Company of Heroes: Eastern Front

Author Topic: The changes to the mod 1.21 patch.  (Read 8067 times)

Offline GreenApple

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Re: The changes to the mod 1.21 patch.
« Reply #15 on: August 03, 2010, 05:48:12 PM »
You have to see it as a bugfix.


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Offline Paciat

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Re: The changes to the mod 1.21 patch.
« Reply #16 on: August 03, 2010, 06:41:55 PM »
The God of War ability should be adapted in the future, I find it, odd to have as a last level ability when it’s so unwieldy and unpredictable where the shells land that I only use it as an extra if I’m bored.   
As a solution to this I would suggest one of four options:
1. Change the ability so it in fact offers creeping barrage to arty firebases at same cost.
2. Improve the power of the God of war, so it’s even more powerful but make it cost 6 points or more.
3. Weaken the power and reduce the cost. And narrow the barrage area.
4. Remove it entirely and replace with a new more interesting power. (perhaps a new self-propelled gun arty piece?)
The whole point of GOW is thjat ist inaccurate but long. It also works well with Human Wave ability. The only problem is that it costs too much CPs.

Soviet arti was never organised as good as the British arti so dont even start with "I want a british ability, but better, with no ammo cost and no gun needed to fire it." 
Quote
As a solution to their ineffectiveness I propose one of  four options:
1. Bring back the mechanics ability to rebuild dead tanks.
2. Give them the ability of the British sappers with the repair ability thing, so they can repair things to a higher standard and toughen them up.
3. Move them lower down the tree, so they can be recruited before the lend-lease Sherman and reduce their cost. (I would suggest 200 at most if they remain unchanged).
4. Remove them and replace with something else. I would leave this to the developers discretion.
I want mechanics to have 2-3 men and constript HP (easier to kill).
They shouldnt have overrepair becouse germans and british had the best engineers back then.
If mechanics will recive back the ability to rebuild dead tanks they should do it slower.

Offline Loupblanc

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Re: The changes to the mod 1.21 patch.
« Reply #17 on: August 03, 2010, 06:47:16 PM »
 ok my take on 1.20 and 1.21 :) -

 Awesome work, just a few annoying things ... ;)
 - Sherman Jumbo bleh. How about making it a replacement
 for the Pershing instead? (Reward Unit) with a cap of 2?
 Shouldn't replace callioppe. I'd like to see Callioppe replaced
 by Priest, though ;) (Sherman modification anyways and US)
 and Reward Unit the Priest with the Sexon (proper unit)
 : Sherman Jumbo is not necessary when the Pershing is
 around. And vice versa.
 - Sherman 105 : This unit is OP!!! It's a huge improvement
 on the Crocodile. Can do everything the Crocodile could
 do, and do it better. It's like replacing P4 with Panther for
 same cost :p Plus, it's too cheap :) Awesome unit, though.
 Perhaps put a cap on it, too? Graphx rocks
 Perhaps take away it's shovel? / Reward units are about
 choice. When the choice is a no-brainer, something's wrong.
 Equivalences, yknow? :) - This unit isn't equivalent. It's a
 big buff. It's better against infantry, buildings (bridges!)
 And can even hurt tanks (not so well, but yea) - In every
 way, it's better than crocodile.

 - Medic Truck and ISU152's 'locked down' states are
 hard to see. Can't you make 'em have a PE Marder3/P4G
 'Locked down circle' for ease of use?
 - Command Squad is next to impossible to vet :p
 (Especially since you took away it's artillery) - Should get
 xp from surrounding units (Like British officers). Maybe up
 how many kills are needed, for balance. But def needed.
 
 Bugs :
 - Medic Truck does not heal Russian AT gun crews or
 Russian Mortar crew.


I personaly dont like changing the M10 to M36. The tank destroyer itself looks fine, it has fine animations, but i think it changes the gameplay too much. Devs said that they will introduce only slight tweaks to factions based on gamers from GR, but removing a vehicle from faction doesnt look like a slight tweak to me. So i think the Wolverine should be back and the Jackson could be a reward unit for Sherman perhaps. What do you guys think?

 - Read the changelog.
 It was done to fix the M10 misfire bug.
 No cost, stat, speed difference. Just a different model,
 and one less bug. The M36 looks sweet, too.
 Making M36 a reward unit via Sherman?? Via M10 or M18
 perhaps. Not M10+M36 (WITH SAME STATS) No :)
 (One thing I'd REALLY like to see is for them to make M18
 actual size. It was SMALL compared to Sherman!) :p
 Not same size!

 
« Last Edit: August 03, 2010, 07:20:39 PM by Loupblanc »
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Rikard Blixt

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Re: The changes to the mod 1.21 patch.
« Reply #18 on: August 03, 2010, 07:18:07 PM »
I personaly dont like changing the M10 to M36. The tank destroyer itself looks fine, it has fine animations, but i think it changes the gameplay too much. Devs said that they will introduce only slight tweaks to factions based on gamers from GR, but removing a vehicle from faction doesnt look like a slight tweak to me. So i think the Wolverine should be back and the Jackson could be a reward unit for Sherman perhaps. What do you guys think?

Wolverine and Jackson are 100% the same except the model (it's to fix the misfire).
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Offline Desert_Fox

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Re: The changes to the mod 1.21 patch.
« Reply #19 on: August 03, 2010, 07:19:55 PM »
I personaly dont like changing the M10 to M36. The tank destroyer itself looks fine, it has fine animations, but i think it changes the gameplay too much. Devs said that they will introduce only slight tweaks to factions based on gamers from GR, but removing a vehicle from faction doesnt look like a slight tweak to me. So i think the Wolverine should be back and the Jackson could be a reward unit for Sherman perhaps. What do you guys think?

Wolverine and Jackson are 100% the same except the model (it's to fix the misfire).

I prefer M36...It's more cool and realistic! 8)

Offline Loupblanc

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Re: The changes to the mod 1.21 patch.
« Reply #20 on: August 03, 2010, 07:22:23 PM »
 M10 saw more combat than M36 :)
 Sooo... / But they look about the same, how can I say
 it's OP (Same stats) / And models looks sweet ;) Sooo
 Best reward unit so far, in my book :)
 
 (Make the M18 smaller)(Same stats) please ! :D

 Small note : I can see the lend-lease Sherman now!! *Gasp*
« Last Edit: August 03, 2010, 07:25:20 PM by Loupblanc »
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Zerstörer

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Re: The changes to the mod 1.21 patch.
« Reply #21 on: August 03, 2010, 07:37:40 PM »
I personaly dont like changing the M10 to M36. The tank destroyer itself looks fine, it has fine animations, but i think it changes the gameplay too much. Devs said that they will introduce only slight tweaks to factions based on gamers from GR, but removing a vehicle from faction doesnt look like a slight tweak to me. So i think the Wolverine should be back and the Jackson could be a reward unit for Sherman perhaps. What do you guys think?

How does it change the gameplay in any shape or form when it has identical stats to the M10??
Its a visual change, just like a skin but it also fixed the blank firing bug.
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Offline Ghost

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Re: The changes to the mod 1.21 patch.
« Reply #22 on: August 03, 2010, 08:47:56 PM »
[...]Make the M18 smaller)(Same stats) please ! :D [...]
+1, i always thought it's too big. but that would require a new model  ??? (because of the crew you can't just take the coh model and reduce the size  ;))
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Strayker

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Re: The changes to the mod 1.21 patch.
« Reply #23 on: August 03, 2010, 09:03:03 PM »
Let me clarify it, before you crucify me, okay? I didnt say it has different statistics, nor it has different cost or whatever. I just said it is a change in US faction, which is in contradiction what you Devs said (that this mod will never change the vanila factions)...it is like changing a Rifleman squad to "Soldier squad" with different skin, only 4 men, but same statistics...it is a change and those who play original CoH will probably dont like it, face it. The whole big plus of this mod was that it doesnt change the vanila factions by any means and adds new factions to play with (thats why it was considered as unofficial expansion for CoH, not just simply another mod). What im trying to tell is that i understant the need of new balance patch, because Relic didnt done one for a year now, so thats okay with me. Reward units are okay too, because you always have an option to switch to original unit. But removing a unit from faction completely isnt good from my point of view. Besides M10 had 76mm gun and M36 had 90mm gun, which is same as Pershings so its funny that M36 deals the same damage as M10, but i understand that as well in terms of balance. So in summary i think the M36 should replace the M18 as a reward unit for M10, not directly replace M10.

Quote
Make the M18 smaller)(Same stats) please ! :D
Yeah M18 should be smaller i saw a picture where a guy stands next to it and it looks really tiny.
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Offline Loupblanc

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Re: The changes to the mod 1.21 patch.
« Reply #24 on: August 03, 2010, 09:15:20 PM »

 - Making 6 men into 4 men can't be done while keeping
 same stats. By definition. M10 to M18 only changes the look
 of the tank, and it's like 99% identical. No biggie.
 (Although M10 saw more use than M36 did)
 - If you want to start changing stuff like that, please,
 change the M18's size. THEN, it's lesser dmg via frontal
 hit + camouflage ability will make sense :D
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Zerstörer

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Re: The changes to the mod 1.21 patch.
« Reply #25 on: August 03, 2010, 09:45:10 PM »
changing a 6 man to a 4 man is changing how the unit works in the game. M10-M36 work exactly the same, there is no change. I suspect you simply want us to use it as a powerful reward unit or something instead.
We did ask about it and people are quite happy to have the 'new look'  since it fixed the bug.
Having a 90 mm means nothing in coh stats, its not realism. And if you want to be technical about it, the DPS of the M10 is the highest in the game now meaning the gun is kick ass.
Tiger1 has the same gun as the flak 88, do you notice a difference? A puma has the pak38, do you notice a difference? A Marder has the same gun as Geschutzwagon, a Jagdpanther the same gun as KT, a T17 the same as a staghound and so on.....
You can't make a reward unit for a reward unit. Its not possible and it would be silly to say the least

You gotta live with it.  ;D
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Offline Strayker

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Re: The changes to the mod 1.21 patch.
« Reply #26 on: August 04, 2010, 12:56:18 AM »
You gotta live with it.  ;D
Lol. Then ill try to. :D

Anyway i said that the M36 model is ok, in fact i wanted to see it in COH, though not like this. I have nothing against it except that it replaces the M10 permanently. Nevertheless you made yourself clear and i got the point...i just hope there wont be any changing in PE faction. ::)
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Offline Aouch

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Re: The changes to the mod 1.21 patch.
« Reply #27 on: August 04, 2010, 11:06:39 AM »
It would really be great, if EasternFrontmod changes the M18 and also the Marder III to its correct size.  :)

I know, it could require a new model, however it's nothing important, but definitely nice to see.

BTW: Geschützwagen (Marder I) also seems to be a little off-scale.
« Last Edit: August 04, 2010, 11:10:47 AM by Aouch »
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Offline luz777

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Re: The changes to the mod 1.21 patch.
« Reply #28 on: August 04, 2010, 01:31:52 PM »
I'm still hoping for the oversized Marder (M) to be replaced with a Marder (H), looks way better and could be the actual right size too.

But I don't see this happening.

For me this is the best release of the mod by far, the new content really adds to the game alot, I've hardly played with the Soviets yet what with trying out all the reward units, hopefully in the next few patches the other factions can get as many as the US, plus a couple for the soviets.

The Jackson is a massive improvement on the M10, looks far nicer, still hoping for a re-sized Hellcat at some point too  ;D

I'd agree with Loup about the Jumbo and the Pershing being somewhat similar in purpose, but it is the armour tree after all, so the more heavy armour the better i suppose.

Keep up the great work  :)

Cheers



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Re: The changes to the mod 1.21 patch.
« Reply #29 on: August 04, 2010, 03:06:21 PM »
The Jackson model is absolutely stunning, love it! The Jumbo and the Sherm105 seem to be almost the same unit; a Priest instead of he Jumbo might be a nice change to the Calliope. Pershing's new model is also fantastic, now we just need a smaller [and faster...] M18  :D .
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