The additions don't seem... that bad?
SU85 is a bit better, USF finally gets some early-game indirect fire, Ost gets sandbags (and flamer HT isn't a "lose 120muni" button anymore), OKW faust is preemptively fixed... Patch seems to be decent?
Still, things which MUST be addressed:
1. USF rifle blobs. The amount of AI power these can bring is absolutely insane. They need to be brought at least closer to 'in-line'.
2. UKF bofors 'barrage' ability. It hard-counters what is supposed to be a hard counter (AT gun). It needs to go, or get a range nerf so that it can't take out max-range AT guns.
3. UKF Engineers 'half price' vet 3. Prices should never change with vet.
4. OKW FLaK. It gets destroyed by a single shot.
Other than those changes, I'm actually looking forward to testing this out. The OKW changes will be interesting (not sure if good or bad...), but the rest seem to be quite good.
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Post History of Doomlord52
Thread: Updates on BALANCE PREVIEW MOD 22 Apr 2016, 07:02 AM
In: Lobby |
Thread: April 27th Balance Preview Mod Release Notes21 Apr 2016, 17:47 PM
While this is a mostly good list of changes, a few of them make me say "wait what?" Firstly, you've got the Penals, which while they needed a buff, will become the best CQC unit in the game for 270/90. That's a bit aggressive. That 90muni upgrade is just too much for a single button. My bet is that it'll normalize to just being a flamer upgrade for 60. Ost changes seem decent, although it's basically just a "fix brummbar" patch for them. There's still a bunch that could be done, though. OKW changes are just not that great. While I agree that Shreck blobs needed to go, they now have NO man-held AT solution. They also have the AT gun with the shortest range in the game. They're going to get rolled by basically any early vehicle play that's well micro'd. Personally, T2 or something needs to have a shreck squad similar to CoH1 PE's AT squad. MG change is great, though. UKF changes seem decent, although the insta-unlocked self repair on the UC seems a bit strong, especially early game. I could easily see a new UC w/ flamer or Vickers K rush vs. no-AT OKW meta. And no USF changes? So we're just keeping the current rifle-bar spam meta, then. In: COH2 Gameplay |
Thread: Switching brummbar and ostwind tech building swap21 Apr 2016, 02:34 AM
OR, we make those units actually useful in their tasks. It doesn't even have to be a flat boost that will transform those things into killer machines. Imagine an Ostwind that could suppress infantry with it's 37mm cannon, or a Brummbär with an KV-2 artillery mode. Pretty much this. Both those units are massively under-performing for their price/roles. The brit centurion is miles better than the OST and the KV-2 (even though it's doc) is infinitely better than the Brummbar. Lets get these units to be actually worth the cost before moving them around. In: COH2 Balance |
Thread: OKW Rework20 Apr 2016, 06:16 AM
This stood out to me the most:
FRP can't be removed from only one team at a time; it'll wreck the balance, especially in mixed teams, by an insane amount. You can't have the game in a state where only one side is actually hurt by retreating. I agree FRP needs to go, but it needs to go from ALL factions at the SAME TIME. In: COH2 Gameplay |
Thread: Call of USSR: Modern Warfare17 Apr 2016, 19:58 PM
Alright, so originally I wrote a massive wall of text, doing paragraph breakdowns, etc. but I think I can just make it much simpler: Units are just skins for numbers. The skins could be anything, the numbers are what make the game work. Ideally, you want the skin to match the role as best as possible, but sometimes it's a bit off. Sometimes two units can have massively different skins, but their stats are very similar. Other times the skins are identical, but the stats are different. Basically, instead of looking at what skins are in the game, look at the stats behind it. You could change all the soviet units to shoot lasers and have hover tanks, but the stats would be exactly the same: there would be no difference. The only case to ask for new units is when a ROLE is missing - not a skin. For example, look at OKW (lets ignore their spam meta right now): They have no non-doc suppression unit. Suppression is a core mechanic, and without going into a (arguably terrible) doctrine, they have no access to this core mechanic. This is a situation where asking for a new unit (non-doc HMG) makes sense. Simply asking for a new unit just because it's missing doesn't add to the game. In: COH2 Gameplay |
Thread: Insta squad gibbing rifle grenades need to be nerfed.17 Apr 2016, 18:02 PM
Yea, that's probably why it feels inconsistent. In: COH2 Balance |
Thread: Insta squad gibbing rifle grenades need to be nerfed.17 Apr 2016, 00:41 AM
You can't dodge them, by the time you hear grenade and move your units it still takes out 3/5th of the squad. Yes, you can. I'm not even close to top-tier (top 300-ish?), and dodging them is crazy easy. If you see the enemy squad, you've got the start animation (guy kneels w/ rifle on the ground), then your own squad warns you, then you have the ENTIRE travel time... It's pretty long. Yea, if you're looking at your base and it happens to your squad halfway across the map, it's a bit too late. But the same can be said for any other nade. And seriously they don't take shit for damage in green cover? I have replays proving otherwise. From my experience, nades and cover are insanely inconsistent. But that's just me. Stats show that cover prevents damage. Yes I was a top player and there were absolutely NO abilities like this on COH1. I've dealt with the nuclear pineapple plenty of times and have had no problems with it, but the rifle nade is like the nuclear pineapple with no timer on it, if it's so balanced, what ability does US have that can insta gib squads with no timer? Uhhh... the amount of time on the CoH1 nuclear-pineapple from the start of the counter is less than the time you get to dodge a rifle nade. Then on top of that, it had more AOE and damage. As for no timer... yea, you have the longest 'throw' animation combined with the slowest travel time. Adding a timer on top of that would turn rifle nade into a "remove 30muni" button. In: COH2 Balance |
Thread: Community Lead Balance Team15 Apr 2016, 06:06 AM
Voted 'need more data'. The implementation is FAR more important than the actual idea. While mods can fix bugs and such in an unbiased way, balancing a game is a bit trickier. You'd need to create a panel of top-tier players who are actually top-tier in both 1v1 and 2v2 with all five factions. That's just to get a good foundation going. From there you need a "mission statement" that basically answers the following:
This is exceedingly important for the community not to become insanely divided and ultimately disinterested in the project. The first question is fairly self explanatory: How does each faction play once the mod is 'done'? Are infantry blobs something we actually want? Should factions stay similar to their current play-style? Should factions change to increase diversity? The second question is very critical to get mass engagement from the player base. Simply put, the average player isn't all that great (I'm certainly not - best case I'm top 250 as 1v1 ost, 500+ with others). Do we account for that? Something that's balanced for a pro-tier player (ex. high micro cost) could be very imbalanced for the average player. But something balanced for the average player (CoH1's pios) can become broken in the hands of a pro (CoH1's pio spam). Who wins in this situation? Lastly, how far from vanilla would this team be able to go? Small tweaks will probably work for the majority of things, but what happens when something becomes fundamentally broken? Would replacing brit emplacements entirely with their mobile counterparts be acceptable? Would transforming Ost into an elite-infantry "quality over quantity" faction be possible? What about reducing Rifle's "dual upgrades" to a single slot, thus removing their "jack of all trades" viability? Then lastly you have the issue with promotion. This could be literally the greatest mod of all time, turning CoH2 into the single most balanced and perfected game of all time: but it doesn't matter if no one plays it. Without Relic's direct support, it would never become visible to the majority of the player base (main menu article thing?). Even then, you'd still be left with custom games, which while fun, just won't replace the ladder and matchmaking for some. So yea, go for it, but there's no guarantee of success. It's been tried before, and it's failed before - mostly because of the above issues. But if it DOES work, it could be great. In: Lobby |
Thread: Relic: About map sorting/filtering feature11 Apr 2016, 23:03 PM
Good that they're finally doing this. Hopefully we'll get a by player count and then alphabetical sorting option (so 1v1 A-Z, 1v1+2v2 A-Z, 2v2 A-Z, etc.). I don't really need by 'front', or 'community', or anything else; just size and name. It's annoying to queue for 1v1 and 2v2, veto some 1v1 and 2v2 maps, only to have those maps scattered randomly in the list. In: Lobby |
Thread: Proximity between streamers and Relic development team10 Apr 2016, 01:20 AM
If relic was as close to streamers as you are implying they are, the game would be very, very balanced (and almost completely bug free). Simple fact is, they aren't. There's changes top-tier players/streamers really didn't ask for (AEC buff followed by AEC quadra-nerf), there's bugs that community members have found fixes for (Cruzz's thread), there's maps no one wants to play (back when Struzdorf was in rotation). Relic does a decent job talking to the community, but they are in no way caving the 'demands' of the community, let alone a small sub-section ("Axis fanbois"). They seem to have their own idea of what CoH2 should be, and are following that idea to a very large degree. And as for CoH2 being changed to 'please axis fanbois'.... you've seen the brit emplacement commander, right? In: COH2 Gameplay |
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