Er, I just meant that the whole game would change.
Sorry for not making that clear.
I hope strafbats do get a change, but I'm okay with smaller, more frequent steps in balance.
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Thread: The state of soviet tier 1?1 Oct 2013, 04:44 AM
In: COH2 Balance |
Thread: Remove Pin on Retreat1 Oct 2013, 02:56 AM
After yet another game where the broken mechanic of being pinned by abilities while retreating was used over and over, to the destruction of my army, this needs to stop. I don't care what ability it's from, Strafe, or Propaganda, pinning retreating units needs to end. It's an extremely potent ability that is rather easily exploited by whatever side is using it, and needs to go away. What makes this even more infuriating to fans of Relic games is that this was a problem in prior games that was fixed. Relic, you need to start a checklist for such problems and run every game, and every patch through that list for these old problems. As much as we love your games, it's down right insulting that this is still an issue. In: COH2 Balance |
Thread: The state of soviet tier 1?1 Oct 2013, 02:07 AM
I dont think that is actually anything like what you think it to be. I've attached a replay of a game played on our test servers. Take a look and see if you can spot the changes. These recent changes are meant to make Soviets more viable without doctrinal units in the early game. I'll give you one hint, every single unit in the game has had something changed! So we know that the devs are acknowledging problems with the Soviet game flow, specifically in the early part. In the actual stream he's showing off T-34s backed up by ZIS-3 gameplay, with changes from the beta patch test server, including mentioning changes to AT guns for both sides. In that later post, he also mentions changing a lot of the veterancy across the game. The next balance patch should have a decent number of changes. Not sure of what's actually in there, but you can extrapolate that they're trying to reduce railroading of Soviet builds towards the SU-85. In: COH2 Balance |
Thread: 2 problems1 Oct 2013, 02:00 AM
Really? Grens were getting a 50% damage reduction at vet 2? Wouldn't mind them keeping that for certain types of damage, such as artillery explosions, just to reduce the chance of insta squad wipe. Honestly, I think the SVTs on Penals just don't feel right. Using Penal Troops as elite high quality weapon troops, instead of as troops meant to assault the enemy under penalty of death for crimes against the Soviet Union seems wrong. Not saying give them to conscripts, but I'd hoped for another option. In: COH2 Balance |
Thread: StuG IIIE1 Oct 2013, 00:46 AM
The StuH had a 105mm gun and that is the reason why it has an artillery style explosion. The StuG III E has a short barrel 75mm gun. It's supposed to have an effect similar to any other 75mm or 76mm HE shell. It should not have the same effect as the StuH. I hate historical arguments as much as the next, but you guys are asking for way too much. Also, for a unit that can come out early, and cost relatively little Perhaps we should state which modes we're talking about since the number of players does affect when these things come out. A StuG 3E in 1v1 might have more use where the resource and tech rate are pretty fixed, but things can get way out of control in team games, where a 3E can come out at the same time a bigger counter. In: COH2 Balance |
Thread: The state of soviet tier 1?1 Oct 2013, 00:12 AM
Not to mention Penal Battalions are just as likely to blow themselves up. But, according to that beta stream post, I guess there's going to be a pretty big change. In: COH2 Balance |
Thread: Beta Play Test1 Oct 2013, 00:07 AM
There's still delays. Will be interesting to see what all the changes really are. But, it's a good sign when the balance team recognizes the issues in Soviet play. No one's saying it's all bad, but there's significant issues, and likely they have some data to back that up. In: COH2 Gameplay |
Thread: Beta Play Test30 Sep 2013, 19:00 PM
Were Mortar firing sounds made much louder? Well, the posts here have at least finally convinced me that Relic will keep at balance, even going so far as a big veterancy overhaul. So looks like I'm buying DLC to support it. In: COH2 Gameplay |
Thread: MG Spam woes into a comeback victory29 Sep 2013, 21:31 PM
A decent 3v3 game, pretty close. There's some good play that comes out once the Germans stop being so obsessed with MG42s early in the game. I faced 2 players worth of MG42s long my lane. I think about 5 MG42s in total before the first 10 minutes are up. In: Replays |
Thread: Core issues that plague COH2 community, in my opinion 28 Sep 2013, 19:52 PM
You know what, I think I'll have to agree with you, but with a caveat. I still believe that Automatch is still where all players should be directed to, even if there might be some other option. First and foremost, automatch needs to be used. And despite the issues of one group of players being left out, the gains in automatch usage, especially for a relatively small playerbase, outweighs the loss. Even more especially in light of the playerbase already being divided in two via faction choice (since most players tend to play one faction). There are a lot of problems with lobbies, for reasons already listed. Even if you don't agree, or don't see those problems as problems. This decision wasn't made in a vacuum, even if it doesn't make sense initially. In: Lobby |
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