Company of Heroes: Eastern Front

Author Topic: Balance and Logik of Wehrmacht Defense  (Read 13129 times)

Offline Terenas

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Balance and Logik of Wehrmacht Defense
« on: July 05, 2011, 01:46:16 PM »
Hello Guys, after 4 Years i decided to post again because i found back to this mod.


And i am very pleased, the most balance issues are gone, i will never play the normal game again, Wehrmacht and Soviets are balanced, but there is 1 small thing which needs still improvement i guess..

So this is my problem: Long Games with Wehrmacht vs Soviets


All in all you can win them yes, but i mean Defense lines become more and more useless when the game becomes longer and longer, also vs Brits.


The reason is that the German Bunkers and defense lines are extremely week in the endgame, i think thats unlogical. How can a brit build trenches and Germans not? i mean its known that the germans builded heavy defense lines and had extremely strong bunkers. But a Bunker in the game becomes destroyed too fast that it is nonsense to play defensive.
Game all in all is balanced if game lasts short time and if wehrmacht attacks too, but building bunkers and defense lines is nonsense with wehrmacht and that is annoying because in no limited units games russia is really unbalanced so i WHICH i really WHICH you to modify the Defensive Doctrin...  maybe change the Registred artillery with the normal artillery and and instead of the normal artillery the V2 for 4 points and after that "Bunker Specialisation" for 5 Points, which improves Bunker strenght so they are.. useful and makes the player able to build trenches. (and form them like you can form sand bags, so that player can really build systems and comine them with his bunkers. Also give this Abilty to build such "Bunker systems" to every army, Americans Brits and even Soviets, but they should have normal trenches while germans build conrcete trenches (which are much stronger)


That would be very nice,.. what does the community think
?

Offline Desert_Fox

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Re: Balance and Logik of Wehrmacht Defense
« Reply #1 on: July 05, 2011, 01:51:44 PM »
Vanilla factions (USA and Wehrmacht) will not be changed by Devs.

Offline Max 'DonXavi' von B.

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Re: Balance and Logik of Wehrmacht Defense
« Reply #2 on: July 05, 2011, 01:58:38 PM »
First of all, nice that you found your way back to EF.

V2: no go.

And please don't use long no popcap skirmishes to argue about balance, that doesn't work. Balance is only a valid argument for 1v1 and maybe sometimes 2v2 VP games, nothing else.

It's logical that you lose your bunkers to against Soviets in no popcap games because your opponent, just like you, is able to spam infinite units (well, at least until your manpower income is=0).
« Last Edit: July 05, 2011, 02:00:09 PM by MaxiKing6 »

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Offline cephalos

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Re: Balance and Logik of Wehrmacht Defense
« Reply #3 on: July 05, 2011, 06:48:28 PM »
1. devs won't change vanilla factions.
2. Trenches promote 'camping and passive game' ( not sure who said that, I like trenches). But everyone else here hates them, so they won't be included.
3. No pop cap games suck.

Offline Dann88

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Re: Balance and Logik of Wehrmacht Defense
« Reply #4 on: July 05, 2011, 08:19:26 PM »
Dont see he said it a nopopcap game, but hell yeah, some players build trenches in choke points defend from enemy's crush (very good against hard and expert AI) but keep them too long make game became lame >:(.
Bunkers are reliable only in early game, you should not expect from them in late game, when the allies have tanks and lot of arty to use.
Did the dev change command point to call in Stuh42 from 3 to 2?
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Offline vonklaus

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Re: Balance and Logik of Wehrmacht Defense
« Reply #5 on: July 05, 2011, 08:39:08 PM »
late game wehr is hands down the strongest faction, hello vet 3 units. Maybe your problem is that you are building to many bunkers?

Offline RedGuard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #6 on: July 05, 2011, 11:37:59 PM »
wehr is OP in 2.602 if your losing its your fault not the soviets, but maybe we should nerf some more things just to be sure
Soviet is OP

Offline GodlikeDennis

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Re: Balance and Logik of Wehrmacht Defense
« Reply #7 on: July 06, 2011, 01:29:33 AM »
Are you seriously complaining that Wehr endgame is too weak? Lol
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Offline Paladin88

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Re: Balance and Logik of Wehrmacht Defense
« Reply #8 on: July 06, 2011, 03:16:02 AM »
Are you seriously complaining that Wehr endgame is too weak? Lol

Ha ha, I might make this a sig!
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Offline Desert_Fox

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Re: Balance and Logik of Wehrmacht Defense
« Reply #9 on: July 06, 2011, 01:37:52 PM »
Did the dev change command point to call in Stuh42 from 3 to 2?

It's already 2 CP and 500 MP in 2.602, only in EF it's 3 CP but I think it will be fixed.

wehr is OP in 2.602

What?  ??? Don't say that a faction is OP just because you hate it. ;)
« Last Edit: July 06, 2011, 01:39:49 PM by Moonwalker »

Offline GodlikeDennis

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Re: Balance and Logik of Wehrmacht Defense
« Reply #10 on: July 06, 2011, 02:49:06 PM »
Despite the fact that Red is a massive fanboi, axis ARE in fact slightly OP in 2.602. The volk reinforce was set too low, 25 would be enough, and the MG setup time was completely unnecessary. G43s are also death eaters now. These early game changes messed up the balance a little.

The StuH has already been fixed to match 2.602.
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Offline RedGuard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #11 on: July 06, 2011, 05:45:30 PM »
Red is a massive fanboi
+1  ;D arent we all :P
Soviet is OP

Offline donthateme

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Re: Balance and Logik of Wehrmacht Defense
« Reply #12 on: July 08, 2011, 09:34:50 PM »
i think wehr is in lategame nearly unbeatable (vet ftw)... btw: wehr bunkers are sooo strong when u go def doc... one snip arty plus commissar arty the same time wont kill it...

Offline Seeme

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Re: Balance and Logik of Wehrmacht Defense
« Reply #13 on: July 08, 2011, 10:27:13 PM »
Sniper Arty kills it in 1 shot I am sure. Commissar dose not.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline Otto Halfhand

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Re: Balance and Logik of Wehrmacht Defense
« Reply #14 on: July 08, 2011, 10:44:28 PM »
It usually takes me 2+ sharpshooter arty call-ins to bust a bunker,vet1 or vet2). I Don't know about interim repairs though.
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