Although I think a lot of these are really good (hence why a lot of them have been implemented in elite mod, one way or another), the changelist is unnecessarily long and to think that they could all be implemented at once and achieve perfect balance is crazy. This is kind of what I'm working towards but you've got to go one step at a time and balance things along the way, because you can't expect to anticipate every balance ramification.
Also, people need to play it to balance it, but as nobody seems to have as much interest in doing that as they do arguing about the changes on the forums, it's all a bit moot really...
The big reason people make such a fuss about countersnipers not being 100% and shit is because the sniper is THE MVU (Most valuable unit) of the COH right now. It could be less of an impact and score as much as 3 pointers and dunks as any other units instead of being the star of the show all the time.
Exactly. And as much as we might want to change it so, a sniper will usually be the preferred counter to another sniper. So we're talking about the highest value unit in the game being decided whether it lives or dies by a dice roll which is outside the player's control. The rationale for changing it is the same rationale for changing the 5% mine immobilize on Tigers/KT's, and for fixing the 5% bug/'feature' in 2.602;
it's
a) totally random
b) likely to have a very significant impact on the game
c) outside the player's control
d) not affected by anything else except the dice roll (once the bullet has been fired no other variables matter)
e) is only likely to happen once or twice across the span of a game, and not hundreds/thousands of times like every other RNG calculation in the game
Not really, unfortunately. The best way is to just ask individual people if they want to play, but if you hop into the TFN steam chat channel and stay there for a little while others might swing by who want to play.
I'm aiming for January/February to play host to the first EM tournament so hopefully once I announce that (after Xmas) interest will spike and it will be easier to get games.
This edition sees one of the biggest balance changes yet- snipers will now hit each other with 100% accuracy except on retreat.
Aimstrong (a proponent of the current system) and I verbally sparred for a very long time over this contentious issue, and there are most definitely arguments on both sides, however I believe this will be a positive change.
The crucial word being 'believe'.
I am not beyond reverting such a change IF IT IS PROVEN WITH REPLAYS that it is bad for the game. If necessary I will post the chat between Aim and I where we argue the biggest points on both sides (we agreed to disagree) rather than explaining them all here and now. However I urge you before you go all keyboard warrior on me to go and actually play the mod. Test it. Post replays. Even if you think you're shit, or if you think you're the shit, post replays. This is probably the biggest issue the mod tackles and if it works, it could be great for the game. However the opposite is true.
In other news, the Croc no longer comes with a free dozer. However it retains the ability to upgrade to both to dozer and 50 cal, and the dozer cost has been reduced. The main gun was buffed to bring it in line with the aim of making it a T2 counter.
Bombing run was changed slightly so that the same amount of damage is spread across more rockets. The real world implication of this is that damage will spread more evenly across the target zone instead of being focused on 4 random areas within the target zone.
Changes to mortars would also change the mortar vs mortar gameplay, which is quite good right now (when it occurs). If there is an issue with them at all, it's a low level issue.
Maybe it'd be possible to add a modifier similar to the one that affects the cooldown on cloak, but with accuracy. So the first shot fired after a long break (or after the unit has just been built) would have a 2x accuracy bonus (for example), thereby guaranteeing hitting a moving sniper. Then for each consecutive shot, have accuracy decrease until it's back to 1.
Not sure if it's possible but it wouldn't drastically change the current micro needed to use snipers, it'd just mean less frustration in getting the CS.
By the way has the reduced 24 manpower on rifle resupply worked out, I haven't been able to test it that much but it seems like it has been good.
I think it's worked out well. The US has a lot more breathing room now when it comes to flanking. In real terms the difference isn't massive (if you reinforce 100 rifles over the course of a game, it's only 300mp total saved) but it's just enough to make the early game not quite so decisive when it comes to a single failed flank.
Could possibly leave the 50 cal, but remove the free dozer, but knock both upgrades down to 50 munis (so 100 muni total investment gets you fully upgraded like the M8).