There are already huge issues with pathfinding in some vehicles (Universal carrier), adding more would be annoying lol.
Although I voted its fine mind that there is an option to vote "all wheeled vehicles shouldn't cut wire". UC isn't a wheeled vehicle. |
Funny thing is that the more imballanced the patch is the more players seem to play the game and the more active community is. This site looked almost dead every time the game was ballanced. |
I like the changes but can you saparate logs for common sense changes and ballance changes? Its critical for relic to implement the first ones like mg reload and abandon rework and it is also more likely that they will implement those basing on what happened to cruzz mod. If they take you as a guy who wants to ballance the game for them your mod may get forgotten sadly.
Also, ballance changes would need a lot more testing. |
I'd actually like it to be about the pacific theatre, however not the standart US vs Japan scenario , but rather the base game should include china vs japan.
The far east theatre was to the pacific like the eastern front is to the western front. Huge battles, caused 20+ million deaths, and for some reason grossly underrepresented, even moreso than the eastern front..
https://en.wikipedia.org/wiki/Second_Sino-Japanese_War
US could come in an expansion pack.
Relic wont make the same mistake again. Even the eastern front that is known and represented much widely than chineese one became a failure at the beginning due to people wanting western front that they know better. They had to make wfa even though they didnt want to and it wasnt planned in advance to keep sales. With chineese it would be even worse. First the game about front that literally nobody is interested about and then change to pacific to get at least american playerbase. In europe, especially germany that has the strongest coh community, players will refuse to buy such game. Coh without germans is like warhammer without orks, they are the most recognised part of the game. |
Why is there no option for 1941-1942? Panzer III's, Crusaders, BT-7M's, with special guest "heavy" units, Panzer IV Ausf. F2, Cavalier, and T-34/76! Plus Armies like Italy or France could feature without being completely outgunned or flat out defeated by that point in time!
M26 Pershings, Centurions , T-44 Medium Tanks, and E-50 Standardpanzer
Exactly - they should set it in 1939-1941/2 so that they have the most factions and cool units to choose from. That way they can include multiple competitive factions on both sides and keep income from them while limiting the number of commanders to resonable numbers like 3 for example. Apart from ostheer no army has more than 3 viable commanders anyway. |
Dont even try to fix it guys, just give us back the old system, the solution used before the patch was perfect and there was no need to change what worked great. |
that you can win the game by simply saving manpower for those off map reinforcement is not wrong to you? my enemy had everything in this game versus me, i only spent 1200 manpower and i won him with one click and i had almost no sectors under my control in entire game time. our judgement comes from 4 games and i uploaded only one because others were team games and it was versus people who were not really good at all so it wouldnt prove anything.
manpower is the only resource which does not need sector to be gained,and as you see the only thing you need in this mod to win the battle is manpower. it is not only armored company which can be OP like this, same goes about wehrmacht defensive doctrine you can try them to see how OP they are with those off map reinforcement.
from the developer coh stats it is clearly noticeable this mod is %100 designed for compstomping because the AI difficulity is really high if you play against it you will see it plays like a player who has maphack and monitors your moves step by step. so they brought such huge commander abilities to be able to beat this AI with any faction, it leads to "only action" battle between players and the AI. just like COH opposing fronts panzer elite campaign which you can send 2 jagdpanthers at some levels to have huge tank battles. but this in pvp is another story. it is only one sided battle for the army which has better off map reinforcement. would you bother yourself to spend fuel + man power and tech tree buildings to make a sherman for 400 manpower and some fuel or just save 1200 manpower and call in an entire USA armored units?
I agree that 1200 is not costly enough. As for manpower only, all coh1 callins are manpower only and actually there are such huge gamechanger callins like us battle group, stuhs or hetzers in original game.
I cant agree that the AI deals well with the mod, in my opinion expert is even dumber than in original game. In every coh mod I played, including this one, AI totally couldnt keep up with changes made to the game and produced wrong units all the time. I would said that it is even more easy to beat AI in this mod thanks to how complex and different it is. In games I played vs AI it couldnt do a thing, even though these were my first games and I didnt know what are the units performances and I build like one of every unit to test it. That would never be possible against a human.
I have one idea why they thought 1200 is a good price. Maybe thats because in this mod fuel means basically nothing, noone is starved. That way manpower becomes only resource. Also in most serious coh matches I played it was completely impossible to gather more than 800 manpower. The 800 for pershing or tiger is already very hard to get against equal opponent that pressures you. That may be the rationale. Another thing is that the mod features lots of static frontline fights becouse of how good all types of emplacements and trenches are. Maybe they wanted to add something that would break the contention. But yeah, the number of tanks and low cost makes huge impact. |
I don't quite remember how this works (please tell me if you know ) but once you give a squad a weapon upgrade (like the scoped lee-einfield), any weapons that go into their weapon slots will have a chance to drop.
This is also why Guards Rifle will drop their dp-28's (they use weapon slots), but not their ptrs rifles (considered a weapon upgrade).
Actually guards have 4 slots and 4 weapons in these slots. What they drop depends on what was the model that just died holding. |
Its a known issue. At vet3 they get two non droppable weapons, scoped rifles. That means they dont have enough squad members to carry droppable weapons like brens and they drop them like crazy when loosing 3rd and 4th model. I came to the conclusion its better to give them no weapons but keep them longer on the field than retreating them after one member dies not to hand additional lmgs to grens and volks. That said you should build sappers as your epic lmg blob instead of additional IS. Especially as in cover brens of sappers and IS perform almost the same way while out of cover IS brens are much worse. |
I played some games in that mod and watched your replay. And I must say you are wrong. I mean their behaviour is wrong and strange but I dont really know what is in your rewiew. What I saw and can say is that you are juding ballance after playing one game! Also the fact that in some mods strategies from original dont work doesnt mean its imballanced! I installed it with a feeling that as every historical mod it will be either completely boring or completely imballanced, in fact it is neither of the two. I still prefer original coh to it but it has some great features and didnt break the game.
What you should keep in mind is that in vcoh units deal close to no damage at all, which is funny sometimes, soldiers cant hit each other when hugging their opponents. That is becouse coh is ballanced by nerfing overperforming units, cousing all of them to perform bad.
In this mod they took another route - they made hardcounters really hardcounter. In coh terminology you could say that every single unit is OP! Seems crazy? Maybe but it plays well from I can see after a few matches. Its less forgiving and more deadly, more strategy than micro oriented, definitely needs some time to accustom yourself to it. Less forgiving also means that once you are behind its hard to come back - that is what your replay comes down to, to the point when shermans arrive.
The only real problem I can see in that mod is the problem of all coh1 mods - complexity. Modders always seem to make commander trees as broad as possible (is it some kind of modder competition?) and tech tree filled with as many units as possible, often performing same roles. They always have more concept than the mod really needs. The complexity of the mod makes it really hard to start playing sometimes and this mod, and your statements are the best proofs for it. It also makes it really hard for devs to ballance all the commander trees, that is probably the reason why sherman battlegroup is so cheap. On the other hand if your friend knew that it is coming he would be able to prepare better for example by mining the field. |