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Winter Balance Preview Changelog

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26 Nov 2016, 01:06 AM
#102
avatar of le_saucisson_masque

Posts: 485 | Subs: 1

a lof of things have been said, some completely dumb, other even more.
Take the time to play the mod, against real player and then make yourself an idea.
saying a change is wrong just because you can't change your own way to play this game is retarded.

I waited 25 min in custom game lobby for an opponent to join me to test this mod, no one came...

guess it's easier to whine than to actually try it.
26 Nov 2016, 01:06 AM
#103
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Thx for the answers.

We are not aware of a bug to the Engine Shot. Perhaps it's because the range is too short? Now that the two abilities are non-overlapping people will actually get to use the Engine Shot.


Regarding this, IIRC if you trigger both abilities at the same time, you would end up having a continuous stun shot on the main gun. What they did was simply deactivate been able to use both at the same time or in a short interval.
As the stun shot no longer holds in place a vehicle i think it would be much more fair been able to use that short range snare.
26 Nov 2016, 01:51 AM
#104
avatar of Crumbum

Posts: 213

LUL really nerf soviet mortars like all another with his reload time ? :clap:
About quad, he have poor start speed, so its stats looks not good for him. Really i can undestand why its get nerf, its not quad from summer 2014, lose him now are more easy.
Really, ostheer pio buff ? What about soviet pio ? Just whanna look to eyes person who think, that ostheer pio are weak, but soviet pio are fine OpieOP.
@The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily.@ Realy ? What you can say about t-70 that have lower numbers and die faster then AEK from S mines and MG lazers ?
So fusi popcap are fine ?
No changes for scope in 222 when you can see 2/3 of map ?
No changes for OKW flayers from com panther doc ?
At least nerf 1919 and penals.
No lolotovs buff ?
At least buff maxims :bananadance:.
6/10 for patch.
So double BRENS are legal, double BARS are legal.
Hope t-70 autorepeir from docs work fine in bug world :).
What the old logic, nerf unit and nerf his price like with guards ? Is it hard make somthing one ?



Spot on. Keep in mind though there are some changes that you mentioned which the community testers/modders would agree with, but can't be included in the patch because they are limited in what they are allowed to do by relic. It is still a little depressing that some of these things get overlooked and also the multiple contradictions in the changelog.
26 Nov 2016, 02:05 AM
#105
avatar of BIH_kirov_QC

Posts: 367



We tried that. Then we decided that with Penals being able to switch from long-ranged-AI role to close ranged specialists:
- Nobody would ever, ever build Shocks (who actually really badly need a buff)
- We had no idea how such a lethal close-ranged squad would play in some of the city maps. Thus we didn't want to introduce anything potentially gamebraking.



Bingo. Guards would, then, become the unofficial weapon rack of the Soviets, kitting out everyone. Thus Guards would become an auto-pick, further shoving Shocks further down into oblivion.

IMO, a better solution would be to prevent PTRS rifles from dropping altogether.

The cost is an one-time thing. Guards have decent reinforcement cost. We have to see how things play out with the Vet5 faction, though.



I hate the idea about nerfing a unit, to try to make people pick others units. Shock troops sucks. They can be only viable in city maps, which are always on veto by axis players. Conscripts got no weopons updates witout commanders, and this patch nerf guards and penals at same time? Molotovs sucks and cost way to much, atleast combine the at grenade and molotov, since penals wont have a flamer. Gaurds getting nerfed and getting their price up it it bit to hard in my oppinion.
26 Nov 2016, 03:11 AM
#106
avatar of Antemurale
Senior Moderator Badge

Posts: 951

Overall, a very good patch. It solves many of the issues the plague the current version of the game, along with a host of bugfixes and QoL changes.

Cheers to Mr. Smith, Miragefla, and The Machine! Thanks for all of your hard work. Also, thanks Relic!

However:
Infantry
- I'm concerned with Soviet core infantry scaling. Now, neither Cons nor Penals get any weapons upgrades, and thus would scale worse into the late game.
- The G43 for PGrens upgrade is still not good enough. I would suggest increasing the upgrade cost and giving them 4 G43s. Same goes for Stormtroopers.
- Where are the Shocks, Obers, Pfusils, and Falls adjustments?

Light Vehicles
- Where is the Sdkfz. 250 adjustment?

Bug Fixes
- Where is the Panzerfaust bugfix?
- Is the leIG 18 properly buffed by Sturm Officer's aura?

Quality of Life
- Where is the manual force reload option?
- How about Raketenwerfer firing consistency and bugfixes?
26 Nov 2016, 04:02 AM
#107
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6


However:
Infantry
- I'm concerned with Soviet core infantry scaling. Now, neither Cons nor Penals get any weapons upgrades, and thus would scale worse into the late game.
- Where are the Shocks, Obers, Pfusils, and Falls adjustments?


Unfortunately, changes to OKW infantry were out of scope for this patch.

Since the focus of the infantry changes was to balance Penals/Guards around Wehrmacht infantry scaling, we expect OKW infantry will overperform against Soviets who now don't have as (overpowered) scaling infantry. OKW and Wehrmacht infantry scale to completely different levels of potency, so we couldn't do much to make them both without being able to touch OKW. Hopefully if we're able to another patch, we can tone down British and OKW late game too, to really equalise infantry scaling between all fact. I suspect we'll see more Soviet Snipers or Maxims against OKW as a result.

In the 15 or so Soviet games I played internally to test, I found Penals and Guards were still scaling very well versus Wehrmacht infantry. Penals have really good vet bonuses, especially with "To the last Man" Conscripts, however are a different story.


- The G43 for PGrens upgrade is still not good enough. I would suggest increasing the upgrade cost and giving them 4 G43s. Same goes for Stormtroopers.


G43 on PGrens is a very delicate issue. We have talked about this a lot, and we are aware that the small buff still won't be worth it most of the time. The problem is, STG's are already so damn good on Panzer Grenadiers that giving them a weapon which is even stronger would be insane, especially against squads like Conscripts. The other option is make G43's stronger at range but weaker up close compared to STG's, but that's very easy to make overpowered because mobile high damage long range squads can be blobbed and get very abusable. LMG's at least need to be stationary and are slow.
26 Nov 2016, 04:19 AM
#108
avatar of ZombiFrancis

Posts: 2742

After an evening of messing around with the preview...

I have not detected a significant change whatsoever to squad spacing.

The formations do appear the same across squads, but units are as clumpy ever from what I can tell. I don't really see how what was changed will improve issues with squad spacing...

So forget everything I said before, I guess all those changes are needed because the formation changes are completely missing the problem.
26 Nov 2016, 04:21 AM
#109
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

After an evening of messing around with the preview...

I have not detected a significant change whatsoever to squad spacing.

The formations do appear the same across squads, but units are as clumpy ever from what I can tell. I don't really see how what was changed will improve issues with squad spacing...

So forget everything I said before, I guess all those changes are needed because the formation changes are completely missing the problem.


The formation changes fix squad spacing when squads are out in the open, it is quite noticeable. Unfortunately, given the limitations of the mod tools, there is nothing we can do to fix the way that squads clump when they enter and exit cover.

We had some other ideas in mind, such as light cover giving a 2% bonus to received damage, meaning that Mortars won't one shot squads that are clumped up behind light cover. But that's something for another day.
26 Nov 2016, 04:31 AM
#110
avatar of Nubb3r

Posts: 141



The formation changes fix squad spacing when squads are out in the open, it is quite noticeable. Unfortunately, given the limitations of the mod tools, there is nothing we can do to fix the way that squads clump when they enter and exit cover.

We had some other ideas in mind, such as light cover giving a 2% bonus to received damage, meaning that Mortars won't one shot squads that are clumped up behind light cover. But that's something for another day.


Was out in the open squad spacing even an issue? I always thought bunching behind cover was the deal.
26 Nov 2016, 04:33 AM
#111
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post26 Nov 2016, 04:31 AMNubb3r


Was out in the open squad spacing even an issue? I always thought bunching behind cover was the deal.


For certain units, yes. Especially for Obers, Falls, and most Ostheer infantry which are small 4 man squads who greatly suffer from AOE. Also Sappers.
26 Nov 2016, 04:34 AM
#112
avatar of Nubb3r

Posts: 141



For certain units, yes. Especially for Obers, Falls, and most Ostheer infantry. Also Sappers.


Oh alright, I always focused on Ost Grens when I thought about this. Do Obers still take 50% extra damage from explosives? I know OKW units were out of question this patch. Just asking if this is still the case.
26 Nov 2016, 04:40 AM
#113
avatar of __deleted__

Posts: 236

Are many of these changes subject to change before official launch? some just seem a bit over the top.
26 Nov 2016, 04:42 AM
#114
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Are many of these changes subject to change before official launch? some just seem a bit over the top.


Depends on how the balance changes hold up after extensive testing. There will be tournaments and replay casts, get playing!
26 Nov 2016, 04:45 AM
#115
avatar of frostbite

Posts: 593

These are some of the craziset changes.....COH2 is going to die. most of the changes are insane nerfs to allies
26 Nov 2016, 04:49 AM
#116
avatar of Antemurale
Senior Moderator Badge

Posts: 951



Unfortunately, changes to OKW infantry were out of scope for this patch.


That's a bummer, although I it's nice to hear that Penals are still strong enough against WM infantry such as Grens and PGrens. I've only played the OKW-SOV matchup extensively enough, and they just weren't cutting it with StG Volks or G43 Fusiliers. It seems to me that supporting them with other infantry, team weapons, or vehicles will be necessary after early-game--which is when OKW excels.


G43 on PGrens is a very delicate issue. We have talked about this a lot, and we are aware that the small buff still won't be worth it most of the time. The problem is, STG's are already so damn good on Panzer Grenadiers that giving them a weapon which is even stronger would be insane, especially against squads like Conscripts. The other option is make G43's stronger at range but weaker up close compared to STG's, but that's very easy to make overpowered because mobile high damage long range squads can be blobbed and get very abusable. LMG's at least need to be stationary and are slow.


I understand your point now, and how 4 G43s is a bad idea. I've tested dual JLI G43s on PGrens myself, which is insanely broken.
26 Nov 2016, 04:55 AM
#117
avatar of Nubb3r

Posts: 141

These are some of the craziset changes.....COH2 is going to die. most of the changes are insane nerfs to allies


And therefore kill the game? Can you elaborate on your thesis, since it currently is:
Crazy ally nerfs -> RIP CoH2



There will be tournaments and replay casts, get playing!


So I guess it will be at least a month of feedback/testing/tourneys (mind the plural here) until further changes. I am assuming this, because the last (balance/bug fix) patch was on Oct. 25th.
Great to hear and congratulations to your contributions!
26 Nov 2016, 05:27 AM
#118
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13


G43 on PGrens is a very delicate issue. We have talked about this a lot, and we are aware that the small buff still won't be worth it most of the time. The problem is, STG's are already so damn good on Panzer Grenadiers that giving them a weapon which is even stronger would be insane, especially against squads like Conscripts. The other option is make G43's stronger at range but weaker up close compared to STG's, but that's very easy to make overpowered because mobile high damage long range squads can be blobbed and get very abusable. LMG's at least need to be stationary and are slow.


If G43s were to be buffed and/or reverse the role of PGs, there would definitely be significant nerfs to the current G43's moving accuracy. StGs for moving and assault. G43s for stationary combat.

As for a blob, I disagree with GG. I doubt a blob of Obers with 0 LMGs would be much of an issue and both units take up too much pop and manpower and will bleed.

26 Nov 2016, 06:50 AM
#119
avatar of What Doth Life?!
Patrion 27

Posts: 1664



If G43s were to be buffed and/or reverse the role of PGs, there would definitely be significant nerfs to the current G43's moving accuracy. StGs for moving and assault. G43s for stationary combat.

As for a blob, I disagree with GG. I doubt a blob of Obers with 0 LMGs would be much of an issue and both units take up too much pop and manpower and will bleed.



For what it's worth I think the 20% extra vision on PG's for equipping the G43's is a really cool and not over-powered solution. It combos beautifully with Ambush Camouflage.
26 Nov 2016, 07:10 AM
#120
avatar of JackDickolson

Posts: 181

Great work. Some ideas are questionable, though. Also OST halftrack doesn't gain vet from nearby units and the luchs uses the wrong Icon. The cost could go down further as well.

Just giving you guys some ideas about issues plaguing 2v2.



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