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Farewell & Hello - Breaking Brad

21 Apr 2016, 12:10 PM
#21
avatar of General Tao

Posts: 48



OKW Panzershreck

This will allow vehicles to kite the pansershrecks which will effectively kill any panzershreck blob because 1 vehicle kitting back will be able to counter this now. You may not agree but I believe that having shrecks on volks give the race flavor and allows OKW to be aggressive

  • Reduce Panzershreck range by 5


IMO this change isn't really solving the problem of volk blobbing and is just promoting the silly-looking tactic of kiting with tanks. Tanks were built for pushing, putting pressure on the enemy and allowing an assault to break the grind of trench warfare.

As long as the Panzershreck remains such an effective AT weapon, all this change will encourage is the horde of volks charging shermans etc. as they back away frantically trying to get the RNG necessary to deal enough dmg to force them to retreat. Not only is this frustrating gameplay (on both sides), but it looks completely ****ing stupid and is completely anathema to the WWII setting.

Having AT on volks gives them flavour and allows for aggressive play, I agree. But the shreck is just too effective to be given to starting infantry so easily. It's fine on the PanzerGrens as it requires a 120 muni investment and a specialisation to an AT unit. But for volks it's a problem, and I think fausts and/or AT rifles would fit them much better.

Finally, if this change only applies to OKW panzershrecks, you will now have the problem of the Ost panzershreck being much better and players who pick up a panzershreck may not know what the range is (particularly in larger games with both Ost and OKW), leading to even more frustration.
21 Apr 2016, 12:10 PM
#22
avatar of Crumbum

Posts: 213

If this is the actual Brad that change wish list looks pretty good! Shame your no longer on the balance team. I think you did make some good changes even if I didn't always agree with the l2p attitude.

The main thing I would like to see in coh2 is the increase in viability of lesser used units (sexton,m42,m8a1 etc) and abilities, there's just way too many right now which suck and players are often funnelled into using certain units/tactics if they want to win at higher levels.
21 Apr 2016, 12:15 PM
#23
avatar of DAZ187

Posts: 465

and people said brad never played the game LOL BURN
21 Apr 2016, 12:19 PM
#24
avatar of Mr.Smith

Posts: 2636 | Subs: 17



IMO this change isn't really solving the problem of volk blobbing and is just promoting the silly-looking tactic of kiting with tanks. Tanks were built for pushing, putting pressure on the enemy and allowing an assault to break the grind of trench warfare.


Actually, that change would work really really well to dissuade blobbing. The reasons are:

(most) Tanks have:
- 40 range with their main guns
- 35 range with their MGs
- 35 sight range (i.e., without infantry screening for them)

With the proposed nerf:
- Tanks will be able to sight for themselves
- Since they can sight for themselves, they will be able to fire while stationary (and thus increase their accuracy)
- Tank MGs will finally play a role vs infantry

The reason why self-sighting is important is that currently you would have to use infantry to screen for your tanks.
- If you used one squad of infantry, they would be chewed alive by the advancing blob
- If you used multiple squads of infantry (counter-blobbed), they would be chewed alive by artillery
- (and you would still have to micro your tanks)

Now, I reverse this question to you. The panzerfaust has range about 30 (equal to the proposed nerf to the Scrheck). When was the last time you saw a grenadier blob rush to <insert tank name here> frontally and get a panzerfaust off?. (edit: I was incorrect. The Panzerfaust has range about 15-20)

It will be exactly the same with a 30-range Panzerschreck. Volks will literally have to hide or flank to get their schrecks off.


21 Apr 2016, 12:19 PM
#25
avatar of Australian Magic

Posts: 4630 | Subs: 2



if i remember correctly the reason why they changed button though was so that you couldnt do the mark + il2 combo and just instagib any tank that doesnt have panzer tactician. i mean guards are a capable combat unit right now, they recieved several buffs with the PTRS AI buff and the fact they dont dance around anymore.


Still it requires from you 2 different abilities, and guards as a support unit.

On the other hand we have Paks wall which can stun and snipe everysingle tank in game without any counter to this ability.

Guard at least did just support job without damage dealing.
Paks do everything on their own.
21 Apr 2016, 12:20 PM
#26
avatar of Tiger Baron

Posts: 3143 | Subs: 2

Brad, if it's the real you, I'm sorry for ever doubting you and thinking the horrible balancing was you while it actually was probably Relic pulling the strings, or at least someone there that is, higher ups, or SEGA, or whatever. And I agree with most of these suggested changes, I hope you find another job that suits you and gives you the fun of designing again, cheers dude.
21 Apr 2016, 12:22 PM
#27
avatar of Bananenheld

Posts: 1593 | Subs: 1

If real brad, ive got a question:
Your changes Sounds more reasonable than 90% of the stuff relic Patched. That implies that your opinion on balance got screwed by other relic members every patch cycle? (?)
21 Apr 2016, 12:26 PM
#28
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

I think should coh2.org put a stamp honorific (sega)
21 Apr 2016, 12:27 PM
#29
avatar of Crumbum

Posts: 213

If real brad, ive got a question:
Your changes Sounds more reasonable than 90% of the stuff relic Patched. That implies that your opinion on balance got screwed by other relic members every patch cycle? (?)


I'm starting to get the same impression. Yeah nah yeah nah yeah.
21 Apr 2016, 12:29 PM
#30
avatar of Jadame!

Posts: 1122



if i remember correctly the reason why they changed button though was so that you couldnt do the mark + il2 combo and just instagib any tank that doesnt have panzer tactician. i mean guards are a capable combat unit right now, they recieved several buffs with the PTRS AI buff and the fact they dont dance around anymore.


There was two guards and heavy amount of ammo needed per tank untill its heavy one which cant accelerate fast enought to avoid bombing after initial button, and on top of it, axis player needed to missplay hardcore to allow guards to be in range of button, so whats the problem? Its not like guards could just walk into supression and superior axis inf and kill any tank they wanted to.

Also, guards may be cappable combat unit on paper, but i havent seen them for ages nor in 4v4, nor in 2v2 sice fade of unstoppable double soviets double snipers+t2 tourney meta (and even then cons were more usefull than guards on average due to their better mobility and independence of lmg upgrades to be able to stop enemy vehicles); nor in 1v1.
21 Apr 2016, 12:30 PM
#31
avatar of tenid

Posts: 232

Not even a suggestion for the Suxton :foreveralone:. Seriously, how did it end up so bad?

21 Apr 2016, 12:35 PM
#32
avatar of Katitof

Posts: 17884 | Subs: 8

If real brad, ive got a question:
Your changes Sounds more reasonable than 90% of the stuff relic Patched. That implies that your opinion on balance got screwed by other relic members every patch cycle? (?)


There is always a lead.

If lead doesn't approve or is too stubborn with his own vision, you can do nothing about it, but give your feedback and pray for it to be considered.

I can 100% relate to that as I've had recently a literal disaster happen, because my feedback was disregarded :romeoHype:
21 Apr 2016, 12:37 PM
#33
avatar of Bad_Vader

Posts: 88 | Subs: 1

jump backJump back to quoted post21 Apr 2016, 12:26 PMcapiqua
I think should coh2.org put a stamp honorific (sega)

Its probably better if it just states he's an ex employee or something similar.

-Brad's balance wish list-

Welcome to being a keyboard warrior :D
21 Apr 2016, 12:38 PM
#34
avatar of LemonJuice

Posts: 1144 | Subs: 7

jump backJump back to quoted post21 Apr 2016, 12:29 PMJadame!


There was two guards and heavy amount of ammo needed per tank untill its heavy one which cant accelerate fast enought to avoid bombing after initial button, and on top of it, axis player needed to missplay hardcore to allow guards to be in range of button, so whats the problem? Its not like guards could just walk into supression and superior axis inf and kill any tank they wanted to.

Also, guards may be cappable combat unit on paper, but i havent seen them for ages nor in 4v4, nor in 2v2 sice fade of unstoppable double soviets double snipers+t2 tourney meta (and even then cons were more usefull than guards on average, lol); nor in 1v1.


i would ALWAYS be willing to spend hundreds of munitions if it meant i would kill a heavy tank. thats literally no question about that. youre spending under 400 munitions for a guaranteed tank kill. button range is just slightly shorter than tank gun range, its not like its AT grenade range either.

just because you dont see them doesnt mean theyre not good. people just favor maxims into t70s right now. when guards first got their buffs they saw a lot of play and they performed quite well. imo theyre a unit thats actually pretty well balanced ATM, and they provide good long range defensive firepower.

its not like Button is completely useless now either, i see the ability as something that buys time for your other units to get into position rather than just completely shutting down a tank with one button. It buys time for cons to get into range for an AT nade, or your AT guns to get 1 or 2 more volleys off. etc etc.
21 Apr 2016, 12:38 PM
#35
avatar of Esxile

Posts: 3600 | Subs: 1



LMG/BARs

So you basically make Gren/LMG42 the best mainline infantry with upgrade, dps and cost wise. I heard many people are crying for it but is it really balance?

Shreck

You're not solving any issue with a range decrease for shreck, not all maps are like Steppes were you can always being at max range. And Mr.Smith nailed out the other issue, you want to attack with your tanks, not sit down and snipe from max range. I think a nerf in penetration to a value that gives around only 50%/60% to frontally pen a sherman is probably more interesting, forcing you to flank with your schrek to have a real impact.
21 Apr 2016, 12:40 PM
#36
avatar of Imagelessbean

Posts: 1585 | Subs: 1

While I like the suggestions by Brad, I agree that a number of things were completely left out which would leave a final stale meta. A number of commander abilities still need to be addressed (e.g., vehicle detection, covering arty).

The lmg change to me seems to strongly favor the Axis team. They are already basically limited to one lmg so no changes will be seen there, but Allied teams need to add more punch to help push off Axis infantry so that their lighter tanks have a chance to surround Axis tanks. I could be wrong, but I would be willing to try it. This might also cause frequent weapon drops which of course would be completely unintentional. It is also highly inconsistent with other weapons currently in the game.

Changes to arty would be very interesting. Should get the protections AT guns currently have (never gun death before crew) to help make them front-line units.

Scripts still need something to help them make it into the late game with a purpose and to open up commander meta.

OKW schwer does not receive a cost? Or did I miss it? How can a tech structure which builds itself anywhere on the map be allowed to give a free suppression and light AT gun, with anti-air capabilities?

OKW still getting free AA from base defenses is unfair.

As others have pointed out there are a number of call-in units in the trash bin which need help.
21 Apr 2016, 12:41 PM
#37
avatar of Katitof

Posts: 17884 | Subs: 8

jump backJump back to quoted post21 Apr 2016, 12:38 PMEsxile


LMG/BARs

So you basically make Gren/LMG42 the best mainline infantry with upgrade, dps and cost wise. I heard many people are crying for it but is it really balance?

Limit to 1 can actually lead to the weapons getting a buff in the future.
No reason to have more expensive and less effective weapons if you can't double up on them any longer.
21 Apr 2016, 12:44 PM
#38
avatar of Breaking Brad

Posts: 20 | Subs: 11

jump backJump back to quoted post21 Apr 2016, 12:38 PMEsxile


LMG/BARs

So you basically make Gren/LMG42 the best mainline infantry with upgrade, dps and cost wise. I heard many people are crying for it but is it really balance?

Shreck

You're not solving any issue with a range decrease for shreck, not all maps are like Steppes were you can always being at max range. And Mr.Smith nailed out the other issue, you want to attack with your tanks, not sit down and snipe from max range. I think a nerf in penetration to a value that gives around only 50%/60% to frontally pen a sherman is probably more interesting, forcing you to flank with your schrek to have a real impact.


Uh where are you getting that gren/lmg42 is going to be the best? Literally 1 rifleman with a bar will beat a gren with a lmg in close /mid range and all lmgs relatively have the same stats. I would say the one unit that benefits the most are obers but they are costed relatively high already.

Edit: also on the lmg issue stats might need to get adjusted perhaps? But it makes it ridiculously easier to to balance because your only accounting for 1 LMG at a time in your calculation.


Not solving any issues? the fact that you guarantee to win with a tank against a shreck blob directly seems pretty good to me? This literally preserves all necessary relationships. You don't have to agree wit my suggestion though I personally just feel that would be the best option without gimping the faction.
21 Apr 2016, 12:45 PM
#39
avatar of General Tao

Posts: 48




Good point about sighting - I agree a result of this change will be that (against OKW) sending an allied tank to scout the FoW may no longer lead to instant death.

Admittedly I Haven't seen AT rushing with grenadiers but I have seen it with Osttruppen blobs. Cheap replaceable infantry that can faust-spam a light tank to death if one has enough munitions.

Here's where the comparison falls down though - shrecks only require the unit to be stationary, don't require munitions & selecting to fire each time, have a faster firing animation, and do far more damage and have higher pen. Therefore on a risk/reward scale I still think we would see this bumrushing behaviour a lot and to me a downgrade on the type of AT volks get seems a better solution.

But hey, I'd be up for testing it in a balance preview mod and letting the results speak for themselves!
21 Apr 2016, 12:48 PM
#40
avatar of pugzii

Posts: 513



That was peter and the guards

and i guess they are terrible for you since they weren't intended for 4v4


holy shit I've never seen so much Rekt ever, i love u
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