This game is four years old, so shaking the meta as they are doing is a must else it's begin to taste like old bread...
We will adapt to the new meta and more tuning will be done and so on.
Stop crying and flaming and start playing the mod.
You are acting like children or maybe your are one and you're making the balance team lose it's time.
The mod is great for 4vs4 (the one i tested the most) and the changes are not game breaking at all, rather they improve the game.
i really hope this get patched really quick so we can have fun testing it in automatch.
This is a game, not a religion, stop being fanatic.
Plz get a grip on yourselves.
Thanks. |
Well, Ptrs for penals just don't feel right.( we don't want to cannibalize the gards usefulness).
But Sov. tier 1 still need some AT-weapons.
So just keep penals (improved vs inf) as mod 1.0 and just add sticky bomb as global upgrade as conscrits, but don't add molotovs either, they have satchels.
Thanks for your work. |
It is the entire notion of them giving things to certain units, that was NEVER asked for by the community, under the guise of Penal's being within the "scope of the changes." Penal's were brought up and voted for to be looked at in the Balance Survey, not because the community wanted them to have MORE utility, it was because they are overperforming in their role. You'd have to be completely out of touch with reality to see it in any other light.
And when this community, that never asked for that type of a change responds with "We don't like it", and the mod creators most frequently used line is "Have you even tried the MOD", yeah, we're allowed to be a bit vitriolic. That's beyond insulting. It's incredibly arrogant.
Sorry, AT weapons for penals were asked since the beginning of Coh2. They are a must.
The conscrits main task is to reinforce other squads.
Bye. |
I've tried the balance mode a few time in 4vs4 and it was fun, the game feel fresher !!!
Only the Okw's Walking Stuka still seem too powerful for my taste and it's still too much overused because of it's great game changing nature...
-Just add a 5 sec delay before it can move after it fired, so it'can be counter. (add the same delay too all mobile arty of that kind if necessary)
Great job balance team. |
I was stuck on steppes (and it was vetoed) for 5 match in row til i rebooted...
Something is broken. |
With the options each have, the worst thing that could happen in COH2 would be that all the factions have nearly identical armies.(fun wise)
But if all options were to be available to all factions, but choices had to be made that could also be interesting. (Meaning that you would have to choose between options and commit but you would not be able use them all.) (experimental)
And for tournament purpose only, i would permit identical factions. matching.
Thanks. |
The solution is to implement a voice chat system to the game. It make griefers go away and add serious to the game.
Add a way to vote kick someone (for 3v3+), he will then be replace by someone who is waiting for a match that have checked the joint a match in progress option.
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No expectations. Really don't want another Coh game for now.
Why: Relic has already a good product in hands as Coh2, if they can't fix, monetize, why should i bother for more game incoming from them ?
Thanks.
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Since the game is balanced enough to have fun, what we need is more content.
To have more content Relic need more money.
What i propose :
-Micro-transactions
Heroes units : Price : Around 1$ to 2$ each or they can also be bought using in game supply.
Mechanic of hero units :
-A hero unit can be fielded for 1.5 hour of game time, after that it must be benched for (1.5 to 3 or more) hours of in-game automatch vs player time depending on the heroes unit strength.
- Hero unit can always be used for skirmish vs cpu without restrictions, but only time in automatch vs player recharge off game units cooldown.
-A unit that trigger its cooldown in a match will automatically retreat to hq and retire from the game.
-While not in automatch, a player can voluntary trigger the cooldown of a hero unit to recharge it to full capacity.
-A maximum of 4 hero units can be slotted for a game, one for each tiers (t1,t2,t3,t4).
-Small amount of hero units should released each month after a bigger initial release.
-Nothing can alter or reduce the cooldown of a hero unit.
That should add some icing on the meta and some money into Relic's pockets.
With that, i would play a lot more for sure and gladly buy any hero units released. !
And it's not P2W !!!!!
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Nerf it of not: the mortar must be as good as the rifle squad that could have been bought instead.
Using mortar for the Us faction mean = Less mobile firepower, less flexibility = less offensive power in early phase.
The mortar is useful only in the case Axis go static. Aka start camping, putting Hmg in all buildings or using bunkers to block all access.
In other situation, you're «normally» better with more Inf. squads + nades.
Thanks. |