Thread: Abandon1 Feb 2021, 14:20 PM
Abandon is a good mechanic, Jesus.
It, along with a whole host of game mechanics promotes careful play. You are always generally supposed to mutually support your units, not over extending, abandon is just one more thing that *can* punish taking too big a risk.
Diving a tank way too deep is always a really bad idea for the unit preservation of that unit, you can calculate it's worth it if you are prepared to lose the unit, but there are just so many things that can go wrong.
Generally you should have supporting units and be prepared to at the very least kill an abandoned unit with attack ground or some indirect fire.
If you are talking about a single tank pursuing all the way into base with no support, either you are already winning, in which case it's an unnecessary risk to take and you are being punished for being greedy, or you are behind and you took the risk in order to try get back into the game and it backfired, sealing your fate. Neither option you should complain too much about.
The entire concept of RNG in coh, isn't to make the game unfair, or annoying to play. It's to create dynamic situations in which you can never predict the outcome (like real war huh). This makes it more exciting and means good players will react to RNG as it happens.
Idea is good, execution is bad. Same shit happened with Blizzard.
It's also not properly balanced around small dmg + high ROF vs high dmg + low ROF.
Ideally abandoned vehicles would create a contention point around which players can fight over. Not randomly swinging the power advantage one has over the other player once in a blue moon.
Abandoned should either be something the player can work for or know how to play around (ex: as i said before with snares) or be contained in a way so it is a balanced mechanic.
Example:
-Abandoned vehicles can only trigger around the middle of the map. Implementation wise i can only think about been around VPs and surrouding strategic point as long as it's not connected to base sector and it has a set distance to HQ sector.
-Increase chance to abandoned.
-Abandoned requires fuel to recrew
-Increase HP of abandoned vehicle.
-Proportionally decrease repair speed of abandoned vehicle.
-Abandoned vehicles are always immobilized + main gun destroyed. |
I see no problem with that. Each faction is different and there are no rules.
Worse case scenario one can simply move Zis to HQ available after T1 or T2 is fully teched.
If they are "elite/semi elite" they are timing is wrong. It is as simple as that.
Osttruppen are defensive infatry, suggest Penal are offensive so there is little analogy.
Conscripts with 7 men upgrade are fine with or without commanders.
Not really other AT infatry far more expensive. The idea that PTRS units should operate on their own vs both infatry and vehicles is flawed to begin with and a recipe for trouble.
1- There are rules. Mp values had been adjusted so all factions can immediately start building a unit from the get go and all 5 can build different units from the start.
In that build you suggest, yes, Zis been at HQ would be better but that doesn't solve all the other mirage of problems.
2- As wrong as the existence of IS and SP from the start.
3- The analogy is the point you bring about map control.
4- Missing the point. You are pushing them to be a cheaper worst main line infantry without having any of the scaling nor support from commanders.
5- Read what i said. They need to have a different profile. If it's not clear for you.
Guards PTRS is fine.
ALL other variants of PTRS are not. If you want a squad to gimp their AI, then they should be dedicated AT infantry. Drop down close to 0 the PTRS AI for those squads and change the weapon profile so 4x PTRS behave close to 2x Zook/PIATs. |
Its not even historical flavour.
Penal BATTALIONS were composed of officers and had supply priority over regular army troops, they had highly trained military personal in them and were very well supplied. They both, make sense and do deserve elite/semi-elite infantry status in historical context.
Penal COMPANIES are the "run into meat grinder" meme.
Relic having battalions in name, but describing companies in flavor text isn't helping here either.
I know that. But most people impression of them goes through that + Hollywood portrayal.
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1- You better search what recently is.
Flamers were stronger back then, cause they could just death crit your whole squad. Penals were the only unit in the game who had a flamer which wouldn't explode. Rifleman flamer became problematic when the flamethrower explosion was basically removed from the game.
That's like your sole unique opinion. Everything in the game was better than going 270mp Penals. Whether it was Cons spam/PPSH/PTRS, clowncar, sniper, maxim spam, Guard spam, double Shock, Partisans, Irregulars.
2- Which is what i said.
Penals with flamer were oppressive only when they had sprint + Elite levels of stats.
Not a single moment before that.
In addition there are changes that can be made for this units that would make them easier to balance. For instance DOT flame can become available only via ability while suppression can become a separate firing mod for AAHT doing less damage
3- These are only your ideas, that you need to include in your own whole mod build suggestion. If someone makes a suggestion, you can expect a counterpoint to work only if you completely rework the whole game around it.
A single AT gun doesn't shut down the whole map.
The problem is not the PTRS weapon on it's own. Its on which unit and tier it's assigned to and what tools are available to them.
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I think you have mix of good/workable ideas but they unfortunately clash with other concepts that are already in the game. Both Penals and Conscripts vanilla look like they could work. It's everything else around the game that make them fail.
1- All factions are able to build a complementary unit to their starter one from the get go. Moving Conscripts to T2 is weird. Either case of applying the experimental change or not, you end up with one tier having 4 units and the other 3.
2- Penals had always been elite/semi lite units and it might be weird moving them to be Osttruppen like units.
Not sure if they are too good (Osttruppen like) or too bad because they don't have access to a strong support unit like the MG42 nor a transition to a strong unit like PG/LVs. We haven't seen too many Osttruppen games on the preview patch so not sure how successful that design can be. On top of that you didn't suggest anything to make them be good late game.
3- Penals are designed to be good on their own while Conscripts are modular based on increased amount of tools available through commanders.
4- I'm on the boat that 2x PTRS design only work when they are also good as AI. You need a completely different profile and increased number of them to make them equivalent to other factions AT infantry units. |
1- We had 270mp Penals with flamers for years and they were still bad. Cause 190/200mp CE (which were worse than current CE) were doing a better job while providing utility.
2- RET/RE Flamethrowers can still get another weapon upgrade/minesweeper. The problem is not the flamer, it's what the unit which get access to them has. Rifles had smoke, HE grenades and snares. The issue was never the amount of models the squad has.
4- You might want to reword it cause it seems like you are just giving them 3 PTRS total with MR.
The 2/3 PTRS end up been not enough in the light vehicle phase, specially in 1v1. FHT/Flak HT can do too much dmg and P2 can move around the map and the moment you are forced to retreat your whole line collapses.
Whatever you are designing, you have to think the following thing:
Why would i bother going on a tech with a clowncar, a sniper and a infantry unit vs playing with Conscripts + CE and T2.
A) I think you are trying to shoehorn a unit based on historical flavour. Power and timing is weird. You say you want to improve midgame but they are effectively an Assault Grenadier that requires tech. AssG shines because they are an excellent opening unit combined with the effects of tech rushing. Not due to their scaling.
B) Calling them worse than Penals might be an exaggeration. But i think i valued more the all around versatility of DPS profile rather than been just good at close range DPS.
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Penals:
-Why would you bother spending 160mp + 230mp for a worst Conscript squad (5 models with Cons Mosins).
-Penals with flamer were oppressive only when they had sprint + Elite levels of stats. At that price point/performance, a CE squad performs much better at 170mp.
-You give them a long build time, therefore making them more useless as an opening unit compared to conscripts.
-Comparing to preview patch, you are making them a worse unit. What is the reason to get T1? A single pair of PTRS won't cut it against LV so you still need either wasting 460/500mp + munitions when you can just play with Conscripts and a Zis gun. That won't bleed you as much, scales much better and doesn't require muni investment.
If Penals are not meant to be a strong opening unit nor have great usage on late game, there's no reason to bother getting them. At that point you have a much worse non doctrinal Guard with no utility by the timing you are thinking of getting them.
Assault Troops:
Adding one more unit feels like it will clash with the different types of infantry squads Soviets have access through doctrinal means.
It's basically competing with PPSH, SVT, Shocks.
You are basically giving them Assault Grenadiers that require 160mp invested on tech to work. The question this unit creates is basically, would a worse version of current live Penals be good if they were added in T2? |
Thread: Abandon30 Jan 2021, 00:07 AM
i wonder, how players, who want to remove abandons, think about games with mechanics like perma death. Or games like xcom. Games which are designed to fuck you up at some point, because those little 5 % say, that you are going to miss the shot.
Those games are designed around those mechanics, and guess what, those games tend to not have a PvP or it's more decorative than anything else.
The whole 1%/5% extreme results had been removed from the game. If you were to follow that line of thought you are just giving more reasons to the players who wants to remove this mechanic from the game.
There are no random death crits on flamers nor grenades. Flamethrowers don't randomly explode. Vehicles don't have infinite lives because you keep getting crits instead of killing them. Mines don't randomly destroy your engine neither infantry snares. Heavies don't randomly stun vehicles. The list goes on.
The problem is not the mechanic per se, it's that it's attached to any vehicle randomly dying.
If for example, all tanks that die through a snare, be it mine or infantry one, have a 50% of abandoned and you need to pay X amount of resources, you will give players something to play around. |
To come back to the OPs conclusion: On paper I agree it looks like the survivability of VSL Grens is quite inferior to that of Vet 3 Riflemen, but I'd also say that you couldn't possibly have chosen a more favorable (or more deceptive?) example to prove your point:
The chosen squad formation to test this, together with the poor AI of the Sherman's AP shells means the result is dominated by the damage contribution of the MGs and, hence, the impact of RA on overall toughness (although I understand it is difficult to test other, more clumped formations in-game). For a more realistic test, I'd recommend to switch to a tank with better main gun AI, such as the PzIV or HE Sherman, where the added DR should have much greater effect. Also, choosing a more clumped formation, maybe even in light cover, should paint a more accurate picture of what to expect in a real game scenario where MGs are even less effective.
Not to mention than in a real game, the dmg output of hull MGs is never constant. On top of that the main gun from tanks will create light cover which will benefit the units getting shot. Reducing the dmg output of MGs by half.
In your simulator, do you have a way to stop the testing at X amount of models remaining and/or certain threshold of HP remaining? Instead of waiting till a squad gets wiped. |
The majority of changes to ram are being reverted. The main issues are linked to certain off-map abilities, though, we are replacing the complete stun ram provided to give vehicles hit by this ability some ability to maneuver out of off-maps.
Reverted changed all changes; see below for updated list
Ram inflicted criticals: Main Gun Destroyed, Heavy Engine Damage and Immobilized removed
Ram no longer deals a complete stun on penetration and deflection. Instead, it will now slows target by 75% for 5 seconds and disables weapons.
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466 |
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The problem with target tables is that it took way more time and it was a mess to balance properly as well. Here you have a problem between design vs implementation. Yeah it would be better if you could tune specific match ups that easily.
In your example, the LeIG would be balanced against the maxim but would be OP against .50 or Vickers.
Which is why target tables are only applied in a broad sense in really specific units.
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