is it me or thiw winter patch gets more retarded over time?
its not just you.....
oh man, what exactly are those guys smoking?
Posts: 1021 | Subs: 1
is it me or thiw winter patch gets more retarded over time?
Posts: 3602 | Subs: 1
This is why there is a Tournament going on tomorrow; and I would advise you to sign up.
We expect that a great-many broken things that we were not allowed to change will become even more broken with some of the changes.
What we hope that the players will do is find out those broken things, and abuse them in the tournament in order to win. That will hopefully give us the bargaining chips to be allowed to fix those things as well.
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principally speaking, the balance patch, especially at this stage of the game, should touch as little as possible, as subtlely as possible. you guys really should not try to anticipate everything. this nerfing of okw flak ht... logically it makes sense i guess since all other light vics got nerfed. but the aaht is already a niche unit and it just feels like you guys sre trying to compensate for every buttery effects of your primary changes. other changes like nerfing puma AI because AEC got nerfed etc etc is simply unneeded i feel. afterall, changes to most prominent light tanks were small to begin with so i think you guys can chill out on trying to predict every thing in that department.
and this penal ptrs... i thought it was worth trying but it is just getting messier and messier. too big of a change. fundamentally changing a unit's role is obviously creating a lot of real problems. creating too much ripples.
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What they're failing to understand is in COH, not every building needs to counter every other building. Not every unit needs to have 20 abilities and sub classes. If you go heavy T1 and you allow your opponent fuel to get a vehicle before you get AT you SHOULD be punished. Every tier is not a damn swiss army knife. This is not balancing this changing game mechanics to your personal taste.
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damn, why the hell you guys try to make some ultra important role for Penals? why not let them be good anti infantry unit? maybe some slightly worse in early and better in late (compared to current CoH2 version not winter patch), there are actually a lot more things that needs to be changed and you are toying with Penals lul
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What Barton proposes here might be a good solution of T1 problem. Imagine penals are ok early game and good in late game but only AI. That way T1 is still a "high risk high reward" early game tier thanks to snipers and m3s, but also, an often build back-tech making it useful overall, even if not that much in the early game.
How to acheive that? It's quite simple. You keep T1 without AT and penals on what they are at 1.2 but without upgrades. Then, you add one upgrade unlockable by T4 that gives them good long range dps but bad on short range (like scope for their mid range SVTs for example). That way they become potent but ballanced late game elite AI squad that you need all buildings to go for if you are going standard T2 route. If you risk going commander only AT, you can make it to them without building T2.
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I like Barton's ideas, and I think it could work. Tbh, though, I don't think that an upgrade is really necessary to achieve this balance between early-game OK-ness and late-game scalability.
I mean, if they do get an upgrade, that will allow them to scale. Though, the question is what kind of upgrade to give them to prevent role overlaps:
- Guards have long-range DPS covered
- Shocks should, in theory, be the goto squad for short-range DPS
There are ways of letting Penals scale with their SVT rifles, with bonuses alone, without turning the unit into death-gods of they pick up weapons.
e.g. Suppose you want to make Penals 15% weaker at Vet0 and 30% stronger than what they are, at Vet3:
- Take WBP current Penals
- Apply a +30% accuracy buff to Penal SVTs (the weapon)
- Apply a -34% accuracy nerf to the squad (the models)
- Progressively, apply a 52% buff to the squad, as they vet up (according to how fast you want them to scale)
Finally, the reason we are fixated on fixing the Penals is because out of all possible openings, we deem that Soviet T1 to be the most problematic tier of all. Since we have the tournament coming up for Sunday, we wanted to make sure people would feel invited to try all possible tier openings, so that we can gather better quality feedback.
Posts: 2807 | Subs: 6
I like Barton's ideas, and I think it could work. Tbh, though, I don't think that an upgrade is really necessary to achieve this balance between early-game OK-ness and late-game scalability.
I mean, if they do get an upgrade, that will allow them to scale. Though, the question is what kind of upgrade to give them to prevent role overlaps:
- Guards have long-range DPS covered
- Shocks should, in theory, be the goto squad for short-range DPS
There are ways of letting Penals scale with their SVT rifles, with bonuses alone, without turning the unit into death-gods of they pick up weapons.
e.g. Suppose you want to make Penals 15% weaker at Vet0 and 30% stronger than what they are, at Vet3:
- Take WBP current Penals
- Apply a +30% accuracy buff to Penal SVTs (the weapon)
- Apply a -34% accuracy nerf to the squad (the models)
- Progressively, apply a 52% buff to the squad, as they vet up (according to how fast you want them to scale)
Finally, the reason we are fixated on fixing the Penals is because out of all possible openings, we deem that Soviet T1 to be the most problematic tier of all. Since we have the tournament coming up for Sunday, we wanted to make sure people would feel invited to try all possible tier openings, so that we can gather better quality feedback.
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You guys really don't know what you are doing, isn't it?
Why would you give PTRS to penals when they already have Guards in most commanders
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well, historically Penal battalions were very good equipped due to their hard role in combat, they use SVT-40, that could be like rifles standard rifle, give them upgrade for 90 munis that gives them flamer and 3 Ppsh, also i think that some standard nade or molotov at least would be a good idea, maybe AT nade? that way Penals can make a good close combat role
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why give penals their flamethrower back if you already gave them molotovs for them to deal with greencover?
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Than u will have Penals with 3Ppsh plus flamer, conscripst with Ppsh from certain doctrine and shocktroops with bodyarmour for close combat role. Flamer on mainline inf? I think it was considerated as OP back in the days when u could upgrade rifleman with flamer.
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