: Best Thing Ever : Foamy The Squirrel [nofollow]
Balance suggestions are great and we take them into considerations as you see in the patches. but the whole 'redesign the faction to my vision' isn't gona happen guys...so stick to balance not design plz
QuoteWell you say level 8 = noob. Listen, you can be beaten by lower levels than you; that can happen.No you listen, lv8 is noob ok, simple as that, and I beat them too, what I'm saying is that I only just beat them, and I didn't mention that we had high resourses on, which is an extreamly axis favoured game setting, and even so, we were still losing the entire game untill I got out my first panthers, we only one because they got scared because of how many t34s they were losing, not realising that they probably would have won if they played on.Quotethe game is globbaly balanced (maybe there are little things to buff or to nerf) but still you can't win?! What do you want an easy win? Where is the fun? I have actually played 3 game with wehr without the patch, I won the 3 games (it wasn't always easy) . Maybe my opponents were not always very good but anyway, I had fun.Why the fuck would I want an easy win against everyone? I want a chalenging game against people of equivelt or better skill level, not against some noobs. Do you know anything about balance? the game is not globaly balanced.
Well you say level 8 = noob. Listen, you can be beaten by lower levels than you; that can happen.
the game is globbaly balanced (maybe there are little things to buff or to nerf) but still you can't win?! What do you want an easy win? Where is the fun? I have actually played 3 game with wehr without the patch, I won the 3 games (it wasn't always easy) . Maybe my opponents were not always very good but anyway, I had fun.
The brits are disliked because they got dull units, useless doctrines and a too linear techtree.
This is not redesing, this is balance, if you dont want any help with your balancing, then dont make balance forums. And when someone takes the time to test the mod, come to the forums and post a large summary on how your mod could be better, based on the opinion of expert players and my own testing, how about not throwing it in their face.The mod will not go far unless it follows the rules of the game, the british did not follow the rules of the game, and they are very much disliked......
Problem 2, Doctrines and XP pointsThe Russian doctrines allow you to have late game units, such as the Kitakyushu, much to early, and for not enough XP points and for not enough POP or MP, did you also take into consideration that since Russians are constantly losing men, that they will be getting lots of XP points, meaning Russians can unlock their command trees very fast, their conscripts in mass can devastate infantry squads like that in an OP way! meaning more XP, faster.Solution 2reevaluated the set up of some of the command trees, increase the XP points that are required to buy units like the Katusha or move it down a bit the doctrine ladder so it comes in much later on. Doctrine abilities like for the motherland and red tide now cost 50 munitions to use, just like for the fatherland, same goes for all other abilities like these ones.problem 3, abilities and tecingFree abilities? Just because Russian tecing costs are so munitions heavy does not mean you should give them free defensive artillery that can be used anywhere and be available from the first unit you build. First of all, tecing should not cost muni, it should cost fuel and MP, and abilities should cost muni, not nothing.Solution 3The command squads abilities cannot be used until the Armory has been built, and the arty strike now costs 125 munitions, charge and binoculars now cost 20 munitions each. Molotov's and all grenade like abilities must cost at least 20 munitions to use.And like I said before, all the research that can be done in the armory must be changed so it costs Fuel and MP, as munitions is used for abilities, not research.If this is implemented, then individual units won't need as much tweaking, this is the main reason why the Russians are so OP at the moment, I'm sure you aware but here is a list of every unit that is seriously OP.OP Units1.Mortar is not a mortar, but an extremely mobile artillery piece with no cool down that comes out after 5 mins, since its 120mm, it should do more damege than all the other mortars in the game, but right now its free 120mm arty.2.The sniper is far too cheap, the price should be up'ed to 340mp like all other snipers.3.Conscripts are simply to effective for their price, either Nerf their effectiveness so that 2 conscript squads can only just take out a grenadier squad (And once grens get vet, conscripts should not stand a chance). Or increase their price to 240mp, and increase their build time.4.Conscripts capping speed must be reduced to .755.Igenerny capping speed should be 1.6.Command squads and strelky squads should cap at 17.And gaurds should cap at 1.58.The t-70 and T-90 should cost 270mp and 30 fuel.9. Russian super tanks should have a limmit of 1 at a time.10. T34 should cost 400mp and 80 fuel.11. The ISU needs a damege output nerf.12. The katyusha neeeds to be a later game unit, and cost more MP.13. Gaurds need to cost 375mp.14. Strelky need to cost 280mp.15. ISU, 1 time call in, 500mp.16. Conscripts take up 5 pop cap, to prevent spamming.17. the barracks needs to cost 200mp and 15 fuel, making it 100mp in the first place was just stupid and increases the chance for spamming of conscripts. 18. When the Russian HQ is destroyed, there is no ability to call in engins to repair it.This is what is required for balance, not the nerfing of every unit.Bugs1. you can que up command squads, but only one will be finished.2. Conscripts should show the amount of men they have left in their squad, ingerney also have this issue.3. If Wher, PE, US or british capture a Russian weapon, then they cannot retreat.
Good luck balancing this mod guys, i'm sure with some more suggestions from ViserExciser, that it will be done in no time....