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Eastern Front Armies Revamp

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28 May 2017, 09:39 AM
#321
avatar of Svalbard SD

Posts: 327

So finally, after five years of the game's potential being completely and ridiculously wasted in the hands of Lelic, it is starting to look like a sensible, balanced, tactical RTS after half a year in the hands of its community.

At least I hope this will serve as a case for learning things for developers and game communities in the future.

(The first paragraph was my feedback on changes, so not OT).
28 May 2017, 09:39 AM
#322
avatar of Vipper

Posts: 13496 | Subs: 1


Riegel Mines
-Cost from 50MU to 45MU

Suggestion:
Lower the time to build for Reigel and maybe pioneer allowed to built it(?)
28 May 2017, 10:10 AM
#323
avatar of Vipper

Posts: 13496 | Subs: 1


Spotting Scopes
We find spotting scopes too easy to use, and we anticipate that they would create issues with the new OST late-game.

-Work with a delay of 3.5 seconds of being stationary


Time could probably go down to 2-2.5
Suggestions:
1) Allow spotting scope to work when vehicle is rotating but not moving.
2) Alternatively make spotting scope a timed ability (available once scope are bought) similar to tracking but with no cost.
28 May 2017, 10:42 AM
#324
avatar of Sturmmaus

Posts: 25

For Panzergrenadiers 3 G43 maybe normal, since they have rather good health, but for grenadiers it`s not enough. Either give them fourth G43 or add some health.
28 May 2017, 11:00 AM
#325
avatar of 12ozMouse

Posts: 32


We're aware that T34/85 E8 might be in a bad light atm. However, we first want to figure out the right spot for the OST Panther before we start considering what advanced mediums should bring to the table.

When the Panther hulls down, you will probably have to use AT guns or artillery or infantry pushes to make it move.





Concerning the Hull Down ability, it has several problems. Firstly, it's absolutely free and can be used by all infantry squads. Secondly, it's bonuses stack with bonuses of other abilities\units, e.g. the command versions of German tanks. Having those bonuses applied, the hull downed vehicle recieves 96 dmg instead of 160, which totals in 9 shots for the Panther (on the condition, that they penetrated it's armor ofc.) and 10 for the Vetted one. Thirdly, it doesn't take much time to Unhull down. For example, the KV-2 tank leaves it's stationary mode in 3 (1.5) seconds, while the Hull down can be turned off momentarily and on the top of that you can even turn the Blitkrieg on at the same time. The fourth problem is it's bonuses. It buffs not only the rate of fire, but also the range, and considering your plans to increase the Panther's damage and accuracy, a Hull downed Panther might become overpowered. Something has to be done about that. And a few words about the Stuka bomb strike and the IL-2 bombing run. Make a new rule: an artillery piece can be repaired if a solid wreck remains after the bombardment. Such a rule is needed, because artillery is still too vulnerable to dcotrines containing both air recon and air strike. Moreover, while ILs can be shot down, the Stuka strike can't be avoided at all. You should also re-design the Katusha, it's ability is useless, it's barrage is too long. Other rocket artillery pieces are effective enough even solo, while Katushas have to be used in pairs, because 4 rockets can't cover the whole area of attack and 4 barrages 4 rockets each are effective exclusevily against stationary buildings.
28 May 2017, 11:17 AM
#326
avatar of Esxile

Posts: 3602 | Subs: 1



We're aware that T34/85 E8 might be in a bad light atm. However, we first want to figure out the right spot for the OST Panther before we start considering what advanced mediums should bring to the table.

When the Panther hulls down, you will probably have to use AT guns or artillery or infantry pushes to make it move.



I really want to see how you'll balance USF late game with all such improvements for the Panther and Elefant.
aaa
28 May 2017, 12:00 PM
#327
avatar of aaa

Posts: 1487

Did any normal player ever say that panther is bad? Why follow noobs complains.

That is long example of how strong and stable this unit already performs vs any faction. Never misses never bounces
https://www.youtube.com/watch?v=Rg2llOCWH7U&t=1156s

How OP it is vs mediums.


Top 3 players in both videos.
28 May 2017, 12:17 PM
#328
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post28 May 2017, 11:17 AMEsxile


I really want to see how you'll balance USF late game with all such improvements for the Panther and Elefant.


Panther won't change much, tbh. Ostwind (projectile QoL is a mega-buff) and Brummbar (T4 availability & the fact that you can't predict which vehicle is coming out) buffs will, however. Elefant is almost a buff for USF, if Jackson wasn't such a pile of shit.

Easy:
- Fix USF popcap abuse
- Fix insane USF popcap requirements on basic units
- Make Jackson not shit
- Rationalise unit pricing for the late-game (officers cost more -> Tier units cost less; 340MP for a minelayer? wtf is this?)
- Improve USF late-game indirect fire options (Pak howie and partly the scott); so that they can break through pak-walls
- Tone down cheese doctrines

We won't do other factions though, until we're sure about the OST vs Soviet match-up.
28 May 2017, 12:40 PM
#329
avatar of Blankneet

Posts: 4

Hallo.
Dear developer of the Patch
Can you add what may be improving the techniques of the USSR (Soviet Union)?
As before when the game came out the Germans were improving the techniques for example mg-34 (mg-42) on the turret of the tank.

I think that for the T-34-76 and T-34-85, can give improvement?
For example, OT-34-76 and OT-34-85 (T-34 flamethrower) which can be installed on the housing and the cost of ammunition 75-90.





The last photo from the game Company of Heroes Eastern Front
28 May 2017, 12:48 PM
#330
avatar of some one

Posts: 935

USF
How long M20 gonna cost 340 MP?
WHy we should every time upgrade its armor for 70!!! ammo (or you think USF doesn't need ammo) 222 absolite its upgrade for autocannon
Stuart for attack =good but How long AA Halftrack gonna cost 300 Mp and
AA halftrack for defence - reduce frontal armor of Pz2 to defened itself of rush Pz2 to it.
Why USF should striktly avoid of T1
Wtf with pop cap of
AMbulance
Major
Pathfinders

AMbulance
Major
Pathfinders
28 May 2017, 12:50 PM
#331
avatar of some one

Posts: 935

btw Pack Howi is Ok
OKW Leig just need to reduce its autoattack range accordingly and add more power to clear buildings
28 May 2017, 12:52 PM
#332
avatar of Mr.Smith

Posts: 2636 | Subs: 17

USF
Stuart for attack =good but How long AA Halftrack gonna cost 300 Mp and
AA halftrack for defence - reduce frontal armor of Pz2 to defened itself of rush Pz2 to it.
Why USF should striktly avoid of T1


The main issue with the pz2 vs AAHT matchup is the fact that the luchs never misses against vehicles; even when it's moving.

Defense-wise, the AAHT can bruise an attacking luchs quite badly, and you can finish it off with a follow-up riflegrenade.

The problem is that if the conditions are not perfect, there's no escape for the AAHT.
28 May 2017, 12:55 PM
#333
avatar of some one

Posts: 935



Defense-wise, the AAHT can bruise an attacking luchs quite badly, and you can finish it off with a follow-up riflegrenade.



No , only if Pz2 rush to it with rear armor otherwise - its gonna lose like 15% of its health.And yes you can throw a rifle nade - but it WILL surivive 100% and dirve back for repair
28 May 2017, 13:01 PM
#334
avatar of Stark

Posts: 626 | Subs: 1

USF
WHy we should every time upgrade its armor for 70!!! ammo (or you think USF doesn't need ammo)
Wtf with pop cap of
AMbulance


70 ammo becouse compare to other tanks 50cal on a sherman is much much better than mg42 or mg34 for an axis tanks. USF ammo design is fine.

Ambulance has a high pop cap becouse it's a moving healing replacing platform. It's fine.

USF early-mid game is perfectly fine. I wouldn't cry about it. AA HT supported with riflemen can stand the pz2. It won't win but if you don't make any stupid move you shouldn't loose it until you get zooks or maybe captain tier and AT gun.

Problem is a USF late game (especially in a teamgames) where there is no point even getting any of those paper tanks.
28 May 2017, 15:25 PM
#335
avatar of Alphrum

Posts: 808

hull down? who the hell uses hull down LOL.

500mp for cache is good, hopefully this will stop people building them so inf play can last longer.

USF late game does not need jackson buffs, jackson is a really good turreted tank destroyer, the problem with USF is the lack of options for AT late game, i mean look at OKW, Pz4, Jadpanzer, KT, Panther etc. and usf only got Jackson.
28 May 2017, 15:30 PM
#336
avatar of some one

Posts: 935

jump backJump back to quoted post28 May 2017, 13:01 PMStark


70 ammo becouse compare to other tanks 50cal on a sherman is much much better than mg42 or mg34 for an axis tanks. USF ammo design is fine.

Ambulance has a high pop cap becouse it's a moving healing replacing platform. It's fine.

USF early-mid game is perfectly fine. I wouldn't cry about it. AA HT supported with riflemen can stand the pz2. It won't win but if you don't make any stupid move you shouldn't loose it until you get zooks or maybe captain tier and AT gun.

Problem is a USF late game (especially in a teamgames) where there is no point even getting any of those paper tanks.


70 ammo cost M20 Armor upgrade But seems like you more a writer than a reader

Paper tank?

There are some - thing that allows to axis to dive successfully

Reallly bad Rifle antitak nade time and desin of it (req vet 1 ability)

Second Smoke on some axis tank.

THird extended vision on infantry (Voks veterancy)

Sherman by itself is OK

Jackson misses too much at long range and very clumsy itself + have slow turret rotation.

Thats it.

ps P47 doesn't work vs mediums



And MOST IMPORTANT PART USF HAS NO AT GUN
28 May 2017, 15:52 PM
#337
avatar of some one

Posts: 935

I just tested Pz2 vs AA halftrack (USF) - Pz2 always left ~20 % of its HP. (4 times)

When its just approach upfront and stay there. Pz2 always will try to get into blind spot of AA Halftrack.

In real situation, NO one gonna leave its AA Halftrack at a place. So its curtain death for AA halftrack wethere you move it or not. If you move AA Halftrack - Pz2 will have more HP left. thats it.

So Pz2 is always a good choice you may dive without support whenever you want. No brain.


Great.

So before Stuart would a great shotdown of this kind of play but now its "balanced"
28 May 2017, 16:03 PM
#338
avatar of some one

Posts: 935

BTW i 've already informed Balanced crew. THere is inconsistence of AA Halftrack cannon fire when using Hand Break
28 May 2017, 16:12 PM
#339
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post28 May 2017, 12:00 PMaaa
Did any normal player ever say that panther is bad? Why follow noobs complains.

That is long example of how strong and stable this unit already performs vs any faction. Never misses never bounces
https://www.youtube.com/watch?v=Rg2llOCWH7U&t=1156s

How OP it is vs mediums.


Top 3 players in both videos.
28 May 2017, 16:22 PM
#340
avatar of Grumpy

Posts: 1954



Panther won't change much, tbh. Ostwind (projectile QoL is a mega-buff) and Brummbar (T4 availability & the fact that you can't predict which vehicle is coming out) buffs will, however. Elefant is almost a buff for USF, if Jackson wasn't such a pile of shit.

Easy:
- Fix USF popcap abuse
- Fix insane USF popcap requirements on basic units
- Make Jackson not shit
- Rationalise unit pricing for the late-game (officers cost more -> Tier units cost less; 340MP for a minelayer? wtf is this?)
- Improve USF late-game indirect fire options (Pak howie and partly the scott); so that they can break through pak-walls
- Tone down cheese doctrines

We won't do other factions though, until we're sure about the OST vs Soviet match-up.


Before you and the balance team do anything drastic with pop cap, please check how many of the GCS games had a USF that was abusing pop cap. IMHO, most of the players who complain about this want to camp until late game, when they can just roll in with their better late-game tanks.

If you have to do something, just make the Priest so that it can't be decrewed. Then put a limit of two of them, but put the same limit on every other howitzer, except the Sexton because anyone bad enough to build that POS deserves to lose faster.

Also, for USF, if you made vehicle crews have higher pop (like 6 or 8), there wouldn't be as much incentive to decrew vehicles unless repairing. Don't know what you would give in return as USF really doesn't need any nerfs right now.

Please be careful when buffing the Scott. Good players are already really good with it. Double Scotts wiping vet 5 Volks is really annoying. Maybe just give them a little longer barrage range.

Lastly, the M10 and M36 were built on the Sherman and should have almost as many hit points. The open-top turret should have given them sight range like a scout car but made them really vulnerable to main gun crits (fixed after recrewing). The M36 should be able to penetrate the front of a Panther most of the time, and probably do around 200 damage.
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