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russian armor

What would you change/add (if anything)?

2 Aug 2013, 19:20 PM
#1
avatar of ReichGeneral

Posts: 58

Yes I know, Relic has finished patching CoH and there will be no more changes to the game, aside from the hopeful bug fixes in steam.

But as a brainstorming/nostalgia exercise for those who may mod either this game or the new one (and so the devs can see :D), what you change? The only requiremnt is that you keep it specific.

I'll start with two changes.

I wish flames to do more damage. The two units I had in mind were the crocodile and the flamer HT, which should counter infantry but struggle due to stickys and shrecks.

The other change which I've mulled over for a while relates to the medic bunkers/tents. It would be an interesting change if instead of recieving a reduced cost squad after you pull in so many bodies, you just recieve manpower for every body returned. That means the mp isn't locked into infantry squads, but you could use it purchase new equipment or specialist units.
2 Aug 2013, 19:41 PM
#2
avatar of Ivan Ivanovitch Ivan

Posts: 18

I add some light tanks like soviet BT-7 T-26. Germans PzII light PzIII medium tank.
And i whold tweak the T-34
5 Aug 2013, 02:32 AM
#3
avatar of wehrman

Posts: 80

Double US sniper (or even triple) is very OP against wehr because wehr has smaller unit size. It's not only a MP drain but essentially a prop war too.

There should be something to even it out, maybe longer decloak, increased upkeep, less health, etc.

Buildings, paks, etc. shouldn't 95% be destroyed with single off map howie. It's far too powerful early in game. Maybe like 50-50

As mostly a wehr player, those are the two things that bug me a bit. It's not totally OP, but in the hands of a equal level opponent, that's what makes me pound the desk every now and then.

For wehr I think I would make vet 3 more expensive across the board, either in fuel or MP. Not a lot, but maybe another 10%

5 Aug 2013, 02:34 AM
#4
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

fix snipers
keep the button for cloak but rework the cover system so that they reappear on red cover. may need more rework than that.
5 Aug 2013, 02:39 AM
#5
avatar of wehrman

Posts: 80

^^^^yeah, I agree. I've so many games where one side has lost and basically other side spams snipers and comes back. It's too powerful.

I like this idea from COH2 of only cloak in green cover. Or if keep current system, then make movement when cloak ultra slow, like a fraction of what it is now. And increase the decloak time with subsequent shots more, like an extra second compounded with each shot.
5 Aug 2013, 02:58 AM
#6
avatar of lietomee

Posts: 139

5 man squads that aren't ostruppen
5 Aug 2013, 03:49 AM
#7
avatar of Vinyl41

Posts: 97

i would love to see obs slots added to custom games i miss those from dow2 :/
oh and maybe some change to soviet teching process where the soviets actually have their t3 being the midgame building and t4 as the lategame building
13 Aug 2013, 01:04 AM
#8
avatar of gobaers

Posts: 24

Balance-wise, I'm pretty happy with the game. PE needs a slight buff somewhere (along with a slight speed nerf to the AC) but I think we're pretty close.

Flames are fine as-is. If you buff them, it makes vet2 Pio-flamers too powerful.

For light tanks, we have M8/AT gun vs. Puma/PIV, this is fine.

Snipers are fine. If you know how to countersnipe properly, and use snipers properly, they're balanced. Perhaps their cloak cooldown could be tuned a bit upwards, but nothing drastic is needed.

If I could have them re-program any part of CoH, I would want them to have make units/vehicles remember targeting instructions even if given move orders. Micro is needlessly difficult, because you have to issue attack orders to coincide with cooldown, while micro'ing around the battlefield. If target history is static, this makes everything easier. Perhaps they could have an attack-move command clear this queue.
13 Aug 2013, 07:27 AM
#9
avatar of Purlictor

Posts: 393

Some ideas:

Rifle reinforce cost to 23 mp.
This brings them in line with other squads at 50%squad cost/amount of squad members. This should also indirectly reduce the effectiveness of snipers slightly

Snipers have an anti-zeal modifier (increases received accuracy the more snipers are nearby).
This makes 2+ snipers easier to countersnipe as well. I believe this was originally Tommy's/Aimstrong's idea.

Stormtroopers give less xp when killed.
Right now, calling in storms really hurts you in the long run once rifles start vetting up extremely fast. Also one of Tommy/Aimstrong's ideas I believe.

Inspired assault buffed.
Pretty much no-one is using this now, especially since weapon crews receive no buff on their heavy weapon.

Escalate to T4 costs less fuel (perhaps something like the T3 escalation cost).
We almost never see T4 from wehr in a 1v1 unless they're massively ahead (which most often means you're playing Langres). This should make T4 a viable alternative to T3.

Fix strafe near buildings!

Open a gap in the middle hedge on Langres (near the VP).
Because more flanking on a Wehr favored map is good.

Don't care about PE/Brits, there are pretty much no good players who play them enough to judge balance. I honestly just think they're fundamentally broken, making them way too vulnerable to certain things (3e-4rifle-sticky-td and grenspam respectively) which means they need their bullshit like focus fire, overdrive, insta-pin, canister, staghound mg bug, etc. to make up for it.
14 Aug 2013, 20:42 PM
#10
avatar of ReichGeneral

Posts: 58

jump backJump back to quoted post13 Aug 2013, 01:04 AMgobaers

Flames are fine as-is. If you buff them, it makes vet2 Pio-flamers too powerful.



Ok, well maybe just a slight buff to the damage from Flame HT and Croc then. It feels like they are too easily countered by the very units they are meant to destroy. The Flame HT is very vulnerable to sticky's from rifles and the Croc suffers from shrecks.
14 Aug 2013, 20:46 PM
#11
avatar of ReichGeneral

Posts: 58

Some ideas:

Rifle reinforce cost to 23 mp.
This brings them in line with other squads at 50%squad cost/amount of squad members. This should also indirectly reduce the effectiveness of snipers slightly

Snipers have an anti-zeal modifier (increases received accuracy the more snipers are nearby).
This makes 2+ snipers easier to countersnipe as well. I believe this was originally Tommy's/Aimstrong's idea.

Stormtroopers give less xp when killed.
Right now, calling in storms really hurts you in the long run once rifles start vetting up extremely fast. Also one of Tommy/Aimstrong's ideas I believe.

Inspired assault buffed.
Pretty much no-one is using this now, especially since weapon crews receive no buff on their heavy weapon.

Escalate to T4 costs less fuel (perhaps something like the T3 escalation cost).
We almost never see T4 from wehr in a 1v1 unless they're massively ahead (which most often means you're playing Langres). This should make T4 a viable alternative to T3.

Fix strafe near buildings!

Open a gap in the middle hedge on Langres (near the VP).
Because more flanking on a Wehr favored map is good.

Don't care about PE/Brits, there are pretty much no good players who play them enough to judge balance. I honestly just think they're fundamentally broken, making them way too vulnerable to certain things (3e-4rifle-sticky-td and grenspam respectively) which means they need their bullshit like focus fire, overdrive, insta-pin, canister, staghound mg bug, etc. to make up for it.


Wehr have an issue teching up to T4? Hadn't noticed.

Everything else seems pretty sound, probably won't break balance but will had some nice little modifiers to the metagame.

It's a shame about the PE/Brits, I wish they could be given a redesign.
17 Aug 2013, 15:20 PM
#12
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2



Ok, well maybe just a slight buff to the damage from Flame HT and Croc then. It feels like they are too easily countered by the very units they are meant to destroy. The Flame HT is very vulnerable to sticky's from rifles and the Croc suffers from shrecks.


I guess you haven't used croc much. Croc does great damage vs infantry, but its just not a popular unit, mostly because its expensive fuel wise and more often a sherman is a better all around counter/investment.
17 Aug 2013, 17:24 PM
#13
avatar of LeMazarin

Posts: 88

add call-in stormtroopers

nerf mg supression

make green cover what it used to be

18 Aug 2013, 11:32 AM
#14
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

We are talking about vCoH, not CoH 2.
18 Aug 2013, 11:44 AM
#15
avatar of Pepsi

Posts: 622 | Subs: 1

I'd fix the random distance between squad members.
I'd fix random jump bugs.
I'd fix green cover on some objects.
(yes, I hate being suppressed while in green cover after the first burst)

I'd fix mortars and their smoke ability.
raw
18 Aug 2013, 12:07 PM
#16
avatar of raw

Posts: 644

Make the replay folder content aware ingame, so I don't have to restart the game every time I add a replay...
18 Aug 2013, 16:40 PM
#17
avatar of AvNY

Posts: 862

I think the game is very well balanced 1v1 and there have been a number of good ideas so far.

One big change to think about is Wehr vet. Yes, go ahead and keep it "bought" but be able to buy it only unit by unit so the allies are rewarded for killing a vetted squad just as Axis are rewarded (by removing the squad for which you have to rebuild or re-buy new vet). With bought vet Wehr can spam all sorts of super units. Even Volks, pio, and StuGs are pretty OP if they are vet3.

This would fix multi-player. Now Allies have to be winning by mid-game or even ealier. Otherwise you have vetted infantry and armor spammed all over the place. The reason you see so many 57mm is because it is the only reliable counter to spammed vetted armor.

You can kill sniper spam by limiting the number of snipers. While I think sniper-spam is a valid tactic, it just isn't any fun. And while no one talks about it, moving 5 snipers around as a group is blobbing and no one has ever wanted blobbing to be rewarded.
18 Aug 2013, 16:48 PM
#18
avatar of AvNY

Posts: 862

Here is another BIG idea for a change in CoH. Add supplies (fuel, ammo, grenades) to a units loadout. Total War has been limiting the amount of ammunition/arrows/sling shot/etc. each unit has since before 2000.

This will create a new dynamic. You can return to a resupply point, or have jeeps/trucks ferry supply to troops in the field. Perhaps have resupply cost munitions; small amounts for small arms fire, more for grenades/mortars/rockets and quite a bit for tank/artillery ammo. Throw in fuel trucks too.

Perhaps reduce reload times on grenades since they are not unlimited now. MG42 usage would have an ammo cost that has to be considered.
18 Aug 2013, 16:50 PM
#19
avatar of AvNY

Posts: 862

And buff the Airborne Bombing run. For 250 muni it is slow, warns the enemy it is coming, and does F--k all to anything that isn't exactly hit by the bomb. And yet it is the only artillery available to an AB player.
20 Aug 2013, 12:19 PM
#20
avatar of Stafkeh
Patrion 14

Posts: 1006

I'd love to see a selection box for what armys you can play for automatch.
Now you can choose 1 specific army or random.

Example
[ ] US
[X] Wehrmacht
[X] Brits
[ ] PE

Like the selection for the maps (befor the game was patched to 2.7)

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