I'll bring this thread to Kyle's attention, and we'll see which ones we can already fit in for the balance mod.
Don't expect any changes for this week's updated, but perhaps we can do something, given that the balance mod trials are expected to last until February.
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Some QoL suggestions6 Dec 2016, 11:11 AM
In: Lobby |
Thread: Winter Balance Preview Changelog6 Dec 2016, 10:22 AM
What if the enemy doesn't field a vehicle for a long time, if you field your AEC first? Yes, the Puma has the acceleration and range and sight to kite medium tanks. It does require a bit of effort though, and it's not all roses. The Puma is the most expensive light vehicle in the game (for a good reason; since it can nullify all other factions' light vehicle investment). The AEC has neither the acceleration nor the range to kite medium tanks. If the AEC doesn't have the smoke when the medium tank the field, then it can do absolutely nothing. You might as well never build the AEC in the first place, which is what will precisely happen. I would be up for swapping the veterancy requirements of Treadbreaker with Smoke. However, doing so means that the AEC would never, ever be built before fielding a Cromwell. Although, that would make a late-game AEC a very interesting proposition, and would address some of the issues Brits have with snares, in a *buzzword* asymmetric *buzzword* way. Again. I thought that the issues that people had with light vehicles is their shock value, and how they can force/wipe squads off the field. The AEC and Puma can do neither of these. What is the issue with letting the AEC and Puma be more survivable than their murder-oriented counterparts? Live and let live. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update5 Dec 2016, 17:55 PM
And what are you planning for the near future, especially Some of the late-game topics that we have discussed that we want to address are: - Striking a balance between OKW infantry scaling and availability of armour - OST T4 living in the shadow of T3 - USF over-reliance on certain OP doctrines and abilities to carry it in teamgames (e.g., Calliope) - Certain over-the-top British units and abilities (as a function of the Power Curve) Regarding commanders, there are certain no-brainer picks for every faction. We should obviously address those first. Certain underwhelming commanders we can easily fix by adjusting the cost/availability of some of the abilities unique to them (e.g., Commando Glider spawning commandos, giving a niche for the Flamehetzer etc). Other commanders can be helped by expanding the stock army. We cannot determine the full extend of the impact, but we expect several 2nd or 3rd-tier soviet commanders to become actually viable now, with PTRS penals. However, certain commanders are irredeemably bad (e.g., community defensive commanders), in the sense neither are the contained abilities decent, nor are they coherent. Obviously, those will require the biggest amount of interference, thus we have to leave those for last. None of this is going to happen this patch, though. Since, we indeed want to evaluate the impact of the choices we've made. It is very difficult to get people to play the mod in 1v1, let alone 4v4. Thus, I guess we have to wait for it to go live before we can evaluate the impact, e.g., squad formations will have on the late-game. However, all of this is wishful thinking, since we do not determine the scope, nor can we determine in which order we want to attack these issues. It is safe to say, though, that if I were to set the agenda, I would leave unredeemable OST/Soviet commanders all the way down in the list of priorities. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update5 Dec 2016, 09:32 AM
I've been just thinking, is every mod creator, like miragefla working on this patch or so? cuz i have an idea for a mod that is more realistic in like every term but still keeps it's mechanic There's only Miragefla, The Machine and myself that are working on the balance mod. You can post your mod ideas here: https://www.coh2.org/forum/43/modding-and-tools There are many talented modders around here, and I am sure that at least one of them will be able to help you. If nothing else, we can also have a look over your ideas and see which/how many of them we can include in the live game. I liked your idea about slot-weapon bonuses and types of infantry (conscripts/regulars/elite) etc. I also have a similar approach to this. However, until Relic gives us the green light to do a cleanup of veterancy bonuses and modifiers, I don't think we can implement this yet. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update5 Dec 2016, 08:00 AM
It's -20% received damage. It's pretty damn strong since it negates AoE. This is definitely not as strong as UKF command aura though. I like your ideas. Though, we can't add any of that on the current patch, because out of scope The speed penalty is what prevents the command vehicle from being useful. However, without the speed penalty, and without an appropriate penalty of its own the AVRE will become the next no-brainer UC-style choice. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update4 Dec 2016, 18:32 PM
IS with PIATs have the steep reload penalty (+40%). We can easily offset the reload cycle (aim, fire, reload) to reload. Thus, Infantry Sections with PIATs can suffer the maximum amount of penalty. With the Vet3 Scoped rifle "bonus" Tommies are additionally even more unreliable than that. Though the Scoped Rifle thing will be the first thing we will trash if anything changes on Tommies. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update4 Dec 2016, 09:44 AM
This is a game about unit preservation. The player has no input in this decision.
I think the point that Hector is trying to make is that neither Tommies nor Guards have a choice about weapons. That's because both squads are being forcefully shoved a pair of rifles the player cannot opt out of. At least, for Guards, the PTRS rifles are, still, useful for something. Tommy weapon dropping is also completely different from dropping weapons when getting wiped. Weapon upgrades can become randomly unavailable to the squad, already by the time the squad drops to 3 members. LMG gren squads can rely on the fact that the LMG will be available to them, as long as there is 1 model left alive. Thus, LMG Gren is a no-brainer. Bren Tommies has a trade-off. This is a super frustrating mechanic that we want to get rid of. However, for the reasons outlined elsewhere, this would require a minor Tommy rework to keep balanced. Unfortunately, we are not allowed to make such a change for the time being. I like Barton's proposal about forced weapon drop on wipe, as this would solve a lot of issues (especially Soviet infantry being unable to procure weapon upgrades of their own). In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update4 Dec 2016, 09:35 AM
So I run few tests about penals. Thanks for running the tests Hector. At the very least, what we could do is nerf Penal PTRS accuracy even more, so that they still almost always hit all vehicles at all ranges, but miss infantry. We could for instance, change their accuracy from 0.25 (far) 0.69 (close) to 0.055 (far), 0.06 (close). And, if that still doesn't fix the problem, we can also further nerf their damage vs infantry. That will basically have the same effect you describe vs infantry; even a 70% increase of accuracy with the vet bonus will not be enough to render the rifles usable (which is the intended design). In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update4 Dec 2016, 09:18 AM
This is correct. The cover bonus I was referring to is the -50% accuracy -50% received accuracy bonuses that weapons suffer from when trying to attack a squad behind heavy cover; if they aren't close enough. Closing in, means equalizing the situation. Tommies do cost a ton more, and have no other utility apart from anti-infantry. If Grens want to win in a short-range fight, they probably should rely on the G43 upgrade. In: Lobby |
Thread: Winter Balance Preview Changelog4 Dec 2016, 09:13 AM
If we lock smoke behind Vet1, how are Puma and the AEC ever going to be able to get enough vet to use the smoke? Both are now on a similar level with respect to infantry-hurting. Thus, they would never, ever, gain vet, until the enemy fields a vehicle. The situation you describe only applies to live-version AEC. In the mod-version, the AEC is not able to swoop-in, score a few kills and swoop-out. Thus, there is no need for Pak guns to be so tremendously lethal against either vehicle. In: Lobby |
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