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russian armor

Non "balance" suggestions for next patch

24 Sep 2014, 23:40 PM
#1
avatar of HS King

Posts: 331

*Weapon crews to die 40% faster when shot from rear - ie if mg42 deploys behind a maxim it should kill it very quickly if not retreated ( had this in a game and the maxims spun around and won) - terrible design, support weapons should pretty much die when flanked, for all armies this obviously includes at guns, mortar, mgs - soviets have more troops so their stuff will last a bit longer - but not much, this will be more of an advantage to arty, grenades, and mortar fire but not direct rear flank assaults ( as it should )

*mg42 suppression to happen on first burst .75 of a second - but should get 30% less firing arc. ( with new damage mechanics people that just spam mgs could get flanked and wiped )

* infantry abilities should not work when suppressed - a mg should be able to stop dead any blobs in its arc of fire, smoke should only work before suppression same with rifle nade, molatov ect. - basically you fucked up and walked into a mg now its time to retreat, or soak up damage to enable a flank.

*troops spread out to 1.5 -2cm when on the move or standing ( unless in cover)

*green cover should have more of an effect ( just a bit more right now its kinda shit)

*infantry movement needs to be more responsive - good movement will enable better tactics to be used ( this goes for the terrible rotation speed of standing infantry make them slow to turn and shoot and its just terrible design, units in coh "snapped" nearly instantly to engage to fire even if units were not directly in front of them

( basically you have to be telepathic and click to move before your enemy throws a molatov or nade to take no damage - that's god awful design, your superior micro should be completely rewarded and not thrown into a random number generator to see if your men will live or die even though you clicked to move your troops away)

*all points should not give fuel as this leads to heavy tanks in 15 mins - way too fast and makes the meta very predictable

*pop cap should be dictated by territory some what ( right now its too viable to sit all game doing nothing waiting for heavies and then making a comeback ) you should be punished for losing map control whole game or just "stalling" could be that you get 60-70% of your pop cap as standard but you can lose up to 30-40% by not controlling territory.

*put in proper damage tables for vehicles or at least proper rear and side armour for gods sake


*enable 320 degrees firing arc for all infantry -180 is not enough and its messing with firing and rotating

*selective physics - why are some things completely not effected by physics ( vehicles for one, nothing on them gets loose, or moves it really breaks immersion for me) or bodies not flying when hit by arty ect

*greatly improve the movement reaction time for all vehicles this will actually give players with better micro a huge advantage in tank battles - even with improvements like reverse button the overall vehicle micro is not even close to COH levels due to how terrible the pathing, reactions and movement of vehicles is in this game ( this could be use to balance the kubel - keep the stats the same just nerf its health by 40% - so good micro would make it very useful but super weak to flanks ect therefore balancing it)

*pinning and suppression from huge blasts al la COH

*mines should not explode and kill whole squads ( do more health damage, pin and kill a few infantry not just plain wipe a squad)

*explosions are just too erratic - they worked perfectly in COH why is there either no kills or squad wipe and no real consistency to how large explosive weapons work ( do something about that to make the game more fair) I love the randomness of coh but in coh2 its just a sledgehammer approach, it either doesn't do shit or its too powerful.


NOTE: ( some maps are just dreadful and can and will be much more susceptible to cheesy strats - this does not mean one unit or another needs a nerf of buff , the map is just shit, live with it and stop complaining about this and that, its not constructive and doesn't help the game. If people used Sheldt as a bench mark for what works and what doesn't then stuff like the walking stuka would always get nerfed ( even though it hardly got used in 1 v 1's)
24 Sep 2014, 23:46 PM
#2
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Those are balance suggestions :P
24 Sep 2014, 23:47 PM
#3
avatar of HS King

Posts: 331

Those are balance suggestions :P


These are game improvements - im not saying buff t34 armour, or nerf p4 this cos that stuff does not improve the game at all - this will and then stats can be slowly improved/changed to the correct levels later on.

But lol yeah I guess you are right in a way :P
24 Sep 2014, 23:58 PM
#4
avatar of Mr. Someguy

Posts: 4928

No he's right, at least half of those are undoubtedly balance suggestions. They alter the performance of several units, some of which you named specifically.
25 Sep 2014, 00:46 AM
#5
avatar of Hitman5

Posts: 467

here's one:

when I put away minesweeper on sturmpios, but don't make them take it out again after they retreat!
25 Sep 2014, 00:49 AM
#6
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post25 Sep 2014, 00:46 AMHitman5
here's one:

when I put away minesweeper on sturmpios, but don't make them take it out again after they retreat!


Disagree, I see that as a benefit. At least you know your Sturmpioneers will never run over a mine while retreating.
25 Sep 2014, 00:52 AM
#7
avatar of Hagen67483

Posts: 65

jump backJump back to quoted post24 Sep 2014, 23:40 PMHS King

*green cover should have more of an effect ( just a bit more right now its kinda shit)


Green cover decreases hit chance and dmg by 50% each. That means a Squad in green cover only takes 25% dmg. Only the snipers and and the IR STG44 of the Obersoldaten ignore the hit chance reduction, dmg of the IR STG44 is still decreased. Thats good enough in my opinion.
25 Sep 2014, 01:51 AM
#8
avatar of Hon3ynuts

Posts: 818

Give infantry doctrines sandbags to riflemen at 0 cps. If bags of dirt Make rifles OP then there is no suggestion that doesn't effect balance
25 Sep 2014, 05:53 AM
#9
avatar of HS King

Posts: 331

Well these are less micro balace suggestion eg. Cons underpefor for the cost ect and more like improvments to the overall game which effects all units.. in my mind the game would be mucb better and there would be less people complaining.
25 Sep 2014, 23:09 PM
#10
avatar of SexualSalamanca

Posts: 46

Give infantry doctrines sandbags to riflemen at 0 cps.


Or just give it to them non-doctrinal.

And let RE take some classes so they learn how to plant AT mines. Also without doctrine.
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