Company of Heroes: Eastern Front

Author Topic: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)  (Read 7243 times)

Offline Mr.1300

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I love the idea of having a Russian faction and over all it is very good. These things need to be changed though:

Ingenery build MG nests: my style of play and sometimes just goofing around with friends over LAN it's nice to use MG nests to guard flags and hold certain lines. Especially in Lyon it is really fun to just hold at the bridges BTW I know you can build them through the command tree but that forces you to choose a strategy unlike all other factions. My last thought here was how come you dont start with one team like other factions??

Explosives: Following my last post it would be nice to have a upgrade at HQ like the Americans for some sort of placeable explosive to take out bridges. One of the command tree upgrades has it but again, kinda forcing you to choose a strategy unlike the other factions. 

Forward HQ: Really annoying not being able to have a forward HQ, would be a nice improvement.

Tank Depot: The faction has a lot of upgrades you need to purchase. When you build the Tank Depot it gives you nothing....would be nice if you at least got something you could build without being forced to buy some random upgrades.

Conscript Soldiers: These guys blow. German engineers can own you. My thought was instead of having multiple types of soldiers in the barracks unlocked by upgrades from the research building, have one or two types of conscripts that have improvements that can be bought within the barracks. OR have one type and have purchasable veterancy similar to Germans.

Lengthy upgrade process: Like I said above, maybe move some of the upgrades to the barracks and such or combine some or make some standard? There are a lot and it gets costly.



Like I said before I love the mod and great work to the team who put it together. I feel like these things need to be changed in order to keep up with the other factions.

Thanks for reading!  :)



« Last Edit: December 24, 2010, 03:12:31 AM by Mr.1300 »

Offline GodlikeDennis

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #1 on: December 24, 2010, 04:45:08 AM »
I love the idea of having a Russian faction and over all it is very good. These things need to be changed though:

Ingenery build MG nests: my style of play and sometimes just goofing around with friends over LAN it's nice to use MG nests to guard flags and hold certain lines. Especially in Lyon it is really fun to just hold at the bridges BTW I know you can build them through the command tree but that forces you to choose a strategy unlike all other factions. My last thought here was how come you dont start with one team like other factions??

This is the price you pay for having an MG in the Russian army. It's just the way things are, no non-doctrinal defenses, just like PE. They don't start with a squad because ingenery build fast enough anyway. It represents the Soviet Union's unpreparedness at the outbreak of war.

Explosives: Following my last post it would be nice to have a upgrade at HQ like the Americans for some sort of placeable explosive to take out bridges. One of the command tree upgrades has it but again, kinda forcing you to choose a strategy unlike the other factions. 

They have satchel charges on ingenery. I'm not totally sure how effective they actually are since I rarely play bridge maps but they should be quite good. You've also got a lot of arty available to you on the Russian side, including the Sharpshooter callin.

Forward HQ: Really annoying not being able to have a forward HQ, would be a nice improvement.

Soviets just don't have it. Not every faction needs everything everyone else has. It's another design limitation of the Soviets. They have retreat to medic truck ability to get to the front faster anyway.

Tank Depot: The faction has a lot of upgrades you need to purchase. When you build the Tank Depot it gives you nothing....would be nice if you at least got something you could build without being forced to buy some random upgrades.

Building the actual tank depot is equivalent to researching Battle phase for the Wehrmacht. They don't gain anything except the ability to build stukas. They have to build the Panzer command, which is equivalent to the upgrades in the depot.

Conscript Soldiers: These guys blow. German engineers can own you. My thought was instead of having multiple types of soldiers in the barracks unlocked by upgrades from the research building, have one or two types of conscripts that have improvements that can be bought within the barracks. OR have one type and have purchasable veterancy similar to Germans.

Conscripts are fine for an early force. Their upgrade allows free molotovs and they're cheap and quick to replace. They are designed to be replaced by Strelky or partisans as the game goes on.

Lengthy upgrade process: Like I said above, maybe move some of the upgrades to the barracks and such or combine some or make some standard? There are a lot and it gets costly.

Some of the upgrades do take a while to research but their costs are balanced fine. This is the tradeoff for having powerful endgame upgrades for most of your units and free abilities.
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Offline Mr.1300

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #2 on: December 24, 2010, 07:53:55 AM »
" It represents the Soviet Union's unpreparedness at the outbreak of war."

But this is a game, representing their unpreparedness every time you start a map gets old, they werent always unprepared. Germany had terribly low amount of supplies at the end of the war but that cant be represented in a game every time you play as the Germans.

"They have satchel charges on ingenery"

The satchel charges they can throw do nothing for destroying bridges of any size.


"This is the tradeoff for having powerful endgame upgrades for most of your units and free abilities."

You need to get to the end game first, play any hard or expert bots and you'll be over run before that point.




Offline Paciat

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #3 on: December 24, 2010, 08:52:10 AM »
You need to get to the end game first, play any hard or expert bots and you'll be over run before that point.
Another topic like "I cant stop boot hordes but I want to overkill when AI is throwing random units at me and then I want to base rape with a massive tank spam + an Ubertank. I dont have an early non doctrinal MG so I cant do that".
...DennisGodlike or any other +10lvl player is much tougher than an expert bot. :D It takes more than an MG to own him.
« Last Edit: December 24, 2010, 09:03:53 AM by Paciat »

Offline chodeballz

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #4 on: December 24, 2010, 09:01:01 AM »
Hmmm reading this over it comes to conclusion that these points should be patched. The mod is great just needs to be fixed in areas. At least make like an MG team for the Russians. At least DP team or a Maxim machine gun team. + lots of random expensive upgrades are kinda meh. And if you wanted realism about Russians, why not have squads with no weapons and charge into mg nests. Put that in the next patch.

Offline Paciat

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #5 on: December 24, 2010, 09:23:49 AM »
The mod is great just needs to be fixed in areas.
Ballance areas. In 1941 the Soviet army was the most offensive army in the world (more tanks than all other countries together, deep operations doctrine).
Quote
At least make like an MG team for the Russians.
Go propaganda.
Quote
At least DP team
Get Strelky upgrade.
Quote
+ lots of random expensive upgrades are kinda meh.
Their not random. Allmost all units have 1 global upgrade. + lots of similar MG team units from different fractions is kinda meh.
Quote
And if you wanted realism about Russians.
Noone wants realism. In reality youll be sitting all day long in a trench doing nothing.
COH ads the Hollywood cinema feel of fractions.

Offline chodeballz

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #6 on: December 24, 2010, 09:28:59 AM »
What I mean by DP team is like how the Germans and Americans have a 3 man MG team. Not just some upgrade, some mountable MG. + most of the weapons you cant pick up as Russians but thats some coding problem

Offline Rikard Blixt

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #7 on: December 24, 2010, 10:50:49 AM »
What I mean by DP team is like how the Germans and Americans have a 3 man MG team. Not just some upgrade, some mountable MG. + most of the weapons you cant pick up as Russians but thats some coding problem

DP (-27 or -28) is a LMG, like LMG42 or Bren.

I love the idea of having a Russian faction and over all it is very good. These things need to be changed though:

Ingenery build MG nests: my style of play and sometimes just goofing around with friends over LAN it's nice to use MG nests to guard flags and hold certain lines. Especially in Lyon it is really fun to just hold at the bridges BTW I know you can build them through the command tree but that forces you to choose a strategy unlike all other factions. My last thought here was how come you dont start with one team like other factions??

Explosives: Following my last post it would be nice to have a upgrade at HQ like the Americans for some sort of placeable explosive to take out bridges. One of the command tree upgrades has it but again, kinda forcing you to choose a strategy unlike the other factions. 

Forward HQ: Really annoying not being able to have a forward HQ, would be a nice improvement.

Tank Depot: The faction has a lot of upgrades you need to purchase. When you build the Tank Depot it gives you nothing....would be nice if you at least got something you could build without being forced to buy some random upgrades.

Conscript Soldiers: These guys blow. German engineers can own you. My thought was instead of having multiple types of soldiers in the barracks unlocked by upgrades from the research building, have one or two types of conscripts that have improvements that can be bought within the barracks. OR have one type and have purchasable veterancy similar to Germans.

Lengthy upgrade process: Like I said above, maybe move some of the upgrades to the barracks and such or combine some or make some standard? There are a lot and it gets costly.



Like I said before I love the mod and great work to the team who put it together. I feel like these things need to be changed in order to keep up with the other factions.

Thanks for reading!  :)

1) Not all faction have buildable defenses from the start, these include Soviet and PE.
2) Then again, all factions are different.
3) Neither British nor PE has this.
4) If we would unlock one unit from Tank Depot without upgrade, we would then need to increase the cost of Tank Depot. It's there for balance.
5) They are designed to be weak, however the Command Squad is really good instead.
6) Like Dennis said, they take their time because of Balance. These upgrades are really really powerful, and can sometimes more then double the unit combat effectiveness.
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[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
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Offline Red_Stinger

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #8 on: December 24, 2010, 10:51:35 AM »
@Mr.1300

1) The main problem with mg nest is that its kinda useless, you have to choose a doctrine, and its the most expensive mg nest of the game. But the fact that you have to take a doctrinal tree is part of design of the faction.

2) Again, we discussed this already, and only partisans can blow up bridge effectively. Mortar, or artillery, or sharpshooter arty, or satchel dont work against bridge, and I dont know if this a designed weakness for soviet.

3) NO forward hq for soviet. It would be OP that soviet can reinforce and recruit cheap, new soldier to the frontline. Plus they already have an observation post that can reinforce squad.
@GodlikeDenis --> soviet cant retreat to medic truck I guess

4) -5) -6) GodlikeDennis already answered.


The mod is great just needs to be fixed in areas.
Ballance areas. In 1941 the Soviet army was the most offensive army in the world (more tanks than all other countries together, deep operations doctrine).


What are you saying? lol.

1941 is precisely the year when the soviet army was the most unprepared for war. Deep operations doctrine disapeared with Toukatchevski, and were 'rediscovered' again by the end of 1943.
Soviet tank fleet was anyway too old and too ineffective (there was so few T-34 and KV by that time), same for VVS (red air force), they lacked good mechanics, organisation, officer... They lacked everything a modern army needed to be at least tactically and strategically operationnal, due to our 'beloved' Stalin.

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Offline Mr.1300

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #9 on: December 24, 2010, 11:55:31 AM »
Idk what else to say, to me it just feels like the Russian faction is more difficult to establish and over all harder to use than the original factions. Just all the upgrades dont and what the upgrades do don't really seem to follow suit with the rest of the game.

Offline cephalos

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #10 on: December 24, 2010, 01:52:01 PM »
Soviets are good as they are ( or they will be -1.30)
but they REALLY NEED something to blow bridges. Every faction has something to deal with them. Destroying bridge is often a part of ambush or strategy. Denying Soviets ability to blow those means that they can't perform some maneouvres on the battlefield effecitvely.

Give Ingenery Explosives to deal with bridges, please.

Offline IJoe

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #11 on: December 24, 2010, 03:46:37 PM »
Idk what else to say, to me it just feels like the Russian faction is more difficult to establish and over all harder to use than the original factions. Just all the upgrades dont and what the upgrades do don't really seem to follow suit with the rest of the game.

It takes some time to get used to them, but after a while, I find it somewhat difficult to play americans (they are so slow on development in comparison). So I'd call soviets the most "advancing" allied faction right now (don't take it as a patriotic gesture though  :))

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Offline Raydeen

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #12 on: December 26, 2010, 05:48:04 AM »
I also agree that playing Soviets it's very expensive, you start with no units and buildings other than barracks, don't give you any cheap one immediately.

I would also add some kind of transport.

I would like to have a way to rally the troops at an strategic place rather than going all the way back to HQ.

Light mortar should be keep available after the upgrade instead of substituting it for heavy mortar units (just like engineers, you keep the light ones after the upgrade).

Offline GodlikeDennis

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #13 on: December 26, 2010, 06:32:57 AM »
The light mortar is crap and really has no place in the Russian army. The heavy mortar is better in every way so there's no need to keep building light ones.

The Soviet Union is the most flexible faction after Wehrmacht since your teching gives you a lot of unit variety. They can easily tech to anything they want to, tech costs aren't that expensive tbh.

Soviets have retreat to medic truck. Use that if you want to get back to the front. They don't need a transport. It doesn't seem right for the "poor" Soviets to have motorised/mechanised troops. In gameplay terms, they don't need them either.
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Offline SavageWorld

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Re: Large list of proposed changes! (PLEASE READ) and add input. (v 3.1.0.0)
« Reply #14 on: December 26, 2010, 01:26:54 PM »
Soviets have retreat to medic truck. Use that if you want to get back to the front. They don't need a transport. It doesn't seem right for the "poor" Soviets to have motorised/mechanised troops. In gameplay terms, they don't need them either.
I don't think they have retreat to medic truck and if they will get it in 1.3, it would be restricted information.
But it would be nice if they got this option in a future update, it would add more strategic options

I think upgrades cost are about right finally.

The Russian mortar and artillery could give more damage to bridges with out hurting competitive play and possible improving annihilation games. I think it is a better option than to give ingenery satchel charges before vet 1.

I think that the call in t-74 could give all infantry the ride tank ability, after the upgrades armour type has been changed to Sherman. Just to keep it a viable option. But it would of cause need some game testing before it would be introduced to the game.