Nigo dont tease me like this |
I think overall the USF needs a pop cap reduction. |
Well written and a +1 for me. |
Rupert, you are assuming too much things and your only answer is L2P.
And that's precisely what I'm complaining about. An average player shouldn't learn to play until mastering all lame strategies to be able to win a match again a equally skilled enemy. When you can't win a match against someone of equal skill following the proper teching tree of your faction and using stock units, then balance is fucked up.
Instead, the game forces you to read forums, see replays and learn which commander and what combination of units work together. That's fine in high level games, but the average player doesn't see replays, and doesn't register in forums.
They only see that their elite penal squads or their mighty guards can't do anything against cheaper units, and their tanks must flee at the sight of a single panzerschreck. So, the only option is to avoid playing multiplayer (which happens) or switch to axis with which is easier to play and win at low skill games (which happens too)
Soviets being the most powerful faction in 1vs1 and 2vs2?? Yes, I can believe that. What I don't believe is that they managed to do that without abusing stupid strats like no-teching and wait for call-ins, spamming B4s, or sniper starts.
Well it seems that in your fantasy world balance is perfect and everyone who loses a game is because he got outplayed, and stupid units like ISU152, JT, Obers, King Tigers, etc, doesn't mean anything in the outcome of a game.
By the way, in team games is perfectly possible for a player to blob mercilessly and still not losing cap power.
This.
The game doesn't need to accommodate to two different audiences as Hames points out tho. The balance is of in a lot of ways, axis and allies, all have poor strats and broken units that need fixed. the su-76 still has yet to be fixed, the bug where tanks go forward instead of backwards still needs fixed.
I mean, we are still playing a really broken game that has all of the mechanics of a good Coh game, but has yet to be fixed nor balanced for new players and returning players. We paid a lot of money for a game we expect to get enjoyment out of not l2p garbage that both sides are dealing with. instead we are dealing with games that feel cheated, as if the player is always wrong or you are always at fault for a broken unit simply not being good enough to counter the opposing one. The balance needs fixed NOW or we will loose COH and (whats left of) the community. |
Well said! I agree completely. I would like to see a separate patch for 3 v 3 + game modes but that is unlikely. The developer should look at the core fans who mainly play 3 v 3+ and develop a strategy to make the game fun for the 80% community. Right now, I am having a hard time keeping some of my friends from ditching Coh2 to play Men of War or BF4 soley because the game imbalances with WFA. I understand it will take time, but once you lose quality core players, the franchise is in jeopardy.
Its scary to think of a world with out COH. =(
We need a balance patch ASAP. Its getting hard to get even my friends who play COH on the reg to play. |
Well, to begin with, balance should be more focused toward team games, as they are the gamemodes played the most by new players. What fun does a game have knowing beforehand that your chances to win are lower than your enemy's just because faction design? That's why you always see more axis players than allied ones.
I prefer to see changes to help the casual player to have fun, even if that means that the top players will abuse them. I was going to lose equally against them, so I don't care, but at least I won't lose against a less skilled player just because his faction is better than mine in teamgames.
I play soviets, yes, and my playercard shows how this game balance has changed, as I have been usually between top 100-300, and after WFA was released I've been plummeting till #3000. I've noticed that allied random players are way more noobish than the axis ones, as if experienced players avoided playing allies because they know they are harder to micro, boring and less probable to win with. Having that in account (a more novice player pool) and refusing to play cheesy strategies like sniper+guards or B4 spam, makes playing as soviet a sure loss against equally skilled enemies (usually even againts less skilled ones).
OKW is just the last nail in the coffin. A faction that allows brainless blobbing without combined arms at all. All soviet T3 units can be screwed by just a couple of volks+schrecks, and all T4 units can be destroyed easily by an immortal Puma or even volks (again), and I won't talk about reinforcing and repairing near key points.
All soviet infantry is a joke except shocks, and they are doctrinal, and they became useless too when Obers take the field.
Although factions shouldn't be mirrored, they should have equal power in all stages of the game. Making a faction more powerful early or late in the game just creates imbalances impossible to avoid in bigger games. Relic should start by that. Probably making USF weaker early game, but improving their lategame units.
OKW main weaknesses are useless if their reduced economy enables them to field armored vehicles as fast as any other faction, and their lack of medium tanks doesn't mean anything if their cheapest infantry can destroy T34s face to face.
This. Spot on and couldn't have said it better |
Something they could do with rostov is to make the island more appealing to the northern spawn.Maybe adding a few cap points on the ice or on small islands would make flanking easier and more rewards rather than just cramming into the city.
Hill311 simply just needs reduced mud, I love the concept and it makes for interesting engagements but they should put it where the fuel is fought over.
Lien forest has a few sight line issues on the right hand side but for the most part is balanced. The southern spawn could use a building or two to the right of the middle vp tho.
City 17's left side needs more clutter as cover, often times the allies loose hard to the lack of cover because axis units are better at long range. The hill on the left bottle necks the southern spawn leading to the north getting an easy advantage.
Stepps needs to be looked at. The island is easy for the axis side to lock down due to, could use more cover.
vieslam (or however it's spelled) needs the right and left flank to be looked at. The heavy snow on the left makes moving anything such as an su-85 or even a jagpnzr impossible to rotate. The right side features a right flank that is very easy to exploit for the northern spawn. The hill makes it hard to counter/flank the repair point leading to impossible to counter flanks and horrible sight lines.
I can keep going but these are just a few issues I see. Let me know how you guys feel |
I think the Jackson would benefit from a vet adjustment. The base unit is alright but it's not a good counter to late game axis. Adding penetration/ accuracy to the vet could help the Jackson be worth keeping alive.
Regardless it needs a health buff. Either that or a front armor increase |
I don't want obers to be nerfws into oblivion tho. The should just shouldn't take on 3 squads at once. Maybe adjusting their long range dps would help. That way a shock troop squad isn't cut down to two Ken by the time they get to the obers. |
Another thing to add is it takes a long time to simply build the jackson
-It constantly misses
-has the same range as panther
-slow
-misses a lot
-gets killed by 2-3 shrek shots
Microing the Jackson is a hell of a time. it often times gets stuck on supporting Sherman and often times cant turn around, accelerate fast enough to keep it alive.
The unit could use a slight pen buff, health increase, and speed/acceleration rate.
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