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russian armor

The overbearing balance of 4's

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27 Sep 2014, 16:34 PM
#41
avatar of NinjaWJ

Posts: 2070

BRING LIGHT UPON THE MASSES!!! THE TRUTH HAS BEEN REVEALED!!!!!!!!!
27 Sep 2014, 17:34 PM
#42
avatar of dakta

Posts: 15



Well, if you look at my post on the previous page (RE caches and Opal trucks), then Jagd doesn't become as big a problem, as the OKW player will have to wait a lot longer to get one. He'll also not be able to build other tanks as efficiently. Then the question for the OKW player becomes: "do I dare wait for the Jagd?".

The key to balancing 2v2/3v3/4v4 is to bring the principles of 1v1 into the bigger games. If you make OKW play by the same rules in 4v4 as 1v1, they become a lot more manageable, without screwing up balance in other modes.

In other words, no need to nerf to the Jagd, just make the faction play like it does in 1v1. If a guy manages to get out a Jagd, then their team probably deserves it.


Why, the thing is a win condition. Its like having close the pocket but without having to close it, the moment you have enough resources, you click a button and you win. I don't mind supertanks, I dont mind the tigerB at all. But there is 0 limitation to a jagd, makes no sense. Have you tried winning against 2? Even tiger ace had a 1 tank limitation but there doesnt seem to be any for this supertank.

Any skill that presents 0 risk for their gains is really unrewarding to play against. This is why nobody complains against the pak42, it rapes tanks but you need to aim it, its static, and it takes a long time to build. Jagd? crew gets shoked sometimes when a shot penetrates -_-.
27 Sep 2014, 17:39 PM
#43
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

I guess they will have to fix it before it goes CoH2:AA campaign
27 Sep 2014, 18:00 PM
#44
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post27 Sep 2014, 16:17 PMKatitof


https://docs.google.com/spreadsheets/d/1cLUwwk5-l_rM9_qwQGBykOAd7960Bw2TrpnINSvRW-A/edit?usp=sharing

You were saying?

Delusions, delusions, delusions.


Hory sheet! That OKW 4v4 win ratio XD
27 Sep 2014, 18:37 PM
#45
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

I'm surprised that 3v3 is the least popular mode.
27 Sep 2014, 18:49 PM
#46
avatar of synThrax
Donator 11

Posts: 144

27 Sep 2014, 18:54 PM
#47
avatar of Mitylite

Posts: 28

Balancing this doesn't have to affect 1vs1 balance. Most of the problems are with late game units, and changes to accessibility are a good first step, I think.

  • Change the maps. Remove fuel points from the larger maps(ones with a lot of regular points to provide fuel income) and/or reduce fuel point value on maps with fewer regular points.
  • Specifically for OKW, hard cap the king tiger to one and solve that right away, just as with tiger ace.


Huge improvement for 3v3/4v4 only changes. Fuel caches can provide greater fuel income at a cost for those who still want to focus on armor in 3v3/4v4.
27 Sep 2014, 18:58 PM
#48
avatar of Kreatiir

Posts: 2819

I agree that the amount of fuel is really important in the balance of 4v4.
27 Sep 2014, 19:10 PM
#49
avatar of Tatatala

Posts: 589

I agree that the amount of fuel is really important in the balance of 4v4.


Exactly. But unless the devs recognise the fact, what hope is there? Also, without taking away the communal bonuses from cache's, OKW is always going to be OP. There's a reason they not able to build them, yet in team games, they benefit from any ost cache/opal.
27 Sep 2014, 19:15 PM
#50
avatar of Mitylite

Posts: 28



Exactly. But unless the devs recognise the fact, what hope is there? Also, without taking away the communal bonuses from cache's, OKW is always going to be OP. There's a reason they not able to build them, yet in team games, they benefit from any ost cache/opal.


Important point. OKW were designed(stupid) around a limited income. Shared caches remove this key inhibitor.
27 Sep 2014, 23:47 PM
#51
avatar of NinjaWJ

Posts: 2070

Where do you get this data from?


A community member created a program that takes information from the COH2 leaderboards. It draws infor from the TOP 200 players.
28 Sep 2014, 16:47 PM
#52
avatar of Napalm

Posts: 1595 | Subs: 2

Well, updated numbers have been posted and it supports what The Angry Bears have been saying all along. 3's and 4's is really busted.

I hope this community can rally behind an idea to help close the gap.
2 Oct 2014, 17:25 PM
#53
avatar of Napalm

Posts: 1595 | Subs: 2

Bump
2 Oct 2014, 17:30 PM
#54
avatar of BeltFedWombat
Patrion 14

Posts: 951

I agree with Napalm. I don't really care how Relic does it, it just needs to be done. Even if they create a trial voluntary mode for a while.
2 Oct 2014, 17:33 PM
#55
avatar of NinjaWJ

Posts: 2070

Yes a PBE!!!
2 Oct 2014, 17:33 PM
#56
avatar of NinjaWJ

Posts: 2070

PQUIMESH WAS READING THIS THREAD GUYS!!! I SAW IT!!! THERE IS HOPE!!!!
2 Oct 2014, 17:35 PM
#57
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

screenshot or didn't happen :P
2 Oct 2014, 18:10 PM
#58
avatar of Napalm

Posts: 1595 | Subs: 2

Yea I don't believe it myself.
2 Oct 2014, 18:45 PM
#59
avatar of NinjaWJ

Posts: 2070

an allied 4v4 player never lies and is always honorable
13 Oct 2014, 11:54 AM
#60
avatar of Ashmole

Posts: 61

I think you hit a good point when you said how easy it is to ensure that Axis armor survives. I seriously do not understand why Axis tanks have a smoke AND blitz ability while the Americans only have a smoke ability on the m20. And don't get me started on the sherman barrage ability...it's too much to micro.
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