patch 1.8 feed back
Posts: 13496 | Subs: 1
Chat System Improvements
Suggestions:
What is actually need is to silence specific user and possibly report them for offensive language or a warning should be issued to them...
MULTIPLAYER BALANCE
Sandbags and Tank Trap Defense Target Size
The following change makes it easier to destroy certain field defenses when issuing attack-move commands on the target.
All updated to target size 20 except wire
This is a step in the wrong direction for a number of reason:
Allowing Tanks and Antitank to easily destroy tank traps negates the reason to have them in game in the first place.
Allowing ballistic weapon to target sandbags is counter intuitive and defeats the reason to have the available in the game in first place. As an example I will point out that AT or TD can now be used to deny cover from a very long distance, to make thing even worse explosive weapon can now be used to target sandbags instead of infantry resulting into shots with zero scatter.
If the there is an "over use" of this defenses other solution are better.
Suggestions:
Reduce availability.
Make sandbags Tank traps available to less unit or requiring certain level of tech or veterancy.
Increase build time.
Reduce their effects.
Make tank traps provide yellow cover so that they are used as traps and not cover. Add resistance to ballistic weapon, lower HP.
Create special units/weapon that can easily deal with them.
Certain engineer units could get an ability to dismantle tank traps/sand bags.
Certain vehicles could destroy with with main gun (or barrage) or with bulldozer blade.
Certain units could have better modifiers vs sandbag like mortar or certain type of offensive grenades.
...(more to come)
Posts: 3032 | Subs: 3
This is a step in the wrong direction for a number of reason:
Allowing Tanks and Antitank to easily destroy tank traps negates the reason to have them in game in the first place.
Nah, not really. Tank traps are only meant to slow down the enemy tanks, not outright stop them
Posts: 13496 | Subs: 1
Nah, not really. Tank traps are only meant to slow down the enemy tanks, not outright stop them
If in game one can destroy them with Tank guns, ATG and TD from long distance they won't slow them down...
Tank trap in real life where use to both slow down tank and stop them.
The game is based on units/abilities that counters specific strategies that should also apply to tank traps and sandbags
Posts: 13496 | Subs: 1
We are further increasing the damage demolition charges deal to defensive structures to solidify their role as anti-defense weapons.
Now deal 200% additional damage to bunkers in addition to current modifiers.
Bonus damage against emplacements increased from 100% to 200%
Since the design of demolition chargers as anti-defense weapon the should have their other roles toned down as well. Currently they act also as super grenades and the availability is very big especially for US with infantry support center.
Suggestions:
Reduce the damage to infantry/vehicles possibly removing the wipe probability.
Remove/reduce the efficiency of airdropped units to blow defensive structures.
Increase damage to sandbags, tank traps Bridges
Flamethrowers and Vehicle Flamethrowers
Suggestions:
Give flamer vehicles a timed ability that light up areas and does DOT. This could either be a static ability or could even be used on the move.
Reduce ready time and increase turret rotation of PZIII since it might for ever to start firing on moving targets.
Salvaging – Recovery Vehicles and Rapid Salvage for Panzerpioneers and Panzergrenadiers
In most cases it was preferable to recover a destroyed vehicle wreck rather than salvaging it. To remedy this, we are now allowing salvaged wrecks to provide manpower, incentivizing this ability to be used to improve one’s economy or in situations where wrecks cannot be safely recovered.
Now provides 30% of the total wreck’s manpower cost in addition to the current 15% fuel.
The salvage /recover mechanism simply need a redesign is it can be exploited in many way it very difficult to balance. It will either be to strong or not worth it.
Suggestions:
Make recover vehicles provide stack that can then be used to repair and upgun vehicles.
Posts: 1379
I do, however, think that all factions should have a way to access satchels with their engineers. Choose between having firepower ride with your tank or someone to clear the path.
Posts: 1379
Remove/reduce the efficiency of airdropped units to blow defensive structures.
Ewww... why??
Posts: 3032 | Subs: 3
Ewww... why??
I must say I find it extremely stupid and unrealistic that the opponent can just paradrop units onto me and my units won't start shooting at them until they finished landing, meaning they can throw nades or satchels at my stuff and I have to just take it
Posts: 1379
I must say I find it extremely stupid and unrealistic that the opponent can just paradrop units onto me and my units won't start shooting at them until they finished landing, meaning they can throw nades or satchels at my stuff and I have to just take it
So the solution is allow troops to turn paratroopers into swiss cheese while they drop instead of giving them Halo energy shields, not make it so that a unit which is SUPPOSED to excel at harassing back lines worse at doing what it's supposed to do.
If someone's using them as a summon in the middle of a crowded battlefield, then they shouldn't be allowed to get away with it, I absolutely agree, but if someone drops paratroopers behind the fuckin' Maginot line staffed by three tumbleweeds and twenty bunkers, they should damn well be able to wreak havoc.
Posts: 3032 | Subs: 3
So the solution is allow troops to turn paratroopers into swiss cheese while they drop instead of giving them Halo energy shields, not make it so that a unit which is SUPPOSED to excel at harassing back lines worse at doing what it's supposed to do.
If someone's using them as a summon in the middle of a crowded battlefield, then they shouldn't be allowed to get away with it, I absolutely agree, but if someone drops paratroopers behind the fuckin' Maginot line staffed by three tumbleweeds and twenty bunkers, they should damn well be able to wreak havoc.
+1 absolutely
Posts: 348
Posts: 2145 | Subs: 2
Literally just replicate how it worked in coh2. In coh2 you could practically lose the squad before it could even take orders if you called it in right on top of the enemy
The game play cannot match Coh2 in any way or people will go "Coh3 is just a reskin man."
So:
Coh2 = Good, fun, solid mechanics that reward smart play and utilize the units correctly.
Coh3 = Lame, not fun, blob inf and vehicles with no penalty, no crush, nothing to reward thinking or APM.
People already call Coh3 a reskin and its nothing like Coh2.
Ironically, the only thing that can save Coh3 is making it more like Coh2. Rock meet hard place.
Add to this mess the fact they dont know what the &*&$ they are doing and you end at Relic is doomed to fail and go out of business. Thus the exodus of talent that started well before the game released.
These are the facts of the case and they are not in dispute.
Posts: 293
It is an absolute no-brainer that players should be punished for just dropping airborne units directly into the meat grinder and not at least trying to use them behind the lines, as intended.
It's also utterly stupid that certain planes cannot be shot down, yet AA units still waste time shooting at them for no reason. It's been how long now? I'm wondering if the old community balance team wouldn't do a much, much better job at this point.
Posts: 13496 | Subs: 1
Near penetration increased from 1 to 1.5 for all rifle weapons
I far as I have seen these changes have not little effect. From what I have noticed the changes in light vehicles have made the (at least in large modes) spamming micro light vehicles more common.
Suggestions:
If one want to remove these tactics one could simple make snares available earlier.
Pintle Mounted Machine Guns
Although the change is good since vehicles will no longer give away their position for no reason imo there should be a bigger overhaul in airplanes.
Suggestions:
Instead of the current system of total countering airplanes or non at all add a mechanism where AA fire reduces the effectiveness of planes. Airplanes being shot at could fire less accurate, have more scatter, fire less ordnance. This could either work via a "suppress" mechanism, some critical damage or via HP left.
Shell-based Artillery Units
Not sure if buffing artillery is the way to go here since they seem pretty dominant already.
Suggestions:
Reduce the need of artillery in the first place by rethinking the whole forward retreat heal point approach.
Posts: 2145 | Subs: 2
I'm wondering if the old community balance team wouldn't do a much, much better job at this point.
No one can improve Coh3 until they fire the rotten core. One of the people at Relic now is, MirageFla, who was doing the balance changes for Coh2 at the end.
The clearest indicator of how horribly bad the design management is, look at the UI. Load the Q Mode mod from Steam to see what the UI should have looked like. Q mode was made by a former Relic employee who left before the game was released. The Q Mode mod came out shortly after release.
In my mind this could mean a few things. Since Relic continues to be clueless, you have to assume the guy who made the mod got tired of being managed by retards and left. It says he suggested the better way and was rejected. Then put the mod out so the players could enjoy the game the way it should have been on release. And it is so much better than what people are still playing to this day.
Coh3 will never be good. They just lost two key community game designers DevM and Marcus. Since we have established management is bad, we again have to assume these people left their dream jobs to get away from them. Working at their dream place of employment is just not worth their time.
This is all what I posted when Coh3 came out. I have no anger towards Relic for sucking. But I do have a piece of me that is very sad for the people who got dream jobs there just to have the terrible Relic management destroy that dream. And here we are 18 months later and we are exactly where I said we would be.
BACK TO YOUR REGULARLY SCHEDULED POSTS
Posts: 976
Nice ideas ! Add better mines and voice comms and i will be in paradise.
The game pace must slowdown as it was better in COH2. Impose a hard limit on the number of specialised units. (flamers, airborne, etc.) at the same time in game and a limit the creation of new unit of those one. We need a real strategy game not an arcade fps in disguise...
* Skill and brain power must be what matter the most in this game. *
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