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Company of Heroes: Eastern Front
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Eastern Front Mod (Read-Only)
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Balance Discussion
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Balance Overview
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Topic: Balance Overview (Read 12106 times)
WartyX
Developer
Poster of the Soviet Union
Posts: 2172
Dave got trolled! Trololol!
Re: Balance Overview
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Reply #15 on:
January 23, 2010, 01:44:23 AM »
Ingenery are one of the units we are nerfing in the new patch.
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mushupork
Ingenery
Posts: 5
Re: Balance Overview
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Reply #16 on:
January 23, 2010, 01:57:50 AM »
I think sniper teams shouldn't be built that fast as well.
Compared to the Wehr/USA sniper, it buidls like soo fast, its so spammable.
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mostpeople
Ingenery
Posts: 7
Re: Balance Overview
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Reply #17 on:
January 23, 2010, 02:04:07 AM »
How the hell did this make it out of beta balance testing?
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BlackMensa
Strelky
Posts: 52
Re: Balance Overview
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Reply #18 on:
January 23, 2010, 02:25:14 AM »
most of the things i wasn't happy about in the beta are still in.
ISU to strong, ATrifle damage vs buildings, building speed of most units, availability of arty for all doctrines, free arty in command squad (now it is with reset timer), Hotkeys overlapping, OP end tree abilities (god of war, il-runs), ...
So i can't tell you why those stuff is still in there. Perhaps some people decided new Sides have to be OP. Same way with Brits and PE after CoH-OF beta. same waywith kangaroo and geschützwagen during ToV release.
in the end it is only sad, because isn't it obvious that something is totally wrong.
Some time it seems the russians have all possible abilities available in the game without the thinking if this is necessary.
I really love the design, the textures, the way all works, the new concept of a non retreating faction, but i don't like many in game balancing aspects. Sometimes it seems it isn't balanced at all.
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Last Edit: January 23, 2010, 02:27:49 AM by BlackMensa
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WhiteFlash
Guard
Posts: 140
Re: Balance Overview
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Reply #19 on:
January 23, 2010, 02:26:34 AM »
thank you warty for responding to the posts, will we know when the patch is released or will it happen without warning and without a set time of release?
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incendiarysquirrel
Ingenery
Posts: 4
Re: Balance Overview
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Reply #20 on:
January 23, 2010, 02:28:43 AM »
-mostpeople
i totally agree its a shame to the people who made the great skins models voiceacting and units, that the balance testers allowed it to be released like this. The soviets build everything too fast make units to fast. Ingenery body armor is really powerful especially against flak 88s. The IS-2 is crazy fast to build and is available insanely early in the game (how bout putting an extra upgrade for the tank hall to be able to build it like with marders) and is cheap. The free arty is insane i heard people saying you shouldnt get it till t3 which i think is a good idea, also its awfully strong i lost a full health volks squad and 2 full health mgs to one strike, thats like 700 man power for a free attack. i also had an mg in a factory building with half health and the arty leveled it. make it more like the off map mortar barrages the german officer calls in but for sure make it later in the game, also alot of your maps have way to much fuel especially since holding all the fuels all that can stop IS-2 spam uhh... thats all for now, maybe make it so ingenery get 1 flamethrower?
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GodlikeDennis
Donor
Poster of the Soviet Union
Posts: 4454
Re: Balance Overview
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Reply #21 on:
January 23, 2010, 04:03:44 AM »
I also fully support Ingenery nerf, starting manpower nerf, and tiered unlock abilities for the command squad but if all of these suggestions were implemented at once Russians would have a tough time early game, perhaps necessarily. However, if this were to be done, late game would have to be buffed slightly. This would make sense since the Russians were supposed to be the late game powerhouse of the allies. So I propose, rather than make their late units better since they are already quite balanced (excl. ISU, certain abilities etc) how about having a repeatable research that allows them to trade fuel/munitions for manpower. This might represent troops brought in by rail from the East.
I could see numerous new strategies opening up with this kind of thing. Say you were not doing so great in a 1v1 with less map control due to some failed attacks that couldnt be auto-won with heroic charge (if it were pushed to tier2) and reduced starting manpower, you could make a choice of whether to tech to tanks or go with an infantry heavy comeback by using the train reinforcements. This would alleviate some of the linear teching with Russians and providing some interesting variety of fuel use.
Also, if the capping speed were to be reduced , I was thinking that instead of op's, having conscripts have the ability to lock down a sector may be interesting. 200 manpower is the appropriate amount for an op, but maybe an additional muni/fuel cost should have to be upgraded to compensate for the firepower of the troops and further support the Russian endgame. Yet again this opens up more strategic possibilities of what to tech for.
All in all, a great mod/expansion. Myself and others are having a fantastic time both as and against the Russians.
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If you get into an argument with me, you're wrong.
CerealKiller
Strelky
Posts: 62
Re: Balance Overview
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Reply #22 on:
January 23, 2010, 02:19:58 PM »
Ingenery, T-90, Tank Riders, Starting manpower, KV-2 and ISU-152 updated.
"diversification to how the infantry and tank units look" This is not a fashion show, the units are supposed to look alike.
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Last Edit: January 24, 2010, 06:56:39 PM by CerealKiller
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mj23007
Ingenery
Posts: 21
Re: Balance Overview
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Reply #23 on:
January 23, 2010, 02:34:29 PM »
I agree with most of the changes you guys are listing. I like the idea of giving the tanks a little buff, either in power or accuracy, and making the IS2 cost more. Right now the sniper spam is atrocious, build time and cost should be increased alot. the mortar needs to fire slightly slower, and the officer artillary is insane!!!! I repeat INSANE! It should come later in the game, have a longer cooldown, and probably do slightly less damag to bunkers or houses. The steamroller 1 to to hits werchmact buildings. I also strongly hope the add more diversifcation to how the infantry and tank units look. Othen than that Im good, new maps are great, I love the doc trees, the only improvement would be flipping the partisans for the booby trap, and maybe the katushya should cost a little more. Like said earlier you dont want to nerf everything about the russians at once, but you do want to be clear are they powerful early or late?
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Jcb
Ingenery
Posts: 3
Re: Balance Overview
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Reply #24 on:
January 23, 2010, 05:02:46 PM »
Not entirely sure if this has been suggested through all the topics i've been reading on balance. But perhaps once upgraded with body armour, the Ingenery could have a penalty alike to British infantry in enemy sectors without an Lt. I.e they move at only walking pace regardless of sector control. This may prevent people from spamming them as much and remove the need for a cap.
It seems that with a double flamethrower upgrade they are just too strong. Perhaps a cap on the amount of Ingenery available until the armour is purchased to prevent too much early game spam. Yet since it's only the body armour makes them move slow, the early game Russian wouldn't be too effected.
Of course this is only subject to this kind of coding being able to be implemented.
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BlackDahliaMurder
Ingenery
Posts: 31
Re: Balance Overview
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Reply #25 on:
January 23, 2010, 05:23:56 PM »
i think the IS-2 should maybe be special like tiger/pershing? at least with some limit so you can only get two of them.
The Ostheer also can only get two Tigers maximum. SO should it be or the IS roo.
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LeRagpicker
Ingenery
Posts: 33
Re: Balance Overview
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Reply #26 on:
January 23, 2010, 06:00:35 PM »
wasnt the patch announced for today or sth?
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CerealKiller
Strelky
Posts: 62
Re: Balance Overview
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Reply #27 on:
January 23, 2010, 06:12:18 PM »
The IS-2 is the equal of panther not tigers. The ISU-152 is the equal of jagdpanther.
The soviet abilities should not be free in my opinion, the reason why so many upgrades in vcoh cost manpower and some fuel instead of munitions is to balance map resources. If you don't spend alot of time laying mines you always get flooded by munitions. I really think that abilities should cost ammo too but not as much as other armies. I can't see any logic in the current upgrade system. To compensate for this they should also be given the ability to build OPs preferably in some unique way.
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Last Edit: January 23, 2010, 06:27:00 PM by CerealKiller
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Soul.j
Strelky
Posts: 54
Re: Balance Overview
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Reply #28 on:
January 23, 2010, 06:14:07 PM »
HAS ANY ONE SEEN THOSE BOOMING RUN yet?
5 planes with booms dropping.,. its insane`
and it dosent cost 600 munition to use?
WTF..
the american ones like 250 munition...
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BlackDahliaMurder
Ingenery
Posts: 31
Re: Balance Overview
«
Reply #29 on:
January 23, 2010, 06:21:21 PM »
Quote from: CerealKiller on January 23, 2010, 06:12:18 PM
The IS-2 is the equal of panther not tigers.
wait..what? how can you say that, the IS-2 was particularly designed as a counterpart to the tiger... it's armor and gun was superior too.
What else is supposed to be the equal of Tigers?...please don't tell me it's the ISU-152 that was a friggin artillery -.-!
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Company of Heroes: Eastern Front
»
Eastern Front Mod (Read-Only)
»
Balance Discussion
»
Balance Overview