Some thoughts about Miragefla's Balance mod
Posts: 3032 | Subs: 3
The faction with the biggest changes was definetely OKW. I like the idea of changing this faction to one that requires (more) skill to be lethal, instead of Volksgren - schreck blobs that wreck everything. But I dont understand why repairs and especially heals are currently so freakin overpriced for OKW (if you compare it with all other factions).
Also, why got volks blobs nerfed (right decision), but at the same time, allied lmg-/ guards-/ etc. blobs or spam were not touched/nerfed at all (wrong decision imo), penals (blobs) even got a huge buff. MG34 is kinda garbage in such situations cuz allies have stronger mortars and indirect fire, also Ive seen lmg blobs roflstomping a green covered mg34 before it managed to surpress a single squad at least
This is a good example for this huge problem: https://www.coh2.org/replay/55608/vaux-farmlands-vs-the-red-army
Even though miragefla did a great job with fixing issues like overperforming mines, also he tried to force players to invest more micro in their inf for flankings (right decision, but did this work?) ... the Balance is still not working properly imo and needs to be adjusted
NOTE: This is my experience from a mass of 2v2 games.. I think 1v1 is the only mode without those huge issues?
Posts: 372
If the whole mod was implemented (and it damn well might as well be, the game would be healthier for it) we'd be playing a wholly different CoH2.
Posts: 3032 | Subs: 3
You do realize that Relic cherry-picked what Mirage changes were added into the game right?
If the whole mod was implemented (and it damn well might as well be, the game would be healthier for it) we'd be playing a wholly different CoH2.
This was not meant as blame against miragefla at all... I know that people like him put 10x more effort and passion into this game than Relic
Posts: 3145 | Subs: 2
Not to mention they also BADLY implemented it, I don't believe mirage killed the raketten on purpose, OKW is in a bad spot because of the lack of a proper AT gun right now and their hand-held AT capabilities being transferred over to an expensive and squishy unit, not to mention the combat package being overpriced for what it does, and no don't bring up the cold immunity excuse, 99% of the games DO NOT HAVE BLIZZARDS ANYMORE, so it's useless, and illogical, the Soviet Red Army, bred and fed in cold weather doesn't have units immune to the cold but a Western Front European Army does? Alright then.
Also their suppression units are shit, the MG needs a buff and be made T0 as well as it's price increased to 240/250 man power, fix the Flak HT, otherwise, I'm not really complaining about the side-techs, hell put an upgrade for the Flak on the Schwerer if you want to, just decrease the other 2's prices or something to compensate.
Posts: 1740
There are huge community efforts for improving the games since 2006's vCoH release but as good as never ever there were implementations in the real game.
It was a good thing in theory to introduce beta patches (good job, Relic!) but everything is useless because they still do not listen to anyone but themselves.
The problem is that nobody from Relic really plays the game. It is their work, but obviously not their passion.
Posts: 1954
OKW - It would be better if the MG34 actually suppressed something (nothing more annoying than having Soviet player blob through a pair of mg 34's and Ostwind)or the raketen didn't take an eon to shoot (would gladly give up retreat and garrison for a "normal" AT gun).
Ost - Grens get wiped way too easy - I'd much rather pay 280 for a 5 man squad.
USF - 50cal suppression isn't good, and overpriced for performance. Pack howie costs way too much and too high of a pop cap for what it does, and anyone who thinks that it is more survivable because of the six-man crew has never used one. (making the attack ground distance the same as the barrage distance would go a long way towards making it okay), M8 scott, mortar HT still garbage (would probably be okay if lowered vet requirement). M20 and Greyhound need price similar to 222 (no muni upgrade and slightly lower cost)
Posts: 239
soviet team weapons need to drop to 4 pax per crew (same across the board). 6 man squads make sense; 6 man MG teams do not.
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Posts: 3032 | Subs: 3
Here I was thinking you were going to talk about the actual mod. Silly me for reading the thread title.
I know that the current CoH2 main game is not the same at all like the actual whole mod of miragefla. But Relic's (lazy?) partial implementation of the mod caused these issues I adressed above :/
Posts: 2742
The universal changes that affected all factions, suppression reducing grenade range in particular, were enormously beneficial to the game.
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