Is there a place where I can find a list of balance team members and a brief introduction included of each of them?
Would be nice to get to know whos working on the balance of the game right now and their backgrounds.
I'm pretty sure they wouldn't want to be identified, as some people might harass them. |
I think conscript support tactics and advanced warfare are different enough to warrant no changes based on that. Just for comparison with other commanders:
Conscript Repair Tactics - Shares PPSH Cons and Infantry Repair
Different as it has a different premium tank and doesn't have radio intercept.
Armored Assault Tactics - Shares Radio Intercept and T34-85
Different because of no conscript upgrades and is much more focused towards late game.
Guard Rifle Combined Arms - Shares PPSH Cons and IL2 Strafing Run
Different as it has a different premium and no radio intercept.
Now I can't convince anyone if the niche Advanced Warfare has is a good one but I do hope that shows a little bit that Advanced Warfare has a decent reason to remain as is due to it having a unique enough combination of abilities. It's the only commander that combines radio intercept with a CQC unit on top of a T34-85. Others may different strengths but I would argue this commander has the most flexible abilities to use with the radio intercept which gives it a good niche to exist in.
I think it will be a really good commander in 1v1's with the proposed changes. My suggestions were to make it better for larger games. It's sometimes hard to guess what the balance team is thinking but maybe they're trying to create another usable commander for 1v1's. |
120mm flare is being replaced by delay fuse munition in the preview.
Didn't notice that, but okay. The fuse delay will help punish aggressive truck placement, at a little bit of a loss of utility. |
Unit flares are fine for the most part. Maybe some could do with some tweaks towards range and linger time, but overall they are okay.
I have no strong feelings about the Soviet mortar flare though.
The balance team did a decent job with both Soviet flares. The 120mm should be locked behind vet 1 (or else it would vet too fast and be too good) and the 82mm is okay at vet 0. The 82mm often loses to the Ost mortar but flare seems to even it out. It doesn't bother me as much as the UKF entirefrontlineflare or the OKW arty flare because the mortar doesn't have the range to launch it past the front lines, so you always see the flare when microing your units and can respond to it. |
Actually I misremembered the commanders. Advanced Warfare is different enough with Radio Intercept to be useful in a way other commanders like Shock Army doesn't have imo. It's the in between of the new shock army with it's shocks and T34-85 and something like armored assault which has radio intercept and the T34-85.
As long the IL2 Strafing Run is a decent call in I think the commander has enough legs to stand on it isn't crucial to improve it (I think other commanders in other factions need work way more than anything in Soviets now).
It's certainly better than it was but without any of the high CP abilities (KV2, IS2, IL2 bombing run, etc), there isn't any reason to pick this over other commanders.
There is already a conscript-themed commander so removing the conscript abilities and replacing them with something like an ammo drop and another off-map would make the commander much more interesting and differentiate it more from the other 22 soviet commanders. |
yes yes all these can be considered for coh3 weather effects. keep the suggestions coming
imagine if coldtech had as much tweaks as the rest of coh2 over the last 3-4 years. we could have seen something really unheralded
But it would've taken a lot of tweaks. Vehicles would move slower off-road. They couldn't go into deep snow. Blizzards would slow infantry and stop vehicles. Wind would make random snow drifts that would have to be cleared. |
If you play 4v4 allies right now the one thing that is glaringly apparent is how bad UKF players are on average. Of all allied factions I've played with, UKF players are always the worst players on the team, and this is a combination of the faction being very bad in team games right now, combined with low player skill as well. It's not that UKF can't work, a skilled player can do well with them IF they know what they're doing, but most players simply aren't skilled and playing a faction like UKF which is the worst in the game right now makes a bad player even worse.
Every game I play with a more than 1 UKF player tends to go badly, they just suffer so much manpower bleed and I hardly ever see them with a positive k/d. I cringe when I have a team in 4v4 of me (playing soviet or USF) with 3 UKF teammates, it's almost not even worth playing especially since lower ranked players like to spam emplacements that will just get destroyed a few minutes after they're built.
I agree about UKF players often being the worst on random teams. The problem is that there are so few players that play a lot of UKF. It makes the player's rank improve just by spamming games at a 46% (roughly) win rate.
I'm not so sure about the manpower bleed. I'm really inconsistent in my gameplay but when I'm playing okay, I usually have a positive KD as UKF. The problem I see when playing with randoms is that they usually build emplacements way too early (like fourth unit) and way too aggressive (either covering a vp with a bofors or putting a mortar pit so that it autofires well past the vp). The problem then becomes that they've lost too much and are always outnumbered in fights, not that there is something inherently wrong with Sections. |
When I look at UKF their design is super interesting to me, as instead of a generalist light vehicle (like AA HT, 222, Luchs, T70) you get an AT focused vehicle (AEC) plus a fuel cost infantry upgrade (bolster).
UKF's late game unit roster is pretty good.
The thing is, agressive light vehicle play is very dominant in high rank play, and that is not possible with the AEC. and bolster doesnt fully make up for that I guess.
Either buff the bolster power spike (but somehow maintain late game performace) or give AEC some anti infantry buff?
IDK someone who is good at the game should tell me if im being dumb
I think part of the problem is that the UKF's mid game is mostly just the AEC. When the AEC is too good, people go double AEC and it is really frustrating to play against. When it is UP, UKF suffers badly as it doesn't have other options. |
Disagree. For actual tournaments and stuff sure, but for automatch it's not really a big deal. Not playing for money or anything. You, in fact, *can* mount an assault on a position during a blizzard. However, it takes a slightly different playstyle to do so. Blizzard assaults require infantry carriers to bring troops to the frontline where they can take cover from the cold and prevent loss of heat.
Firepits aren't necessary for staving off freezing to death, they just return heat to soldiers. Cover protects from the wind which halts loss of heat. Also, infantry carriers provide heat.
Blizzard combat is mostly mechanized besides units who upgrade to have resistance to cold or have it by default, like snipers.
I agree with Pip's assessment. It created terrible gameplay.
It was also so anti-historical and anti-realistic that it made me wonder if the developers were Neo's. IIRC, the only units that were upgradeable were OKW. The Soviets should have had cold immunity by default. The "terrible" Russian winter was the winter that the Russians had been surviving since the beginning of time.
Also:
Armored vehicles were unaffected by blizzard. They should've been affected more as both visibility and traction get much worse. Deep snow would be impassable to any type of AFV. Instead, the game had Ostwind's chasing and wiping Penals in deep snow during a blizzard. I know the game doesn't try to be historically accurate (and I don't care that it isn't) but at that point, they may as well have shown the Penals being wiped by unicorns. |
Guard Rifle Combined Arms does seem like it will mostly overlap with this commander so it could make sense to give Advanced some improvement so it remains useful in some niche.
I think possibly replacing the conscript repair kit would be the most sensible change. That ability is in a lot of commanders and it mostly a lower tier ability.
Taking out both the PPSH and repair kit, replacing with Anti-tank overwatch and supply drop would eliminate overlap and make it interesting - like a Soviet version of CAS. |