Very good changes.
My critiques:
1. USF desparately needs a sniper counter. Possibly an upgradable snipeshot ability for either the captain or the RE?
2. Without having tested it (there's a lack of players willing to test the mod unfortunately so I personally have only tested soviets and wehr) the Scott change seems like an overnerf. The scott can be problematic but its strength strongly depends on the map and the army compositions. I see the problem that it can be nearly uncounterable (similar to the sniper) in certain stalemate situations that tend to occur on maps like langres and crossroads or on crossing in the woods in 2v2. But fact is that this unit is fairly rarely seen in 1v1 games simply due to the fact that it brings you one medium tank/td down in an even game. I feel like with this change it would basically go extinct in 1v1. I also don't understand why the vet 1 smoke isn't removed as a first step towards decreased survivability.
3. WC51 nerf might not be enough. The low cost of the WC51 and the super strong doctrinal context would probably still make it the go to option for USF. It will still fight infantry super cost efficiently early on. The exposure to small arms fire won't make that big of a difference because it can self repair without any costs. Unlike with the Bren Carrier you don't give up any capping power using it. And it still has the mid game utility of functioning as a bazooka/satchel carrier or mark target deliverer. |
sooo the only things that matter is the mobile AI and flanking AT guns by this retarded logic... the stubby P4 and the stug E are the best medium tanks ingame...
a tank with both AT and AI >>>>> plain AI tank... if you think AI cost efficiency is what matters then how come spamming ostwinds or centaurs isnt meta...
in any case the soviets are still an underperforming faction according to tourney and automatch data... trying to perpetuate that "soviet OP" nonsense isnt gonna go far..
There's a cold war like balance of power. As long as both sides have mediums they know should they attack both sides are gonna take massive losses. This results in the aforementioned gameplay. If one side only has AI tanks instead it will get overrun by mediums. |
This unit is anything but underpowered. The problem is that the importance of 1v1 medium vs medium battles gets way overestimated a lot of the time. Mediums functioning as bruiser tanks fighting each other is quite rare because the vast majority of the time they are backed by double at guns. They mainly serve the purpose of mobile AI and potentially game ending pushes once you got critical mass (2-4) to flank the enemies at guns. In those two areas the T34 is exceptionally good. It's the most cost efficient medium in terms of AI by far and it's very easy to reach critical mass with it. |
It will make the first 4/5 mins more interesting but then it would lead to people blobbing harder and this is no deterrent to main line infantry spam which has been a thing since 7 years ago.
The only times you would see a heavier combined arms approach, is when mortars were utterly bonkers as afk units.
I'm opening a thread to discuss the relationship between MG, main line, mortars and late game.
I don't see how removing sandbags leads to more blobbing. The opposite is the case. Sandbags prevent offensive plays that involve spreading out your units because you can't 1v1 units behind sandbags. If every enemy mainline is sitting behing a sandbag you have to overwhelm one of them, in other words blob.
Gonna respond to your thread tomorrow, some interesting points. |
Me? hrm. Probably along the lines of either making them beefier, lowering their reinforce cost and increasing their close range damage at vet 2 probably, the main problem right now is that they don't really have much in durability or sustained combat, and despite being significantly cheaper than say rifles, end up being outnumbered or evenly match in terms of numbers but will end up still losing the majority of their engagements.
TLDR: Buff firepower or make them more durable.
I don't think buffing them directly is a good idea. Mainline inf spam is already too prominent. Why not just remove sandbags from all mainlines. This would be a massive indirect buff for grens (particularly LMG grens) and it would make the early mid game a million times more interesting. |
I agree it's tricky. I'm personally thinking about:
- Penals from 300 to ~280 manpower
- move some DPS from vet 0 to vet 1
- possibly revert T1 build time change
- either lower aim time for PTRS (should be easier to get a second or third volley off before having to retreat) or 3x PTRS for higher alpha damage, and with lower unit cost it would be less harsh to turn one of your squads into an AT one
- possibly T4 could give -2 reinforcement cost bonus (either passive or as a squad based upgrade similar to Mobilize Reserves for Cons) to reduce late game bleed due to lack of upgrade
The range on the flame 251 is already only 30, I don't think we can make it any lower than that without butchering it.
I'm confused. This seems like a nerf? |
I'm torn on the scott. It already doesn't see much use in the 1v1 live version. It has fairly little immediate impact on the game and in an even game being 1 medium/td down can be huge. However there are certain scenarios where the scott becomes this seemingly uncounterable machine of death. This is hugely dependent on the map, army compositions and gamemode. I think the current change is definitely an overnerf. I'd much rather see a survivability nerf. The most obvious option is removing the defensive smoke. |
+1
I enjoy the 1v1 tourneys but the mode is also the least popular mode in the community. I would agree that we should have more team tourneys.
What I would like to see:
A CoH Ryder Cup
- 2 (or 4) Team captains chosen by the community / organizers
- captains can select players for their teams
- All game modes are played in the tourney: 3 1v1, 2 2v2, 1 3v3 match, 1 4v4
- for every won match the team get a point
- players can only play 1 game mode
I think this could bring a lot more excitement for the community: Team captains had to decide who they pick and in which game mode the players have to play. Team chemistry would also be important. And all game modes would be represented not only one.
Something like this happened before. I forgot the name of the event tho. Must've been 2014-2015. I was forced to play 4v4 with a complete shit pc because one of our 4v4 guys couldn't play. 10 fps in a tourney game was amazing.
Edit: I remember our opponents clan was called something with Go... if that helps finding the event. |
I didn't mean Mr. History or Wehraboo in a condescending tone?? There's nothing wrong with loving the historical aspect of CoH2, in fact I think its good that a huge chunk of the gamers love the historical aspect. Leftist what? I think CoH2 does a pretty good job in balancing between history and fun unlike Men of War. No I don't think history lovers are nazis... and I am arguing in favor for the more casual community that Relic is targeting.
I'm actually arguing that the history lovers in the COH2 community is a larger portion than the competitive community that wants everything balanced. And they aren't very concerned about whether demo charges wipe squads
Regarding Mr. Designer, I'm not trying to change the game, I prefer it to be like how Relic had it on release pre-balance patches, not how the community wants it but how the designers originally had for CoH.
I don't understand where you get your majority claim from. The player numbers actually point into the opposite direction.
No offense my dude but I think you're full of yourself, not to mention that you're a hypocrite as well.
Mr. Designer, really?
I mean excuse me but weren't you the guy that said that you were an actual game developer?
And Mr. History being all Wehraboos and I'm guessing racists and also Nazis for wanting to play a WW2 game that's set in well, WW2.
I mean obviously a game is still a game meant for entertainment and fun so it won't be 100% historically accurate and that's understandable but fuck me, the leftist in you is really showing here.
Didn't you blame him for using a comrades meme earlier lol? |
I also agree with you on the fact that too much emphasis is being put on a few top level people that are more or less used for marketing and PR for the game to make more money and thus balance is centered around them and not the bigger part of the community who are mostly compromised of casual players that just want to have fun after work or school in order to relax.
So you claim to speak for the majority? On the basis of what?
Also, this has been said a million times, but you can't balance around suboptimal play. It's logically impossible. You can try to make to game most fun for casuals but you can't balance it for them.
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