So UKF rework when?
Posts: 469
Posts: 919
You are missing my meaning entirely.
Commanders are optional. As such they have no direct weight on the faction balance. They can easily not be brought or not be owned whilst the faction core is ever present. The core faction needs to work regardless of what commander.
Brits need work and while that work is done commanders shouldn't even be considered in the process as they can be tuned separately and individually as needed without impacting anything but themselves
I completely understand you. But if you really want to reduce it on the nondoc stock units, then something is horribly designed. Take a USF/UKF team in 3v3 and 4vs4 for example. Not a single piece of somehow long ranged artillery. They are pretty screwed in its core in big game modes and it gets hard already at 2vs2 while it is not that much of a problem in 1vs1.
Another example: Soviet has Shock Troops / Guards as elite units on so many commanders that they are practically getting their missing stock elite unit there. Most of the soviet commander who have neither of these have Conscript Assault Package Upgrade to make Conscripts in early to midgame more competitive. It is pretty much a “stock” mechanic of soviets to boost heir infantry options. It is similar for soviet tank options but not to that extent.
One last question: On paper it totally sounds good to balance core first but is it really possible in reality? How do you want to balance around core faction if there are no games played with both sides choosing no commander? Playtesting a hundred to thousand games without commander? All the casual/ranked games out there get influenced by choosing a commander at some point somehow. You won't get reliable data.
Posts: 919
You are missing my meaning entirely.
Commanders are optional. As such they have no direct weight on the faction balance. They can easily not be brought or not be owned whilst the faction core is ever present. The core faction needs to work regardless of what commander.
Brits need work and while that work is done commanders shouldn't even be considered in the process as they can be tuned separately and individually as needed without impacting anything but themselves
I completely understand you. But if you really want to reduce it on the nondoc stock units, then something is horribly designed. Take a USF/UKF team in 3v3 and 4vs4 for example. Not a single piece of somehow long ranged artillery. They are pretty screwed in its core in big game modes and it gets hard already at 2vs2. So the core factions don't work here.
Another example: Soviet has Shock Troops / Guards as elite units on so many commanders that they are practically getting their missing stock elite unit there. Most of the soviet commanders who have neither of these have Conscript Assault Package Upgrade to make Conscripts in early to midgame more competitive. It is pretty much a “stock” mechanic of soviets to boost their infantry options with their commander. It is similar for soviet tank options but not to that extent.
Soviets in the whole are more depended on their call-in units than other factions as part of their core design.
One last question: On paper it totally sounds good to balance core first but is it really possible in reality? How do you want to balance around core faction if there are no games played with both sides choosing no commander? Playtesting a hundred to thousand games without commander? All the casual/ranked games out there get influenced by choosing a commander at some point somehow. You won't get reliable data.
Posts: 1594
If commanders weren't gained through Microtransactions this would not be necessary, and factions could be balanced with use of a commander in mind, but the fact you don't have all options without paying money means either that Lelic need to hand out every commander to every player (and have another round of balancing/shuffling of units within them), or they need to provide every faction with a solid core foundation.
The issue with the former, even if Lelic were to hand out all commanders, is that leaving certain (arguably vital) units/upgrades in commanders means that those commanders will be vastly overused... as they simply have to be.
Posts: 5279
I completely understand you. But if you really want to reduce it on the nondoc stock units, then something is horribly designed. Take a USF/UKF team in 3v3 and 4vs4 for example. Not a single piece of somehow long ranged artillery. They are pretty screwed in its core in big game modes and it gets hard already at 2vs2 while it is not that much of a problem in 1vs1.
you don't understand me because what I'm saying is that this shouldn't be the case. Every faction should work without commanders. Every faction should have whatever tools are deemed necessary stock in some capacity
Another example: Soviet has Shock Troops / Guards as elite units on so many commanders that they are practically getting their missing stock elite unit there. Most of the soviet commander who have neither of these have Conscript Assault Package Upgrade to make Conscripts in early to midgame more competitive. It is pretty much a “stock” mechanic of soviets to boost heir infantry options. It is similar for soviet tank options but not to that extent.
this is a result of TRYING to use commanders to make a shitty stock faction work. But despite that soviet have come leagues from when that was the case. Penals are formidable, cons have an upgrade. The su85 is arguably TOO good as opposed to not suffecient. Soviet has only gotten better as stock options have opened up. Long gone are the days of not having the right commander and the game being over as a result. This was a good direction.
One last question: On paper it totally sounds good to balance core first but is it really possible in reality? How do you want to balance around core faction if there are no games played with both sides choosing no commander? Playtesting a hundred to thousand games without commander? All the casual/ranked games out there get influenced by choosing a commander at some point somehow. You won't get reliable data.
obviously it's probably too far in the life cycle of the game now, but it should be from the ground up ideally. Failing that many of the remaining players are lifers, I'm sure we could get some donated games in as a community to get some statistics if we wanted to. A core tournament would also be a way to see the higher end of things. Some things however are obvious like a late game blob buster being a requirement. Suppression. Garrison clearing. Smoke. Heavy AT. These are things that are missing in a few of the WFA factions. There can be off kilter ways of providing these things, but they should be there in some realistically accessible capacity
Posts: 919
...
Don't get me wrong. If you do think that every faction should work completely without a commander, I'm totally with you. I argued as I did because I took the more realistic aopproach that factions will not be reworked to that extend. If you don't rework them to that extend you have to include commanders to get it somehow balanced by promoting a handful of commanders to automatic picks (because they fill the blank spots of the faction). In an ideal game you would rework factions totally - as you suggested - yeah, then you are absolutely right, commanders should be just the icing of the cake which you can balance individually.
Looking at the current debatte at UKF where dev team already rejected the proposal to give UKF a real artillery piece beside reworked mortar pit (-> land matress) I'm quite pessimistic that it will happen ever.
Posts: 5279
Don't get me wrong. If you do think that every faction should work completely without a commander, I'm totally with you. I argued as I did because I took the more realistic aopproach that factions will not be reworked to that extend. If you don't rework them to that extend you have to include commanders to get it somehow balanced by promoting a handful of commanders to automatic picks (because they fill the blank spots of the faction). In an ideal game you would rework factions totally - as you suggested - yeah, then you are absolutely right, commanders should be just the icing of the cake which you can balance individually.
Looking at the current debatte at UKF where dev team already rejected the proposal to give UKF a real artillery piece beside reworked mortar pit (-> land matress) I'm quite pessimistic that it will happen ever.
AT this point I mostly argue merit of things like core balance in the hopes that if there is a coh 3 the idea might stick and we don't have to relearn the mistakes of coh2.
Posts: 1594
Don't get me wrong. If you do think that every faction should work completely without a commander, I'm totally with you. I argued as I did because I took the more realistic aopproach that factions will not be reworked to that extend. If you don't rework them to that extend you have to include commanders to get it somehow balanced by promoting a handful of commanders to automatic picks (because they fill the blank spots of the faction). In an ideal game you would rework factions totally - as you suggested - yeah, then you are absolutely right, commanders should be just the icing of the cake which you can balance individually.
Looking at the current debatte at UKF where dev team already rejected the proposal to give UKF a real artillery piece beside reworked mortar pit (-> land matress) I'm quite pessimistic that it will happen ever.
Factions at least need the majorly important units/functions as standard, and shouldn't need to have a doctrine to access those, at least. Doctrines are perfectly fine providing interesting and esoteric options, but they really should not be necessary for a faction to have the basics.
A faction lacking these units (And likely a couple others I'm forgetting) leave a faction inherently broken against some strategies.
Imagine if a faction didn't have a Tank Destroyer/AT gun at all, unless they got one from a doctrine? If the enemy was expected to build any meaningful number of tanks, or if they went a doctrine with heavy vehicles, how could that first faction be expected to cope without being forced into their "TD" doctrine? Asymmetrical balance is great, but there are some things that a faction in CoH2 simply requires to function correctly.
Instead of a regular mortar, perhaps the UKF could instead get a nondoctrinal mortar HT of some sort, if the team doesn't want them having a "standard" mortar nondoctrinally? Ideally they'd have a 2-inch mortar mounted in the Universal Carrier, but that simply doesn't exist as a model, to my knowledge.
An alternate (And I think potentially interesting) option might be a new three-man "Forward Observer" squad, that could perhaps set up like the USF major with an antenna, and could direct mortar-like fire, and smoke, from the UKF base howitzers, in a mortar-ranged circle around the squad. This has a couple of inherent issues though, regarding damage/consistency with other usage of the UKF howitzers, and the fact that this "team weapon" can't be stolen by the enemy, unlike every other team weapon.
Posts: 1220 | Subs: 1
An alternate (And I think potentially interesting) option might be a new three-man "Forward Observer" squad, that could perhaps set up like the USF major with an antenna, and could direct mortar-like fire, and smoke, from the UKF base howitzers, in a mortar-ranged circle around the squad. This has a couple of inherent issues though, regarding damage/consistency with other usage of the UKF howitzers, and the fact that this "team weapon" can't be stolen by the enemy, unlike every other team weapon.
This can be included in a rework for the assault officer as an upgrade path you can pick beside smg. It can be something like an "command section" stat with 4 man and rifle then can chose between tow upgrade, one is assault officer which add a 5th man and smg, the other one is "forward observation officer" as above.
the shell will take longer than other mortar to arrive and there will be only one of him at a time so balance him around is doable.
Posts: 208
This can be included in a rework for the assault officer as an upgrade path you can pick beside smg. It can be something like an "command section" stat with 4 man and rifle then can chose between tow upgrade, one is assault officer which add a 5th man and smg, the other one is "forward observation officer" as above.
the shell will take longer than other mortar to arrive and there will be only one of him at a time so balance him around is doable.
I like this idea. After all, mutually exclusive army upgrades were a British thing at release, so extending that idea to their one-off officer squad is actually quite clever!
Posts: 1594
I like this idea. After all, mutually exclusive army upgrades were a British thing at release, so extending that idea to their one-off officer squad is actually quite clever!
I've made this suggestion before, though more along the lines of them beginning as a rifle squad, and being able to upgrade into the current SMG infantry, or a Light Infantry Squad, or a more specialised rifle squad with multiple section-buffing abilities (Mad Minute, defensive boosts etc). Expanding on that with the "Forward Observation Officer" does seem like a pretty good idea though, as Sapper has stated, it would mean it would be able to be stronger than is usual, due to being limited to only a single unit, and being exclusive with any other upgrades the Officer could take.
I still think the officer ought to be the UKF starting unit, by the way, particularly if it does become a rifle squad initially.
Posts: 888
Look at crap they did over the last year:
- Reduced armor on UC
- No upgrades to UC before PLCP teching
- No bolster before teching to PLCP
- Reduced dps on Tommies
- Churchill tank increased in price, but worse POP jumped way up to 19
- Grenade removed from Churchill
Seriously, which Wehraboos came up with these changes?
Posts: 5279
A UKF rework would be nice as long as they're not letting Wehraboos make all the changes like they apparently did the last few patches.
Look at crap they did over the last year:
- Reduced armor on UC
- No upgrades to UC before PLCP teching
- No bolster before teching to PLCP
- Reduced dps on Tommies
- Churchill tank increased in price, but worse POP jumped way up to 19
- Grenade removed from Churchill
Seriously, which Wehraboos came up with these changes?
Faction fanaticism is a hell of a thing. There was a guy on here once that claimed the elefant was one axis' multiple monsters and said its AI was too much. Some people just don't understand balance since they only play one side.
Posts: 888
Faction fanaticism is a hell of a thing. There was a guy on here once that claimed the elefant was one axis' multiple monsters and said its AI was too much. Some people just don't understand balance since they only play one side.
I heard there were people claiming OKW and OST were hard factions to play. That's hilarious.
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