis, but I understand modding this game is truly difficult and you wanted to get something out there.

Other than that, the mod is easily the best I've ever seen in an RTS and I look forward to playing it when Soviets aren't the instant win button.

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Balance Discussion / Re: KV2 is horrible
« on: January 24, 2010, 04:11:11 AM »
Yep but not only that, the whole urban combat doctrine is silly underpowered compared to the other two super doctrines.

This is 100% wrong, the Urban doctrine is far and away the most overpowered doctrine in the entire mod and the main reason why Soviets are OP.  Actually, you can take everything out of the doctrine except for the first two upgrades, the double flames and partisans, and it's still overpowered.  Those two upgrades are all you need to annihilate your enemy.

As for the KV, it's fine as it is.  If anything give it a tad more armor, but if you make it much better, you go from making an already overpowered doctrine, totally unsalvageable.   

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Balance Discussion / Re: calm down
« on: January 23, 2010, 12:00:31 PM »
ok how to counter the fast engis upgrade with double flames?

In a 1v1 context, you don't.  There is absolutely no counter for the ingenery spam.  It's quite literally unbeatable if the player knows what they are doing and if you don't believe me go watch the replay of someone beating 2 Wehrmacht by himself with it 1v2.  In theory, it should be unbeatable on any map, with any number of players, but it gets harder to do in 3v3's and 4v4's.  I have played game after game and never even broken a sweat and its beaten just about every strat you can think of.  If you can't tell that is absurd and game breaking after one glance you need your eyes checked.

I understand that you want to give it time to let it all sink in and let people develop more advanced counters, but really it's all ready painfully obvious that the Soviets are super OP.

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Balance Discussion / Re: Red Army is Overpowered!!!
« on: January 23, 2010, 09:08:28 AM »
Taint, that's the dumbest shit I've ever heard.

If it's based on reality, then you should lose when you join as Wehr because that's factually what happened.

Tanks should one shot each other from beyond visual range always. Infantry weapons should be effective from at least four screens away.

Every attack should begin with ten minutes of artillery barrrage on the main bases.

Whatever, it's all been done to death. Even if realism was a valid argument, you're wrong, the Russians were a lot weaker at the start of the war than the Russians are at the start of this game.

Normally I don't do this sort of thing but....what he said.

10
Strategy and Tactics / Re: Axis Strategies
« on: January 23, 2010, 03:53:05 AM »
The only times, and I mean the ONLY times, that I've lost as Soviets against Axis, was against Volks/Gren spam supported by MGs and maybe bikes.  If you can hold the blob off until you get Panthers, than you should be ok.  Build order should be something like this:
-3 Pios
-3 Volks
-2 MGs
-Infantry Vet
-Skirmish Phase
-2 Grens/w AT
-Pak (If necessary)
-Straight to Battle Phase and Panthers

From my experience, if you can just manage to kill the Command Squad early along with the Ingenery/Conscripts that are with him early, it's pretty much GG, as replacing the Command Squad is huge momentum breaker.

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Strategy and Tactics / Re: Panzer Elite Strategies.
« on: January 23, 2010, 03:43:30 AM »
The best strategy for PE right now is to exit the game and reroll as Wehr.  Seriously though, in a 1v1 game, the odds are stacked super heavy against PE.  Probably the best bet is to go Luft and throw down a Wirbelwind as soon as you can, but that takes 4 CP's so it's not really ideal, but at least you'd have the flak turret to tide you over until then.  Depending on the size of the map, a very early halftrack rush into the Red base might work, that way you can stop the terror of the PTRDs/Snipers before they become unbeatable.  Things not to do are scout car/armor car spam, as they will almost certainly be blobbed or anti-tank owned.  The standard PE blob will also get Rick roll'd by snipers so that isn't an option either.

Overall, the only way I see PE winning right now is if there is a significant gap in skill between the players, in favor of Axis. 

12
Balance Discussion / Re: Feedback
« on: January 22, 2010, 02:48:16 AM »
Armory upgrades are too expensive. I have a hard enough time even getting to 200 munitions the first time. And there needs to be more fuel points, or at least put one closer to the starting bases.

High munitions costs on those upgrades are absolutely essential and it meshes with the idea that the Soviets ought to take awhile to get fully powered up.  Let's face it, you don't actually need the munitions for too much else, so they might as well cost a great deal.

13
Balance Discussion / Re: Healing for the Red army
« on: January 22, 2010, 02:45:26 AM »
The problem with every single one of those suggestions is that they would make the Soviets ridiculously overpowered.  The fact of the matter is, as it stands the Soviets are drifting dangerously close to the realms of overpowered and giving them anything else would probably push them over the edge.  I wouldn't be surprised if they got hit with the nerf bat in less than a week.

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