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russian armor

Axis and Allied top Gunners

22 Sep 2014, 14:11 PM
#21
avatar of Aradan

Posts: 1003

Conspiracy much? D:

Regarding the Time on Target artillery. That was damn OP early in development and then got massively nerfed. I feel that Relic prioritises units that are OP to fix than those that are UP. It definitely needs a buff. Originally it was hitting after 2 seconds, twice the amount of shells and in a faster time, while still having minimal scatter. That meant you could reliably oneshot a Jagdtiger as it had no chance to move out of the AoE. ;P


Have the same chance, as Sherman fron of JagdTiger. ;)

US need strong offmap abilities for fight versus heavy tanks.
22 Sep 2014, 14:20 PM
#22
avatar of AvNY

Posts: 862

I have said before and will say again... the point of asymmetrical balance over time is complete shit game design. If the early-strong faction wins early it feels like a stomp (and then the late-strong faction players will whine) and unsatisfying/no-fun. If late-strong faction wins it feels satisfying even though it was pretty much like many compstomp designs where you last long enough to then roll over the computers units and base. You feel accomplished but the late game wasn't really a challenge. If you gave the US a heavy tank, elite infantry, or late game AT they would still not be symmetrical to OKW even to the newest person looking at COH2.

Asymmetrical balance should be achieved with slightly different units and without hitting everything with a "different" bat. Wehr vs US in COH1 would have accomplished that even without the veterancy differences with small differences in infantry, medtents, MGs, mortars, AT armor, medium tanks, etc. etc. etc.
22 Sep 2014, 17:36 PM
#23
avatar of MilkaCow

Posts: 577

It's great that you say that again, but it also means you did not understand my post. Considering the asymmetrical balance point was raised by me, I assume that's what you are referring to. I never mentioned balance over time, but the asymmetrical balance between 4 and 6 men squads.

You have a lot of asymmetrical balance concepts in CoH2. 4 to 6 men is one, utility vs combat strength is another. Generalists vs specialists. Many units vs few units.

Those do not pose many problems in 1v1, but when scaled up they become really problematic, as not all is scaled up.

Asymmetrical balance over time was also in vCoH and usually is an important part of almost all strategy games and often shown by different times at which new units can be acquired. If a faction has a new tech level for a strong unit at 4, 8 and 12 minutes and the other ar 2, 6, 10 minutes than this creates a back and forth flow. From a point of game design this is far more desirable than having a stalemate for pretty much the whole game. Just look at different strategy games and you'll see it pretty much everywhere.
22 Sep 2014, 18:19 PM
#24
avatar of Midconflict

Posts: 204

So MilkaCow here is a question on asymmetrical balance can it be done for 4 completely different factions. This still seam to work fine when you just have 2 factions. FRom what I remember from VCoH the british faction the the elite german faction started as overpowered and then were nerf to the point were it was just better to play use and whemk. When looking at 1v1s you have to balance for 4 different make up and it seems to me that bring about a whole lot of problems. Like the Kuble which was buffed to A. make it useful in game, and B counter soviet sniper play. This balance was need but this also made the OKW v USF mach up broken. You seem to know more asymmetrical balance then I do. Personally i think if relic is still going to balance this way they need balance from a 2v2 setting with 1 of each faction fighting not 1v1s. Thoughts?
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