This looks like a very interesting design. Most of all this looks like an actual design, rather than a set of nerfs/buffs.
I particularly like the 250-into-mortarHT idea. This solves a lot of issues with OKW's current design:
- lack of mobile indirect fire (yeah, I know what ISG vet2 does)
- lack of transport utility for a faction that's supposed to be aggressive.
I don't know if you, or anybody else knows if it's possible to have infantry mounted on the 250 throw smoke grenades >.>
I'm a bit perplexed about lumping the stubby P4 together in the same tier with Luchs. Given that both are supposed to be anti-infantry, why would you pick one over the other? On the other hand, I can clearly see that putting a decent AI-related unit in T2 makes backteching to T2 all that much more enticing.
The other question I have, is what role do you have envisioned for the ISG, if OKW is to get access to the mortar halftrack? Currently, the ISG is super-useless vs a mobile force, whereas it's super-annoying when spammed and camped.
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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
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
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Post History of Mr.Smith
Thread: Blueprints for making OKW balance possible.6 Mar 2017, 03:03 AM
In: COH2 Gameplay |
Thread: Should all factions converge to same late-game strength?5 Mar 2017, 20:47 PM
Now try summing up the entirety of the bonuses Volks get (multiplicative) throught all 5 levels of veterancy, and compare them to the bonuses Grenadiers get through their 3 levels of veterancy. (the additional cooldown Volks get should account for 10%-ish DPS increase. I don't remember exactly). Instead of 5 levels of Volks veterancy, Volks could be getting 3 levels of Grenadier veterancy (and they could be stronger as a result). That is what I mean by cosmetic veterancy. PS: Volks don't get -30% reload. The veterancy guide on the site is wrong on this. In: COH2 Gameplay |
Thread: Should all factions converge to same late-game strength?5 Mar 2017, 17:06 PM
Volks Vet5 has never been an issue in a long time. In fact, 5-star vet for Volks is mostly cosmetic. You could collapse it into 3 vet levels and nobody would even notice a thing. This is an example of an OKW unit that follows the scaling of other factions. That is, except for the fact that splitting veterancy bonuses on a 5-star basis, as opposed to a 3-star basis simply makes 5-star Volks award more veterancy to the enemy when they are attacked than, say, 3-star other infantry. In: COH2 Gameplay |
Thread: Have Relic abandoned the game?5 Mar 2017, 15:51 PM
There was one mine-fix that added suppression to OKW mines (back in 1.0 iirc?), and then another, general mine fix that fixed all mines (m20, tellers, schu, etc). This was in v1.9.1? Are you still experiencing this bug? In: Lobby |
Thread: Should all factions converge to same late-game strength?5 Mar 2017, 15:25 PM
As far as the thread is concerned, both Brits and OKW share a similar fate in the following aspect: - Both greatly outscale EFA factions, if they make it to the end-game EFA may have momentary advantages in the earlier game to make up for that (which have, incidentally, been somewhat flattened out in the process of WBP). On the other hand, the nature of advantages that UKF/OKW get (overefficient tanks/abilities/veterancy/popcap-overefficiency/etc) carries with them until the game ends. The main question here is: - Do we want powerspikes for factions (Yes/No) The followup question is; if we go for powerspikes: - Are we OK with the current design where certain factions are given temporary powerspikes (e.g., 1 free squad once), whereas other factions benefit from power-enhancing stuff that carries with them to the end of the game Or: - Should we rethink the nature of powerspikes, so that no faction gets to end the game in an OP state, if the game drags out too long. Note: We don't have to eliminate powerspikes to make factions converge to comparable end-game strengths. However, it does make things easier to balance; however that comes at the cost of making things too "samey". The following bonuses have a limited scope for however long they may be considered valuable: - A free truck - A free officer squad etc The following types of bonuses carry with the respective factions until the end of the game: - Brit commander abilities - Forward retreat points (they shave off retreat time for every retreat) - Too much veterancy - Overefficient popcap for vehicles (which allow you to potentially amass a big army; not an issue in 1v1, even if fixed). In: COH2 Gameplay |
Thread: Have Relic abandoned the game?5 Mar 2017, 14:52 PM
Which bug is that? Sniper lolshot or?
Fixed. Comet/Cromwell smoke fix will be included when the tanks will receive the required balancing attention they need.
I won't disclose how (stuart-level abusable bug), but part of this issue is mitigated by a relevant bugfix.
We can fix this with some QoL-level projectile changes. We already tried this with T-70, but we couldn't tell for sure whether this affects aiming or not. We will trial this again at some point when projectile change is going to be the only change.
There's a long list of abilities that can doubleshoot (i.e., skip reload cycle). We're aware of this and, at some point, we will add a global fix to them.
I've legitimately never had Tulips miss vs stationary things. Is this related to elevation?
First part is fixed. Second part has not been yet accepted
This was rejected. Go stage a /riot in the official forums or something. Otherwise I don't see this ever getting approved.
What would qualify as non-buggy behaviour then? Vehicles phasing through infantry? If this only makes a difference for a set vehicles, why not address the durability of those vehicles, instead?
Fixable. Needs to be approved.
Notify the mapmakers :3
I think this has already been fixed, even in the live version. Are there squads that still do that? In: Lobby |
Thread: Should all factions converge to same late-game strength?5 Mar 2017, 14:39 PM
yep, we want that, because it makes 1v1 and 2v2 more interesting OKW was designed around an overpowering late-game, when they had a super-shitty early game. This deal has been off for a while. Now, I honestly don't know what the design of OKW is supposed to be like. Except for trucks, of course. The accident refers to the fact that when the first part of the deal was corrected, there was limited/no-effort to address the second part of the deal. I am guessing this was all in good faith that this won't show up a lot.
As long as we keep throwing stuff that scales badly (e..g., too much, or too little) into the game, of course 4v4 will be a shitmode. This is not because 4v4 is meant to be bad by design. This is because particular design choices which have zero, or close-to-negligible impact in 1v1 (certain vet5, FRP, ) are allowed to completely dominate the flow of 4v4. It wasn't 4v4 that made those mechanics look shitty. It was shitty mechanics that made 4v4 look shittier. However, this isn't only mode-specific. This is also map-specific. How do you think the over-scaling factions will behave on the newly-released pool of maps, when suppression/etc can make matches drag out longer? Do we really want matches to continue to revolve around a very narrow set of maps for a very narrow set of modes? Changing resource income for 3v3/4v4 is a major interference in teamgame mechanics, and that might alienate a very large portion of the audience, which Relic might have every interest in retaining. Putting a bar on how far certain things can scale is a no-effort interference with 1v1. This is because 5-star vet is already considered a statistical outlier (i.e., only ever happens when things go "wrong"). In: COH2 Gameplay |
Thread: Should all factions converge to same late-game strength?5 Mar 2017, 14:18 PM
why not? this adds an interesting mechanic, a mental pressure,spices things up by introducing the need to outplay the opponent This thing worked "reasonably" well before Brits. Now with Brits outscaling certain other factions you have first-class factions and second-class factions. Secondly, the reason I put "reasonably" in quotation marks is because resource inflation meant that the time-limited allied powerspike would become insignificantly narrow. At the same time, an infinitely-long power spike for the Axis meant that for almost the entirety of the game Axis had the advantage in their favour. Allies either to have everything preplanned and follow a particular script. Any deviation from that script meant the allied team was out of contest. This all boils down to whether we want every 4v4 match ever to look like a faithful copy-paste of the one before that, and that match either ending in an allied victory in 20-ish minutes, or an allied /surrender in 20-ish minutes. Operating under stringent time restraints means that you don't really have much room to improvise. The only way to meet those retraints is if you memorise the script, rehearse it and repeat it time-after-time.
The issue is that this wasn't designed that way (we are now at the 3rd OKW revamp era?). The whole, scaling out-of-control was left-in after OKW's resource penalties were lifted and, somehow, some of their Veterancy5 bonuses and munitions-costing abilities were overlooked. This looks more like an accident than anything else. In: COH2 Gameplay |
Thread: Have Relic abandoned the game?5 Mar 2017, 11:40 AM
Could you give us a list of your top-10 remaining bugs in the game that WBP has yet to address? In: Lobby |
Thread: Should all factions converge to same late-game strength?5 Mar 2017, 11:01 AM
I think Smith didn´t mean it as he said that. No, I definitely mean that all factions should converge to comparable strength. Soviets already have all the tools they need to survive in the late-game vs Vet5 blobs (demos, katyushas, etc). However, it's one mistake and they're out. That's not cool. Simply-put. The game shouldn't turn into a constant uphill battle for faction X, just because Y made it to the late-game. However, for every advantage that X had in an earlier point in the game, Y should have an advantage at a later point in the game to balance it out. Nevertheless, no faction advantage should dominate over other factions' advantage as the game drags on. This isn't about balancing for 2v2+. This is about not throwing things in that deliberately sabotage balance for 2v2+, especially when those things add little/nothing to 1v1: In: COH2 Gameplay |
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