Thread: Nullist21 Nov 2013, 14:11 PM
I'm the anti-troll.
No-one can say "but you dont play Sov!?" now!
Your Soviet games are still in the single digits, so dream on. |
Did some rearranging of the FUBAR Soviet commanders. No ability appears more than twice, every commander has at least one exclusive ability, and I don' think any two doctrines have two abilities in common. German rework coming in a day or so. Some of the names should change imo because they are bland and confusing.
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+1 been saying this since back in June. Whoever made the doctrines I'm sorry but you're just going to have to completely start from scratch because I can not put in to words how shitty of a system this is.
First of all, some of these things should be non doctrinal because having so many doctrinal units detracts from strategic depth. Second, there needs to be less total commanders so that they have more individuality. The only thing unique about these doctrines when abilities are recurring 2-6 times is the fucking face in the menu. No ability should appear more than twice, nuff said. |
This is exactly what you said a month ago while promoting snf5!
Also you said coh2.org was working with relic to help the balance of the game, if your teams feedback helped shape the current patch I prefer relic go it alone.
quote for relic:
"My great concern is not whether you have failed, but whether you are content with your failure."
Abraham Lincoln
In reality coh2.org is trying to help Relic balance the game but many of the concerns are design related and the Relic higher ups are so pleased with their method of doing things that it probably isn't going to be changed so many of the high level players are being turned off because of it. |
The thing has so much durability, so much firepower, has incredible range, plus can blitzkrieg and use tactical smoke. The only time I lost one was from getting an immobilization ram. To be fair I only got rammed because I didn't even attempt to avoid it since I thought surely a frontal ram wouldn't penetrate, but I've learned my lesson and that will never happen again. The only mistake you can even make when calling one on the field is to do it when you have a very low unit count, just wait until you have some more units and then call it on. I got one in a 2v2 when we were pretty much backed in to our base and we just made sure to prioritize the T34s and then once they were out of the picture it just roflstomped everything else including but not limited to 2-3 IS2, ISU152, several SU85s, and several AT guns. |
There really is no arguing against the fact that a tank consistently 2 shotting SU85s and AT guns from a screen length away while taking hardly any damage in the process is OP. And if its range wasn't enough, it can just blitzkrieg behind them fresh out of the box. Only real counters to it is sinking it in ice or praying for a successful ram in front of like 4-7 hard AT units. Or you can always just kill everything else since he can't replace anything.  |
Mines are too core to being a skilled CoH player to change that drastically imo.
Being conscious enough to lay mines at any given opportunity definitely sets the good apart from the not so good. But I don't think having a universal hard counter to everything minus tanks and detector units for 25 muni really promotes high level play. It certainly does take some skill to put mines in the right places or to bait someone over them, but half of the time it just happens to be a coincidence that he drove over the mine rather than being outplayed. One could argue that 25 munitions giving an almost guaranteed kill on a armored car is an equal detriment to the skill cap. My proposed change would either give the vehicle a better chance at survival or reduce the amount of times 25 munitions almost instantly wins the game.
I don't understand why this is getting made when Relic are paying Smoking Gun? to make new patches for steam COH1.
Ya they've done a bang up job so far.  |
In an ideal world yes, mines do need changing. But I don't know how. They're just inherently flawed, too powerful. A fairly creative fix may be required, if any fix at all.
2 possibilities:
1) T3 vehicles are modified to take significantly less damage and crits vs mines
2) Both factions have access to 25 muni anti inf mines and 30-40 muni AT mines. Anti personnel mines work in the same way against infantry while only slightly denting vehicles (and possibly give light engine damage?). AT mines cannot be triggered by infantry (they do not 1 shot vehicles like Teller mines do but perform exactly mines in their current state against vehicles).
*Intended that any mine will 1 shot a Bike/Jeep in #1 and #2 |
1) What about a massive buff to demo charge research, like 10-20 seconds? Usually the use for them is only in a pinch when the opporunity presents itself and with the current wait time it makes impromptu base or bunker rush almost impossible.
2) Is it possible to fix RR phasing through light armor? |
Balance/bugs is irrelevant to me but a lot of the design is just wrong imo and will not be easily changed.
-Blizzards
-Commander system
-True sight inconsistent
-Input lag
-RNG more important
-Infantry shoot rubber bullets (hopefully that will change)
-Generic resource system
-AT nade + faust functionality
-buildings
-every game vehicle rush
-silly super units (Elephant, Tiger Ace, ISU152)
-lack of splash damage |