Company of Heroes: Eastern Front

Author Topic: [Up until now, 1.23? 24?] some balance issue I found  (Read 4051 times)

Offline mikoyan

  • Ingenery
  • *
  • Posts: 3
    • View Profile
[Up until now, 1.23? 24?] some balance issue I found
« on: August 09, 2010, 07:47:32 PM »
Hi there, I'm new here, and am now trying to understand the way to play an effective game on the Soviet faction, all of its doctrine. It had been very impressive, so far, afterall, I just don't feel right to have the US and the Brits take all the credits in the Europe part of WWII.

After half a week of several matches (mostly with Breakthrough Strategy) something'd been bothering me, I'm not sure if anyone posted it already.

-First, the Soviet Faction did NOT have a start-up unit (e.g. Pioneer for the Wehrmach, Kettengrad/Schwimmwagen for the Panzer Elite, Engineer for the US, and Infantry Section for the Commonwealth) but the Soviet have nothing for the startup, this could mean a sizible disadvantage in term of speed. So, at least a squad of Ingenery will be fine.

-Sharpshooter and Tank Hunter does not return to camoflaged state after they fired their first shot after assigned to go into ambush position. I'd take minutes before they can go back into camoflage, or did not go to camoflage at all. (something about 'displace after you fire, or they will find you' kind of thing?) Oh, and during the ambush, Sharpshooter and Tank Hunter does not retreat back to base after they were ordered to.

-Commander Support 'Tank Rider' requires either 6 or 8 PopCap to deploy (depending on the model of the T34) but after deploying, it will actually consume 6 or 8 +4 (Tank Guards) PopCap. But it's more convenient that way, though

-Lastly, I love the Zveroboy (though it's quite frustrating when an annoying panzer start circling around them and it wasn't quick enough to turn to blow the panzer away) but can anybody tell me what the skill 'Beasthunter' actually does? Looking at the skill description, it sounds like an ambush, and the Zveroboy will go into camoflage, but it does not. Then what it does? Increase rate of fire? firepower? attack range? sight range? I have no idea.

Please kindly answer my question.



Offline Zerstörer

  • Developer
  • Mr. Spam
  • *
  • Posts: 1829
  • Listen up knuckleheads!
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #1 on: August 09, 2010, 08:36:32 PM »
Quote
-First, the Soviet Faction did NOT have a start-up unit (e.g. Pioneer for the Wehrmach, Kettengrad/Schwimmwagen for the Panzer Elite, Engineer for the US, and Infantry Section for the Commonwealth) but the Soviet have nothing for the startup, this could mean a sizible disadvantage in term of speed. So, at least a squad of Ingenery will be fine

The lack of a starting unit is to give a feeling in some ways for the unprepared soviets at the start of WW2
Now, the lack of starting unit isn't really a disadvantage for the following reasons.
1) You get extra starting resources to compensate
2) Because the mustering tent and conscripts build fast, you can have more units on the field capping the map than WH/PE in the same amount of time
As a rule, soviets will have 2 Inginiery and 2 Conscript squads by the time WH has 2 Pios and 1 Volk squad or 3 PE gren squads.
Also the fact that you don't need the mustering tent to get your command squad out, means that you can have it on the field before even a Volks squad is made....depending on the build order.

Quote
-Sharpshooter and Tank Hunter does not return to camoflaged state after they fired their first shot after assigned to go into ambush position. I'd take minutes before they can go back into camoflage, or did not go to camoflage at all. (something about 'displace after you fire, or they will find you' kind of thing?) Oh, and during the ambush, Sharpshooter and Tank Hunter does not retreat back to base after they were ordered to.

They do return to camo but it does take time..just like the PE Falls...
Tankhunters have  like a 1 camo shot...like a Pak...after that they will re-camo when they stop shooting.
As far as I know there is no issue with retreat.
Quote
can anybody tell me what the skill 'Beasthunter' actually does?

It works exactly like the hetzer camo....like a Pak38 camo shot
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf

Offline Kolaris

  • Strelky
  • **
  • Posts: 72
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #2 on: August 09, 2010, 08:56:18 PM »
Quote
It works exactly like the hetzer camo....like a Pak38 camo shot

Doesn't work atm. The IS-152 needs a camouflage_ext.

Offline Zerstörer

  • Developer
  • Mr. Spam
  • *
  • Posts: 1829
  • Listen up knuckleheads!
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #3 on: August 09, 2010, 08:58:25 PM »
To be fair it was supposed to be removed cause the damn thing looks too big to camo   ;D
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf

Offline Kolaris

  • Strelky
  • **
  • Posts: 72
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #4 on: August 09, 2010, 09:30:30 PM »
Hehe, I was wondering how a Jagdpanzer IV was "too big" compared to the Hetzer so it couldn't Camouflage, but then you have the huge IS-152 sitting there in an open field, completely invisible to the naked eye...

Offline cephalos

  • Mapper
  • Mr. Spam
  • *
  • Posts: 1367
  • Pick a card...
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #5 on: August 09, 2010, 09:54:38 PM »
Yeah,but it's still damn good thing. It would fit better if ISU-152 had lockdown like marder ( when driver helps loading those big, 43 kg weight shells) and shoots a bit faster.

Offline Strayker

  • Guard
  • ***
  • Posts: 145
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #6 on: August 09, 2010, 10:42:56 PM »
Yeah,but it's still damn good thing. It would fit better if ISU-152 had lockdown like marder ( when driver helps loading those big, 43 kg weight shells) and shoots a bit faster.
+1 Very good idea indeed...finally it would not fire only like one time in a minute.
"There is no such thing as innocence, only degrees of guilt..."

Offline luz777

  • Donor
  • Commissar
  • *
  • Posts: 425
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #7 on: August 09, 2010, 11:49:26 PM »
Aye, this is a nice idea  :)

Offline Loupblanc

  • Mr. Spam
  • *
  • Posts: 1294
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #8 on: August 10, 2010, 04:21:46 AM »

 - I'm totally for this. Lockdown like Marder3/Pz4G
 *BUT* I want the lockdown graphics ;) Right now, it just
 looks odd :p

 (Talking about ISU152)
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 Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #9 on: August 10, 2010, 04:28:25 AM »

 - I'm totally for this. Lockdown like Marder3/Pz4G
 *BUT* I want the lockdown graphics ;) Right now, it just
 looks odd :p

 (Talking about ISU152)
Yeah ;D!!
Mors Indecepta

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

Offline mikoyan

  • Ingenery
  • *
  • Posts: 3
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #10 on: August 10, 2010, 05:16:04 AM »
Thank you all for the answer.

Yeah, somehow I fogot to observe the Soviet starting resources.

And here again I support the idea of locking down the Zveroboy for a site main gun like the Marder III

Offline AbhMkh

  • Commissar
  • ****
  • Posts: 299
  • Who Dares Win!!!
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #11 on: August 10, 2010, 08:14:42 AM »
Yes the idea of a locked down isu-152 firing faster is good , it has got to be implemented , however we are going to have our german player screaming OP Op again...
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!

Offline BasileusHotshot

  • Ingenery
  • *
  • Posts: 17
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #12 on: August 10, 2010, 09:17:35 AM »
Ye faster fire rate sounds better than the camo, which sounds a bit dumb (No offense anyone) to me  :-X

Offline cephalos

  • Mapper
  • Mr. Spam
  • *
  • Posts: 1367
  • Pick a card...
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #13 on: August 10, 2010, 10:40:56 AM »
Yes the idea of a locked down isu-152 firing faster is good , it has got to be implemented , however we are going to have our german player screaming OP Op again...
Yes, if German player is not so clever to take upgunned puma or PzIV and circlestrafe ISU... ISU-152 is just big, ugly and more effective Geschutzwagen or Marder III.

Offline AbhMkh

  • Commissar
  • ****
  • Posts: 299
  • Who Dares Win!!!
    • View Profile
Re: [Up until now, 1.23? 24?] some balance issue I found
« Reply #14 on: August 10, 2010, 10:48:57 AM »
Dude , It only takes a single shot from the isu-152 to take care of a puma up gunned or not , whereas only two shots are required for the pz4 , and a player sending out a isu-152 alone is a player who has just learnt to play COH , Locked down ISU - 152 with support will work like a massive costal gun firing at you!
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!