Is it possible to take some abilities from OST to OKW and vice versa?
Abilities that don't require vehicles (due to skins) or voicelines should be ok.
Posts: 2636 | Subs: 17
Thread: DBP Commander Revamp brainstorming11 Nov 2017, 14:13 PM
Is it possible to take some abilities from OST to OKW and vice versa? Abilities that don't require vehicles (due to skins) or voicelines should be ok. In: COH2 Gameplay |
Thread: December Balance Preview11 Nov 2017, 14:11 PM
Activating the demo makes it visible, and there's a "Grenade" warning. Somehow people don't get completely wrecked by 1s commando gammon bombs. If the timer is too short, we'll increase it.
That's fair game. It's a lot more difficult to predict this than "set demo at victory point" In: Lobby |
Thread: Why DBP is destined not to work10 Nov 2017, 16:32 PM
Stop treating changes as the number of lines on the paper. This doesn't work here; and this doesn't work like that in real life either. Just go out and play the mod. I want you to provide us with a list of units that you believe we have over-touched with changes that are far too detouched by no-brainer changes. I want you to use your experience from trying the mod, and point us out to that list. In: Lobby |
Thread: Why DBP is destined not to work10 Nov 2017, 16:02 PM
The vast majority of the changes in the game are small fine-tuning changes to long-standing well-understood issues (e.g., OST T3/T4 changes and Soviet T2 changes). Then, there is a vast number of small no-brainer changes. Most of these changes have had the benefit of being tested in FBP (and reintroduced as lighter versions of themselves), or tested in a large number of balance mods, and seemed to work. Conscripts, while an important issue have received conservative changes, as you've already seen both theoretically (and also, hopefully) while testing them out yourself. Volksgrenadiers, OKW Vet4/5, Penals, Lend-lease meta, Heavy TD and heavy artillery are also well understood and urgent issues that needed resolution. For every faction, we are taking a calculated risk and are attempting to define new roles for units that really need them. Those calculated risks currently are: - Jackson - USF Smoke change (which is a prerequisite for the Jackson) - Ostwind (only because of the range) - OKW timing with respect to their vehicle fuel prices Everything else has been meticulously modified in predictable ways. For most of the changes, this won't really change the intended raw performance of the unit, but it will require you to rethink how much micro you are willing to invest on said units (e.g., Firefly and Panther moving accuracy pop to mind). Are we seriously going to bemoan the fact that 20-or so units have had their popcap adjusted to match their performance? I have been going thru the newest versions of DBP and imo is becoming more and more destined to create more problems than it solves. Can you please provide a list of all the changes you consider to be too profound? Instead of spending time trying to count the number of lines on the changelog, why not spend sometime testing the changes and see for yourself how many of these changes are truly as gamechanging as you make them out to be. This is a nearly 5-year old game, and one of the thorns in this game has been Commander Design. This is, finally, the coming of the Commander Rework patch. However, we can't give the game meaningful commanders, however, unless the baseline factions have been adjusted in a way that their synergy makes sense throughout the duration of the game. Why bother revamping infantry-based doctrines if they are going to get chewed apart by Luchs in the early game or bled by heavy TDs, lavanades and Vet5 in the lategame? Why bother revamping non-Tiger doctrines if OST teching is so expensive that you always need a Tiger? How are you going to evaluate the performance of those changes if the baseline is so skewed? In: Lobby |
Thread: December Balance Preview10 Nov 2017, 15:29 PM
We can't fix everything at the same time. For each faction we have to prioritise what are the important aspects that ruin synergy and cause repetition. For Soviets this was Conscripts, T2 and, with commander revamp, their elite infantry callins. For OST, this was their teching and their lacklustre T3 non-Stug options. For OKW, that was their non-sensical economy that is promoting infantry blobbing, and the fact that many units significantly outperform other similar-cost units. For USF, that was their anti-tank late-game, and the fact that their entire metagame is concentrated around one squad type (Riflemen). As for Brits, I don't think we've really touched them yet. Therefore, if we are allowed more scope-credit, it should go there. In: Lobby |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 15:23 PM
American sniper would make this the CoH1-throwback doctrine (US Sniper, greyhound etc). While this would be very fun to try, I fear that given that snipers are extremely powerful, there would be too little time to evaluate long-term consequences.
MortarHT is extremely thematic for the doctrine. Hopefully, as you point out, with withdraw and refit the doctrine will finally find some synergy.
We kind of tried specialist guards in Revamp. While they did the job, they felt boring. Specialized infantry works for WFA, since you can get your baseline infantry from minute 0. Guards are forced to be generalist units, given that you already have your backbone out by 2CP. In: COH2 Gameplay |
Thread: December Balance Preview10 Nov 2017, 12:59 PM
Firing in FoW hurts accuracy by a lot. Having flares always accessible means that you have an advantage over other mortars since: - You know where to shoot at - You are more accurate vs them than they are vs you Having flares also means that you know which spots are currently covered by MGs. In: Lobby |
Thread: DBP USF thread10 Nov 2017, 12:40 PM
I'm so looking forward to going through every single AT-capable weapon in the game and handpicking damage values. /s In: COH2 Gameplay |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 11:52 AM
Same commander abilities affect other commanders too. Let's say that Guards Combined Arms commander was "strategically" chosen for that purpose.
Smaller abilities we could collapse to existing ones. E.g., commando vet1 could allow them to plant such beacons. What I'm asking for is if there is something fun that could be game-changing for a doctrine. Here is one I have thought of for (SOVIET) Tank Hunter Tactics. In light of Conscript buffs, we probably want to avoid making this commander into a "Spam Conscripts and kill everything". Ideally, there should be a mix of units and abilities involved to reach that conclusion. Smaller existing abilities, we know how to rebalance. What we're asking for specifically are for abilities we should add, or abilities we should completely redo (e.g., Smoke Raid)
Now that could be interesting. Commando Doctrine should definitely fulfill the sneakiness aspect of Brits. Smoke raid kind of does similar things, though. USF The doctrine completely sucks in the late-game. Why would you ever pick this doctrine over the Calliope doctrine? I don't think WC51 is enough to carry the doctrine. In: COH2 Gameplay |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 09:56 AM
could we split mortar cover from air supremacy ? If you ask me it's the other way around. I would say that mortar cover is an extremely underrated ability. Even if you split them, though, that leaves you with one slot open; in that case what would the Commando Doctrine need that fits the theme? In: COH2 Gameplay |
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