How about one of the new commanders get a 12 CP, 250 muni ability that takes you back in time to play a version of the game that's worth playing? Nah, might be too strong. |
I'll say leave it as it is but make the skirt upgrade M20 unsnarable so it becomes a real counter to infantry play.
If you mean make the first shot (snare on full health) not damage engine I can get behind that. I think decreasing mine deploy time as well as maybe a slight mine cost reduction (5-10 muni reduction) would help tier 1 become a much more attractive tech choice, too. |
Oh, is this what we're redesigning next?
Honestly every recon option that is tied to a unit is fine: It forces the player to make a choice to invest resources into a unit that has limited functionality that can be caught in the field and killed. If anything needed to be changed (And in my opinion it doesn't), it would be the recon abilities that have zero potential to be countered meaning the OKW Spec-Ops commander flares and the British Arty commander counterpart (timed random flare ability). |
Thread: vickers16 Aug 2018, 21:20 PM
There arn't so many units in early which can overwhelm you, if you ask me. I would allways put the Vickers over a MG34.
Better give it same stats as mg34, that would also be fair.
All it takes is 3-4 volks. That's usually what OKW has before first tech. |
Its fine. It's a tool that isn't used too often, but when it is used in conjunction with other indirect it discourages the enemy from blobbing and/or mass retreating, which I think is great. Often enough it's just a muni sink with little to no payoff. Also, as Kati pointed out it doesn't actually kill anything on its own and is easily countered by proper spacing and medics. |
Thread: vickers16 Aug 2018, 17:02 PM
Vickers isn't weak… it is even op if you ask me. It is the deadliest non-doc MG ingame, how needs suppression if you can kill the enemy instead?
I think I'd rather have my 1 mg suppress 4 clumped up squads than have it kill 2-3 models from 4 clumped up squads before being overwhelmed, wouldn't you? |
UKF is not but balance currently is 100000000x better than 1-2 years ago. People tend to forget that before the balance patches we had massive vet 5 shrek terminators, unkillable British emplacement spam double lmg rifles, release centaur/commandos/comet , half map USF mortars that could get 40 kills a game etc. People forget that when brits were released axis basically became nonexistent for month, not to mention the ludicrous bugs
The balance team inherited a horrendously broken and balanced game in which Relic wouldnt allow sweeping changes for factions that desperately needed them, and Mr. Smith was a massive part of getting that much needed community love into fruition. Remember that it wasnt Mr. Smith that blocked Cromwell buffs brit snares etc it was Relic.
Yea I don't know about that. In the past each faction (except for Soviets up until their rework, Ost was also on the weaker side) had their own powerful units that worked well in certain situations that everyone would consider "OP", and matches came down to who could abuse those units the best. That is only the case for 3 factions now - UKF as well as USF are lacking any real meaty units that can single-handedly turn around a match - And on top of that UKF lacks the basic tools available to every other faction. I know that it was the intention of the balance mods to make it so this wasn't the case for any of the factions, but guess what's going to happen when you approach balance with the intention of completely redesigning faction features? Yea, you kind of create more issues than you fix.
The real "scope" that increasingly became the scapegoat for bad decisions on the unofficial balance teams part should have been limited to bug fixes and slight unit tweaks - not redesigns and heavy nerfs. I feel that the opportunity for a community driven balance team was wasted and the community won't be getting another shot at it any time soon. We may be left with a broken game for awhile, and I just hope that this can serve as a lesson as to why it's important to be as objective as possible when it comes to balance discussions. |
2) The idea that
"It wouldn't have been so bad if he didn't have the entire moderation team of CoH2.org propping him up on the forums, but it basically came down to discussions being heavily moderated to fit Mr. Smiths balance agenda, giving him and Relic this false sense of justification for all the changes made to the game within the past year or so that he was involved in the balance team."
is flat out wrong
Moderators will only intervene if personal attacks are being made. Robust polite debate is encouraged. But play the ball, not the man.
It is not. I have had discussions through messages with some members of the moderation team in regards to my posts being invis'd for no other reason other than it criticized the unofficial balance patch and it's leaders; I even have screenshots of these exchanges. There's one exchange where the mod went back and undid his moderation because they had no justification for it other than "I didn't like what you had to say". I hate to break it to you but when you allow and/or encourage this type of behavior you effectively silence one side of the argument, and the utter garbage that is the latest balance patch makes it to testing there is nothing keeping it in check before it goes live. The moderation team SEVERELY impacted this game in a negative way by invis'ing criticism simply because you all hold the members of the balance team in high regard and didn't want people criticizing their work. |
My first point being, I for one was completely unaware that the .org was (loosely) responsible for balance these days. That honestly is a lot more comforting than Relic being in charge.
Oh you sweet, sweet summer child. You just haven't read enough suggestions on the "balance" forum yet. That sentiment will change real quick if you dive a little deeper. |
Giving smoke back to Rifles would help USF early game out a lot, don't know why it was removed in the first place. REs are honestly fine for their price. |