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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Winter balance Mod (1/2020) Bug list29 Jan 2020, 23:08 PM
Post here any bugs related to the Mod itself. If the bug also applies to the base game, just open a new thread. In: COH2 Bugs |
Thread: ISU-152 HE shell range29 Jan 2020, 23:04 PM
Lower rear armor to Ele levels. If you put a gun behind my head for further nerfs, just reduce HE shell to 60 range. In: COH2 Balance |
Thread: Power creep29 Jan 2020, 23:01 PM
I think we may have completely different views on what constitutes power creep. I could be wrong and i'm sure someone who works as a game designer or has taken classes into it could correct me but this is my POV. The concept basically comes from TCG (trading cards games) such as Magic the Gathering, Yu-Gi-OH, Pokemon, etc. The game model design is to keep releasing new content at constant time frames to keep the game fresh and interesting. This means the new cards must be worth buying/playing but this may conflict with old content, specially if it becomes obsolete. As a physical format, you don't have the luxury to "nerf" by just reprinting existing cards in the market. Therefore you have 2 venues of action. One is banning cards from "regular" play. And the other is creating formats which contain different power levels. This means that the "official" setting of play only takes into account a certain period of time. If you don't play MTG or Hearthstone, it's called Standard. The other 2 genres that you can frequently heard the concept is MMOs and MOBAs. MMO more so than MOBAS work in the basis of having fresh new content keeping the playerbase engaged. With MMOs, this generally causes that equipment and old Dungeons/bosses become irrelevant once the game get's to a certain age. Ways to "fix" this is by limiting playstyle all together (say Vanilla WoW) or reworking those levels to the current standards (Heroic, increasing difficulty). The way MOBAs tend to suffer is that new heroes/champions can do way more things than older ones, usurping the roles, niches or strengths of prior characters. This not only applies to MOBAS but in the genre of FPS/Arena shooters like Rainbox 6 or Overwatch. Fixing it means either reworking old content to bring them up or nerfing new content down to the current power level. This is where i think i have to make 2 distinctions. It's not the same addressing power creep through sheer raw stats changes than doing so by changing complexity. Now let's go back to CoH2. If i can simplify the strength value of each faction in a numerical value from 1 to 10. EFA were released at an 8/9, with newer commanders been 9 and TA/Windustry been at 10 (11). Several nerfs and balance changes later, the overall power level was a 6-7 and the game was fine. Forward to WFA release, USF and OKW were a 9/10 (OKW less so in 1v1 and USF less so in teamgames). Balance changes later all factions they were brought down to a 7/8. Finally UKF was a 6/7 in 1v1, a 9/10 in teamgames and commanders were 10 (PArty Cover been a close 11) This means, that the game doesn't necessarily power creep, cause it's not about old content been creep out due to new factions making old ones obsolete. It's just that new factions were not balanced yet. Same with reworks and new commanders. If instead of nerfing back then commanders like Windustry or Tiger Ace, PG + PV spam, maxim spam, sprinting snipers in clowncars with reversing race car Su85 and brought everything to that level it would had been power creep. If we kept new factions as they were and instead tried to brought everything to their level, that would had been power creep. You bring different examples that i don't think necessarily applies to the concept of power creep. PPSH: well going from 20/10 munition upgrade to 60 munition is not power creep. The short lived PPSH meta relied on different changes applied at the same time. For example: Conscript vet changes and what they were facing at the time (mostly OH, not OKW). IF today PPSH are not as strong it might not be only because other things are stronger and needs to be brought to their level but it might be that the nerfs were too effective as well. 7 man con upgrade is strong and getting nerfed. SVT will probably have to be nerf at some point. PPSH without nerfs and at 40 muni cost would compete perfectly fine with todays SVTs. If things got too long or confusing. I don't think COH2 suffers from any power creep. I think CoH2 suffers from things yet to be balanced. In: Lobby |
Thread: Improving the stormtrooper g43 package upgrade29 Jan 2020, 19:34 PM
He is not talking about any specific value of DPS, but it's easier/different to balance out squads which have all the same type of weapon rather than ones which focus the damage in few models while the rest of the squad has weapons with a completely different damage profile. Ex: -LMG + Bolt action is fine because you want to engage at long distance and mostly static. -Carbine + Bolt not so much. You rely on the Carbine doing the heavy lifting, therefore it having better stats individually. It's shifting the power budget of the upgrade from an offensive standpoint to defensive values (1 extra man and constant DPS). In: COH2 Gameplay |
Thread: Zero reason why the Infrared HT should have this much health29 Jan 2020, 19:20 PM
right now u would need a miracle to get any value from it if the kubel does it's job better U already know what my opinion is in the current version. IF not, i've already said that the vision range should had started at 120 with no cost increase and then scale down if necessary. In: COH2 Balance |
Thread: COH2 winter balance mod - discussion29 Jan 2020, 19:16 PM
Only when you keep it alive. There was only another unit in the game with the same concept behind it, Partisans (low call in cost, absurd reinforce cost for performance). If the unit is bad stat wise, there is design space to buff it. The whole resource butchering income just makes you want to do as much damage as possible while losing the unit as fast as you can. You can cry as louder as you want about how you liked the previous version of it, but it is as pointless as trying to get vet 1 Rifles back, old Windustry system or original resource conversion from CAS. In: COH2 Gameplay |
Thread: Zero reason why the Infrared HT should have this much health29 Jan 2020, 18:51 PM
Reason: there is no need for artillery units to remain in the frontline once they use their barrage. IRHT is a HT which needs to remain in the frontline to get value out of it's vision. In: COH2 Balance |
Thread: Balance Team member who buffed USF nades is a utter moron.28 Jan 2020, 22:59 PM
I found it questionable (as i posted in the thread) but i'm sure you know why this thread is been locked. Feel free to open a new one to discuss the topic, not the people. In: Lobby |
Thread: Improving the stormtrooper g43 package upgrade28 Jan 2020, 22:57 PM
Snipers were also close to 40HP at the beginning. In: COH2 Gameplay |
Thread: COH2 winter balance mod - discussion28 Jan 2020, 22:57 PM
Or maybe they were nerfed from their original concept? Factions released with HIGH power levels and then they were nerfed while retaining only some elements. New factions basically released with original faction levels of power while the whole game was in a different power level after so many nerfs. From a game design point, it's better to release strong OVERPOWERED content than the opposite. You gather more information and engagements from your players than if you release something which no one would ever use. The issue with this approach, is that you must update your content in a short manner (if you don't, then you get Tiger Ace levels of problems). Powercreep is not inherently bad. Depends on how you apply it and how you act upon things that might lag behind. WFA levels of DPS re-introduction was bad. Adding complexity and depth in certain areas is not IMO. In: COH2 Gameplay |
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