Company of Heroes: Eastern Front

Author Topic: EF - Balance Topic  (Read 9479 times)

Offline FartOfWar

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Re: EF - Balance Topic
« Reply #15 on: January 22, 2010, 02:21:15 AM »
First of all your not supposed to play PE in 1v1 and ingeneries die like flies, having more than one is just bad, when they get suppressed they die before they even get a chance to crawl away. At least pios can retreat.

The soviets aren't that different from the other armies, the basic tactics still works, you can benefit from the no-retreating in many ways, encircle the enemy and you can kill entire battalions. It really sounds like you haven't even played a single games as the red army and just noobishly claim that they are OP!

The only thing that made any sense at all is the part about american med tents that are having one hell of a field day with all the conscripts running around dying everywhere.

If any of you are so sure that the red army is so powerful im always up for a game  :) (evil laughter)

Balancing EF will take time. The odds of an initial release being balanced for or against any given faction are astronomical given the number of variables. Separating signal from noise will pose a challenge for the team, too. Every valid complaint will come with another ten that prove totally invalid over time as players develop different strategies and tactics. That said, I've scanned a few of your shrill posts, and know that if enough of EF's player base is as deluded as you, the mod will wither on the vine.

Offline RommelsBadAss

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Re: EF - Balance Topic
« Reply #16 on: January 22, 2010, 02:53:26 AM »
agreed FartofWar

I think the Fundamental problem lies within the fact that it is Vcoh...and well, enough said.

But I agree with most balence points brought up so far, and I want a make a suggestion that western and eastern allies not be allowed to play with each other. period. One fron or another because if armies mix, well, it becomes an insanly unfair game. end of story.

Offline AznDamon

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Re: EF - Balance Topic
« Reply #17 on: January 22, 2010, 03:09:18 AM »
I'm just putting it out there, but perhaps some of these issues aren't balance problems and can be defeated with craftiness. I don't play as the Axis so I wouldn't know. It's just that I remember when the PE and Brits were unleashed, everyone started storming up too.

I do have a problem with the tank riders; once you get it, you can't manually mount guards onto the T-34's, you have to call in one which stinks. And once you upgrade the Strelky and Ingeneries, you can send them in like British commandos, tearing up everything at close range.

I'll admit I'm biased, but don't change the mortar. I like it being bad ass.

Offline Azakura

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Re: EF - Balance Topic
« Reply #18 on: January 22, 2010, 05:13:54 AM »
Alright, anyone who says that the Russians aren't OP I don't know what game you're playing. I played with a real noob teammate against two pretty good players and myself being an above average player (600-400, MajKusanagi). We both just started as the Russians and were pretty easily able to beat them.

Just got finished with a 3v3 as Werh x2 and PE vs Russ x2 and USA. We seriously outplayed them all game with tactical gameplay, ops and the such.We had good AT and good AI while all the Russians had to do was spam infantry and Arty along with tanks mid game. All of the Russian units are pretty cheap compared to their German counterparts. Even the Russian builders are pretty damn strong.

By the end of the game we lost. We had well over 40k points per player on our team while the Allies had 10-20k points. The Russians are suppose to be numerous and weak, not numerous and powerful. Any good CoH player should be able to recognize the imbalance though.

I trust that the developers will help balance it though.

Offline corp28

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Re: EF - Balance Topic
« Reply #19 on: January 22, 2010, 07:41:24 AM »
I agree with most of the points in the first post mainly,

-The tank hunter infantry + sniper team spam makes russian early game OP (only time I beat it was when i bum rushed to t4 as wher)

-I noticed alot of talk about soviet tanks. While the russian tanks are definitely powerful, they don't seem too overpowered (well maybe just a bit XD) as with careful micro of panther/pio's I've been able to keep it even most of the time (although I had to have alot of panthers =/) It definitely was weird o not be able to rush my panthers in and expect them to beat every other tank though =D

-Also, It seems to me that since the soviets have all their resource usage specialized (e.g. only time they use munitions is in armory upgrades, don't use any fuel till tank depot) they float those resources and dont really have to choose what they want to use them on (e.g. they never have to choose between using fuel on upgrades or using it on tanks since tanks are the only thing that cost fuel, same relationship between munitions and doctrine abilities/upgrades) While I like how this makes the soviets unique as a faction, I feel there should be something to balance out the advantage this gives them over the other faction.

-In the games I've played the command squad has been able to go toe to toe with any t1 wher infantry (havent reallly tried it agaisnt t2 grens) It seems the command squad shouldn't be able to fight so much as...well...command =P

-Lastly, wher propaganda war has no effect on soviet troops, I know they normally can't retreat but the inability to use prop war makes terror almost useless in my eyes (especially since propaganda war has so much potential agaisnt a blob of soviet infantry)

I'm just an average (mostly wher) player so things might be different for the higher level players.
btw, great mod! really refreshing to play w/ a new and unique faction.

Edit: As to my third point concerning the resources, it's less about balance per se and more about making the soviets a bit more fun to play, I love the fact that I have to pick and choose between more upgrades or more units on the field for the other factions. I think having this be more of a factor for the soviets would make them more interesting.
« Last Edit: January 22, 2010, 08:03:21 AM by corp28 »

Offline Voop_Bakon

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Re: EF - Balance Topic
« Reply #20 on: January 22, 2010, 07:54:26 AM »
Just played 1v1 me wehr and brother Soviet. Guess who won? Me.

Soviets are not OP, you just have to play differently then either the brits or US. Infantry blobs were cut down to nothing in second with an MG and a nebel, or even an MG and a Grenadier with MG42.

Vet 1 panther will beat any soviet tank 1v1

Have to be much more mobile than with US. You cant bunker down like the other factions.

Finally, it seems soviet early game is strong, with the only late game edge being the IS-2 and w/e upgrade or two the soviet player researched. Neither is hard to beat, you just have to adjust to what the soviet player does

Offline oPatJRo

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Re: EF - Balance Topic
« Reply #21 on: January 22, 2010, 07:55:34 AM »
and yes, soviet CONSCRIP take no POP cap. You can just spawn thousand of them then attack. it unfair for the german. Soviet engineer take about 2 sec to make...wtf

Offline Marcus

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Re: EF - Balance Topic
« Reply #22 on: January 22, 2010, 10:20:44 AM »
You can't balance a game thinking only to low-mid skilled players (max respect for them), you must balance the game even for pros, and especially for abusers, as soon as some1 finds an OP strategy (like the one i posted, again some1 should try it in 1vs1), you will start seeing that EVERYONE use it, just because the major part of CoH players play to win, not to have a fair game...(And this happened with Piospam, Roospam, ACspam, bren carrier trick, etc etc, if you are a fair player you won't use those "abuses" too much, if u want to win at all costs you will)...That's why those balance issues imo should be seriously considered, because when people will understand how powerful can be one single way to play, they will just start playing all in the same way...(and i am talking about games where players have a strong micro-macro)

Voop_Bakon add me on CoH, maybe you have a strategy to stop Russians, i would be glad to find one too...

Offline Volkmar666

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Re: EF - Balance Topic
« Reply #23 on: January 22, 2010, 11:19:01 AM »
Yes , thank god someone listed main problems early - mid game , (btw , almost never wh can make to the late game). My ranked lvl in coh is about 14-15. Everything that Marcus said is true. I want to talk about early wh vs russians game:

- Where is the disadvantage(historical) of weak russian early game? Pios < Ingenery ,
Conscripts + Ingenery >= Volks
Mg 42 < Command Squad , or eaten by blob if it is in building
what can i do? i need to have at least 1/3 map control to even think about T2.
- This is meat nation , you cannot do units like conscripts + little backup to match 280 mp volks , where you have 12 units (8 shooting 4 manshields) for 350 mp and very short building time.
- So what? free arty from command squad early game? greaat , no counter
- Ok , mega meat units which costs not very badly , have almost no popcap , and where i got to T2 you got IS-2
- hmm , i dont know what was your history consultant , because tanks like T34 should be similar to PIV and IS 2 to panther , and now , the fact pak with first shot in ambush can kill IS - 2 in about 8 hits , and T34 in 6 , so how can i defend?!
- mortar with 105 mm -> total op , you cannot do almost nothing
- situation with snipers and teams with anti - tank rifles were mentioned in previous posts...

Offline SexyUnderwaterAction

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Re: EF - Balance Topic
« Reply #24 on: January 22, 2010, 11:47:39 AM »
When I first looked at the soviets in paper, their doctrines and abilities (mostly artillery and suppresion related) seemed too much. I played 2v2's and 1v1's on both sides today, and confirmed this.

overall problems I have with this mod:

No munitions cost.

For a faction that already has a manpower advantage from low teching costs and cheap squads, both in reinforcing and their up front cost, plus they have almost no manpower drain on your upkeep, this is how the us is kept in line.

The abilities on a timer provide a huge problem, since they simply can be spammed to provide a manpower drain on your opponent, while you are using those munitions to upgrade your units to ridiculous status, leaving you the manpower that other armies have to use for teching costs or veterancy to be used for more units or more tanks.

Too many suppression breaking abilities.

Sure you have a shaky start, and are forced to find creative ways to use your officer squad(forgot actual name) to flank mg's and or get out of the line of fire. but once you settle in, and start getting doctrinal abilities combined with suppression breaking abilities found by upgrades or better squads is where you start making mg's obsolete, and if OF tought us anything, it's that we need to go back to vcoh mechanics not blooby tactics.

Id suggest instead of so many suppression abilities, why don't you guys give the officer or another unit the ability to force retreat individual russian squads on a timer, so that you have a skilled way to preserve your units, but don't have the ridiculousness of being able to walk by mg's all the time.

Offline CommissarGears

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Re: EF - Balance Topic
« Reply #25 on: January 22, 2010, 11:51:10 AM »
start learnin layered defences baby!

Fireup rush the first one only to see a second MG behind the first, and maybe even a third behind the second! nasty surprise in the fog ofwar.

Offline Volkmar666

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Re: EF - Balance Topic
« Reply #26 on: January 22, 2010, 11:55:41 AM »
Start learnin to think logically , command squad is T1 unit , which can go out when you got one mg .... which cannot cover big areas... i know that people just pretend they are good not the faction is totally op...

Offline cephalos

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Re: EF - Balance Topic
« Reply #27 on: January 22, 2010, 11:56:27 AM »
I had played three games 1v1 and:

- when playing breakthrough strategy you can call Tank Riders-750 mp and NO pop. After ~15 minutes I had about 25 T-34 and horde of troops without using fuel.... that's OP

- there should be only ISU-152 at the moment on the battlefield

- mortar- shoot to fast
- no MG's
- conscripts should take pop
- sniper team - NO, alone sniper - YES
- t-34 is almost like panzer IV, and after upgrade with 85mm it's like panther - OP