Company of Heroes: Eastern Front

Author Topic: [1.04] Changes to the MG Dugout  (Read 11508 times)

Offline xenotype

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Re: [1.04] Changes to the MG Dugout
« Reply #15 on: February 23, 2010, 08:24:05 AM »
Its not too difficult to save 150MP.  240MP is more than half again that amount.  Soviet ingenery do not compare to tommies in any way.  The MG dugout needs a severe reduction in cost.  If the fuel and pop costs are going to stay, MP cost needs to be <200.

Offline Polo

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Re: Changes to the MG Dugout
« Reply #16 on: February 23, 2010, 08:49:14 AM »
The ones im referring to is the additional amount paid compared to the other factions counterparts. For instance:

British MG Emplacement Cost: 280MP
Soviet MG Emplacement Cost: 300MP, 15 Fuel
There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.

I was more on the lines of just focusing on the comparison of the 2 buildings and not looking at both factions as a whole. I think it's main problem is its pop cap since its such a waste of resources if say a incindenary grenade takes out the units inside leaving a useless uncrewable building then if it had no pop cost and was just a building it could have lasted much longer. That should be tended to first, while the expense problem can be dealt with either by giving it that buff i mentioned or lowering it to more of the price of the US MG nest, if not lower. I for one would prefer the buff, since it would make the Soviets more unique and not just have the same basic MG nest as most of the other factions have.
« Last Edit: February 24, 2010, 05:15:06 PM by Polo »

Offline redknight021

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Re: [1.04] Changes to the MG Dugout
« Reply #17 on: February 25, 2010, 07:54:58 AM »
The ones im referring to is the additional amount paid compared to the other factions counterparts. For instance:

British MG Emplacement Cost: 280MP
Soviet MG Emplacement Cost: 300MP, 15 Fuel
There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.

I was more on the lines of just focusing on the comparison of the 2 buildings and not looking at both factions as a whole. I think it's main problem is its pop cap since its such a waste of resources if say a incindenary grenade takes out the units inside leaving a useless uncrewable building then if it had no pop cost and was just a building it could have lasted much longer. That should be tended to first, while the expense problem can be dealt with either by giving it that buff i mentioned or lowering it to more of the price of the US MG nest, if not lower. I for one would prefer the buff, since it would make the Soviets more unique and not just have the same basic MG nest as most of the other factions have.

i'm totally with you on that's polo, buff the gun leave the extra cost (and make it so you can re-man it)

2 commander points is nothing to sneeze at, but the extra man power cost, fuel cost, pop cap cost, and commander point cost would all be worth a unique structure for the soviets without being too OP. 

i think it is also worth noting that it's the only stationary defense that comes as a doctrine choice, it should be unique
« Last Edit: February 25, 2010, 11:19:14 AM by redknight021 »

Offline xenotype

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Re: [1.04] Changes to the MG Dugout
« Reply #18 on: February 25, 2010, 08:05:13 AM »
Right now its a copy paste of the vickers except significantly more expensive, more easily decrewed, and cannot be remanned.  Unacceptable.

Offline Polo

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Re: [1.04] Changes to the MG Dugout
« Reply #19 on: February 25, 2010, 02:09:01 PM »
Right now its a copy paste of the vickers except significantly more expensive, more easily decrewed, and cannot be remanned.  Unacceptable.

Exactly. what are the dev's thoughts on this? I know there will be change but how much and how soon?

Offline WartyX

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Re: [1.04] Changes to the MG Dugout
« Reply #20 on: February 25, 2010, 06:17:46 PM »
There will be no changes to the Propaganda MG Dugout in 1.05. Some good points have been raised, so we may look into this in the future.

Offline Paciat

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Re: [1.04] Changes to the MG Dugout
« Reply #21 on: February 25, 2010, 08:26:38 PM »
There will be no changes to the Propaganda MG Dugout in 1.05. Some good points have been raised, so we may look into this in the future.
:( Too bad.
Everyone agreed on this one.
Its urban and breakthru doctrines for me then.

Offline Polo

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Re: [1.04] Changes to the MG Dugout
« Reply #22 on: February 25, 2010, 09:24:12 PM »
Oh well. At least nothing has been written off. Im sure there will be changes made eventually. They've got quite a lot on they're hands right now, and this is not game breaking. Like Paciat said, theres always Urban Combat.  ;)
« Last Edit: February 25, 2010, 09:26:29 PM by Polo »

Offline xenotype

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Re: [1.04] Changes to the MG Dugout
« Reply #23 on: February 26, 2010, 05:13:37 AM »
Well, I guess theres still two useful doctrines.  This also means that you guys must be very close to 1.05 release :).

Offline Shaq

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Re: [1.04] Changes to the MG Dugout
« Reply #24 on: February 28, 2010, 07:59:28 AM »
I wish the russians could have the concrete bunkers that the germans have :P

nbeerbower

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Re: [1.04] Changes to the MG Dugout
« Reply #25 on: February 28, 2010, 03:05:03 PM »
I don't understand why these changes can't be incorporated into 1.05. You guys are already taking your time, you might as well throw in some MG Dugout changes...

Offline Versedhorison

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Re: [1.04] Changes to the MG Dugout
« Reply #26 on: March 01, 2010, 02:41:30 AM »
+1

unless it is something big going in this patch.

[insert signature here]

Offline xenotype

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Re: [1.04] Changes to the MG Dugout
« Reply #27 on: March 01, 2010, 10:25:47 PM »
I guess its been almost a week since my last post and no patch.  Seems reasonable you guys could make the changes if you are not releasing the patch tomorrow.

nbeerbower

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Re: [1.04] Changes to the MG Dugout
« Reply #28 on: March 01, 2010, 11:11:39 PM »
I guess its been almost a week since my last post and no patch.  Seems reasonable you guys could make the changes if you are not releasing the patch tomorrow.

Yeah, for now you don't have to replace the whole dugout. We're just asking for at least a temporary resource change.

Offline Polo

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Re: [1.04] Changes to the MG Dugout
« Reply #29 on: March 03, 2010, 07:05:04 PM »
yeah or the damage buff which if I didnt know any better is just as simple as editing some code right?