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Messages - Cranialwizard
1
« on: December 07, 2013, 11:05:49 PM »
How many times Darc must post a comment, saying that there is already new OH teching in making... ?
Thank you for the replay, but keep those strong words away, please. Its enough to say - there is a problem, something is not right, see this replay, lets talk about possible solutions. If you really want to help the mod be constructive.
Well, if you guys can't take criticism then this mod shouldn't be public. We're doing you a favor showing you these glaring problems so when a new player tries the mod it won't insta-uninstall it after 2 games. Maybe you wont see this kind of shit in low level games or comp stomping, but decent players will find it disturbing.
Concerning the new build. How will it prevent this kind of shit shown in this replay? Trust me, the PAK Halftrack is not going to cut it. Besides, you have marder2.
Though what you say is true, try to keep calm about the process. Criticism in all forms should be looked into, or else you're not actually doing the job right. As far as I know, the new teching should help improve the situation within the OH's abuse of Landsers but it should be taken into account that tweaking on both factions needs to be preformed here.
2
« on: December 07, 2013, 10:59:22 PM »
How about something like passive think for 1 point; "Staying low". Infantry is harder to be pined or stunded.
I still hope you're kidding around here.
3
« on: December 04, 2013, 04:45:02 AM »
There is some serious disjunct in what I'm reading and what needs to be worked on.
If there is a way that Eastern Front can be put onto the new CoH 1 Beta then this is essentially one of Eastern Front's last chances to make a community recovery. I am saddened to see the community not nearly as active as it once was. When my break hits I will see about doing broadcasting.
The Eastern Front mod was designed to act like a stand-alone expansion pack to the original Company of Heroes series and add the Russian and Ostheer factions. Adding new doctrines to the existing factions will not only complicate matters by having players having to relearn factions that they already know but also takes away from the effectual goal of the mod, to provide neat, balanced, new content in the form of new factions and other additionals, such as the coming campaign.
Though I am aware of overhauls in the OH faction ongoing, there is needed fine tweaking in all aspects. Now is not the time to be slamming more content in the existing factions (not to mention you need to devote artistic resources into this). With limited manpower resources the focus needs to be on the fine tune of the OH and Soviet gameplay.
I won't post my opinion on the suggestion as I think that the entire idea of adding new doctrines to the existing factions when the balance of the already added content isn't stable is wasteful of resources.
Call my name and I am here to serve the team once more.
4
« on: November 23, 2013, 06:01:48 PM »
Also, "5 mnts balancers blah blah" babbling was the personal opinion vom beefy and dmz, so don't bring that one up again. Ofc they were wrong, everyone knows that/knew that at that point. I personally found it extremely sad to see you, crani, dennis and killar go. But well, it has happened, it was shitty, but we can't do anything about it as it's well back into the past.
Down, but never out. I have been surveying the forum from time to time when I get some free time to look over how the mod is going and must say I am disappointed in the lack of community involvement, though I have heard that many are fed up with the way that CoH2 is and are coming back to the first game. Many of the old dogs have left and it saddens me that the work put into the mod is somewhat dulled because there are only a select few playing the mod. Though I was always here to lend a hand in the past I am afraid that I have little time to offer you guys. University and Work is a burden but in a few weeks I may be able to borrow a few days to help if you so request it. Just shoot me an email for further details. I can not say the same for Dennis.
5
« on: July 12, 2013, 10:02:52 PM »
I have to agree with Riggs, as I really don't see much a real purpose or pull to get panzerfusiliers in their current condition. Yes, Landsers are currently rapeface but unless they're nerfed beyond the point of use then Panzerfusiliers will lose out, since you can buy global upgrades to landsers much in the similar way you do riflemen. The other problem is the T3 composition. It resembles somewhat of Wehr T3 on paper, but part of the issue behind it is that said units are much, much weaker than their T4 counterparts in terms of combat and even though there is a steeper fuel cost to climb over but as Riggs said, to unlock T3's full potential you need 2 (!) separate upgrades. With the strong capabilities of Landsers and a deep-in support unit package of shrecks, halftracks, all that jazz, a player can definitely hold his own for the better units in T4. It is much safer to go T4 for the epic StuG since the Marder is in T3, is weaker, and to boot the StuG is in the first half of the T4 building. Not only is it pretty good against tanks but it is also adequate with dealing with infantry. Deviating to T3 just for some non-doctrinal arty isn't really viable either because you have several other options open to you such as the Field gun from T2. If I skip T3 and need indirect fire I have the OP Lieg from T2, I have Snipers from T1, I have Doctrinal Arty. Why to spend lots of fuel and Mp to get Panzerwerfers which is in a ineffective Tier.
Agreed. Unless you're being a super-turtle there's no reason to go T3 as it doesn't pump enough pressure on the enemy as does T4. I think Riggs' point about moving the PIII to T3 should be considered. If the PIII is in T3 then there is your "Shock" unit for the tier and it actually becomes a viable option to go that teching since you'll be rewarded for going deep in T3 and you can still keep a little defensive maneuverability. As of right now the PIII is kind of silly as I see lots of players actually switching pools just to go for StuG as they see the PIII as a waste of their time in the end game tier. If you moved the PIII to T3 I'm not too sure which unit to move around. Perhaps move the StuG to Assault pool in the PIII's place, and move Panzerwerffers back to T4? But what Riggs says is true, even without a dominance on the field T4 is the way to go because the units you get in T3 are not enough to make an impact. For Wehrmacht this is different because if they pop a Puma against 4x Rifles and a couple flamers that is a big deal, especially if they got BARs, but the Luchs isn't like a Puma in that it can't switch to AT mode on the fly. Also the Puma comes around the similar time of a supply depot and motor pool OR nades+bars, but not BOTH. By the time you pop a Luchs the Soviets have a form of AT up their sleeve as they will see you probably didn't invest in Landsers.
6
« on: July 10, 2013, 07:47:05 PM »
I'll try to keep the things simple;
1- There's no 100% equal and mirrored units in COH, this is the design and which makes the game interesting. 2- Vcoh Snipers have the most "equal" look but in fact they are not- both USA and Wehr snipers have different responses and qualities acc to their vet except Health Points. 3- That's why I support 2 man SU sniper team because of the 1st reason.
however;
If the "Cause of Death" differs for this unit - which is at the moment -then it's a major problem. Reinforcing the sniper team on the field is a game breaker. period. A sniper in death danger retreats and if survives, gets the chance to go on doing his job, but 2 man sniper team looses a man by mine or strafe or bike hit- whatever, reinfs and keeps shooting, then this is a serious "advantage" and very clear indicator of "imbalance".
Especially for PE, you may loose your AC to a mine or Krak nade while trying to chase and kill the team but kill only 1 man, and tatam! SU sniper team still alive. Same thing can happen for PGs, you may loose your squad while chasing, but at the end you loose your valuable squad by taking this risk because of the actual design and at the end SU is rewarded. It loads "more risk" to the opposite team than the normal and acceptable risk factor. That also hurts the "exchangeable loss" mechanics. You kila sniper but loose an AC, that's ok. You loose a Luchs but team survives by one man. It's not ok.
It's a clear and visible fact and you don't need 10 replays to "prove it".
That's a balance problem.
^ This, I love how the 2 man sniper is unique but if the cause of death is not by sniper and a ridiculous effort is made to kill said unit but you only manage to nab one man then we have an issue on our hands. One will go down before the other because there is probably one guy closer to the guns that are blazing at him and by the time the retreat button is hit they can run away. This would be as if the ZIS-2 could pack up and leave with 1 guy left. I agree, there should be ways to instagib the sniper team just as the regular sniper would, in example being strafed or hitting a mine... however axis factions do not use strafe. We can find a way to fine tune them until we get them in a proper state IMO.
@JuhwannX I guess I can try to stick them closer when moving .
Or, you could just have them instagib when one of them goes down. Perhaps as a bonus to this fact you leave the health as is. Sticking them closer together will help but doesn't solve the problem. It's a band-aid for the actual issue. (It's happened before)
7
« on: July 10, 2013, 04:04:12 PM »
Snipers have been always the bane of PE, and a two men sniper that acts like a one man sniper squad doesn't change that. Soviets can break PE with single snipers as well which was talked a lot in the balance section, so this is not just because in the latest version has this duo.
So you're telling me that PE should sit there and be burdened with no way to actually kill the sniper like a support team? Blaming this piece of bad balance on "Oh snipers are always terrible" is an extremely poor excuse. Unless there is actual debate behind as to why they SHOULD have 2 men and why they SHOULD be able to be reinforced, unlike any other support squad in the game, then this is a waste of my time. Did you even WATCH my replay? How one sniper took a mine to his face, but his team mate was just a little further from it and I could reinforce them? That would have killed a single sniper. How about when a Kugel found my snipers, managed to nab a couple and I got away with 3 sniper teams? (Not Kubels, though they played a part) I played terribly on purpose to show that all you effectively needed to do was get snipers, hold out until T4 and your enemy is toast, you can see that I was floating resources from time to time simply because I could sit back and watch the meat shield snipers run the infantry down. Your snipers can not be killed unless your enemy went support mode (Or T1 in Wehrmacht's sake) and this "Oh the health is spread out" is not a good cover up. When a bike or kubel targets the squad it focuses on one of the members, not both. So really, you have a weak guy with an insurance man sitting next to him holding the rifle. Plenty of time to escape. I'm not even ADVOCATING a 1 man sniper! I think the 2 man sniper is a cool idea, but it will not EVER work in the COH1 Universe if the vanilla factions are still here. Keep your 2 man sniper, just make it act like a support squad in that they'll both die. It will have the unique look and be balanced simultaneously. I'm not here to troll, I'm here to help. If you're going to stonewall me with buckets of bad excuses then I will leave as it's not worth my time to try and debunk garbage responses that are used to hold onto this design until I go away.
8
« on: July 10, 2013, 12:26:14 AM »
Here is a replay of a 1v1 in which I played 2 conscripts, 3 snipers, and left myself hanging until T3 T70 and was admittedly on the sore side, but dominated with just 3 snipers being the infantry force and the (surviving) conscript as a lone capper. Held on after a bad tech up move and killed a tiger with 2 t34s, even though it was guarded by shrecks. (Because guess what? Snipers survived till late game thanks to reinforcing mechanic.)
The opponent was actively harassing my snipers, didn't matter, because I could reinforce and reuse them.
Again, I strongly suggest you switch to when one dies, the other will. Likely I would have lost the match if this (justified) rule was in place.
EDIT: Had he gotten the kill from actually killing 2 of those team members and finished off the 2 squads, he would have easily won the match.
9
« on: July 09, 2013, 07:29:31 PM »
Hello all!
This will be my first return to the forum in a long time. Firstly I want to congratulate all those that stuck with the project this long. This is a major step towards the final goal. However, there are some tweaks that I feel should be made to balance.
I want to file a formal balance complaint towards the Soviet Sniper Team.
I saw the news that you had integrated the sniper team back into gameplay and thought that the developers finally had a change of thought and made the sniper team to where if one man dies, the other will also. Previously this idea was unheard of and as a result we reduced the sniper team to one man to prevent the imbalance that they created, not only amongst other snipers but also for the entirety of the game.
As I can observe I see that when the sniper team is sniped it does indeed die off all at once. But if it picks up a casualty in any other way, the team survives. Doing this half fix does not do anything good for balance. In the few games I've played against other experienced people who I do not make an agreement with not to abuse the gap created in the soviet snipers, said players spam snipers. I played a game where a player made 1 conscript and 4 snipers, and was able to make the jump straight to T-34s. I had multiple Kubels and they were absolutely useless to the sniper blob. The players walk around fearlessly without camo knowing that the sniper can not be killed unless he is counter sniped and if he is close to losing half his health the retreat and reinforce is right there for him. I even used Panzer III's (!!!) to attack these snipers and managed to nab 3 of them...only to see the whole blob run back to base unscathed because I had just hit the spare members of the sniper squad. The blob came right back and sniped off a fresh couple of PaKs and it was GG. I can see many experienced players, including myself, quitting the game on this basis. I have spoken with others about this topic and many agree with me.
When I was on the team and told that the sniper team must be reintroduced I made the clear statement that it must act as a support team does: When one of the guys dies, the other must do so as well.
"No, that's not realistic"
This is my last time I will say it, but this realism vs gameplay/balance debate needs to end. The game is going to have some funny aspects to it that may not have happened in real life warfare. Frankly, it's a poor excuse as to leave it unbalanced.
"That's stupid, how come the other guy has to die? Omg it doesn't happen in real life"
57mm ATG 60mm Mortar 81mm Mortar Units Pak 38 OBR teams Flak 38 Flak 88 Pak 40 Commando Mortars 105mm Howitzers
Theses are a handful of units where if there is 1 man remaining in the squad, that remaining member will die and the weapon becomes de-crewed.
"But the sniper isn't a support weapon"
Actually, it is. If the sniper is to remain a 2 man squad it needs to be treated in death like a support squad.
"But COH2 did it! And Modern Combat Mod did it!"
And look at the balance of Company of Hereos 2 and the Modern Combat mod. It's an absolute mess. In more detail, the balance of the modern combat mod is less noticeable because the existing sniper mechanics of the game had been changed when the vCoh factions were in their right state removed.
To those whom still support the fallacy of a balanced, 2 man sniper squad that can be reinforced, and you know who you are: It will never, ever work with Company of Heroes unless a dynamic change is made to the mod. (IE removing the vcoh factions and starting fresh...but that would be a devastation to the hard work towards balance and frankly, most people like it.)
Lets talk about the community. From my observations it's been fairly dry since I've seen last but I hope that the release of the OH will spark new interest in the mod, I truly do. And often, the team must implement what the community wants. It has been seen that much of the community is very excited to see the return of the soviet sniper team. From an aesthetic point of view, it's a cool and unique thing that is fun to play with, but when you mention it, most experienced players cringe at the idea.
The options to fix this are cut and dry, and there's no way you can really fanagle them:
1. Leave the Sniper Team as 2 men, but when 1 dies the other does as well (FROM ALL METHODS OF DEATH) 2. Reduce the sniper team back to 1 man as all other vcoh snipers are (The community may cry)
If this is not fixed, from a balance standpoint, then the entire additional factions are in a state of broken gameplay, especially in team games where players can easily get away with these kinds of abuses. I'm not looking for arguments, I'm speaking the truth.
You WILL see vital community members either abusing this tactic or quitting the game. It is your call and you have the chance to salvage what is, undoubtedly, the most well done mod of the COH community.
10
« on: December 16, 2012, 09:40:26 PM »
Arrivederla Cranial
When 1949 is in beta I'll ask Wiffleby to invite you and Dennis to help us balance, I assure you your help would be greatly appreciated. Although there are gonna be a hell ton of units to balance XD
Disheartened
Humph, I appreciate this offer! I may consider it. Life
Games!
11
« on: December 16, 2012, 07:04:19 PM »
What was the disagreement if you don't mind me asking. Must of been pretty big to cause this.
Perhaps the developers will enlighten you, because I'm tired of repeating it, and so are my brothers eliminated like me. I was hardly involved in such action until I stood up for some of the other guys. This will delay the Oh by months if it comes out at all. I urge you to take Dennis' advice if you want new patches, even if you want a new hotfix. The developers brought doom upon themselves. And you know who you are.
12
« on: December 16, 2012, 04:22:00 PM »
Departure
13
« on: December 16, 2012, 03:18:03 PM »
I am in full agreeance and sadly, support of your decision Dennis. I hope that we can find work in a more respectable environment, since we have not found one of over 2 years of work for some of us.
I can't fathom that it came to this and I sincerely want to thank you for all the work you've done, and also want to thank Riggs, Darc, Killar, Ape, Glimz, Yau, Snug, JB, Paciat, Burro, Maxi, Bish, even redguard, as you were both a struggle to work with sometimes and a pleasure to work with sometimes. I am proud of what we've done for this mod, and I want to thank all the people who worked with TGPW and played, I may not have been the best coordinator but I hope you all enjoyed. I may not be able to guarantee your access to the beta, winners, because I have tried under developer promises for some time now and they seem uninterested, even after confirming it was possible at the beginning and the end of the tourney. I hope you all enjoyed and perhaps I can host another at some time if OH becomes released.
14
« on: December 13, 2012, 09:09:53 PM »
Of course, voted for my 4th year I don't quite understand Steam Greenlight though? Is it so that EF is available for download off of steam? That'd be cool.
15
« on: December 13, 2012, 02:23:58 AM »
The shots always cause splash damage, not only when failing to hit, but this sounds weird.
How many HP did they have before being blown?
Forgot to ask this myself.
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