Company of Heroes: Eastern Front

Author Topic: For the future patch that balances other factions.  (Read 16477 times)

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Re: For the future patch that balances other factions.
« Reply #15 on: July 10, 2010, 10:44:45 PM »
Are these changes to the other factions going to be implemented in the next patch (1.2) or the patch after that?  Or is it too early to tell?

Offline Paciat

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Re: For the future patch that balances other factions.
« Reply #16 on: July 10, 2010, 10:52:07 PM »
IMHO Brits aren't UP/OP, they are just broken atm; PE is UP.

I'm eager to see the changelog for the next patch ;D!!!

+1 me too, looking forward to next patch boys

PS: hope some slight buff changes would be done to PE too :)
And some nerfs to Wehrmachts vet 3 infantry, higher reinforce cost of Engiees and Pios, and a buff to riflenades.

Offline Zerstörer

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Re: For the future patch that balances other factions.
« Reply #17 on: July 10, 2010, 11:18:34 PM »
They'll be in this patch

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And some nerfs to Wehrmachts vet 3 infantry, higher reinforce cost of Engiees and Pios, and a buff to riflenades.

Nope....

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PS: hope some slight buff changes would be done to PE too

Yup...
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Offline Strayker

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Re: For the future patch that balances other factions.
« Reply #18 on: July 10, 2010, 11:26:28 PM »
Those tweaks sounds good...im eagerly waiting for it. I hope at least now the PE AT halftrack would be for some use...
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Offline Paciat

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Re: For the future patch that balances other factions.
« Reply #19 on: July 10, 2010, 11:58:46 PM »
1) Forget about a fuel cost increase.  Often times what limits the British player is manpower; not fuel or munitions, since they can leech off the resource points like effective parasites.  In my opinion, increasing the fuel and calling it part of the nerf is not effective.  Manpower is the way to go.
PE shrecks and Wehrmacht Packs also cost no fuel. Roos are the elite armor of Tommies so they should cost more fuel (MUCH MORE THAN 10). 300MP is a price of an M-10 with a gun included! It should Cost 280MP like half of things in the British Army. 40 or even 50 fuel is what I want.
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2) Remove infantry crush and/or lower speed.  Given the speeds of these things, two well microed empty kangaroos can still crush whole squads or at the very least force them to retreat.
Hope that if this hapenes Marders and M-10s will also loose infantry crush. IMO only Mine flails/plows should kill infantry (my choice) or M-8s Scout cars and BREN Carriers should be able to do it too.
Whats the difference if you were run over by a 30 ton tank or a 3,7 ton BREN carrier?
A hull and coaxial MGs should be more efective too.
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3) Causing more casualties to passengers when the kangaroo dies is not a good nerf either, because the British player can simply exit the kangaroo before it dies.
The whole point of Armored Personnel Carrier is to save those that are inside.
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4) In regards to the possible nerf of vulnerability to flamethrowers or sniper fire: What about Panzer Elite, who have no such tools?  Normal rifle fire should be also able to deal damage to passengers to be fair to PE.
Is it fair that kangaroos cant reinforce troops or suppress infantry with their MGs.
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5) In regards to the button ability unavailable inside Kangaroo nerf, a good British player can simply drive next to the victim tank, drop off the Bren-Tommy squad, and continue to kill it with the PIAT sappers that are still inside the kangaroo.  Not an effective nerf in my opinion.  Again, perhaps a kangaroo speed decrease would help.
A BREN Tommy in a Kangaroo costs 690MP. More than anything that the Germans can build.
This will be an efective nerf becouse Tommies outside a vechicle can be killed by smallarms light guns and flames.
I agree with a Speed nerf (Should be same as Firefly) + a HP nerf (550HP like a Firefly or even less).
« Last Edit: July 11, 2010, 12:00:48 AM by Paciat »

Offline Zerstörer

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Re: For the future patch that balances other factions.
« Reply #20 on: July 11, 2010, 10:10:59 AM »
I'll be a spoil sport and say.....

* Kangaroo Manpower cost increased to 300 from 240.
* Kangaroo Fuel cost increased to 45 from 10.
* Kangaroo Health decrease from 650 to 550.
* Kangaroo Build time increased from 35 to 45 seconds
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Offline Strayker

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Re: For the future patch that balances other factions.
« Reply #21 on: July 11, 2010, 10:41:10 AM »
Nice. And what about the PE AT halftrack? Will that one have some tweaks as well or not? Frankly its quite useless now...but im sure youre aware of it. ;D
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Offline GodlikeDennis

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Re: For the future patch that balances other factions.
« Reply #22 on: July 11, 2010, 01:20:35 PM »
What are you on about? AT half is one of the only useful PE units right now. Maybe decrease the cost of treadbreaker to 30 though.
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Offline Strayker

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Re: For the future patch that balances other factions.
« Reply #23 on: July 11, 2010, 04:02:20 PM »
Just because of one ability it doesnt mean its good. Treadbreakers is good...but what if your low on munitions? The basic damage of that unit is ridicilous...it should be a counter to quick tanks such as Stuart. Yeah its cost means you can build like 3 or maybe 4 of those AT HTs against one Stuart...but that Stuart will most likely win. I dont see any point of building that unit and i play as PE for 3 years. Ill rather build a single Marder III than these pieces of scrap-metal.
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Offline SublimeSnugz

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Re: For the future patch that balances other factions.
« Reply #24 on: July 11, 2010, 04:45:13 PM »
Just because of one ability it doesnt mean its good. Treadbreakers is good...but what if your low on munitions? The basic damage of that unit is ridicilous...it should be a counter to quick tanks such as Stuart. Yeah its cost means you can build like 3 or maybe 4 of those AT HTs against one Stuart...but that Stuart will most likely win. I dont see any point of building that unit and i play as PE for 3 years. Ill rather build a single Marder III than these pieces of scrap-metal.

Well i would really like to disagree with you on everything you said. The unit isent build for straight on combat like fx i have the biggest gun combat ...
IMO the at-half track is a superb unit, i mainly use the AT-Halftrack to immobilize enemy tanks so my AT-nades or Marders fx can take care of them.

With a little skill and micro this unit is very deadly ...

your 3 years experience dosent really bring you in any better position from my point of view, it just makes your whole argument pretty pathetic (no offense).

Offline Seeme

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Re: For the future patch that balances other factions.
« Reply #25 on: July 11, 2010, 05:30:04 PM »
I hate pe and all there little halftracks and silly little cars are just rubbish agaisnt my riflemen and my mighty sherman. No vechile in pe is caple to knock it when well surported.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline Paciat

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Re: For the future patch that balances other factions.
« Reply #26 on: July 11, 2010, 05:50:17 PM »
Just because of one ability it doesnt mean its good. Treadbreakers is good...but what if your low on munitions? The basic damage of that unit is ridicilous...it should be a counter to quick tanks such as Stuart. Yeah its cost means you can build like 3 or maybe 4 of those AT HTs against one Stuart...but that Stuart will most likely win. I dont see any point of building that unit and i play as PE for 3 years. Ill rather build a single Marder III than these pieces of scrap-metal.
Stuart a quick tank?
You need 45 Fuel to get an AT HT and 110 Fuel to get a Stuart.
Stuart is a counter to quick halftracks and armored cars.
Not the other way around. AT HTs are Churchill stoppers.

... what did you spend youre ammo on? AT nades, upgraded PzIVs and shrecks can destroy Stuarts.
If you spend it all on youre MP44 blob and flame nades than dont expect to have quick counters to Stuarts. Just kill all youre enemies infantry and he wont recover.

Post Merge: [time]nie 11 lip 2010 08:09:23 GMT+8[/time]
I hate pe and all there little halftracks and silly little cars are just rubbish agaisnt my riflemen and my mighty sherman. No vechile in pe is caple to knock it when well surported.
I played a game today vs a lower lvl PE player (me as US) so I went Tier I, Medic station (2 free rifle squads  ;D), BARs, Stickies, Triage center, Tier IV. I wanted to give him hope in mid game and later run him over with a Sherman.  :P

I was pretty suprised when AT HLs + Hotchkiss sniped my infantry and could quite quickly destroyed an M-10 or even a Sherman.

But I outcapped him anyway so he finally run out of ammo to upgun his Hotchkiss an tradebrake me.
« Last Edit: July 11, 2010, 06:13:30 PM by Paciat »

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Re: For the future patch that balances other factions.
« Reply #27 on: July 11, 2010, 09:27:33 PM »
I'll be a spoil sport and say.....

* Kangaroo Manpower cost increased to 300 from 240.
* Kangaroo Fuel cost increased to 45 from 10.
* Kangaroo Health decrease from 650 to 550.
* Kangaroo Build time increased from 35 to 45 seconds

OK so this is all the nerfs?  They can still button inside the Kangaroo and it still has the same speed and inf crush?  Automatch ranked level 15+ players decided on this?  (not trying to sound sarcastic and rude, its just the text)

Also will the AT HT be buffed particularly against the Stuart?
« Last Edit: July 11, 2010, 11:54:04 PM by Chancellor »

Offline Strayker

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Re: For the future patch that balances other factions.
« Reply #28 on: July 12, 2010, 12:53:31 AM »
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Well i would really like to disagree with you on everything  you said. The unit isent build for straight on combat like fx i have the biggest gun combat ...
IMO the at-half track is a superb unit, i mainly use the AT-Halftrack to immobilize enemy tanks so my AT-nades or Marders fx can take care of them.

With a little skill and micro this unit is very deadly ...

your 3 years experience dosent really bring you in any better position from my point of view, it just makes your whole argument pretty pathetic (no offense).

...No offense taken...in fact i didnt understand your first half of the post anyway. I will not argue with you...its your game style, be it. But for me this unit is useless. Yeah it can do a nice treadbreaker move, but please have in mind you have to build buildings in some order, that means Logistic Kompanie and/or Kampfgruppe Kompanie and then Panzer-Jager Kommand and/or Support Kommand and ill rather build Panzer-Jager Kommand and upgrade it to build Marder IIIs rather than build the Support Kommand and build this (from my point of view and its my point of view so dont crucify me) useless unit.

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Stuart a quick tank?
You need 45 Fuel to get an AT HT and 110 Fuel to get a Stuart.
Stuart is a counter to quick halftracks and armored cars.
Not the other way around. AT HTs are Churchill stoppers.

Dont get me wrong, but when you are not chosing RE support how can you get a Churchill? I am talking about basic factions now...not about their support trees.
In any way Stuart is a quick tank, like it or not...american M8 which is basically not a tank comes to battlefield later than Stuart (prove me wrong, but as far as i know you need more fuel to get to it), not to mention that Brits can more effectively harvest fuel (or munitions) as Americans, if they want.
And i dont see why AT HTs shouldnt be a counter to first enemy armored units in game...what is their purpose then...swating flies? ;D
Again seriously for 125 fuel you can have a single Stuart (not 110) and for 65 (not 45) fuel your first AT HT can be out, that means for 125 fuel as PE you can have 5 AT HTs, that cant destroy a single Stuart or you can have a single Marder III for 130 fuel or combined AT HT and Marder III for 175 fuel...which will be out sooner, the Stuart or these two??

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Also will the AT HT be buffed particularly against the Stuart?
Probably it will not be buffed/nerfed/changed at all...it was just my suggestions for this thread...not the devs decision...

...So all in all i have my opinion on this unit and you guys have your own...that is how life goes. Thanks for your posts.
"There is no such thing as innocence, only degrees of guilt..."

Offline Paciat

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Re: For the future patch that balances other factions.
« Reply #29 on: July 12, 2010, 02:21:26 AM »
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Stuart a quick tank?
You need 45 Fuel to get an AT HT and 110 Fuel to get a Stuart.
Stuart is a counter to quick halftracks and armored cars.
Not the other way around. AT HTs are Churchill stoppers.
Dont get me wrong, but when you are not chosing RE support how can you get a Churchill? I am talking about basic factions now...not about their support trees.
And i dont see why AT HTs shouldnt be a counter to first enemy armored units in game...what is their purpose then...swating flies? ;D
Im talking of countering a Churchill, not about choosing a Brit docrine.
A Churchill shows up and you need a unit to stop it.
You have a PE PzIV but that wont do you any good. The little halftrack comes to the rescue.
Its also usefull at fighting other tanks. Pershings gun has only 40 range. Its also a great counter to MMG carriers and US ACs if they outcap you in early game.
Stuart is a counter to PE vechicles that can rape any infantry.
PE should tech up more than only building 2 tiers and 1 upgrade to win the game. Shrecks, x2 Marders/1 Marder and AT nades and PzIVs/Hotchkisses are counters to Stuarts. How many more do you need?