Company of Heroes: Eastern Front

Author Topic: [1.11] God of War "2"  (Read 13860 times)

Offline Blackbishop

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Re: [1.11] God of War "2"
« Reply #30 on: June 18, 2010, 10:08:19 PM »
+1
Idea.

Make God of War mimic the British Creeping Barrage. However, while the British Creeping Barrage is fairly accurate, you could make God of War fire on a wider area and with more shells but at the cost of accuracy.

So if Creeping Barrage´s area fire looks like this:

|....|
|....|
|....|
|....|

Make the God of War´s barrage look like this:

|...................|
|...................|
|...................|
|...................|


Again, more shells, but more spread out as well. I think this would work better on area denial and also could help advances.

+1
+1
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Offline Versedhorison

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Re: [1.11] God of War "2"
« Reply #31 on: June 19, 2010, 07:21:26 AM »
thats a good idea as the russians would usually let loose huge bombardments of massed artillery before a major offensive.

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Offline Paciat

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Re: [1.11] God of War "2"
« Reply #32 on: June 19, 2010, 05:39:56 PM »
+1
Idea.

Make God of War mimic the British Creeping Barrage. However, while the British Creeping Barrage is fairly accurate, you could make God of War fire on a wider area and with more shells but at the cost of accuracy.

So if Creeping Barrage´s area fire looks like this:

|....|
|....|
|....|
|....|

Make the God of War´s barrage look like this:

|...................|
|...................|
|...................|
|...................|


Again, more shells, but more spread out as well. I think this would work better on area denial and also could help advances.

+1
+1
-1
I dont like giving Soviets another accurate arti strike (Command Squad and sharpshooter team strikes is enough).
Dropping this free arti strike on enemy base would be sick.

GoW should cost less CPs. Thats the only thing that needs to be changed.

Offline Mad hatters in jeans

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Re: [1.11] God of War "2"
« Reply #33 on: June 20, 2010, 02:01:06 AM »
The way i see it is God of war does need to be fixed.
There are several ways to do this.

1. increase the time cooldown to something ridiculously long but increase the effectiveness of the ability.

2. Make it cost less CP's, reduce the area affected but keep the bombardment going for longer period.

3. Get rid of it completely, imho you're better off waiting for the firebase to recharge than use GOW. and as another person said the Russians already have alot of artillery.

I have doubts in all of these cases if the change will be good enough.

Offline Seeme

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Re: [1.11] God of War "2"
« Reply #34 on: June 20, 2010, 03:39:09 AM »
Just make it alittle smaller, and in my point of view, everything will be fine.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline TacticalNuke

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Re: [1.11] God of War "2"
« Reply #35 on: June 20, 2010, 04:23:08 AM »
Cost less
I think, therefore I am...
I learn, therefore I advance...
I destroy, that I may endure.

Offline Saavedra

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Re: [1.11] God of War "2"
« Reply #36 on: June 20, 2010, 12:23:06 PM »
I dont like giving Soviets another accurate arti strike (Command Squad and sharpshooter team strikes is enough).
Dropping this free arti strike on enemy base would be sick.

Make it unusable in base territories.

Offline Seeme

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Re: [1.11] God of War "2"
« Reply #37 on: June 20, 2010, 04:05:23 PM »
Plah, just delet it and replace it with some crap abitly
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline comrade2012

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Re: [1.11] God of War "2"
« Reply #38 on: June 20, 2010, 04:28:12 PM »
in my opinion the soviet firebase is way too innacurate. it pretty much hits everywhere but where you want it to hit.

and since you can only make one, i think it should be a little better.
"It is better to fight for something than live for nothing." George Patton

Offline nomad52

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Re: [1.11] God of War "2"
« Reply #39 on: June 20, 2010, 06:43:45 PM »
in my opinion the soviet firebase is way too innacurate. it pretty much hits everywhere but where you want it to hit.

and since you can only make one, i think it should be a little better.

Not to be mean but did you read the rest of the posts in this thread? Because we are not talking about firebases.

Offline Seeme

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Re: [1.11] God of War "2"
« Reply #40 on: June 20, 2010, 06:54:05 PM »
Yea, you tell him, nomad52!
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline TacticalNuke

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Re: [1.11] God of War "2"
« Reply #41 on: June 20, 2010, 09:25:00 PM »
Might as well. Were not getting anywhere with GoW.
I think, therefore I am...
I learn, therefore I advance...
I destroy, that I may endure.

Offline Red_Stinger

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Re: [1.11] God of War "2"
« Reply #42 on: June 27, 2010, 09:48:42 PM »
We arent talking about firebase, but I think it should be take in count, since soviet have less arty than before (fortunaly lol).

If GOW is so useless atm, the abilitie should also unlock a way for soviet to build more than 1 firebase (say 2/3), because they need something to cover their advance: propaganda is based on "traditionnal warfare of infantry and artillery" (or something like that  :)) , and firebase is almost as inaccurate as GOW. Others ways to bomb for free for soviet are:
-Katyusha, max of 3, doctrinal unit
-upgraded mortar
-arty call in for sharpshooter and commander
-KV-2?  ;D

I'm not saying that soviet need more stuff to slaughter germans with arty, but it would be fun if propaganda can give something to play with it (other than kat, I dont like it so far).
Prop war is the most useless choice atm: trench can be useful but are easy to nades, MG nest is the most expensive MG nest of the game (cost MP, Fuel and pop!) and cant be recrew, "for the motherland" is unappropriate because its an offensive abilitie when we need a defensive one...
Only kats and "Red Tide" are really helpfull in late game.

Again I would love to see an 'arty-toy' to make prop war more interesting. Some idea posted here are nice, I hope dev will take one or two to improve GOW.  8)
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Offline Joshua9

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Re: [1.11] God of War "2"
« Reply #43 on: July 08, 2010, 07:01:17 PM »
The first time I saw got of War blow up my own stuff, it also raped the enemy pretty bad.  I thought that it was a pretty awesome trade-off. 

Since then, it's only been all bad.  Ultimately, I think the developers should be steering away from abilities that are more random than intention based.  This ability is very random in its influence on the game.  I do like that it does friendly fire, That makes it different and seems like a tradeoff of a very powerful long running ability...but I think the area of effect should be greatly reduced, (and obvious to both players, if that's codable)...and my concern would still stand, that its influence on the outcome of the game might still be too random.

conversley, I've found the russian air strike to be equally maddening, though all positive on the russian side.  The targetted area really only acts as a starting point.  I've dominated games against my friend, only to have my whole standing force wiped out in 20 to 30 seconds.  I'm not really sure at the moment, why there is a target area, because they seem to fly over and hit anything anywhere.  It really needs to be confined to the general area where the target has been placed, I think.




Offline cephalos

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Re: [1.11] God of War "2"
« Reply #44 on: July 08, 2010, 07:57:53 PM »
Well, I found GoW quite useful as supression ability - command squad, binoculars as far as possible and GoW - enemies often don't risk losing forces from random shell, so they don't attack or even move through bombarded area.