Company of Heroes: Eastern Front

Author Topic: For the Balance team, Fix game mechanics, not units. Plz read balance team.  (Read 17827 times)

Offline DaCripplar

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The muni vs cooldown time debate wouldn't be an issue if the cooldown times were longer, and if sharpshooters, katyusha's, etc. were limited to say 2 each.  I find that as SU, I'm constantly low on muni's, while as Brits/US I'm usually floating 500

The biggest issues I've seen are:

1.  The IS-2's are ridiculously cheap.  Per unit, they're roughly the same as a Panther, but since Wehr for example needs to tech up their HQ just to build a Panzer command, they're spending alot of fuel, not to mention the fuel needed to get t2 and veterancy, which is a must when dealing with SU infantry blob.  Meanwhile you can get a IS-2 on the field with less than 200 fuel.

2.  The early game blobs are a problem.  Havings conscripts only costing 1 cap is ridiculous.  they should be at least 4.  Ingenery are also being pumped out too fast.  Some slight tweaks to their cap/building speed will help alot. 

All that said, I like to commend the dev's on a fantastic job, and am looking forward to seeing how they deal (or not deal) with the balance issues.  I'll be playing this mod for a long time.

Offline PureCreedMode

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Don't forget decreasing starting MP, decreasing production speed of Ingenery (they come out faster than pios), and changing the "Close Combat" upgrade from the Urban Combat tree to 100 munitions and 2 CPs.

Offline moonblood

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i totally agree

to lower that "uber" early game of russians the amount of starting MP ressources and lower build time

its almost impossible to win 2vs1 at with the starting units after 2 minutes


Offline maddog0002

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From your very first post it sounds like all you want is the Soviets to be turned into the same old CoH factions instead of keeping the Soviets unique in their differences.
Russians will still be a completly different faction to all others even if everything I said was implemented. But the EF team have changed CoH into something else by making the Russians work the way they do now, Munitions buys abilitys and feild upgrades, not global upgrades. It just doesn't feel like I'm playing CoH with everything like this, changing these things will not make the Russians like every other faction, it will balance them and make them feel like CoH again.
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Offline SoccyBE

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why dont we just play and use the abilities in favour while the opponent looks for a countermeasurement? Yesterday i start building 2pio-mg-bike-mg-mg and i was overrushed by snipers early game. Next time i'm gonna be sure that won't happen again. So let's play the way the modders made it before we start to bring more imbalance in the game then there migth be in already.

I'm following the imbalance-topic since i play coh for nearly 2 yrs now, and every change wasn't, imo, an improvement....

On the other side, i would like that possible bugs are wept out of the game, i had a tank digging in at some point, but while digging in she ran towards the german tiger and got destroyed. That annoys me more then conscripts capping so fast.

Offline jhc660

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Katyusha=late game unit?
Are you kidding me?
They can barely do decent damage with 3 firing at once

Offline maddog0002

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Katyusha=late game unit?
Are you kidding me?
They can barely do decent damage with 3 firing at once
No I'm not kidding you, a single misile from a barrage instantkly killed one of my storm trooper squads after hitting them. Also, the Storm trooper squad had vet 2, so that also means they have Elite armor. and still it was destroyed, along with a volks sqaud and an MG42 squad.

So thats 375mp+75m PS+260mp MG42+280mp volks dead from 2 simultaneous Katyusha barrages. Thats 600mp, for 2 units that will easiliy pay for themselfs in no time.

As far as I can see they are much different to a coliope, apart from their extreamly low price, and the fact that they can come with in the first 10 mins is rediculas.
« Last Edit: January 24, 2010, 12:33:01 PM by maddog0002 »
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Offline ThreeAngryInches

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I will be 100% honest as a very experienced CoH player.  These guys are making an "expansion" type mod for a game that has already been out and developed for a very long time. 

There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules.  Your faction does not need to create its own rules or it will not adopt well into the community.

If you dont believe me then just look at the brits :D

In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually.  Thats it.

Offline SavageWorld

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I will be 100% honest as a very experienced CoH player.  These guys are making an "expansion" type mod for a game that has already been out and developed for a very long time. 

There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules.  Your faction does not need to create its own rules or it will not adopt well into the community.

If you dont believe me then just look at the brits :D

In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually. Thats it.
+1

The new units and doctries are diffrent enough.
Which the other factions you must choose between upgrades that can help you now or teching fast, which means that you constantly have to be aware of what your opponent is doing.
The reason this has been change is not because it is better that is cost munition, but because it is different.

I would also like if you could upgrade your buildings the way it had been suggested in this thread, but it is important that you still need the buildings before you make this upgrade, otherwise we would have guard squad way to early in the game.

When this is changed we will have a couple of days which very bad balance, but in the end it will create a much better mod. I hope the EF team has the courage to make this important redesign of the faction fast, otherwise I predict that high level players will keep whingeing about this until they give up and leave the mod.

Offline maddog0002

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There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules.  Your faction does not need to create its own rules or it will not adopt well into the community.

If you dont believe me then just look at the brits :D

In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually.  Thats it.
Umm......thats exaccly what I'm trying to say :D EF team are changing the game too much by making the russians how they are now. I'm trying to provide some help on how to chnage the russians so they are not too different that they break the game, but not to much of the same old thing that they are boring.
« Last Edit: January 25, 2010, 09:54:50 AM by maddog0002 »
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Offline darkmarc86

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I will be 100% honest as a very experienced CoH player.  These guys are making an "expansion" type mod for a game that has already been out and developed for a very long time. 

There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules.  Your faction does not need to create its own rules or it will not adopt well into the community.

If you dont believe me then just look at the brits :D

In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually.  Thats it.

+1

Developers, please listen to this person because he is 100% correct. I am a lvl 10 to 11 with all factions in ranked 1v1's. I believe the Russian faction will still be different enough to the others, even if it follows the core COH mechanics. You can also add 'healing' and 'body collection' to the list of things which seperates the factions.

Healing: US have a medic station which costs fuel and gives free healing to all units around it, WM need to heal their units individually for a munis cost, PE can buy healing at their base or a forward HQ, and british have a medic station and healing in one building which costs fuel, and heals everyone around it for a munis cost. Atm, the Russian healing method is different and interesting, having the medic truck that costs fuel and has a healing aura.

Body collection: WM, US and brits all have medics which pick up bodies and give a new squad when enough bodies are collected. Different factions require different number of bodies, and this is made even more interesting with the fact that WM can spawn veteraned units, US can spawn upgraded rifles, but brits can only spawn vanilla infantry sections. PE on the other hand, which is vehicle based, have the bergertiger to salvage destroyed vehicles. I believe the Russian faction should have some sort of body collection mechanic as well.

Offline thebomb

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I agree with the last few posters. While some of the gameplay features introduced with the mod were cool from an outside perspective (like no retreat), once I got around to actually playing the Soviet faction it felt lacking in the tactical department. This is unfortunately hampered by things like not being able to recrew weapon systems (through no fault of the developers) and it was yet another notch which made Soviet gameplay more wooden.

When I am playing the vanilla factions I always have to make decisions during a battle. Should I retreat? Should I fall back a bit? Are my units too close together? Can I pull of some crazy commando style shit with a squad and take out a building? For the most part, I am not asking these questions with the Soviet faction because I don't have to.

Offline SexyUnderwaterAction

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No russian body collector please.


Offline darkmarc86

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Apparently mechanics can salvage tank wrecks in the latest patch, so body collection is unecessaty now. This makes it fair, now both allies and axis have body collection and vehicle salvaging.

Offline jhc660

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if you want crazy commando shit get a partisan
They can make demo charges while camoflagued.
And one charge takes out everything short of the HQ