Company of Heroes: Eastern Front

Author Topic: [1.4.0.0] Needed changes for EF 1.4.1.0  (Read 8447 times)

Offline Alexander 'ApeMen' J.

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #15 on: June 02, 2011, 07:12:14 PM »
mh i agree in many parts with yauz

but no upkeep in any kind of units? mh idk lower upkeep no problem. even to have the possibility to lower it more with an upgrade (like the americans) but i dont think balance will work without any kind of upgrade. but this is somethin that must be tested. mabybe im wrong and this works realy well :-D

you can also lowered some upgrade costs of the soviets but the free abilities cant realy be balanced.

but i hope the devs and the balancing team dont think i or better we are thinking that the did a bad job. thats bs! version 1.40 is untill now the best version of ef.

I donĀ“t want to attack anybody personally. we all want the same^^ the best and balanced mod :-P



Offline Wilson

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #16 on: June 02, 2011, 10:38:47 PM »
The claim that CoH cannot handle big battles is just false.  I'm not sure where that idea came from.  Also when you have a lot of squads to spare, that's when you can afford to flank for more dynamic play.  The idea of the Zerg thing is to have so many of these guys come from like 5 directions at once and flank the MGs.  If this were implemented, it would only effect late game anyways.

I didn't say that it can't handle big battles, but that it isn't designed for it, in terms of gameplay. I'm not convinced it would be fun to play as or to play against a Zerging style enemy in CoH. Why wouldn't you just charge around the map with your huge blob, like people already do with Brits or PE (who aren't specifically designed to be zerg type sides)? I can't see a way in CoH to encourage 'proper' zerg play without ending up with blobbing. If you want to flank a machinegun from multiple sides with loads of men, you can already do that with conscripts.

I agree that Soviets done well as a zerg style faction would be cool, but I think it would be really hard to balance and design in a way that's fun. And it is a shame that the Soviets can be outspammed by rifles or grens under certain circumstances, but that's because of how the original game was designed with only the western front in mind. If Relic had started by making an eastern front CoH, I expect it would have been Soviets that got the best medic stations/manpower income, but the EF devs have their hands tied a bit.

Offline Paciat

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #17 on: June 03, 2011, 07:41:02 AM »
Did all of you forgot that SU has better late game tanks and infantry (global CS, expensive but better upgrades) than US?
[sarcasm]Sure, give SU same upgrades that US has but dont forget to make IS-2 equal to the Sherman.[/sarcasm]
SU needs their upkeep being reworked and devs are working on it.

Its wierd that the same people complain that Soviets dont have anything to ballance med bunkers, and they complain that Sturmovie are to effective vs German med bunker strategy at the same time.

Its also wierd that Strelky Mosins werent nerfed at all. When running and fireing at long range they will do more than twice the damage that US rifles can! (and I didnt even count the fact that Mosins fire faster than Garands at long range!) When Sturmovie or Constripts throw their bombs/bottles Germans need to get out of cover and get slaughtered by that long range fire.

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #18 on: June 03, 2011, 08:00:04 AM »
Its wierd that the same people complain that Soviets dont have anything to ballance med bunkers, and they complain that Sturmovie are to effective vs German med bunker strategy at the same time.

For the Sturmovie strength, they were in fact spammable and OP.  I don't want to get into explaining that here.  As for their satchel charges, someone suggested that the Sturmovie satchel ability should have a global cooldown on it.  I disagreed for the very reason that it takes 2 consecutive satchels to kill a Wehr bunker, hence why I was in favor for the munitions cost instead.  Are you in favor that they retain their current free satchels instead?  I know that the Sturmovies are supposed to be there to bust bunkers.  What's wrong is that they're as spammable as they are right now, when they are really supposed to be a specialist unit.  Please read my posts in the Sturmovie thread before posting your nonsense.
« Last Edit: June 03, 2011, 08:15:30 AM by Yauz »

Offline Rikard Blixt

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #19 on: June 03, 2011, 02:47:38 PM »
Global CS does only affect Infantry Paciat.
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Quote
[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 RedGuard

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #20 on: June 04, 2011, 11:47:52 AM »
I actually dont view soviets as zerg faction, more like terran. make sense to anyone else?
Soviet is OP

Offline cephalos

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #21 on: June 04, 2011, 01:12:38 PM »
I fully agree with adding munitions cost to ALL abilites. Many of soviet abilities cost muni, like GoW or Il-2s, also Su-76 uses muni-costing AP rounds. So claiming that soviets don't use munitions based abilites is partially a lie. Munitons cost is to prevent spamming ablilites. However I think if those abilites will remain muni-free, they should be at least given after upgrade in Barracks or anywhere else. C'mon, even US has to pay for allowing rifles to throw 15-muni grenades.

Also I have to complain about Soviet squad numbers. Since conscripts are useful they should get at least number showing how many of them is in the squad. Morover, I'm quite annoyed with those 7-men squads. I know that soviets are to have huge squads, but often finding cover for 6 guys is a trouble...
CoH is not about zerging units, it's tactical game. No place for blobbing here IMO.

Offline Seeme

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #22 on: June 04, 2011, 02:02:42 PM »
"I'm quite annoyed with those 7-men squads"-cephalos


Yes, But those 6 people in cover are weak compared to other troops. That gives you easier VET, CP, and forces him to reinforce longer. So in a way, its kinda a blessing for both Axis and Allies.

And yes, I think satchels should have all muni. Nothing can go well with free satchels.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline GodlikeDennis

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #23 on: June 04, 2011, 02:25:25 PM »
Satchels will have a 35MU cost now. No need to continue discussing that.
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Offline Mad hatters in jeans

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #24 on: June 05, 2011, 02:31:35 AM »
I've noticed from watching a number of the latest replays that the molotovs are very destructive.
consider the PE equivalent has half the throwing range and a muni cost for each use. Soviet molotovs have a one time fairly cheap cost, 50 muni isn't going to hurt the soviet player as much as other factions. 20 fuel does hurt a little.

It seems like the ultimate way for conscripts to force retreat on MG teams.
Also given that the molotovs are available once unlocked to a variety of soviet units paired with no cost for each use.
I would recommend a rethink into how they're implemented, be it a higher one-time cost or pay-per use they're available very early on to a large number of units, and more destructive than frags imho (if you take into account large throwing range).

« Last Edit: June 05, 2011, 02:34:42 AM by Mad hatters in jeans »

Offline Blackbishop

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #25 on: June 05, 2011, 02:44:37 AM »
I've noticed from watching a number of the latest replays that the molotovs are very destructive.
consider the PE equivalent has half the throwing range and a muni cost for each use. Soviet molotovs have a one time fairly cheap cost, 50 muni isn't going to hurt the soviet player as much as other factions. 20 fuel does hurt a little.

It seems like the ultimate way for conscripts to force retreat on MG teams.
Also given that the molotovs are available once unlocked to a variety of soviet units paired with no cost for each use.
I would recommend a rethink into how they're implemented, be it a higher one-time cost or pay-per use they're available very early on to a large number of units, and more destructive than frags imho (if you take into account large throwing range).


For now we are halving the range and doubling the cooldown.
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Offline brandonn2008

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #26 on: June 10, 2011, 05:24:11 AM »
Do the molotovs do more damage than the PE incendiary grenades? I guess I'll have to watch how effective PE grenades are because the molotovs suck down the health of any infantry it hits.

Also, what about how the molotovs seem to always damage the engine of any tanks or vehicles it hits. I saw 1 molotov damage the engine of my jagdpanzer, and that allowed a few more squads to come and destroy the engine with a few more.

Also, I noticed a molotov's fire was slowly damaging my Jagdpanzer. It shouldn't hurt tanks should it? temp replay attached. (Please excuse my horrible gameplay skills).
« Last Edit: June 10, 2011, 05:58:12 AM by brandonn2008 »

Offline Walentin 'Walki' L.

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #27 on: June 11, 2011, 12:58:04 PM »
But damage a vehicles engine for free? Isn't this kinda weird? I want to do this with PE grenades too!
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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #28 on: June 11, 2011, 01:36:56 PM »
Yes, Panzer Elite Incendiary Grenades are damaging to vehicles. I recall playing a game quite some time ago where i was pummelling a Stubby with Rangers, and then some A.I. Panzer Grenadiers came along and pushed me back with Incendiaries. Then the Stubby, with a sliver of health, moved forward into the flames, and blew up! :o ;D It was pretty funny.

I would like to know, what are you guys going to do about the forum? Do you have plans for the next patch, to prevent the forum getting overloaded again?

Offline Max 'DonXavi' von B.

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Re: [1.4.0.0] Needed changes for EF 1.4.1.0
« Reply #29 on: June 11, 2011, 01:44:42 PM »
There is already a seperate server for downloads, Rizz told that some days ago.

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