As for the mod itself it is written in the first line of description that it is historical mod. Historical means imballanced, its that simple. There is part of coh community that favours historical accurancy over ballance and this is the mod by them and for them. It wasnt definitely ever ment as e-sports mod.
Could it be ballanced better? Probably but I guess they need more multiplayer testers. But overall it looks like a mod that would be fun to play with friends, maybe with some handicap to account for imballance and this is probably where it is aimed. |
It is a good idea, the 100% accurancy issue can be solved by giving it more range but making it a skillshot like pershing/firefly has, ofc with considerably less damage. That way the damage output of volkblob will differ depending on micro. It also reduces rng that was invloved in pzshreck - here it is not 100%, not 80% but the number you can get from outmanuvering your opponent. |
What if pios stay at 6 to account for their exceptionel utility but ostheer gets munition upgrade to bunkers that repairs vehicles? That way players wouldnt need 3 of them and ostheer would get overrall faction buff to account for not being changed while all the other factions (apart from brits but relic hates them) grew strong. |
Fair point, I come mainly from sc2 and LoL where its common to main an archetype.
You should know that there are many players in coh2 that dont favour any side or faction. That is becouse they find all of them interesting, like me, or need it to compete in tournaments that need using both sides to win. Also in competitive play it is needed to adapt to changes of the game becouse in some tournament okw may be better than ostheer and in other its the other way round so players who can play only one of axis factions are disadvantaged. It also happens that some factions counter other ones in rock, scissors, paper pattern, then ability to counterpick faction is super usefull. That basically means all top players play all 5 factions, maybe its possible to exclude one allied faction but thats all.
I know its completely different in sc and sc2 where players tend to choose one faction based on the playstyle preference and play this one in all their matches. It is possible becouse there are mirrors in sc. In my opinion the no mirror system is better but maybe its just me. |
I have i5-2500k@4,4GHz, ddr3 16GB 1,6GHz, SSD 256GB, GTX 760, 1080p one monitor. In 1v1s I use maxed setting, just AA is turned off in game and turned on max in GPU settings (the one in game is buggy). In team games flames can lower the fps so I usually lower settings to high.
BTW as you can see in this thread guys who struggle with the game optimisation always have 8gb of ram. Anything more than medium settings needs more in coh2, especially if you also want to run browser, AV, music player, CELO, VoIP apps, mail client and/or other stuff in the background. Good that you have 16GB and as you have that much of it you dont need to bother. |
Add two upgrades at the base HQ.
"Requisition additional weapons"
"Requisition grenades"
Each 125mp 10 fuel. The former Unlocks 75 munition Shrek for Volks (price decrease) and 75 munition LMG for Obers (price increase). The latter unlocks flame grenades and Ober bundle grenades.
The research requires at least one truck to be placed before it can be unlocked.
This changes nothing. It is just one less volk squad on the field to make both upgrades. |
I would rather see the faction being 100% resource income but to pay for Popcap, so everyone is happy. Axis doesn't pay for side upgrades, they pay to increase their popcap limit till 100.
Each truck allow to build a popcap upgrade with various prices in mp/fuel. Starting popcap, additional popcap and prices to be defined and balanced.
This would disable the volks spamfest and bring mp/fuel sink between tiers.
Yeah, popcap manipulation upgrades are the feature coh2 lack the most from coh1. Supply yard gave vcoh usf so much more depth, that could be cool if it was done in a ballanced way ofc. What I proposed is simplier to implement and ballance, as a hotfix for example, what you propose could be cool solution in longer run. |
There is also a stackable bulletin that increases range on all artillery around offizier. If I remember correctly its range*1,07 per bulletin. |
What if instead of changing all of the popcap settings and fuel costs okw just got -50 basic manpower. Its a lot. That would mean okw at 50 pop are as much starved for manpower as any other faction at 100 pop. They would have to choose between infantry bolbs and building multiple vehicles, as we can see now one of the 2 is actually enough for okw to win.
It would also fit historical context becouse axis were not starved for vehicles in ardennes, they managed to gather as many tanks as they wanted. What they failed to do was to gather manpower, only half of planned number of soldiers were used in assoult due to shortages.
What is even more important such change would still let them benefit from multiple vetted squads but would hit them hard if they wanted to rebuild squads after wipes. |
This is a game. The fact that allies won the war by a huge margin shouldnt affect game ballance. Otherwise the game would be super boring with one side winning all the time. Relic solved that dillema in a perfect way imo: every unit has one stat that is based on its dominant historical feature, all the other stats are set in such a way that unit is unique and ballanced. That way we can have both historical feel and ballance in game.
Sherman that was mentioned in OP can be an example: historically it was the first tank to use gun stabilizer, thats why it has best on the move accurancy across all medium tanks. Other stats like cost were set to such value that makes sherman ballanced. |