Good stuff. You started out on the right foot, don't change too much.
I still think Snipers need a bit of work even in 1v1, 1 Sniper situations. Maybe there's a way to address that at the same time as Sniper spam. But going after Sniper spam first makes a lot of sense.
We brought the M10 fix to Relic's attention during 2.602 development but they weren't thrilled about using an outside model.
Will this be straight up vCoH only? There are some OF bugs that don't have balance implications. PE Goliaths didn't get the 2.602 WM Goliath changes, rebuilt vehicles not benefiting from APCR, etc.
Agreed about snipers, it's the main issues I want to tackle (because if snipers become less of a no-brainer, then suddenly it opens up a load of other options).
This is definitely going to be straight up vCoH, at least to begin with. Maybe if it gets way more popular than I expect it will and there's a lot of demand for it I can look into it, but we're talking full faction redesigns here.
OP updated with a list of issues I'm going to be taking a look at over the next few versions.
Potential changes for next version below. Each problem will be addressed individually, one at a time.
Problem: Snipers are too dominating.
Solutions:
- Increase reload
- Change cloak mechanic (passive cloak like in CoH2)
- Buff the counters ie Jeep/bike
Problem: Flanking is too risky, more efficient to camp and wait for arty, duller
Solutions:
- Reduce rifleman reinforcement
- Reduce riflemen upkeep
- Nerf mines (risky)
Interested to know, how did you manage to fix the M10 misfire big. As Relic said it was something that couldnt be fixed??
It can be. Just requires a new model, then you remove the wind up time and substitute it for a longer reload. Badabing. All in sync too! (quick and dirty fix is to forget the model and just change the wind up/reload, but the weapon would fire out of sync with the animation)
Ladies and gentlemen, I present Elite Mod for Company of Heroes!
After a long period of consideration, I felt that Company of Heroes could do with a little pick-me-up. Although 2.602 is arguably the best balanced patch since OF, there are still some inconsistencies, bugs, glitches. In addition, after three years of the same patch, the metagame has naturally slowed. This is where Elite mod steps in, with three main aims:
- To fix all fixable bugs
- To bring balance to a razor-sharp level
- To add tactical options and enhance depth by making previously unattractive options more useful, and dialing back 'overpowered' units and tactics
As with any good changelog, we start small. Version 1.0 is more or less a bug squashing exercise with little consideration given to balance or design; that comes later.
The download comes with full install instructions (it's not hard, and it won't change your vCoH installation so you can still play regular CoH) and the current changelog, also posted below. In addition, below I've posted some of the issues I plan to address with later releases. All suggestions are welcome; but remember, this isn't Blitzkrieg mod where the aim is to change everything. Think of it as vCoH Enhanced Edition.
The mod comes with cheatmod pre-installed, just launch it in -dev mode and play around with it (but you won't be able to play with others unless they are also in dev mode). See here for a list of hotkeys.
The reason people don't build them in competitive games is because an M8 is safer- it protects against pumas and can soft counter stugs and stuhs. The halftrack is just a very niche unit (good against PE, good on certain maps with lots of shotblockers against an opponent using a lot of infantry) and buffing its health will not change that. I agree it would be nice to see more variation than just M8 every time from T3 but I don't think that's possible without changing the nature of the unit (or reducing its cost significantly, which is possible but then risks being an expendable death machine).
Public release on the mod is currently delayed while I work out some glitches with the game not launching properly, so just hold fire for a bit until I work it out
Sure makes sense, but it still doesn't eliminate the true strenght of the sniper; winning the manpower war. I guess it's a change for the better in multiplayer games. But I'm more of a fan of creating counterplay in gameplay; instead of just punishing a player for spamming one unit; When a unit is too strong when spammed it can mean one and / or 2 things (both are related); the individual unit is just too strong (or too cost efficient) OR there is no / too little (efficient) counterplay to the unit.
Also I think with negative zeal US sniper + Airborne doctrine; is even more deadly
I agree it's not a total solution to the power of snipers, but I'm not entirely convinced there is a solution there that wouldn't drastically change the way the unit works. Any unit which can get kills without being killed at an efficient rate is going to be attractive, and it's one of those units where a skill difference between players is really magnified compared to say, rifles and grens which deal more or less constant, predictable damage.
I don't think AB would become more powerful necessarily- certainly it would be a more useful option if the Wher is spamming snipers and blobbing them, but otherwise no, it's basically the same.
However we still have unused units like the M3 halftrack, which is so weak. It should take 3 pak shots to die not 2.
And the snipers just limit them to 1 or 2 according to how much infantry your enemy has. If his going mass elite grens than a 2nd sniper should be unlocked. And get rid of the 50/50 chance of miss. On retreat the sniper should get heroic armor, thus withstanding 2-3 shots sometimes.
M3 could possibly be buffed but you've gotta bear in mind just how freakishly strong the gun actually is when upgraded. If it was as strong as an M8 but with the same gun (and also cheaper to build than an M8) there's a good chance people would pick it almost every time over an M8. It's worth considering indeed, but I think there's quite a fine line to be achieved there.
Arbitrary hardcaps are bad. They limit options = limits strategic depth. I don't want to _stop_ people from building double or triple snipers if that's what they wanna do; but I want to force them to micro harder to use them, or face being more flankable or more easily countersniped.
Negative zeal for snipers is to discourage sniper death blobs- perhaps more of a 2v2 issue than 1v1 but I feel only good things can come from encouraging people to spread their snipers out rather than just attack move around the map. It also makes it easier to countersnipe your way back into the game if you end up 'down a sniper'.
Misfire fixed by removing the wind up, increasing the reload to compensate, then using eliw00d's custom model and projectile animation (so it looks in sync).
I would like to see a fix to the stag hmg too and after that a mail to relic with this mod. Implementing these changes should be easy possible with steam.
In an earlier version I actually fixed the stag mg (made it like the mg on the M3 halftrack, so still better than a standard topgunner but it actually reloads) and AC detection, but it felt a bit contrived. Nobody actually plays OF in competitive games and nerfing the factions further won't change that. Really, the OF factions need whole new redesigns, but that's not what I'm going for here. I just want vanilla upgraded.