This isn't on the balance team, it's on the commander design team. The balance team has been great. Peter's communication has been amazing and he's engaged in meaningful discussions with the community regarding balance.
My understanding is the balance team doesn't touch the commanders until after they are put in the game. And the commander design team has been entirely unresponsive. |
Thread: SNF23 Nov 2013, 22:07 PM
We've given our feedback for months and continue to. However, we've been called greedy, elitist, entitled, and a whole bunch of other fun things. This game is not being designed for us, unfortunately. |
Thread: SNF23 Nov 2013, 02:59 AM
Almost nobody who was involved in competitive vCoH is interested in competitive CoH2, so until the game receives major changes to encourage those players to become involved again or until the game manages to attract a different set of players willing to invest the time and effort necessary to cultivate a competitive community, you're going to see the current trend continue. |
They reduced the multipliers but didn't remove them entirely if I remember correctly. |
Yeah, every doctrine is pretty damn viable right now. Sure, Infantry is the best, but it's still situational, and you can still screw yourself over if you go infantry in a situation that doesn't warrant it (StuG spam, sometimes Volksspam, etc.). |
Except a vet 3 rifle would completely destroy any vet 3 Wehrmacht infantry squad.
Purchasable veterancy added immense strategic depth to vCoH. You could, for example, rush vet 2 infantry after two Grens, which was a huge investment in lategame that could backfire if your opponent was aggressive while you were upgrading the veterancy or teched to something like snipers. If he was passively teching as well, however, you would be at a massive advantage. Conversely, you could skip the vet and go for an extra Gren and maybe a Pak. If your opponent is aggressive now, you have the units you need to deal with him. If he's passively teching, however, you need to get something done with your units or he is going to outtech you.
That type of risk vs. reward decision-making is almost completely absent from CoH2. The only comparable decision to be made is when to advance to the next tech tier and build the next tech building. |
The problem with making significant changes to the Officer is you're going from extremely minor balance tweaks and bug fixes to extremely game-changing and potentially game-breaking modifications. If I understood correctly, the purpose of this mod is to fix those minor issues that Relic either screwed up (incorrect stats, data entry mistakes, etc.) or were unwilling to fix (misfire bug).
The more changes you make, the greater the chance of you screwing something up. I don't see why you'd want to risk that when you consider how well-balanced the current version of vCoH already is. |
I don't really think the LMG is a problem. It's an extremely situational weapon that has its limited uses. vCoH's midgame balance is pretty good right now; I'd hate to change anything that impacts that balance unnecessarily. |
It's actually always been attack-move, even before it was moved to Steam. If you issue a cap order, though, units move instead of attack-moving. |
This looks great, think I'll test it out in the future. |