Login

russian armor

Relic Winter Balance Preview v1.3 Update

PAGES (18)down
19 Dec 2016, 06:06 AM
#181
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2



Why should anyone invest in a tier that hurts them more than it helps? Without any AT, the only way T1 would be worth it is if it's so overpowered that you smash your opponent before he can get enough fuel to make a difference.


high risk high gain. you either do enough damage to go directly to T3 or pay measly 160mp and 20fu to get a ATG.

-------------------------------------------

let's just nerf penals a bit from the live model.

Let's look back at the REAL problem and the similar case we had in the past.

1. Penals are prominent primarily due to their flamer. not their great vet or higher dps than cons. You guys, GG, keep telling us that their DPS is really good and whatnot. But it is the flamer on the 6 men squad that makes this unit over the top - OP in MOST maps due to high number of building counts and negating green covers. The flamer on one of the most durable squad >>> any dps you can assign on penals.

2. History: flamer Riflemen was a problem because the main line strong infantry had flamer. Solution was to give flamers to rear echelons. The current problem with penals is similar. They can be used as mainline infantry and they have flamers.

3. the conclusion is that flamers on DURABLE squad is the main problem.


Even though it might seem like that I am leaning towards removing flamer, I honestly think flamer is the only way to give sov T1 the umph to be "high risk, high reward" without making T1 OP to make it high reward.

My idea is: make penals 4 men initially (make penal SVT 1.5 stronger so if you want to keep penals as mid range unit, you can) - they gain 5th man when T3 is built. I am not sure if they still got that "till last man" zeal bonus but have that so when they are 4 men, they have health of 4 men but when they are 3 men, they have health of 3.25 men, 2 men - 2.75 men (or simply a slight reduced received accuracy but zeal will make the first kill much easier and wll cause a huge drop off in dps). Give 80muni upgrade of flamer +3ppshs (4th ppsh for the fifth man).

Why I think this will fix the problem: with flamer and ppsh, the T1 will still have that umph to be very aggressive and more mobile and hard hitting IF DONE RIGHT compared to pure con spam or maxim spam. and yes, sov can still have an army of flamer penals but they will be more squishy but penals still keep their current role.

i guess it's just a fancy way of nerfing penal's durability while making penal upgrade more specialised.
19 Dec 2016, 07:24 AM
#182
avatar of Crecer13

Posts: 2184 | Subs: 2

It took three years order to the guards could buy lost the DP-27 and PTSD. I feel great changes.
19 Dec 2016, 07:40 AM
#183
avatar of ullumulu

Posts: 2243

Are u kidding us?? Penal get AT ..and now the only counter from OKW vs penals are the Flak HT...you make it more expansive to get this immobile light verhicle, which run fast after one shot from a at ...or 1-2 shoots from ptrs?


Is this your balance?

if the soviet make the decission to build only penals...he must know that a halftrack can stop them...but why not make a zis?? Hm?

Where is the combine army for other armys, why only for german faction is this tactic needed?

axis faction can spam 1-2 untis and can now deal with everythink...axis need 3-5 units.
19 Dec 2016, 07:42 AM
#184
avatar of Esxile

Posts: 3602 | Subs: 1

jump backJump back to quoted post19 Dec 2016, 06:06 AMpigsoup


high risk high gain. you either do enough damage to go directly to T3 or pay measly 160mp and 20fu to get a ATG.

3. the conclusion is that flamers on DURABLE squad is the main problem.


Even though it might seem like that I am leaning towards removing flamer, I honestly think flamer is the only way to give sov T1 the umph to be "high risk, high reward" without making T1 OP to make it high reward.

My idea is: make penals 4 men initially (make penal SVT 1.5 stronger so if you want to keep penals as mid range unit, you can) - they gain 5th man when T3 is built. I am not sure if they still got that "till last man" zeal bonus but have that so when they are 4 men, they have health of 4 men but when they are 3 men, they have health of 3.25 men, 2 men - 2.75 men (or simply a slight reduced received accuracy but zeal will make the first kill much easier and wll cause a huge drop off in dps). Give 80muni upgrade of flamer +3ppshs (4th ppsh for the fifth man).

Why I think this will fix the problem: with flamer and ppsh, the T1 will still have that umph to be very aggressive and more mobile and hard hitting IF DONE RIGHT compared to pure con spam or maxim spam. and yes, sov can still have an army of flamer penals but they will be more squishy but penals still keep their current role.


The problem with the concept of high risk / high reward unit is definitively the balance.

Flamers (all from all factions) could do less damage and have more utility. Like not being so deadly vs garrisoned units but having a mechanism disabling their main gun. So a garrisoned HMG would not be able to fire back and would be force to leave the building.
On the open, I still don't know what kind of utility could bring the flamer in exchange of less damage.

My view differs from your on the point that the biggest nerf should go to Guards, not Penals. Make it 4 men squad but keep its price. Guards by themselves are making Penal low risk / high reward units.

19 Dec 2016, 08:09 AM
#185
avatar of KurtWilde
Donator 11

Posts: 440

His point still stands, T1 doesn't need AT. Countering penals, M3 and snipers require vehicles, giving the Tier any sort of early AT doesn't work.


And people who have been playing this franchise since its creation have a intuitive understanding of core game mechanics, asymmetrical aspects and game balance in general. Nothing to do with elitism or stuff like that, but experience and overall time spent on the games.


you are telling me that the core game mechanics of CoH and CoH2 are the same?
19 Dec 2016, 10:13 AM
#186
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post18 Dec 2016, 19:25 PMTobis
I think most people will agree that this patch is looking great, except for the penal changes. The reason you guys are having trouble finding a good solution is because there isn't one. As it is, there is no satisfying way to solve the penals issue, without a major redesign of the Soviets. Not in the scope of this patch.

At this point I think you should roll-back the ptrs changes and keep the penals in a somewhat nerfed state from the live version, like in WPB 1.0. The patch already has great changes; the light vehicle rework, the spacing changes, the bug fixes.... Just leave it. Finish touching up the patch and be done with it. Have the patch release with all the good changes and let Relic see it is worthwhile and open up the patch scope. It is not worth wasting all this effort trying to save penals right now while you have one hand tied behind your back.


If people want to provide feedback on how a PTRS-free mod would look like, they don't have to wait for WBP1.4.

People can already trial this by:
- Picking Soviets
- Announcing to their opponents in the lobby that they will NOT be upgrading PTRS
- Going for their T1 build

Then, people can post these replays on the thread dedicated to gathering such feedback. This will help convince us that T1 doesn't require any manipulation to be competitive (costs / AT / OP Penals).

However, if we didn't include a PTRS option to T1, people that would like to explore that option would not be able to explore this in the premises of the balance mod.

I understand that PTRS will hurt the purity of the design of T1. Nevertheless, this idealised purity for Soviet T1 was already thrown out of the window the moment OST/OKW were given the option to rush their own light vehicles. Otherwise, I don't see the reason for such a strong reaction to this change.

Most of all, I don't see any replays to support this outrage.
19 Dec 2016, 10:39 AM
#187
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post19 Dec 2016, 06:06 AMpigsoup


high risk high gain. you either do enough damage to go directly to T3 or pay measly 160mp and 20fu to get a ATG.


This is the case right now but after veterancy and flamer nerf it won't be.

If T1 lacks of AT or OP Penals, no one will go for it.

So you have to choose between OP Penals or light AT.
Light AT seems way more reasonable and in the world of light AT, M-42 imo sound way more reasonable than PTRS on Penals which encouraes making only one unit and nothing else, totally against combined arms.



If people want to provide feedback on how a PTRS-free mod would look like, they don't have to wait for WBP1.4.

People can already trial this by:
- Picking Soviets
- Announcing to their opponents in the lobby that they will NOT be upgrading PTRS
- Going for their T1 build

Then, people can post these replays on the thread dedicated to gathering such feedback. This will help convince us that T1 doesn't require any manipulation to be competitive (costs / AT / OP Penals).

However, if we didn't include a PTRS option to T1, people that would like to explore that option would not be able to explore this in the premises of the balance mod.

I understand that PTRS will hurt the purity of the design of T1. Nevertheless, this idealised purity for Soviet T1 was already thrown out of the window the moment OST/OKW were given the option to rush their own light vehicles. Otherwise, I don't see the reason for such a strong reaction to this change.

Most of all, I don't see any replays to support this outrage.


The question is:
1. Why you are trying only PTRS in diffefent, weird combinations and nothing else?
I'd assume than in 1.0 you try PTRS, in 1.1 M-42, in 1.2 M-42 in T3, in 1.3 no AT but DP28 etc etc etc while you are still obsessed about PTRS for which I would simply go for Guards instead of wasting Penal squad.

I see no point for T1 (apart from Sniper) in current situation. It's better to go for maxim/cons spam and ZiS. If Penals were good and only AI + some light specialized AT, that would be a different story. Currently there is no point goind for Penals when I can go for Cons.
19 Dec 2016, 10:45 AM
#188
avatar of Konyo42

Posts: 12



*snip*


My apologies for going a bit off-topic but, is there also a fix in the works or even possible for vehicles being catapulted backwards when hitting certain objects or is it out of scope/not possible due to engine limitations?
19 Dec 2016, 10:52 AM
#189
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post19 Dec 2016, 10:45 AMKonyo42


My apologies for going a bit off-topic but, is there also a fix in the works or even possible for vehicles being catapulted backwards when hitting certain objects or is it out of scope/not possible due to engine limitations?


If we find a fix to this, we will try to include this.

So far, we are only adding fixes we already know how to reproduce and solve. This will make the Q&A process a lot less painful when we have to debug the changes being added to the main game, before it goes live.
19 Dec 2016, 13:58 PM
#190
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned


The problem is T1 is a shit tier & penals suck but penal spam owns noobs so they are trying to rework penals & T1 within the limited scope that relic has permitted them. I've been saying for months that USSR lacks mid-late game elite inf, such as OKW obers & weh mg42 grens, so penals should fill that roll but Relic doesn't know how to move penals to the later stages of the game. Personally I think moving penals to later tiers and/or giving cons a weapon upgrade while leaving T1 as a useless tier is better than trying to make T1 better & balancing penals in T1.

USSR is a near perfect faction with their only weakness being elite inf, which is kinda filled by guards, so the focus should be more on nerfing the strong points, such as t-70, and buffing weh early game by making grens' early game better while their mid-late game weaker with mg42 upgrade nerf since grens outscale cons by a lot. (weh could probably use more buffs but the gren is the most needed one).


+1
19 Dec 2016, 13:58 PM
#191
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
I think the whole "out of scope" is a big problem for this balance patch. If we are going to fix COH2's stale meta and early game, it can't be done by keeping some units out of scope. The conscript and penal designs have BOTH been factors in causing T1 to never be used, and I don't see soviet early game being fixed in any way without touching cons. Otherwise, we either get penals > cons in every way, or T1 still being shit.

Its just a side effect of cons having a lot of utility and penals being entirely AI focused.


+1
19 Dec 2016, 13:59 PM
#192
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned


I understand they're out of scope, my worry is that with Penals becoming a strong multi-role unit, by the time Conscripts become "within scope" they will need huge buffs to compete, or remain redundant unless Penals are rebalanced alongside Conscripts.

I'm sure you guys have a plan for the future, I'm just voicing my concerns as an outsider.


+1
19 Dec 2016, 14:05 PM
#193
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned


This.


Going T1 gives you snipers and strong infantry, so you can take great map control early game. This should come at a cost - light vehicles are going to push you off. Choices that give good benefits should have negative consequences.

Axis light vehicles have never really been able to do this because of Guards earlier and now because of PTRS penals. PTRS may not work as well vs medium tanks but they're excellent vs 222 and Luchs.


Then compare the AT situation to Axis who now have no large squads with hand-held AT. Sturm pioneers have to sacrifice minesweepers if they want a shrek.

Allied handheld AT:
Penals 2x PTRS
Guards 2x PTRS (doc)
Conscripts PTRS (doc)
USF zookas 2x equippable on all units
UKF Piats 2x equippable on all units

Axis handheld AT
OKW Sturms only. 1x. No minesweeper.
OST Pgrens only. 2x

And it's arguably the Axis who need a light vehicle counter with the AEC, Stuart and T17 currently dominating the early-mid game because there are no light vehicles to counter them except the Puma and getting that means you'll have almost 0 AI!!!




Basically, Allies have the best early game infantry, the best early light vehicles (counter an AEC or stuart with Luchs or 222?) and their late game is not much weaker than Axis'.


T1 dont give greate map control, for reason that units from this tier have high price, how good control you can have with sniper ? If sniper so good, why we dont see it in 1v1 tourney allied meta stats ? You forget that soviet tiers re not line, thay based on MP coz ligh vehicles compared to axis are in more hight tier.
19 Dec 2016, 14:26 PM
#194
avatar of Rappy

Posts: 526

Ok guys this argument has gone off the rails. To build both T1 and T2 for soviets is TWICE AS CHEAP in fuel as it is to research & build just T2 for wehr. There goes the argument for T1 needing hard AT. Boom.

To put it another way: If you need Hard AT you pay LESS THAN the research cost for At nades to tech to T2.


19 Dec 2016, 14:31 PM
#195
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Its good that relic whant balance the game and you guys try do best. But coh its not about only units and there stats, its about synergy between units. In this patch you try fix one units, but another units like you talks are out of scope. So, its can be situations that for patch 1.3 its will be fine, but after somthing nerf/buff soviet or axis its will be bad or OP ? Why we build house not from foundation, but from wall, roof, windows ? Itc can be road map of balance or somthng like this ? Units what will be change ? Its will be just gobal fix of broken things or just of whine things ? Or to get nerf or buff some units need scream about it, run naked near relic office ?
19 Dec 2016, 14:34 PM
#196
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
jump backJump back to quoted post19 Dec 2016, 14:26 PMRappy
Ok guys this argument has gone off the rails. To build both T1 and T2 for soviets is TWICE AS CHEAP in fuel as it is to research & build just T2 for wehr. There goes the argument for T1 needing hard AT. Boom.

To put it another way: If you need Hard AT you pay LESS THAN the research cost for At nades to tech to T2.




Compared to OKW all nations spend more fuel and MP to get at tank. Why you dont write about it ?
19 Dec 2016, 14:37 PM
#197
avatar of Rappy

Posts: 526



Compared to OKW all nations spend more fuel and MP to get at tank. Why you dont write about it ?


Because the balance team have said their intentions are to balance things relative to Wehr as the gold standard

and this is about Hard AT, not tanks.

AND OKW tanks cost more than others tanks.

Finally, the costs to get to Schwerer for OKW are pretty similar to costs of getting to Mechanized Co. as Sov. In fact if you go T2 as OKW instead of Battlegroup it costs 25 more fuel for OKW than it does for Soviets... Soviets start with 10 more fuel.
19 Dec 2016, 14:43 PM
#198
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6



Most of all, I don't see any replays to support this outrage.
19 Dec 2016, 14:44 PM
#199
avatar of Rappy

Posts: 526



Is your only basis for analysis replays? What happened to common sense? Logic?
19 Dec 2016, 16:32 PM
#200
avatar of Cultist_kun

Posts: 295 | Subs: 1

It starts feeling kinda strange. I mean, if top 10 players can counter X thing it means its balanced, but at the same time who cares that in general for 90% of the player base it would be insanly hard.

By this logic we can say that "Hey, Rifles flame upgrades was fine, because top players were able to beat it".

For real replays are good, but:
1) You should have been made this 50k reward for 15 games only on finished shanges or at least during its radical stage, like right now.
2) Not all players will provide replays
3) Not all players even play custom games, because its close to impossible to find desent oppents if you dont have friends, since good players rarely play custom games.

Its kinda biased to make opinion based only on replays. I can find 20 games against scrubs, beat them, send them replays and say "hey look this thing is OP".

Like for real, reading some community balance team members replyes, makes me feel like they are acting like "Relic gave us rights, thats why we are special, we know things better, thats why we cant make wrong desitions. If you want to prove something, give us 1000 replays, ton of excamples and we might say we were wrong". Kinda bad.

Replays can only show how badshit changes are OP. Thats it, you cant say that new penals are batshit OP, but at the same time they are overperforming in general.

Also just want to add, that non competitive meta and gameplay in general are totaly different. Because when you have top 1 competitive player and take lets say top 1 non competitive player, they would play different.
PAGES (18)down
2 users are browsing this thread: 2 guests

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

221 users are online: 221 guests
1 post in the last 24h
6 posts in the last week
36 posts in the last month
Registered members: 48976
Welcome our newest member, debetexchange
Most online: 2043 users on 29 Oct 2023, 01:04 AM