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June 21st Balance update

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16 Jun 2016, 21:40 PM
#101
avatar of Rappy

Posts: 526

jump backJump back to quoted post16 Jun 2016, 21:22 PMKatitof

Well, back in alpha, for emplacements to be resistent enough to off-maps and arty barrages they had to have basically OKW truck level of health and they did.

Then HP was lowered greatly and bonus explosive modifiers were put in.

You wouldn't need to raise HP, just have a damage modifier for artillery strike vs emplacements.
16 Jun 2016, 21:46 PM
#102
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post16 Jun 2016, 21:40 PMRappy

You wouldn't need to raise HP, just have a damage modifier for artillery strike vs emplacements.

There is not "just artillery" modifier.

Its either all explosive weapons or none.
16 Jun 2016, 21:46 PM
#103
avatar of Mittens
Donator 11

Posts: 1276

Problem with coh2 is that Relic doesn't seem to keep their focus straight. CoH2 at launch was this brutal game with brutal weather, brutal artillery, etc. Mine changes take that away. WFA/Brits took that away.

It's all for balance but maybe there could've been less focus on veterancy so a vanilla unit isn't completely outclassed by something that's vet 3. Maybe there could be balance while having units die quicker.

It's quite nostalgic to look back at coh2 in 2012/2013 and see the differences that are in it now.

coh3 has got to stick with its feel the whole way through. Changing it up doesn't do anyone justice.


I agree, staying on the eastern front would have been a better position for overall art style and general aesthetics. WFA not only gave us the worst factions but took away the dark deep and bloody theme of the eastern front. Coupled with the new faction we saw a design change where vet was more important than the general unit and while it should be important to keep your vet I feel like we have simply promoted blobbing based on our lack of cover.

If we wanted a Coh game the felt like coh1 the best way to do this is to increase cover importance and increase the amount of red cover and green cover. Maps should have general flow and outside of 1v1/2v2 that simply doesn't exist.


This patch is the closest we have ever gotten to a fully balanced coh2 and it is sad to see it come so late when coh2 had such a bright future pre-WFA.
16 Jun 2016, 21:53 PM
#104
avatar of medhood

Posts: 621

so im reading this right....the crush change didnt make it?

The Lead Strategist has SPOKEN
16 Jun 2016, 22:17 PM
#105
avatar of Firesparks

Posts: 1930

so im reading this right....the crush change didnt make it?


a lot of people didn't like the crush change.

and the preview test ran out of steam momentum. There's some stuff I don't like but the volks change make up for it. However, if this is the last ever balance patch for coh2 I am going to be pretty sad.
16 Jun 2016, 22:22 PM
#106
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



a lot of people didn't like the crush change.

and the preview test ran out of steam momentum. There's some stuff I don't like but the volks change make up for it. However, if this is the last ever balance patch for coh2 I am going to be pretty sad.

I too can't see much else happening unless they decided to hire miragefla on the cheap and make him do everything for patches.
16 Jun 2016, 22:24 PM
#107
avatar of Firesparks

Posts: 1930

jump backJump back to quoted post16 Jun 2016, 22:22 PMVuther

I too can't see much else happening unless they decided to hire miragefla on the cheap and make him do everything for patches.


Personally I don't agree many of Miragefla's changes even if I respect his effort. I see a lot of flawed changes in Mirage's mod and I am worried seeing it going into the vanilla game.
16 Jun 2016, 22:27 PM
#108
avatar of Hans G. Schultz

Posts: 875 | Subs: 2



Personally I don't agree many of Miragefla's changes even if I respect his effort. I see a lot of flawed changes in Mirage's mod and I am worried seeing it going into the vanilla game.

Same with me. Hopefully this will be the last time that Relic will do this.
16 Jun 2016, 22:33 PM
#109
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post16 Jun 2016, 21:46 PMKatitof

There is not "just artillery" modifier.

Its either all explosive weapons or none.


False. Target tables can go against individual unit types for select weapons.

Personally I don't agree many of Miragefla's changes even if I respect his effort. I see a lot of flawed changes in Mirage's mod and I am worried seeing it going into the vanilla game.


Well then put them forth rather than hiding them.

As for the patch, I think the Quality of Life improvements are greatly needed though. I'm pretty sure if we can't agree with my balance ideas, we can at least agree with units not being blocked by flags, having force reload and non-RNG AA.
16 Jun 2016, 22:38 PM
#110
avatar of Firesparks

Posts: 1930



False. Target tables can go against individual unit types for select weapons.



Well then put them forth rather than hiding them.

As for the patch, I think the Quality of Life improvements are greatly needed though. I'm pretty sure if we can't agree with my balance ideas, we can at least agree with units not being blocked by flags, having force reload and non-RNG AA.


http://steamcommunity.com/sharedfiles/filedetails/?id=692260338

https://www.coh2.org/topic/51037/firesparks-balance-mod

I think you've done really well in promoting your mod and in keeping up with the effort, but that's still a separate issue with the specific changes in your mod.
16 Jun 2016, 22:46 PM
#111
avatar of PencilBatRation

Posts: 794

Also relic went ahead with his controversial changes and left out most of the positive tweaks included in his mod.
16 Jun 2016, 22:55 PM
#112
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



Personally I don't agree many of Miragefla's changes even if I respect his effort. I see a lot of flawed changes in Mirage's mod and I am worried seeing it going into the vanilla game.

Understandable, but still pretty much the best I can see happening. Maaaaaaaayyyyyyyybbbbeee a 2.602 could happen again, but if it does, it'll probably out of the blue.

Also relic went ahead with his controversial changes and left out most of the positive tweaks included in his mod.

A 222 that can fire its coaxial MG consistently would be nice.
16 Jun 2016, 23:02 PM
#113
avatar of Stug life

Posts: 4474

I'm disappointed that relic did not change the rotation speed on Cromwell really
Just make it from 38 (m4 is 34 and that's is supposed to be more agile) to 32
And don't change the speed so it can still flank
16 Jun 2016, 23:22 PM
#114
avatar of Rappy

Posts: 526



False. Target tables can go against individual unit types for select weapons.

Of course. Otherwise how would they have done the 5x Goliath vs Emplacement damage modifier?
16 Jun 2016, 23:23 PM
#115
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

"Core Infantry/Small Team Weapon Spawn Points

Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets , Wehrmacht, and OKW factions.

All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map. "

other than this, looks cool.
nee
16 Jun 2016, 23:29 PM
#116
avatar of nee

Posts: 1216

So are these changes live now, in live game or the preview mod?
16 Jun 2016, 23:40 PM
#117
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2



False. Target tables can go against individual unit types for select weapons.



Well then put them forth rather than hiding them.

As for the patch, I think the Quality of Life improvements are greatly needed though. I'm pretty sure if we can't agree with my balance ideas, we can at least agree with units not being blocked by flags, having force reload and non-RNG AA.


i remember they adding target table for snipers(?) or something. have they used it on any other units ever since? have you?

jump backJump back to quoted post16 Jun 2016, 23:29 PMnee
So are these changes live now, in live game or the preview mod?


21st


Major:

His 60 muni arty, from patch preview, is quite effective.

This is the biggest change for me because this buff to the major will give player a huge incentive to use major for other reason(s) than just a FRP. Now finally, there will be a worthy opportunity cost for USF's FRP. one down, 2 to go...

INF spawning from tech bldg.

this is a slap in the face to 3v3+ players TBH. and 2v2 players to somewhat. in Rails and Metal, I like to rush for the right fuel as a team in the beginning. Now that can't happen. and neither can players change trheir spawn point mid game. This is HUGE for a slight acceleration of early game.
16 Jun 2016, 23:42 PM
#118
avatar of Array
Donator 11

Posts: 609

jump backJump back to quoted post16 Jun 2016, 23:29 PMnee
So are these changes live now, in live game or the preview mod?


Most (but not all) are in preview mod - patch goes live on tues 21st
17 Jun 2016, 00:12 AM
#119
avatar of UlyssesBellefonte

Posts: 40

Really not sure about bofors change, and the major's artillery is too cheap at 60 muni to have that much power. Bundle grenade max AoE at 3.75 might be too punishing - 3.5 would have been more reasonable. Otherwise these seem very good.

Any word on what Luftwaffe doctrine is receiving instead of the mg34? Are they rolling with the recon sweep or something? ugh sorry it's 1.20am and I was working dayshift, sorry for missing that. disregard that question
17 Jun 2016, 00:33 AM
#120
avatar of Jadame!

Posts: 1122

Giving OKW LeFH was worst change i ever seen.
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