Company of Heroes: Eastern Front

Author Topic: Balance for non-mod factions  (Read 4921 times)

Offline Bojevnik

  • Ingenery
  • *
  • Posts: 2
    • View Profile
Balance for non-mod factions
« on: October 04, 2009, 02:48:56 PM »
Are there gonna be any balance changes for non-mod factions? I think it would be really nice if you guys would fix a few things like kangaroos, 1 sec arty, red smoke for strafing runs...

Offline BurroDiablo

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3976
  • NYET!
    • View Profile
Re: Balance for non-mod factions
« Reply #1 on: October 04, 2009, 03:21:12 PM »
We are not touching the other factions.

Offline GreenApple

  • Guard
  • ***
  • Posts: 245
  • AppleCop
    • View Profile
    • EasternFront
Re: Balance for non-mod factions
« Reply #2 on: October 04, 2009, 03:45:48 PM »
Are there gonna be any balance changes for non-mod factions? I think it would be really nice if you guys would fix a few things like kangaroos, 1 sec arty, red smoke for strafing runs...

typical of wm-fanboys


An apple a day keeps the doctor away ;)

Offline Bojevnik

  • Ingenery
  • *
  • Posts: 2
    • View Profile
Re: Balance for non-mod factions
« Reply #3 on: October 04, 2009, 04:00:23 PM »
Are there gonna be any balance changes for non-mod factions? I think it would be really nice if you guys would fix a few things like kangaroos, 1 sec arty, red smoke for strafing runs...

typical of wm-fanboys

Are you saying everything is balanced like it should be?
Watch this replay: newbielink:http://www.gamereplays.org/community/index.php?act=Attach&type=post&id=506747 [nonactive]
« Last Edit: October 04, 2009, 04:13:42 PM by Bojevnik »

Offline ford_prefect

  • Mr. Spam
  • *
  • Posts: 1232
    • View Profile
Re: Balance for non-mod factions
« Reply #4 on: October 04, 2009, 06:35:37 PM »
Are there gonna be any balance changes for non-mod factions? I think it would be really nice if you guys would fix a few things like kangaroos, 1 sec arty, red smoke for strafing runs...

typical of wm-fanboys

Are you saying everything is balanced like it should be?
Watch this replay: http://www.gamereplays.org/community/index.php?act=Attach&type=post&id=506747
They have said it a MILLION times and are willing to say it again. You want to here it ok here it is.................................................................................................no

Offline vengefulnoob

  • Commissar
  • ****
  • Posts: 453
    • View Profile
Re: Balance for non-mod factions
« Reply #5 on: October 05, 2009, 05:39:21 PM »
Why can't people read an FAQ? IT'S NOT DIFFICULT!!!!!
Za Chest Gvardii!

Offline Dominic 'Dragon' Cassidy

  • Administrator
  • Mr. Spam
  • *
  • Posts: 1890
    • View Profile
Re: Balance for non-mod factions
« Reply #6 on: October 08, 2009, 09:07:05 PM »
There will be no balance changes to the original sides.

However, due to the extreme skill of our AI Coder, Sweeten, the AI of the game will be likely improved, to avoid Soviet domination.


Cassidy Motto -> Frangas non flectes.....You can break me, but I'll never bend.

nbeerbower

  • Guest
Re: Balance for non-mod factions
« Reply #7 on: October 08, 2009, 09:14:09 PM »
There will be no balance changes to the original sides.

However, due to the extreme skill of our AI Coder, Sweeten, the AI of the game will be likely improved, to avoid Soviet domination.

Sounds good.

Offline sweeten2213

  • Guard
  • ***
  • Posts: 205
    • View Profile
Re: Balance for non-mod factions
« Reply #8 on: October 11, 2009, 04:27:31 PM »
Quote
However, due to the extreme skill of our AI Coder, Sweeten, the AI of the game will be likely improved, to avoid Soviet domination.

Oh boy - the pressures on  ;D

Offline akn102991

  • Ingenery
  • *
  • Posts: 23
    • View Profile
Re: Balance for non-mod factions
« Reply #9 on: October 11, 2009, 04:32:40 PM »
Quote
However, due to the extreme skill of our AI Coder, Sweeten, the AI of the game will be likely improved, to avoid Soviet domination.

Oh boy - the pressures on  ;D

You talk a big game.... Mr. Sweeten.  Muahahha.

A question out of curiosity:  How did you get the conscripts without guns to work correctly?  As far as i know there isn't a unit in Coh that doesn't have a weapon (even the captain has a pistol), so this would stop any 'code borrowing' from there. 

Just curious.

Offline sweeten2213

  • Guard
  • ***
  • Posts: 205
    • View Profile
Re: Balance for non-mod factions
« Reply #10 on: October 11, 2009, 04:43:29 PM »
Fortunately they have been a "well behaved group".  Nothing really special had to be done to get their squad ai working correctly.  I was shocked they didn't try and charge into death, but they work fine.

As for talking a big game, I'm more of a work behind the scenes guy - especially here.  However, if others choose to talk the game for me, I guess I'll just have to step up  ;D

Offline akn102991

  • Ingenery
  • *
  • Posts: 23
    • View Profile
Re: Balance for non-mod factions
« Reply #11 on: October 11, 2009, 04:46:26 PM »
Fortunately they have been a "well behaved group".  Nothing really special had to be done to get their squad ai working correctly.  I was shocked they didn't try and charge into death, but they work fine.

As for talking a big game, I'm more of a work behind the scenes guy - especially here.  However, if others choose to talk the game for me, I guess I'll just have to step up  ;D

I know, just giving you a hard time.

Keep on keeping on.  :)

Offline WartyX

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 2172
  • Dave got trolled! Trololol!
    • View Profile
    • Eastern Front @ Twitter
Re: Balance for non-mod factions
« Reply #12 on: October 11, 2009, 05:30:56 PM »
Medics have no weapons, neither do Repair Bunker Pioniers. We just copied those animations.