Company of Heroes: Eastern Front

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Messages - ThreeAngryInches

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the "our way is the best" argument is really silly dont you think and also FULL of hypocrisy. 

Also, congrats on mentioning one CoH expert that nobody has heard anything about in forever. (im sure he's still very good though)

You're arguing against redesign of your faction and don't you developers think it's odd that almost everyone has come up with the same solutions to many of the SU factions problems?  Do you guys think we all some how collaborated against you....No, we all have merely seen what works and doesn't work with your faction design and used our brains and a bit of theorycrafting to come up with something that works.

 

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What some people here dont understand is the developers or this expansion mod know what they are doing a lot better than you do.

For all the axis players crying about how OP the Soviets are, just need better strategy and counters. Because I've already seen excellent counters and strategy against Soviets.

The 1.01 patch actually nerfed and balanced the Soviets quite well, with only a couple of exceptions.

Incorrect.  They know the ins and out of the engine better.  They know how to code and modify the engine better.  But they have next to zero knowledge of balancing their faction around the game mechanics of CoH...

They should have came up with a detailed faction design and given it to a panel of "EXPERT" CoH players who have a very strong understanding of every fundamental skillset.  I'm willing to bet that some of their ideas would have went through and others canned almost immediately.

In the first day and part of the day after this expansion was released, a friend and I have created an entire faction design that would work very well and have enough differences to have a separate playstyle from the other factions...We might even set out to create our own mod to add in some new factions :D (we took ideas from Easternfront and combined them with ideas of our own)

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I will be 100% honest as a very experienced CoH player.  These guys are making an "expansion" type mod for a game that has already been out and developed for a very long time. 

There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules.  Your faction does not need to create its own rules or it will not adopt well into the community.

If you dont believe me then just look at the brits :D

In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually.  Thats it.

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I actually understand exactly what the OP is referring to, but we have slightly different views on how it should be taken care of.

Every faction in CoH has to spend fuel on abilities that augment their infantry and vehicles.  PE has upgrades such as group zeal, inc squad sizes,etc... Amer has BARs, Nades, etc..., Wehr has veterancy.  You get what im saying.

All that SU spends fuel on is to tech and to purchase vehicles.  Thats it.  This, along with some of the other design decisions need to be looked at.

HERES ONE OF MY PROPOSITIONS

Remove the idea that "vet is integrated" into the units already.  The armory now functions similar to Wehr vet, but is on a more individual unit basis.  I think each upgrade should be in 3 Tiers for each units, costing Muni+Fuel to purchase each tier after the first.  Heres an example.

Ingenery starts with 2 rifles and 4 men, putting them more in the role of a weak builder unit.
Tier 1 upgrade; cost X muni: Ing now has 4 rifles giving them the firepower, but not survivability of a vanila conscripts squad.
Tier 2 upgrade; cost X muni 10 fuel: Ing now has the survivability of a conscript squad and repairs faster (call it armor if you want)
Tier 3 upgrade; cost X muni 20 fuel: Adds a 5th unit with field medic training allows Ings to heal nearby squads at the cost of muni.

These are rough ideas i came up with just now on the spot.  All upgrades would be global and instant.  Unit preservation needs to be reinstated with SU instead of the "no retreat" design currently.  These along with many other ideas i have for design based on their current design would allow SU to integrate more easily into CoH.

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