Balance vCoH Trolololo
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I dont see why there isn't a tournament balance mod for no brainer changes. Like, you can play automatch if you want, but for tournaments you have to use a mod with tweaks, that for example make countersnipes hit 100% of the time.
That's because there are but a few real no-brainers, and 100% countersnipe is not one of them.
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apart from bugfixes, almost all balance changes are heavily contested, even in the vanilla matchup.
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There. CoH is now balanced.
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While I agree with most of it, there are some changes that I'm definitely against. Most notably among them is making Inspired Assault effect support weapons. If I'm not mistaken, it used to be so in an earlier patch, however since vet 3 wehr snipers receive a -40% reload buff, it's just too powerful.
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well... if you remove anything but brits, cut-offs don't matter anymore anyway ;-)
but, tbh.... i'd love to see a brit vs. brit mirror match.... trench warfare ;-)
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The changes proposed are well thought , one more proposal about the cp costs of armor company . rhs : 1 cp , 2cps , 3 cps because calli comes vey late at 7 cps , lhs : 2 cps , 2 cps , 4 cps or 1cp , 2cps , 4cps .
Yes raid being at 2cp's is a bit silly for what is probably one of the weakest abilities (along with inspired assault) don't know why I didn't think of that. I see no need to change lhs though.
I would love to play a balance vCoh mod (can somebody finally fix the darn M10 misfire plox?)
The 'only' thing that is needed: a SNF tournament, so enough people will actually be interested in playing the vCoh mod.
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Nice list, Rocky!
While I agree with most of it, there are some changes that I'm definitely against. Most notably among them is making Inspired Assault effect support weapons. If I'm not mistaken, it used to be so in an earlier patch, however since vet 3 wehr snipers receive a -40% reload buff, it's just too powerful.
Yeah, (negative) Cooldown stacking should stay the same as it is. (Man it's been a long time since I created that list, so I don't recall why I actually wrote it down in that way.)
I just want to make it so that you can use it on MG's (and Mortars?) aswell. Might be too powerful but I don't think so. Actually needs testing that one.
Considering that it's currently a 'shoot in your own foot' ability in most situations, I just want(ed) to make it an option to use early game, you know, when the CP pops out. (Not FTFLuseful though)
I dont see why there isn't a tournament balance mod for no brainer changes. Like, you can play automatch if you want, but for tournaments you have to use a mod with tweaks, that for example make countersnipes hit 100% of the time.
100% countersnipe is the best incentive too blob, attack move snipers.
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When I'm looking at whether I want to to commit to a mod, in any game, 1 bad change is worth about 5 good ones. I don't know if other people think the same way, but it's why I encourage starting with only the 100% obvious issues.
(For me those would be Snipers and Staghounds, but even figuring out how to fix them isn't 100% obvious)
And yes M10 misfire can be fixed in a mod
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There's a reason 2.602 took so long to come together. Balancing a game is a snowball; you think you can start small until you realize your changes are screwing with things you didn't even know they would affect. The best designers know when to call it quits and be happy with the result. I personally think 2.602 is extremely well balanced, definitely the best balance I've seen in the 4 years I've played CoH.
Just keep in mind that changes are always going to have hidden ramifications that you don't anticipate, and rectifying those issues will introduce even more. It's a vicious cycle.
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The things I would change are fix misfire bug, longer sniper reload time by 1-2secs, stags up-gun is stupid and PE schimwagon to have the same health as kets.
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