Login

russian armor

How would you change coh 2?

29 Mar 2018, 13:06 PM
#41
avatar of adamírcz

Posts: 955

i'd put fuel upkeep on my vehicles, ammo upkeep on upgrades and team weapons, I feel this would push people into thinking more about what to build then just blindly building something.

I am not sure but that is an opinion.

I suggest this time and time again in the past,

I'm not sure, but what are thoughts to this opinion?


My thought is that both upkeep and popcap are BS mechanics, that punish for squads/units preservation and make combacks easier than they should be.
Unfortunately, it is too late to remove it, since lotta units are balanced around their upkeep/popcap costs
29 Mar 2018, 14:11 PM
#42
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



My thought is that both upkeep and popcap are BS mechanics, that punish for squads/units preservation and make combacks easier than they should be.
Unfortunately, it is too late to remove it, since lotta units are balanced around their upkeep/popcap costs


I'll disagree. Upkeep is a great mechanic which incentive people to actually use their units instead of playing passively and winning due to just having a bigger army. It's there to cut off the snowball mechanic of i win an engagement, therefore i have more mp for which i can build a bigger army and then proceed to win the next fight as well.

Unless we are talking about below 50 popcap, if you have MP it doesn't mean you actually need to keep building units non stop such as in SC2. It's more like WC3 on which you have hard upkeep system (go beyond 50/80 food and you get penalised on gold gathering).
29 Mar 2018, 14:14 PM
#43
avatar of Katitof

Posts: 17914 | Subs: 8



My thought is that both upkeep and popcap are BS mechanics, that punish for squads/units preservation and make combacks easier than they should be.
Unfortunately, it is too late to remove it, since lotta units are balanced around their upkeep/popcap costs


Making comebacks possible is one of the selling points of CoH series and relic RTS games.
Otherwise, you could simply quit the game after losing first engagement as steamroll effect would be a factor since you can not harass menpower economy in any way(and even in coh1, it was not meaningful enough).
29 Mar 2018, 15:02 PM
#44
avatar of Esxile

Posts: 3602 | Subs: 1

- No more early faction design vs late game faction design
- No more evident gap faction design to create artificial special snowflake
- No more specialised faction vs non-specialised faction design
- No more Sniper that kill full health models, JLI and Pathfinder concept are in my opinion the way to go for Snipers.
- Reduce engine damage use and gives handled AT other capabilities, I understand Coh2 is balanced around this concept but that doesn't mean Coh3 should be.
- Create a competitive matchmaking area where dumb units aren't available. Stuff like Jgtiger, Elefant, Sturtiger or ISU-152 and such are fun and all but difficult to balance when half of other factions doesn't have any equivalent. The same concept as pool map could be applied for Commanders in this area.
30 Mar 2018, 09:12 AM
#45
avatar of LUCKBAR

Posts: 15

jump backJump back to quoted post28 Mar 2018, 23:09 PMNosliw
And please, if there will be snipers, have them all 1 man squads. Soviet snipers are just ...


this!
30 Mar 2018, 11:00 AM
#46
avatar of DAZ187

Posts: 466

make every factions teching system like soviets and Ost. After that balance is pretty much straight forward
30 Mar 2018, 11:46 AM
#47
avatar of general_gawain

Posts: 919

- remove all FRPs (healing/reinforcing units/structures still allowed but no forward retreat point)
- even out ressource income across all game modes/maps (eliminating ressource inflation in 3+vs3+)
- make all factions compareable strong in early/mid/lategame
- remove units like Elephant, Jagdtiger and ISU-152 because of their impact on bigger game modes
- rework brits reliance on emplacements, change quite some things about them
1 Apr 2018, 00:30 AM
#48
avatar of thomasagray

Posts: 135

Permanently Banned
Rebalance the game by undoing or modifying some of the changes in the most recent balance patch, with some modifications being a middle ground between pre and post balance patch. Examples:

Cache cost is 200 manpower if there are no other owned caches present, else, 250 manpower.
M36 Jackson: Health decreased to 560 but cost decreased to 380mp and 130 fuel, performance to be a middle ground to pre and post patch.
Population space of Tiger I, IS-2, Elefant, & ISU-152 reduced to pre-balance patch.
Population space of King Tiger and Jagdtiger reduced to 22.
Health of Katyusha, Panzerwerer, and Walking Stuka increased to 200.
Kubelwagen takes extra damage from mines, can now be one shot by soviet mines for example.

Non-balance changes:
Fix Soviet campaign by removing permanent engine destroyed on several things in several missions.
1 Apr 2018, 06:33 AM
#49
avatar of Rosbone

Posts: 2144 | Subs: 2

1. NERF THE SHIT OUT OF THE MORTAR AND ARTILLERY!!! Manual barrage only with huge scatter that dials in after each shot. Complete no brainer here. WTF?
2. Fix the map objects that block sight. Some bushes do some dont. And when you put them all together in a bunch TrueSight falls apart fast. Sight blockers need to be obvious.
3. Fix the buildings with no windows that people can shoot into but you cant shoot out of.
4. Return the COH1 resources options Low, Mid, High, etc. Some maps have points so far apart there is no reason to take them. This leads to camping. Could help team game maps as well.
5. Fix the "server decided you die" code. COH decides the outcome then plays it out regardless of the players interactions. You dodged that Katy barrage? Too F'ing bad your shit got rekt! Too much of this game is out of the players control. If an FPS can be played over the inet, I think you can actually let projectiles travel a random path and see what happens. Instead of imposing the "this is what we decided" so the projectile turns 45 degrees mid flight to kill you.
6. Make it more obvious that 1 or 2 models cant see the enemy they are targeting. It looks so bad when 3 guys are in a heated gun battle and guy #4 is smoking a cigarette because a leaf is in his way for sight. Maybe blink the guy or put a small icon on his head. It would be best if they actually moved into a fighting position but that is some tough code to write.
7. Get rid of the "a vehicle is driving around so I cant shoot now" code. I would rather a tank phases thru my army and still gets snared than have a high priced squad all upgraded that never shoots???
8. Maybe add a third status bar for units that fire slowly so you know when they are going to shoot.
9. Nerf snipers health a little. And remove 2 man sniper team. Again, no brainer. vCOH snipers felt more squishy, less tanky. Maybe reduce cost a little.
10. Variety. The different factions keep the game fresh. But some of the maps are just no fun to play after the weaknesses are found. Rotate maps in/out of the game more frequently. Have a voting system in place (Count vetoes on the server maybe) so the really bad maps are removed/fixed. Cycle could be add, fix 3 mos later, remove if vetoed by all factions frequently.
0 user is browsing this thread:

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

633 users are online: 633 guests
1 post in the last 24h
7 posts in the last week
39 posts in the last month
Registered members: 49061
Welcome our newest member, Rihedcfrd
Most online: 2043 users on 29 Oct 2023, 01:04 AM