Company of Heroes: Eastern Front

Author Topic: [1.3.1.0] The recent conscript fix  (Read 12227 times)

Offline IJoe

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Re: [1.3.1.0] The recent conscript fix
« Reply #60 on: April 26, 2011, 05:38:54 PM »
How's this conscript health reduction gonna show on penal troops? - They consist of 7 "conscripts" + the "Commissar". I don't think, it's such a good idea to reduce their health. In fact, this idea is simply of criminal nature, IMO.
So, if you want to reduce the health of the conscript squad in particular, you would have to create a separate epbs entry for that "conscript_with_reduced_health". Otherwise this "fix" will hurt two squads at once, and there never seemed to be any problem with shtrafnye troops.
This is what I call "crawling nerf"
Conscripts and Shtrafnie already use two different types of conscripts IIRC.
Hmm... Ok then.
But, I'm watching you  ;)

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Offline RedGuard

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Re: [1.3.1.0] The recent conscript fix
« Reply #61 on: April 26, 2011, 08:08:06 PM »
I'll say it again, it's impossible to balance against future changes that can't be tested against Soviets as yet. People are in an uproar over several small things which have an extremely minor effect in actuality. The most substantial buff is the volk capping speed increase in skirmish phase. Their reinforcement cost and upfront cost of MG42s are small changes. Just like you yourself are angry over the series of nerfs Soviets are receiving even though they're only very slight at this point (except for major things like SS teams etc.).

I'm not angry dennis I dont want you to believe i am ever angry at anyone or anything I love this mod

I'm just concerned, But I trust you guys and know you all have a very good understanding of everything COH :)

whats happening with 'SS'  teams?
« Last Edit: April 26, 2011, 08:16:02 PM by REDcommissar »
Soviet is OP

Offline Zerstörer

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Re: [1.3.1.0] The recent conscript fix
« Reply #62 on: April 26, 2011, 08:49:54 PM »
I'd say the biggest change is not the volk capping speed but the reduction of the MG42 redeployment speed which makes flanking a bit more difficult against good.

Make no mistake the Volk changes are significant and allow for more extended Tier1. Vetted MP40 volks will be the bane of many a Soviet player. But I suspect it will just force a faster transition to Strelky. The improved DP28 should also help a bit.
To be fair, atm soviets do have the upper hand in the opening stages of the game so the WH buffs should equal it rather than tip the balance over
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Offline Hendrik 'DarcReaver' S.

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Re: [1.3.1.0] The recent conscript fix
« Reply #63 on: April 26, 2011, 10:14:48 PM »
I think conscripts really don't need a health nerf.
Soviets much rather need a damper on their capping speed. Just reduce it for conscripts to volks level. This should fix alot of problems.

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Offline IJoe

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Re: [1.3.1.0] The recent conscript fix
« Reply #64 on: April 26, 2011, 10:21:00 PM »
I think conscripts really don't need a health nerf.
Soviets much rather need a damper on their capping speed. Just reduce it for conscripts to volks level. This should fix alot of problems.
Then raise ingenery capping and buiding rate to match pios, right?

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Offline Joshua9

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Re: [1.3.1.0] The recent conscript fix
« Reply #65 on: May 08, 2011, 08:19:42 PM »

I'm happy with all the changes intended...
very glad the conscripts suppression value is going away.  played a game where I thought my enemy's volks squad got suppressed by his own mg, because it started crawling around on its belly.  apparently that was conscripts. 

I mentioned that I thought the detection range of the command squad was too large, and that it makes using snipers really tricky.  It may not be the sight range that is the biggest problem, but the random critical chance on the command squad that also affects snipers at medium/long range. 

Played a game against my friend where I anticipated movement up the map by maybe an mg.  instead I encountered a sniper.  a Single shot from my squad killed that sniper at long range. 

That was the most obvious example, but when I am wehr, I seem to watch my full health snipers die at that range in the blink of an eye, and i'm wondering if it is that critical chance that is causing this.  is there a way to make snipers less vulnerable to that?

Offline Paladin88

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Re: [1.3.1.0] The recent conscript fix
« Reply #66 on: May 09, 2011, 09:38:19 AM »
Played a game against my friend where I anticipated movement up the map by maybe an mg.  instead I encountered a sniper.  a Single shot from my squad killed that sniper at long range. 

That was the most obvious example, but when I am wehr, I seem to watch my full health snipers die at that range in the blink of an eye, and i'm wondering if it is that critical chance that is causing this.  is there a way to make snipers less vulnerable to that?


Well... Snipers are one man, as even the US sniper says... one shot, one kill. Keep snipers in cover (shrugs) thats the only real way of improving its survival...
« Last Edit: May 09, 2011, 09:43:50 AM by Paladin88 »
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Offline RedGuard

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Re: [1.3.1.0] The recent conscript fix
« Reply #67 on: May 09, 2011, 10:26:41 AM »

I'm happy with all the changes intended...
very glad the conscripts suppression value is going away.  played a game where I thought my enemy's volks squad got suppressed by his own mg, because it started crawling around on its belly.  apparently that was conscripts. 

I mentioned that I thought the detection range of the command squad was too large, and that it makes using snipers really tricky.  It may not be the sight range that is the biggest problem, but the random critical chance on the command squad that also affects snipers at medium/long range. 

Played a game against my friend where I anticipated movement up the map by maybe an mg.  instead I encountered a sniper.  a Single shot from my squad killed that sniper at long range. 

That was the most obvious example, but when I am wehr, I seem to watch my full health snipers die at that range in the blink of an eye, and i'm wondering if it is that critical chance that is causing this.  is there a way to make snipers less vulnerable to that?

do u have the replay?
Soviet is OP

Offline Joshua9

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Re: [1.3.1.0] The recent conscript fix
« Reply #68 on: May 09, 2011, 10:37:36 PM »
I don't have the replay, and should definitely have saved it.

you would know though, from the numbers whether or not this is possible though?

Offline GodlikeDennis

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Re: [1.3.1.0] The recent conscript fix
« Reply #69 on: May 10, 2011, 06:54:44 AM »
It's possible but certainly not probable. Not really a balance concern.
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