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Updates on BALANCE PREVIEW MOD

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22 Apr 2016, 21:22 PM
#201
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

StGs are way too strong for all of five volks and splitting the squad up is extremely inelegant. The currently proposed method makes the upgrade either a no-brainer or a waste of munis, instead of a solid strategic choice. It's just not conducive to balance.

We've had LMG42s on Grens for ages, and LMG34s on Obers a bit less than that, I'm not seeing the issue with adding more no-brainer upgrades. If we actually got rid of some, sure, awesome! But we certainly haven't been.
22 Apr 2016, 21:25 PM
#202
avatar of ABlockOfSalt

Posts: 70

I feel like the STG's for the volks are in the same vein as PPSH 41's for a mostly rifle wielding conscript squad.


They are the hidden powerfists of COh2...Basically the rifle toting squad members are ablative wounds at best in most cases but it lets the two stgs stay in the fight for a longer period of time.
23 Apr 2016, 19:06 PM
#203
avatar of Dullahan

Posts: 1384

jump backJump back to quoted post22 Apr 2016, 15:53 PMHitman5


One stuart is going to be the least of OKW worries.


What about two Stuart's? Or Three?

Stuart beats Puma 1:1 as long as America has munitions. They can also support with Bazookas.

Raketen alone cannot hold off multiple light tanks that can repair quickly out of sight.

Simply building 2-3 light vehicles will be extremely potent against OKW.

It's actually quite strong vs Ost too, but smart Ostheer will have teller mines and can get panzer grenadier schrecks if you over commit to light vehicles. (And a stug hits the field much quicker than Jp4)

23 Apr 2016, 19:09 PM
#204
avatar of Dullahan

Posts: 1384


It is not a redesign, it's a soft nerf to the USF's early game by forcing the player to spend additional resources. 80 munition is a decent amount in the early game.



So instead of incentivizing USF to use weapon racks or ATgun they are delaying the bazooka slightly.

If they were smart about it they'd make the captain pay MORE to unlock bazookas in the field than pick them up at the racks, not less.

23 Apr 2016, 19:24 PM
#205
avatar of Stug life

Posts: 4474

jump backJump back to quoted post22 Apr 2016, 19:53 PMLuGer33

You sound like someone who's used to getting free nades, free healing, free AT weapons, free AA, etc.

Kinda sucks having to pay for those things like every other faction, eh?

you sound like some one who like the current vet of rm
23 Apr 2016, 19:26 PM
#206
avatar of Stug life

Posts: 4474



this is a move away from free stuff. Instead of getting bazooka free with captain, the USF now have to spend 80 additional munition to get bazooka. It is still a nerf to the USF.

bar? movable retreat point + 60 mun arty ? mhhhhhh
24 Apr 2016, 00:32 AM
#207
avatar of Firesparks

Posts: 1930


bar? movable retreat point + 60 mun arty ? mhhhhhh


all those stuff are in the game already. It's a small step toward less free stuff but not a complete removal.

60 mun arty is by definition, not "free".
24 Apr 2016, 01:18 AM
#208
avatar of Stug life

Posts: 4474



all those stuff are in the game already. It's a small step toward less free stuff but not a complete removal.

60 mun arty is by definition, not "free".

Sorry if we need to pick a doctrine if we want Off map arty
24 Apr 2016, 02:20 AM
#209
avatar of broodwarjc

Posts: 824

"Some of these changes may seem a bit radical but what better time to try radical ideas than during a Balance Preview Mod. Players should not expect all these changes to make it into the Patch as it is or for all the changes to make it into the Patch. " - Thats why it's called a preview


This should be pasted to the first post. So much over-reacting to a mod.
24 Apr 2016, 02:56 AM
#210
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1


Sorry if we need to pick a doctrine if we want Off map arty

OKW need to pick a doctrine if they want bunkers.

USF and SU need to pick a doctrine if they want a tank with over 160 armour.

USF needs to pick a doctrine if they want sandbags.

Wehr and USF needs to pick a doctrine if they want an infantry-garrisoned drive-by vehicle.

USF and UKF need to pick a doctrine if they want an artillery vehicle.

SU needs to pick a doctrine if they want handheld AT.

USF and OKW needs to pick a doctrine if they want flamethrowers.

SU is the only one with demo charges non-doc.

OKW is the only one with demo charges non-doc.

Etc.

Etc.

Etc.
24 Apr 2016, 04:54 AM
#211
avatar of Hitman5

Posts: 467

What reason does anyone have to play OKW now? Why would anyone play OKW when Wehr is better in pretty much every way except Pioneers?
24 Apr 2016, 04:57 AM
#212
avatar of mortiferum

Posts: 571

Suggestion:

Remove USF rifleman smoke

Reason:

USF now has mortar with smoke rounds for tier 1
24 Apr 2016, 05:17 AM
#213
avatar of KurtWilde
Donator 11

Posts: 440

I think apart from two main problems the patch is alright.

1. Removing shrecks from Volks
2. Units spawning from the relevant building

But on the other hand I cant escape the feeling that the game is becoming more like vCoH. Can't people think of new shit?
24 Apr 2016, 06:04 AM
#214
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

I think apart from two main problems the patch is alright.

1. Removing shrecks from Volks
2. Units spawning from the relevant building

But on the other hand I cant escape the feeling that the game is becoming more like vCoH. Can't people think of new shit?

I'd have preferred keeping general purpose mines as killing models but holy fuck random one-shots are the worst thing ever, so it's worth it.
24 Apr 2016, 07:44 AM
#215
avatar of KurtWilde
Donator 11

Posts: 440

jump backJump back to quoted post24 Apr 2016, 06:04 AMVuther

I'd have preferred keeping general purpose mines as killing models but holy fuck random one-shots are the worst thing ever, so it's worth it.


how do you feel about this becoming more and more like vCoH?
24 Apr 2016, 07:59 AM
#216
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13



how do you feel about this becoming more and more like vCoH?


If the mines could be easily coded where they would always, only take out 50-60% of the squad's total health with 1-2 model losses every time, sure, but nothing in the Attribute Editor makes it that easy. It would need to be new code.
24 Apr 2016, 09:07 AM
#217
avatar of skemshead

Posts: 611

Suggestion:

Remove USF rifleman smoke

Reason:

USF now has mortar with smoke rounds for tier 1


Nades, or early nades are quite expensive and a huge risk that needs to pay of else you will be vunerable to light vehicles.



how do you feel about this becoming more and more like vCoH?


How do you feel about full squads getting wiped from mines, nades, indirect fire, tanks etc etc.

A lot a the things they changed from coh1 were utter utter fucking disasters and didn't really need to be changed.
24 Apr 2016, 09:17 AM
#218
avatar of mortiferum

Posts: 571



Nades, or early nades are quite expensive and a huge risk that needs to pay of else you will be vunerable to light vehicles.



Yes, and smoke free from motar means USF should be forced to use extra MP for smoke/ morat rather than getting it free on main line infantry for get out of MG-42 suppression free card.
24 Apr 2016, 09:18 AM
#219
avatar of kitekaze

Posts: 378

How do you feel about full squads getting wiped from mines, nades, indirect fire, tanks etc etc.

A lot a the things they changed from coh1 were utter utter fucking disasters and didn't really need to be changed.


In CoH1, mine can wipe a squad, especially greyhound mine. No one complain about that because they know its their mistake rather than blaming the game mechanic.

Take a look at this video at 20m45s.

24 Apr 2016, 09:25 AM
#220
avatar of robertmikael
Donator 11

Posts: 311

Suggestion:

Remove USF rifleman smoke

Reason:

USF now has mortar with smoke rounds for tier 1

Why remove things from the game?
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