Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: Arethin on January 25, 2010, 05:01:19 PM
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Okey... Thanks for making this great mod, which adds 'the red army' into CoH, but one thing really annoys me and its the teambalance.
Soviet Union Normal = Wehrmacht Expert
Russian units are alot cheaper, faster to build and they have more abilities (like FREE ARTY strike for officers and free satchels to russian engineers after red army upgrade in armory).
Also russians can build Trenches and germans not? WHY?
Yesterday i played two 2v2 games in same map:
(Me as Wehrmacht)
In the first battle russians made hundreds of conscripts and just rolled over my 3-4 volks (they used FREE arty to take machine gun out) and won the game.
(me and normal level Wehrmacht versus 2 normal russians)
In the second game i played as russians with normal ally versus 2 normal Wehrmacht:
The battle was very easy, i took ALL territories so easily and lastly destroyed their base...
I Suggest to IMPROVE Wehrmacht really much or take those FREE artys + satchels away from Red army. If you balance teams in next patch, this will be my favourite MOD ever.
Thank you.
EDIT: Also most of russian Command point abilities are FREE and that's not fair.
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Also russians can build Trenches and germans not? WHY?
Because we haven't changed the original factions...?
I Suggest to IMPROVE Wehrmacht really much
Again.
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something has to be changed about this free art strike.
thats true. The one for the sniper team should be deleted for sure, this i just OP and will alaways be op.
The one of the commander is too early doable, it should be really late game. a solutions has to be found.
This is one of the things which actually ruins the game mostly.
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Soviets are no more op with the patch.
There is a long time before being able to use abilities again. If you see red flares just back.
Trenches are only able in Propaganda Doctrine.
Volks actually owns conscripts just put them in high cover and don't forget that they can build sandbags. Support them with mgs, you can own many ennemis. ;)
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Soviets are not OP since the patch. Don't judge balance from CPU games.
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something has to be changed about this free art strike.
thats true. The one for the sniper team should be deleted for sure, this i just OP and will alaways be op.
The one of the commander is too early doable, it should be really late game. a solutions has to be found.
This is one of the things which actually ruins the game mostly.
I've come to the same conclusion, is't out so early the cost of the command squad is worth it for that ability itself.
In general free abilities with that amount of power is not avaliable for any other faction. It needs to be an upgrade specific commander (say like a walking stuka).
I rather like the idea of upgrades requiring ammo, but there needs to be a counterbalance, or the costs need to be beefed up quite a lot.
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global timer on sniper artillery and there you go
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sniper arty just have to go
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global timer on sniper artillery and there you go
Agreed. Getting rid of it completely is stupid. Soviet sharpshooters have a unique feel now and without their arty are just gimped versions of us/wehr snipers.
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I'm actually just fine with a global timer on sniper arty.
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The arty isnt op, move out of the way. Problem solved
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My main problem with the command squad's arty ability is not frequency, power, or earliness in the game (much improved btw with patch 1.01). I do feel it is obviously still overpowered even with the reductions in the patch, however, simply by the fact that it can instantly destroy a wermacht bunker in one strike. This makes early defenses completely useless even in the first 5 minutes of the game. Sure troops can move around and avoid after the flairs are dropped. But should a bunker have to move out of the way to survive? I thought that was the point of a bunker? Even late game arty by other factions often does not completely destroy a Wer bunker. If you do nothing else in the next patch, please change the damage the command squad arty does to bunkers. I'd say at minimum it should take two strikes from the arty squad. But probably 4-6 would seem more balanced seeing as it is the earliest form of arty in the game.
However, I would completely support the ability being nerfed in other regards as well. Like I said, there is no other arty in the entire game that comes as early in game as the command squad arty. I think this means it should be proportionatly weaker than all other arty. Presently it is one of the most effective strikes in the game. It needs more weaknesses. At this point imho the command arty is stronger than the Katyusha. I've seen on this forum that some see the Kat as more of a psychological weapon (as it does not often result in many serioius casualties). Whereas the command arty is a death sentance for anyone who lingers under the flairs. Perhaps just switching the effectiveness of these two arties would be a simple swap? That's not a perfect idea and I'm sure it is not historically consistent with how the Kat would have actually fired. But you get the idea- the more powerful arty should come later. The weaker should come earlier.
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My main problem with the command squad's arty ability is not frequency, power, or earliness in the game (much improved btw with patch 1.01). I do feel it is obviously still overpowered even with the reductions in the patch, however, simply by the fact that it can instantly destroy a wermacht bunker in one strike.
Unless it was the power of the strike that was improved in the patch... it takes three strikes to destroy a bunker.
But yeah, have to agree on how OP the sniper arty is. Those are just too good. You get snipers, and you also get arty strikes, and you can spam them. Not too attractive in the balance field...
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Maybe it was a one time thing, but earlier today I played a 3v3 all soviets vs. all wermacht. I built a bunker about 10 minutes into the game and garrisoned it with the two pio squads who built it in order to protect them. Within 30 seconds one of the soviet command squads sent an arty on the bunker and i was suprised to see that the bunker was completely destroyed by it along with the garisoned pios.
Please correct me if this is impossible (and in that case there must have been a glitch) or if it is simply rare for it to have that powerful of an effect.
Note: I was not defensive doctrine. However, I still feel that it should not have completely destroyed the bunker.
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I have never been able to destroy a bunker with command arty. It brings it to around 40% generally.
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I dont see a problem with the command arty, if thats not gonna take your bunker out than the at guns / tank hunters will
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and yet another problem... that Tank hunter rifle was designed to take down tanks... not freaking buildings....
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Soviet totally OP???? You have no clue whatsoever and should refrain from any further balance commentary.