Company of Heroes: Eastern Front

Author Topic: [1.4] GoW 2.0  (Read 17930 times)

Offline GodlikeDennis

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[1.4] GoW 2.0
« on: May 29, 2011, 03:24:54 AM »
This thread is not for me to complain about GoW, or even to give my opinion. I want to gather community opinion on the new God of War since it's a huge part of this new patch. If you haven't used GoW in 1.4 don't comment.

The exact mechanics are that it is placed like the off map arty of the infantry doctrine (unusable in base sectors) and, after a couple second delay, fires around 15 shells that deal extremely heavy damage (1 shell deals about 2/3 the health of an Ostwind) that cover about a screenlength. For the next minute, small "aftershock" barrages of rockets and artillery fire on enemies moving through the affected area with rather bad accuracy. 150MU. 4min cooldown.

This is a very important issue since the balance team can't deal with all situations where it will be used. While we feel it's balanced for 1v1 we need everyone's opinion on how useful it is in as many situations as possible.
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Offline Cranialwizard

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Re: [1.4] GoW 2.0
« Reply #1 on: May 29, 2011, 06:00:27 AM »
It does fairly well in 2v2 in my opinion. I used it to ultimately destroy the enemy's forces building up near the left VP on Red Ball Express, wish I had a replay.

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Offline Red_Stinger

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Re: [1.4] GoW 2.0
« Reply #2 on: May 29, 2011, 11:18:22 AM »
GoW is pretty cool now.

But I think that the cost is too low. 150 muni are easily gathered by the end of the match, and while you cant use GoW in base sector, in most of the map you can use it near the very limit of the base sector, which is annoying because it destroy nearly everything near the HQ...

I havent noticed the "small aftershock barrages of rocket and artillery" though; for me after the main firing there was nothing else.
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Offline GodlikeDennis

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Re: [1.4] GoW 2.0
« Reply #3 on: May 29, 2011, 11:38:21 AM »
The aftershocks only fire if an enemy moves through the affected zone, like sector arty.
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Offline IJoe

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Re: [1.4] GoW 2.0
« Reply #4 on: May 29, 2011, 12:29:01 PM »
All those "OMG it shoots the base-sector" posts are annoying and wrong - all axis "kill area" abilities (except sector artillery) do the same. Those damn V-1 rockets, or the mortar barrages. So why shouldn't GoW scratch a bit of a base sector? Just stop building all your stuff close to the border of that sector.

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Offline Red_Stinger

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Re: [1.4] GoW 2.0
« Reply #5 on: May 29, 2011, 01:18:45 PM »
All those "OMG it shoots the base-sector" posts are annoying and wrong - all axis "kill area" abilities (except sector artillery) do the same. Those damn V-1 rockets, or the mortar barrages. So why shouldn't GoW scratch a bit of a base sector? Just stop building all your stuff close to the border of that sector.

GoW is very (I mean VERY) powerful, its not comparable to any axis doctrinal arty. And it come kinda fast after the smoke; btw I think that the V1 cant destroy a base building, just damage it badly (not sure though).
But you're right that one shouldnt build on borders.

The aftershocks only fire if an enemy moves through the affected zone, like sector arty.

Kinda cool! Thanks for the info; when I used it, I obliterated everyone in the sector so...  ;D
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Offline Joshua9

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Re: [1.4] GoW 2.0
« Reply #6 on: May 29, 2011, 06:22:43 PM »
My question is how does this compare to the american bombing run for price and effectiveness?  Granted the American equivolent is considered underpowered,

but it's what, 250 munitions?(or 200, can't remember)  drops smoke(apparently according to a post upthread so does gow, so maybe I just missed it)  with the appropriate delay, has a very tight pattern(but these bombs do much more damage?) and doesn't have any after-shocks. 

That in a doctrine that sees no other forms of artillery than that and the infantry specific staffing run. 

I'm can't say after one game whether GOW is overpowered, or undercosted...I wasn't familiar enough with how it works to avoid it the last game I saw it...and as a consequence my tiger kept limping around the map at 2/5th's health(I saw the offmap alot)...it was a wasteland so neither of us hadmore than about 5 units a piece, and were just vp fighting, otherwise my tank would have been an easy kill.

My early impression though, is that 150 is too cheap, and that so is the air attack ability in the other doctrine...this damn ability kills so many squads, and also softens tanks...it's just brutal in the middle of an engagement, and should at least be mitigated in it use by cost.
-------------------------

*Actually, I just rewatched a replay with that, and it looks like it no longer does much if any damage to tanks, even though I was still scrambling as if it worked like it used to, so maybe that cost isn't too much of a problem
« Last Edit: May 29, 2011, 07:12:13 PM by Joshua9 »

Offline RedGuard

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Re: [1.4] GoW 2.0
« Reply #7 on: May 29, 2011, 09:16:32 PM »
the 2 factions have seriously different designs.

so costs will be very different

« Last Edit: May 29, 2011, 09:33:08 PM by RedGuard »
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Re: [1.4] GoW 2.0
« Reply #8 on: May 29, 2011, 09:44:56 PM »
Its cool, and its good and effective.  I really like it, because even if the enemy hits retreat fast, they'll still have a chance to get hit.  Perhaps change the cost to 200 munis, like PE sector artillery.

Offline RedGuard

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Re: [1.4] GoW 2.0
« Reply #9 on: May 29, 2011, 09:49:43 PM »
I dont think the price needs to be increased, wheres the balance issue?
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Offline cephalos

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Re: [1.4] GoW 2.0
« Reply #10 on: May 29, 2011, 10:07:26 PM »
I dont think the price needs to be increased, wheres the balance issue?

I find GoW EXTREMELY effective at all. It has low cooldown ( comparing to V1 for instance), 150 mun is just a joke, and it levels everything on designated area. What I have to say, that if it wouldn't be 8 CPs ability it could be called OP.

However it still is either too cheap or too fast reuseable. I'd add about 60 seconds delay more.

Offline Cranialwizard

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Re: [1.4] GoW 2.0
« Reply #11 on: May 29, 2011, 10:08:25 PM »
I dont think the price needs to be increased, wheres the balance issue?

Recently given the fact that, from what I see, is that you are consistently opposed to any soviet nerfing or limiting, including the SU-122, which GodLikeDennis should have posted a replay in the Beta Forum whereas we went up against one urban soviet whom dropped and the CPU used SU-122s often, and they took out 3 pumas at the same time, did incredible damage to the Tigers, killed Panthers and Panzer IVs at Vet 1 and a few other ridiculous armor killing features. That's my issue.

Back on Topic: When you compare this to a V1, which is of the same price, the God of War 2.0 seems to do incredible damage, that like a V1, but GOW seems to do much more. The initial barrage may be equal to or greater than a V1, and not to mention it's aftershock ability, GOW can last for a couple of minutes. A V1 is easily avoidable as well, because you have about 10+ seconds to react from the beginning of the sound. When GOW falls you really do not get much of a warning and even if you DO retreat it limits your troops from entering the sector due to the risk of falling victim to the aftershock.

My suggestion would be to make the price 200 and possibly make the recharge a bit longer: Compare it to a V1's recharge.
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Offline RedGuard

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Re: [1.4] GoW 2.0
« Reply #12 on: May 29, 2011, 10:14:49 PM »
I'm inclined to entertain intelligent points and discussion, like the one you've raised about cooldown.

GoW should not be spammable, even if you have the muni - but if you are spamming it where are you getting 300+ munitions from?

maybe you have dominant map control and have held it for a while, which brings me to my next thought; is it GoW's fault or did you already lose the game?

theres many factors and variables that go into this game and allow certain situations to transpire. it runs much deeper than your average player can ponder

in either case keep the feedback coming friends
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Re: [1.4] GoW 2.0
« Reply #13 on: May 29, 2011, 10:18:19 PM »
I dont think the price needs to be increased, wheres the balance issue?

Recently given the fact that, from what I see, is that you are consistently opposed to any soviet nerfing or limiting, including the SU-122

+1.

Offline RedGuard

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Re: [1.4] GoW 2.0
« Reply #14 on: May 29, 2011, 10:21:54 PM »
@cranial sorry you feel that way, if you had access to the dev balance board you would see I raise very legitimate points about SU things that are unbalanced

in either case, somebody has to be the bad guy. The problem is the flood of inexperieced or poor players flooding the board with problems of their own that arent legitimate balance concerns but actually manifestations of their own poor play

in turn this skewes the popular opinion and perception of many things wrongfully
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