Company of Heroes: Eastern Front

Author Topic: 1.20 and 1.21 Observation about brit changes  (Read 22633 times)

Offline Zerstörer

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #15 on: August 02, 2010, 08:36:00 AM »
There is no such thing as 'OP for a reason'.That's trying to justify the unjustifiable.
OP is not acceptable in balance. That's the whole point of balance, to make sure units are not OP cause they break the game

Quote
re Kangeroo changes.
Not great changes. The kangeroo to be useful cost at least 240+320+10 fuel+75 ammo. However, I'm not too adverse on this, as I think it is true the kangeroo needed amendment.

No, that's like saying the WH halftrack transporting a squad of grens with 2 shreks sent to destroy a bunker costs 220mp+300mp+20FU+150ammo.
This reasoning is beyond silly and wrong. With the same 'incorrect thinking' and by comparison the fragile halftracks should only cost about 50mp and nothing else!

When you get to Level16-20 in all factions, aka their level then maybe you could question them. alternatively, go to Gameplays.org and post your concern on our threads there and 'question the experts'. I'll be happy to sit and watch the 'debate'
« Last Edit: August 02, 2010, 08:39:04 AM by Zerstörer »
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Offline GodlikeDennis

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #16 on: August 02, 2010, 10:27:15 AM »
I agree with Zerstoerer.

What you should be stating is that "Brits can still fight endgame but I personally don't know how to do so without exploiting ridiculously OP vehicles of doom."

The current Brit weak period is actually midgame, when grenspam begins against them before they have to correct counters up. By endgame, you should have the full array of arty powers to soften up the blob before yours crushes him. Brit tanks are also very good, made all the better by the massive nerf to Paks. Croms are very fast and accurate against infantry, meaning that an attack in the right place can hurt him majorly and you can retreat before any of his AT shows up. They also come extremely early, for a tank.

Don't make assumptions of balance without the experience/knowledge to go behind it.
If you get into an argument with me, you're wrong.

Offline AbhMkh

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #17 on: August 02, 2010, 11:08:01 AM »
Well well keep up to it , i'm not the first and i'll be not be the last :D :D
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!

Offline Desert_Fox

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #18 on: August 02, 2010, 01:15:14 PM »


Well...
a) Kangaroo need all that nerfs to become balanced.

b) The Staghound MG was special... why? because it was bugged.

c) Remember about insta arty... it was way OP!!

d) Hitting a vehicle with PIAT is one thing, but to hit a soldier is another story... It's was made by the same reason that a bazooka guy, a panzershreck team or a PTDR team cannot rip infantry.

d) Recon tommies detection improved... Yeah.

e) All engineers must have wirecutters, if not it's bugged, you cannot compare using wirecutters to blow them with PIATs, it's like using a gun to kill a fly. Sappers don't need ambush, just PIATs.

f) Which unit repairs itself without being target of a tree commander ability? When engies repair stuff they receive double damage as I remember, I conclude that logic was applied. Seems that you don't understand that the BC repair rate is huge, you spent more time weakening than that thing in repairs itself.

h)I have nothing to say about button ability.

I'm not going to discuss your suggestions, because I dont like them... that's all and looks like you are a brit fanboy, no offense intended.

+1

Completely agree. ;)

Offline GreenApple

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #19 on: August 02, 2010, 02:18:03 PM »
Well well keep up to it , i'm not the first and i'll be not be the last :D :D

Seems to be that you are a CW bigot.
I like the Brits, but I'm happy about all CW changes.
I don't like ToV, I don't want to tolerate combining the two words Brits and Abuse anymore.
With these changes the CW is no longer the specific Abusefaction.

I don't understand your mindset, I mean this is positive.
The Brits will be respected by the communityplayers.


An apple a day keeps the doctor away ;)

Offline GodlikeDennis

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #20 on: August 02, 2010, 03:38:26 PM »
That's unlikely, they still break several of the fundamentals of CoH. They're pretty balanced in a 1v1 now from what I can tell but they still break 2v2AT because of the mobile HQ. They'll be much MORE respected though.
If you get into an argument with me, you're wrong.

Offline Seeme

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #21 on: August 02, 2010, 03:53:55 PM »
Level 16 Wher, Retake2 ;D
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

Offline AbhMkh

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #22 on: August 02, 2010, 05:47:02 PM »
I do come from a CW nation :D , however thts nt the reason why i play with british , i play british cuz it suits my style of play

I'll nt debate any longer on the brits , but after this patch the germans have grown stronger for the brits and the russians

cheers :D
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!

Offline GreenApple

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #23 on: August 02, 2010, 09:16:23 PM »
Yes, a bit stronger.


An apple a day keeps the doctor away ;)

Offline AdmV0rl0n

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #24 on: August 02, 2010, 09:34:06 PM »
There is no such thing as 'OP for a reason'.That's trying to justify the unjustifiable.
OP is not acceptable in balance. That's the whole point of balance, to make sure units are not OP cause they break the game

Quote
re Kangeroo changes.
Not great changes. The kangeroo to be useful cost at least 240+320+10 fuel+75 ammo. However, I'm not too adverse on this, as I think it is true the kangeroo needed amendment.

No, that's like saying the WH halftrack transporting a squad of grens with 2 shreks sent to destroy a bunker costs 220mp+300mp+20FU+150ammo.
This reasoning is beyond silly and wrong. With the same 'incorrect thinking' and by comparison the fragile halftracks should only cost about 50mp and nothing else!

When you get to Level16-20 in all factions, aka their level then maybe you could question them. alternatively, go to Gameplays.org and post your concern on our threads there and 'question the experts'. I'll be happy to sit and watch the 'debate'

Maybe you should actually read what I said before going totally off. Seriously, I said they had some OP and needed some amendment, but I pointed out their cost. Further, the reason they are used late game is totally clear. And frankly its not like other factions don't have vehicles of doom with Vet 3 late game. Further, the brits are imbalanced late game to a spectacular level if you're simply nerfing the roo's, and make no other changes.

While you are busy nerfing the hell out of the brits, of which nominally I welcome if its a general thing to improve the game overall, and the odd error creeps in, but its rather clear now that many hold a chip on shoulder about the brit faction, and have every intention of cutting the few edges off them.

If you want, I can congratulate you and the 16-20 level players who you cite for returning the brits to their roots of being a sim city doctrine unable to actually strike mobile or with decent punch, especially late game.




Offline ChocoboKnight88

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #25 on: August 02, 2010, 09:58:07 PM »
I like the Brits, but I'm happy about all CW changes.
I don't like ToV, I don't want to tolerate combining the two words Brits and Abuse anymore.
With these changes the CW is no longer the specific Abusefaction.

I don't understand your mindset, I mean this is positive.
The Brits will be respected by the communityplayers.
I feel the exact same way. I am fed up with the constant, relentless and bias hatred that the British face every single day on every single forum and how your achievements with the British aren't recognised because of it. If this patch transforms this opinion and has the British recognised as a legit faction, it will become the best patch ever released since I started playing Opposing Fronts. Well, minus the unfortunate mishap of making Button-Up work the opposite way from intended.

Offline AdmV0rl0n

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #26 on: August 03, 2010, 01:07:04 AM »
I agree with Zerstoerer.

What you should be stating is that "Brits can still fight endgame but I personally don't know how to do so without exploiting ridiculously OP vehicles of doom."

The current Brit weak period is actually midgame, when grenspam begins against them before they have to correct counters up. By endgame, you should have the full array of arty powers to soften up the blob before yours crushes him. Brit tanks are also very good, made all the better by the massive nerf to Paks. Croms are very fast and accurate against infantry, meaning that an attack in the right place can hurt him majorly and you can retreat before any of his AT shows up. They also come extremely early, for a tank.

Don't make assumptions of balance without the experience/knowledge to go behind it.

Yes, the brits are weakest at midgame, but hey, they get the cromwell out very early. Apart from the fact they blunted Roo's, which leaves you a cromwell command tank or no cromwells.

I'm taking a new view on this. Firstly, I don't care if Roo's handed your ass on a platter to you, by late game if you are lacking AT - thats your own problem. Secondly, Brit Roos nor anything else are overpowered. If you lose to them its more a failing of your own rather than them being OP.

Still, keep nerfing them, anything to make you feel better.

Offline GreenApple

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #27 on: August 03, 2010, 01:20:45 AM »
Still, keep nerfing them, anything to make you feel better.

Sorry, but I guess none other support your opinion about the Kangaroo.
Now the crucial question: Is one person on solid ground or hm ... let me think briefly ... approximate 5000 persons?

Opine as you think best.

Cheers
« Last Edit: August 03, 2010, 01:27:07 AM by GreenApple »


An apple a day keeps the doctor away ;)

Offline Blackbishop

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #28 on: August 03, 2010, 02:24:13 AM »
Still, keep nerfing them, anything to make you feel better.

Sorry, but I guess none other support your opinion about the Kangaroo.
Now the crucial question: Is one person on solid ground or hm ... let me think briefly ... approximate 5000 persons?

Opine as you think best.

Cheers
Yeah, belive whatever makes you happier :-\.

Will be a hotfix for the "button enemy vehicle" bug ??? or 'till the next patch :-X?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline AbhMkh

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Re: 1.20 and 1.21 Observation about brit changes
« Reply #29 on: August 03, 2010, 02:55:03 AM »
WTF r u guys talking abt? ::)

Post Merge: August 03, 2010, 03:11:16 AM
the brits are basically a highly defensive faction , provided with mobility due to their CTs , they can construct their emplacements deep down the line , most players have a probblem with this , u dont want a 17 pounder firing on your panzers the moment they come out of the tank depot , this is essentially a brit design issue , our "experts" here want to compensate for this mobility by nerfing the units, but they forget tht emplacemwnts can only be built in tier 2 save the mg and mortar

its like u build an mg a mortar and a 17 pounder along a road and nothing crosses this way

"OMG" this so OP!

CHANGE THE WAY U PLAY!!!!




« Last Edit: August 03, 2010, 03:11:16 AM by AbhMkh »
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!