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russian armor

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12 Nov 2017, 20:08 PM
#642
avatar of mondeogaming1

Posts: 464



well, lets look at their counter parts. Grens can not build sandbags and at max range it is a fifty-fifty toss up. Volks can build stand bags, but they are weaker.
No volks are stornger but worst guns way better dps and they ony cost 250 manopwoer while riflemen lose their smoke nothing defensive build andthey lose 4 men in a volks fight
12 Nov 2017, 20:11 PM
#643
avatar of Stug life

Posts: 4474

No volks are stornger but worst guns way better dps and they ony cost 250 manopwoer while riflemen lose their smoke nothing defensive build andthey lose 4 men in a volks fight
????
12 Nov 2017, 23:05 PM
#646
avatar of Mistah_S

Posts: 851 | Subs: 1


As for Brits, I don't think we've really touched them yet. Therefore, if we are allowed more scope-credit, it should go there.


So Brits, yet again, flow under the NERF radar and escape unscathed.
Can you please comment on when they will be added (if ever) to Scope TM?
13 Nov 2017, 11:54 AM
#647
avatar of mondeogaming1

Posts: 464



were you drunk when you wrotte that ?

this forum definately need a reputation system to highlight interesting post and set the other invisible (check overwatch forum to see what i mean), it would make discussion on balance much easier to read.
Do you know how to read stats volks dps and accrance is better then riflemen but rflemen have better guns think before you write
13 Nov 2017, 15:42 PM
#648
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

I had some time to test the demo and I think AE is right in that, that it will be too powerful in the hands of really good players. The other problem is as well that it still remains a cheesy squad wiper, but now with a higher skill requirement and lower cost. The current design also makes it even less effective against massed infantry since they are monitored, so it is most attractive to place them somewhere remote where the other player might not look.

I would prefer to see the demo as a better tool to counter or discourage blobbing. I see the problem in that demos can actually induce blobbing because a minesweeper can only be at one place at a time.

So here are some other solutions, that could be worth looking into:
  • Abandon the classical design: When the demo is set off make it release a flare (like the tripwire flare) and have a single incendiary barrage shell land after 3 (or more appropriate amount of time) seconds. The demo can no longer be targeted by small arms but can no longer be set off if a minesweeper is within a 5 (or more appropriate amount of distance) distance.
    What this would achieve:
    - The demo becomes a more effective blob counter that is still effective against units in buildings but also does not completely destroy the building or the squad right away.
    - There is counter play by having the demo no longer be usable if a mine sweeper is too close, which also allows it to be defused without it going off.
    - The demo is no longer outright killing lone capping squads.
    - The demo can only be effectively used with sight.
    - The demo can still be "defused" by attack grounding with weapons other than small arms.
  • Suppression and damage: Have it deal 60 damage and suppression. The demo can no longer be targeted by small arms. Lower the cost to 60 munitions (or more appropriate amount).
    What this would achieve:
    - No outright squad wipes of single squads.
    - Effective measure against blobs.
    - Still effective blob deterrent as it can no longer be set off by small arms. That way one has to use a mortar, grenade or tank shell to set it off which would at least delay advances. So while it still encourages to blob with a minesweeper, the mine sweeper does no longer render the demo uneffective the moment it is discovered. It at least delays and even if the player misses the demo for some reason, it will not kill squads (unless every entity in the squad is below 60 health).
    - Very cost ineffective against single capping squads.
  • (My old suggestion with a change: ) Have demos kill all but one entity in a squad within its blast radius (potentially increase the radius): The demo starts being more cost effective the more squads are within the blast radius and it stops wiping squads outright. For a single squad it would just be a really, really expensive mine without the suppression. Demos can no longer be targeted by small arms.


I find AE's suggestion also very interesting, but they would keep the one-click squad wipe character of the demo and I think most would still be frustrated by it.
13 Nov 2017, 16:46 PM
#649
avatar of ZombiFrancis

Posts: 2742

Demos were really meannt for structures and especially bridges.

Bridgeplay and competitive coh have never mixed well. For gameplay and map design alike.

I would prefer less demos and more mines overall.

I still think demos (and satchels, both versions) need a fuel upgrade to unlock globally. The momentary grenade merge for soviets I'd hoped would be opened that opportunity up.

Best way to balance those explosives without having them be no brainers or freebies.
13 Nov 2017, 18:18 PM
#650
avatar of Dangerous-Cloth

Posts: 2066

Demos should just be like in CoH.
13 Nov 2017, 18:55 PM
#651
avatar of __deleted__

Posts: 4314 | Subs: 7

Demos should just be like in CoH.



I fear you don't know how potent vcoh demo was...

13 Nov 2017, 21:39 PM
#652
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1




I fear you don't know how potent vcoh demo was...


The best thing about the video is Stephen's reaction though :D


Another idea would be to just replace demos with booby traps that have to be placed like the okw ones.
13 Nov 2017, 21:48 PM
#653
avatar of ZombiFrancis

Posts: 2742




I fear you don't know how potent vcoh demo was...



American player had to invest fuel to unlock access to those demos. Better than how it is in coh2.
13 Nov 2017, 21:57 PM
#654
avatar of insaneHoshi

Posts: 911

Do you know how to read stats volks dps and accrance


If you are saying that Volks have better DPS than riflemen, you are factually incorrect.

And maybe you shouldn't accuse people of reading poorly when you dont seem to have the best grammar.
13 Nov 2017, 22:01 PM
#655
avatar of ZombiFrancis

Posts: 2742



If you are saying that Volks have better DPS than riflemen, you are factually incorrect.


You're just asking for someone to show speadsheet numbers comparing double bars to volks without stgs or something else that obscures clarity. :P
14 Nov 2017, 08:26 AM
#656
avatar of jagd wölfe

Posts: 1660



You're just asking for someone to show speadsheet numbers comparing double bars to volks without stgs or something else that obscures clarity. :P

What about a single bar vs double stg...yeah even there riflemen have higher dps..AND lower, much lower RA.
14 Nov 2017, 12:40 PM
#657
avatar of mondeogaming1

Posts: 464



If you are saying that Volks have better DPS than riflemen, you are factually incorrect.

And maybe you shouldn't accuse people of reading poorly when you dont seem to have the best grammar.
First of all of my grammar i write in my keyboard fast i bet you are in the phone that the phone corrects your whole mistakes so dont talk and learn to read stats and then talk
14 Nov 2017, 12:47 PM
#658
avatar of Dangerous-Cloth

Posts: 2066




I fear you don't know how potent vcoh demo was...



Potent yes, but locked behind side tech and needed to be put on buildings or bridges!
14 Nov 2017, 14:15 PM
#659
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1


Potent yes, but locked behind side tech and needed to be put on buildings or bridges!

You can also put them on objects such as cover and barbed wire, which is btw what Stephen did in the video ;)
14 Nov 2017, 14:58 PM
#660
avatar of ZombiFrancis

Posts: 2742


You can also put them on objects such as cover and barbed wire, which is btw what Stephen did in the video ;)


I have never understood why those same limitations couldn't be applied. But no, we have to have british commando style demos.
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