Company of Heroes: Eastern Front

Author Topic: v1.6 Tank Riders  (Read 4216 times)

Offline GodlikeDennis

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Re: v1.6 Tank Riders
« Reply #15 on: April 02, 2012, 10:25:45 AM »
Considering you get a strong actual tank (without the disadvantages of tank destroyers like Hetzers etc.) AND a PPS guard squad at 5cps at a discounted cost and requiring NONE of the normal teching; it is an extremely strong callin. The ability is not intended to replace all production. If you want tanks that can fight everything, tech for it. You should still have to build normal units alongside your callins rather than just spam TRs once you unlock them.

Comparing them to Elefants, Tigers etc. is stupid. 5cps is a world away from 9cps. Compared to the Hetzer, JP4, StuH etc. it is much better because of the addition of a Guard squad. Thus the small cost and CP difference.
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Offline Cranialwizard

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Re: v1.6 Tank Riders
« Reply #16 on: April 02, 2012, 12:35:27 PM »
Considering you get a strong actual tank (without the disadvantages of tank destroyers like Hetzers etc.) AND a PPS guard squad at 5cps at a discounted cost and requiring NONE of the normal teching; it is an extremely strong callin. The ability is not intended to replace all production. If you want tanks that can fight everything, tech for it. You should still have to build normal units alongside your callins rather than just spam TRs once you unlock them.

Comparing them to Elefants, Tigers etc. is stupid. 5cps is a world away from 9cps. Compared to the Hetzer, JP4, StuH etc. it is much better because of the addition of a Guard squad. Thus the small cost and CP difference.

And this is the reasoning we used to remove the 85mm option. (Isn't it 4cps Dennis?) Even if you do have to tech to it, it's still Over powered/

To add, with the 85mm option you could effectively spam the Tank Riders and have a viable counter to Panthers and other tanks (I'd go as far to say Tigers in numbers) and Infantry with the PPS-Guards. All of this for 4cps (5?). Aint no way in hell that's coming back under the current circumstances.
« Last Edit: April 02, 2012, 12:41:19 PM by Cranialwizard »
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Killar

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Re: v1.6 Tank Riders
« Reply #17 on: April 02, 2012, 05:15:08 PM »
You don´t need a tankhall, Heavy tankovy and schockguards to get all these weapons. In addition the call in which are late game units comes far earlier in about mid game (5 CP is about stuh or hetzer).

Obviously this is too strong.
« Last Edit: April 02, 2012, 05:25:51 PM by Killar »

Offline Blackbishop

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Re: v1.6 Tank Riders
« Reply #18 on: April 02, 2012, 05:44:38 PM »
@Cranial
I think they mean Inspired Speech(1) + Tank Riders(4). Because as the tree tech is progressive, you can count the father node as part of the cost to get the child.
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Offline Otto Halfhand

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Re: v1.6 Tank Riders
« Reply #19 on: April 02, 2012, 06:16:48 PM »
Cranial, the reasons you have given for removing the 85 TR option SEEMS to be logical. The notion that you can SPAM this call-in is faulty. The reason is the high 8 Pop/Gd squad requirement. Spamming a 16 POP call-in is a ludicrous proposition. 3 call-ins of TRs cost 48 pop, (2250 MP); 48 pop can be compared to ~ half of the Pop Cap in a game...
(Remember, the Sov Pop Cap Limit displays as being 7 pop higher/conscript squad deployed, than it actually is. IE the Sov Pop Cap display would indicate up to 35 pop higher than it actually is. Confusing in the heat of battle, but a very clever solution to displaying Conscript squad sizes)...
...@Catfishy: To call this spam is pushing the use of the word. Consider 48 pop as an NI spam. 8 NI squads, 48 pop, (2880 MP). Now that is not only Spam but SPAMELOT! Talk about shredding axis tanks and infantry with that blob...

I am not convinced the 85 TR option is OP. I think the problem associated with Tank Riders (generic), lies in the cost discounts. As Dennis indicated you get a good tank with the T34/76; but it is only ~=to StuGs and inferior to Wher T4. You'all know this. It is a Balancing Issue. You'all discounted the call-in cost by making it cheaper than "producing" T34's of all flavors to compensate for it; in effect begging players to SPAM it.
I view this discounting costs for a call-in as a structural flaw in the Sov Doctrinal design process. The 85 TR option serves to only highlight this flaw. All other call-ins introduce unique units into the game. The call-in costs are higher than the costs associated with buildable equivalent units. The tank Rider call-in introduces a unique concept/ability into the game utilizing buildable units to do so. And does so at a discounted price, (counter to the vCOH system). A similar type flaw existed the Nashorn call-in prior to v1.6. A FP premium was added to the call-in price. The problem with the Premium/Discount business is that it fucks with game mechanics in an unpredictable manner. The sandbox lot see it as balancing problem; which from their perspective it is. I suggest you play with the call-in costs a liitle more before you consign 85 TR to the trashbin. The Propaganda NI 2CP call-in is another manifestation of this type of flaw. It is too low for EF. but Balanced vs vCOH 2CP storms. In this case the root of the problem is not EF's but Relics. The 2CP Storms is what is OP, and fucks with the game mechanics. Relic has chosen not to correct it, (although it could be easily done). :(

The whole mess is a thorny business.

I have to agree with Otto on this. Having an upgrade-required t-34/85 call-in doesn't seem OP at all.

-Currently the benefit of tank riders is that the tank can cap points. Even an entry lever commander (i.e. me) can move infantry up behind the tank to cap, just like every other faction.
-To get the tank riders on 85s you would have to be able to build 85s already. This is a bigger limit than the current tank riders call-in.
-Calling in 85s is less OP than calling in a Tiger or Panthers (Panthers were DESIGNED to counter t-34s).
-The 85 costs 20mp 10fp more than the 76 from the tank hall.

The presence of the 85 isn't challenged, calling in tank riders on a 76 isn't debated, and the small jump in price from the 76 to the 85 is accepted without complaint. Please explain how a t-34/85 tank riders call-in (requiring the 85mm gun upgrade) is overpowered.
+1

BTW In game what does T34/76 counter

I beg you'all please restore the T34/85 tank rider option.

No fucking way. The 85mm upgrade callin was clearly OP not to mention the guards rideing on it. It shouldent return, its stupid being able to upgrade a callin unit like that.
The tone of your reply is is inflammatory. It obscures the relevance of your message. Review:
 
http://easternfront.org/forums/index.php?topic=3161.msg107366#msg107366

And consider using Spell Check.

@Blackbishop you understand my use of total CP cost to obtain a particular Callin. That is why 6CP was cited for T34/85 production times in previous post, 1CP mechanics had to be added to the equation.
« Last Edit: April 02, 2012, 06:22:57 PM by Otto 213 »
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Offline Trooper425

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Re: v1.6 Tank Riders
« Reply #20 on: April 02, 2012, 06:32:22 PM »
@Dennis & Killar: I think you missed the entire point of my argument. I suggested only allowing 85 TRs at a time when you could build 85s normally. That takes a good amount of teching. If you are super concerned about spamming and don't think the fact that they are expensive would solve that, just put a limit on TRs, say 3. Force TRs to fight alongside normal tanks. I can understand your issues with PPSH infantry riding on the tanks, but that should be an issue with the current TR call-in (and it's not). IMO the whole point of TRs should be that they are a support option for armor players. Grab a few tanks, put a TR beside it, everything works out. There are easy ways to avoid TR spam, and I want TRs to be an alternative to the tanks themselves, not a cheaper, better, earlier version. Yes, I agree, that would be stupid. I know that call-ins can be limited by your tech, so I honestly think TRs should not be available until the tank they're riding on is. I would rest easy, though, knowing that you can't get 85 TRs until you can get 85s though.
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Offline Alexander 'ApeMen' J.

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Re: v1.6 Tank Riders
« Reply #21 on: April 02, 2012, 07:43:43 PM »
you guy should keep in mind that even if you need a research this would mean you can get your main battle tank always without fuel cost + there is always an late game elite unit included

im mean im talking about an unit which requires tank hall (but you dont need the tank hall at all for this strategy

instead of this oyu can also save the fuel you saved on tanks for inf upgrades
just think about it if you could always call in upgund upgraded shermans with americans without fuel
so even if your fuel income is nearly 0 its not a problem for you

think about it and im sure you will agree that its not a good idea to add the 85mm TR again



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Re: v1.6 Tank Riders
« Reply #22 on: April 02, 2012, 08:28:52 PM »
I beg you'all please restore the T34/85 tank rider option.

No fucking way. The 85mm upgrade callin was clearly OP not to mention the guards rideing on it. It shouldent return, its stupid being able to upgrade a callin unit like that.
The tone of your reply is is inflammatory. It obscures the relevance of your message. Review:
 
http://easternfront.org/forums/index.php?topic=3161.msg107366#msg107366 [nofollow]

And consider using Spell Check.

First off all, English isn't his first language.  Everyone else can understand him except for you, and no one else has been QQing about his language.  Don't be a Grammar Nazi.

Second of all, L2P before you request a balance change.  This wasn't a border-line issue; the 85 TR was clearly too OP for its price.

Offline Blackbishop

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Re: v1.6 Tank Riders
« Reply #23 on: April 02, 2012, 08:50:48 PM »
Well, in either case, T-34/85 is not going to come back any time soon, so I'll lock this topic.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...