This game is based on History, ( of course is not a total realism game) so, things should be historical without getting of the playability, balance and fun.
Theings that has no sense:
- GPV (JeePee)/halftrack is not a common basic vehicle for USF this should be fixed.
- All vehicles cost fuel, but Kübelwagen cost none. (so ambulance should cost none, or Kübelwagen cost some)
It also supress and cap points... (little OP)
- Rifle Doctriine, Fire Up cost munition... while firing from artillery in game cost none... (fire up should cost none, by the fact it tires soldier after)
- USA has the world monopoly in petroleum this should be as a bonus in fuel (lower costs)
- Sherman mass production: shermans should be chaaper in fuel, 100
There should be a more powerful tank as core in USF arsenal, (even soviets has a better sherman by lean lease)
History and game balance
9 Dec 2015, 16:47 PM
#1
Posts: 5
9 Dec 2015, 16:52 PM
#2
2
Posts: 62
/thread
9 Dec 2015, 16:53 PM
#3
Posts: 2723 | Subs: 1
History has no relevance when it comes to balance, otherwise...
- Manpower would be representative of the men involved. 5 manpower for a Rifleman squad.
- All tanks would die to one penetrating hit.
- Most battles would not involve infantry firearms at all when you consider the vast ranges.
- Germans would be early game dominant to represent early war advantage.
- Mines would take long periods to detect and diffuse.
- Artillery would be used to blow up a base sector before any units could be bought.
- Medics wouldn't have the healing touch.
- Resource points wouldn't generate resources they'd just be flags in some ground looking soggy.
This post screams fanboyism over balance.
- Manpower would be representative of the men involved. 5 manpower for a Rifleman squad.
- All tanks would die to one penetrating hit.
- Most battles would not involve infantry firearms at all when you consider the vast ranges.
- Germans would be early game dominant to represent early war advantage.
- Mines would take long periods to detect and diffuse.
- Artillery would be used to blow up a base sector before any units could be bought.
- Medics wouldn't have the healing touch.
- Resource points wouldn't generate resources they'd just be flags in some ground looking soggy.
This post screams fanboyism over balance.
9 Dec 2015, 19:14 PM
#4
14
Posts: 10665 | Subs: 9
Moved to COH2 Gameplay
9 Dec 2015, 19:31 PM
#5
1
Posts: 2885
This is a game. The fact that allies won the war by a huge margin shouldnt affect game ballance. Otherwise the game would be super boring with one side winning all the time. Relic solved that dillema in a perfect way imo: every unit has one stat that is based on its dominant historical feature, all the other stats are set in such a way that unit is unique and ballanced. That way we can have both historical feel and ballance in game.
Sherman that was mentioned in OP can be an example: historically it was the first tank to use gun stabilizer, thats why it has best on the move accurancy across all medium tanks. Other stats like cost were set to such value that makes sherman ballanced.
Sherman that was mentioned in OP can be an example: historically it was the first tank to use gun stabilizer, thats why it has best on the move accurancy across all medium tanks. Other stats like cost were set to such value that makes sherman ballanced.
9 Dec 2015, 19:40 PM
#6
Posts: 239
lolwut
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