Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: WhiteFlash on January 26, 2010, 06:39:20 AM

Title: 1.02patch list from REBORN
Post by: WhiteFlash on January 26, 2010, 06:39:20 AM
Sniper team: arty needs to not be insta arty and be less powerfull
-------------------------------------
Supersniper: arty needs to NOT be insta arty, and less powerful arty
only 1 time call in at 500mp, make sure it doesnt die from 1 mine or 1 sniper shot
OOOOOOR
be repeatable call in (only 1 on field) at 800mp cost, make sure it doesn't die from 1 butterfly bomb(it currently does)
Reason: Its very easy to keep alive, the stickys kill bikes and with med truck it can be healed relativly easily.(cloaked super unit calling in arty can be devastating)
Should take more than 1 hit to die from counter snipe
Should take more than 1 mine to die
---------------------------------------------
Katyusha rocket: 300mp-->400mp
Reason: if you clump 3 and fire together, devastating against inf
--------------------------------------------
Guards: 300mp-->375mp
anti inf grenade, less damage
Reason: lost of abilities and unsupressable relativly easy to spam
-------------------------------------------
SU100: check almost dead bug
Reason: had tiger fire 4 shots at a 5%health su100 2 on rear armor with NO effect, not even damage engine etc.
---------------------------------------------
ISU152: 1 time call in 500mp
Reason: kills alot of tanks that are at 3/4 health in 1 shot, such as stug, PE p4 etc although it is slow its armor and power(like the jag) dictate it should be 1 time
ever call in at 500mp...
---------------------------------------------
Morter: needs to START as costing 350mp
slower rate of fire
increase build time
without line of sight the morter is inaccurate(good), when. the morter has line of sight its accurate(bad) the accuracy when it has LOS needs to be reduced
Reason: still devastating but better, these changed will fix it.
---------------------------------------------
Conscripts: make unarmed units not run into enemies
Reason:although cover is used still draining manpower
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All Infantry: number telling amount of people in squad to work
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Whermacht Propaganda Ability: Should insta-supress inf
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Axis Snipers: should kill soviet sniper person with the 1hit kill rifle first every time.
Reason: Axis sniper kinda usless at the moment
--------------------------------------------------
The british with the soviets (as far as muni op goes) could be a problem
http://easternfront.org/forums/index.php?topic=2201.0 (http://easternfront.org/forums/index.php?topic=2201.0)
this post explains more
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Also the british med bunkers with soviet high casualties can be a HUGE problem. 1 unit that costs 200mp, (conscripts)8 people die, british get almost 2 units that cost 450mp.
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Command squad: needs to have teir1 get. binoculars, teir2 get heroic charge, teir3 get arty
Reason: can force entire army to retreat in beginning and is OP early game
---------------------------------------------
fuel cost:50+90+15+90=245 Sherman
Fuel cost:100+75=175 T34
--------------------------------------------..
T34: Needs an increase in manpower cost 300mp-->350mp
and slight build time increase.
Reason: comes out too fast
Also, t34 engine sound is loud, perhaps turn down a little? VERY easy to spot in fog of war.
---------------------------------------------
IS2: Needs hitpoints to be reduced by 10%
needs POP cost to be increased from 12-->14
------------------------------------------------..
axis 88 sound should be put back to the normal sound
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TANK DEPOT: needs build time increased
Reason: tanks come out too fast for soviets
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Outpost: There is a bug where the outpost will be down to 5% health and small arms fire wont kill it. itll sit at 5% forever.
Title: Re: 1.02patch list from REBORN
Post by: SexyUnderwaterAction on January 26, 2010, 07:10:57 AM
spot on, aside from some game-mechanics changes that i feel are needed
Title: Re: 1.02patch list from REBORN
Post by: thebomb on January 26, 2010, 07:18:52 AM
Sniper team: arty needs to not be insta arty and be less powerfull

Agree with non-instant artillery. Would also like to see the ability on a global cooldown. That's enough nerfs, doesn't need to do less damage.
-------------------------------------
Quote
Supersniper: arty needs to NOT be insta arty, and less powerful arty
only 1 time call in at 500mp, make sure it doesnt die from 1 mine or 1 sniper shot
OOOOOOR
be repeatable call in (only 1 on field) at 800mp cost, make sure it doesn't die from 1 butterfly bomb(it currently does)
Reason: Its very easy to keep alive, the stickys kill bikes and with med truck it can be healed relativly easily.(cloaked super unit calling in arty can be devastating)
Should take more than 1 hit to die from counter snipe
Should take more than 1 mine to die

Should be repeatable call in since the guy dies so easily. If you watched GreenApple's replay you'll see that his sniper ace died from a stray shell from his ally - would suck if it was a one-time call in.
---------------------------------------------
Quote
Katyusha rocket: 300mp-->400mp
Reason: if you clump 3 and fire together, devastating against inf

Eh...Katyusha is the weakest artillery system in its class..you could sneeze on it and it will die. I don't see any reason to increase its cost. Maybe limit them to 3 per game.
--------------------------------------------
Quote
Guards: 300mp-->375mp
anti inf grenade, less damage
Reason: lost of abilities and unsupressable relativly easy to spam

Umm NO. Do you realize how broken Soviets will be if your suggestion were to go through? What are Soviets supposed to counter vet 3 Wehr infantry with? Guards in their current for are the only thing that is BARELY keeping the late-game infantry playing field even.
-------------------------------------------
Quote
SU100: check almost dead bug
Reason: had tiger fire 4 shots at a 5%health su100 2 on rear armor with NO effect, not even damage engine etc.

5% bug, it's a Relic thing IIRC
---------------------------------------------
Quote
ISU152: 1 time call in 500mp
Reason: kills alot of tanks that are at 3/4 health in 1 shot, such as stug, PE p4 etc although it is slow its armor and power(like the jag) dictate it should be 1 time
ever call in at 500mp...

Don't have any problems with its firepower but yeah 1 time call in for sure.
---------------------------------------------
Quote
Morter: needs to START as costing 350mp
slower rate of fire
increase build time
without line of sight the morter is inaccurate(good), when. the morter has line of sight its accurate(bad) the accuracy when it has LOS needs to be reduced
Reason: still devastating but better, these changed will fix it.

Mortar already got nerfed..it's fine now.
---------------------------------------------
Quote
Conscripts: make unarmed units not run into enemies
Reason:although cover is used still draining manpower

Agreed. This is very annoying.
-----------------------------------------------
Quote
All Infantry: number telling amount of people in squad to work

Agreed.
-----------------------------------------------
Quote
Whermacht Propaganda Ability: Should insta-supress inf

Agreed.
------------------------------------------------
Quote
Axis Snipers: should kill soviet sniper person with the 1hit kill rifle first every time.
Reason: Axis sniper kinda usless at the moment

Axis sniper is definitely not useless. IIRC he has a bigger range and can take out sharpshooters on the move since they don't have camo like the wehr sniper does.
--------------------------------------------------
Quote
The british with the soviets (as far as muni op goes) could be a problem
http://easternfront.org/forums/index.php?topic=2201.0 (http://easternfront.org/forums/index.php?topic=2201.0)
this post explains more

Agreed.
-------------------------------------------------
Quote
Also the british med bunkers with soviet high casualties can be a HUGE problem. 1 unit that costs 200mp, (conscripts)8 people die, british get almost 2 units that cost 450mp.

Agreed.
----------------------------------------------
Quote
Command squad: needs to have teir1 get. binoculars, teir2 get heroic charge, teir3 get arty
Reason: can force entire army to retreat in beginning and is OP early game

Agreed.
---------------------------------------------
Quote
fuel cost:50+90+15+90=245 Sherman
Fuel cost:100+75=175 T34


....why are you comparing American tanks to Soviet tanks???

--------------------------------------------..
Quote
T34: Needs an increase in manpower cost 300mp-->350mp
and slight build time increase.
Reason: comes out too fast
Also, t34 engine sound is loud, perhaps turn down a little? VERY easy to spot in fog of war.

Eh..don't really have an opinion at this point.
---------------------------------------------
Quote
IS2: Needs hitpoints to be reduced by 10%
needs POP cost to be increased from 12-->14

No freakin' way. Learn to flank. Wehr tanks are not No.1 anymore. Deal with it.
------------------------------------------------..
Quote
axis 88 sound should be put back to the normal sound

ok
-----------------------------------------------
Quote
TANK DEPOT: needs build time increased
Reason: tanks come out too fast for soviets

With no access to T90 Soviets are screwed early game. Disagree. We're already nerfing T34 cost anyway. Maybe make a tier system in tank hall.
-----------------------------------------------
Quote
Outpost: There is a bug where the outpost will be down to 5% health and small arms fire wont kill it. itll sit at 5% forever.

5% bug again.
Title: Re: 1.02patch list from REBORN
Post by: MaxConners on January 26, 2010, 07:20:23 AM
with the IS-2 the idea that there are maybe 4 men inside counting for 14 pop? you need to have it be at most 6-8 pop and only have 2 on the feild at a time
Title: Re: 1.02patch list from REBORN
Post by: iverieli on January 26, 2010, 07:27:36 AM
I agree 100% with thebomb.

You can't just nerf everything the Soviets have. There are countless counters for them.

Ever tried playing as the Soviets and been vet pio spam rushed with PE AC rush? You're pretty much helpless. For Soviets, before you can field the weakest of "armor", you need 130 fuel. The weakest upgrades are a minimum of 100 munis.

Conscripts are cannon fodder and the only good starting unit is the command squad.

Katyusha has already been limited to 3 in 1.01 and the entire 1.01 patch has nerfed and balanced the Soviets pretty well actually.
Title: Re: 1.02patch list from REBORN
Post by: Fuhrious on January 26, 2010, 07:48:13 AM
Sounds good in general I like these ideas. The British or American medic bunker mopping up reds is a big problem. I just played a 2v2 where the Brits exploited this to get a massive raging blob by early mid game. Horrible stuff. Hopefully they can quickly make it so that reds are dead and not collected by medics when taken down ASAP or mixed faction allied games are gonna suck ass.

I think the Katuysha to 400mp is over-cooking the turkey here. Perhaps 350mp at most but I really don't see it as a problem currently so just leave as is. Remember, axis infantry has a retreat function!!

One balance issue I would like to suggest is to do with the support centre's ability to produce anti tank units. It seems it has two options and they are both quite woeful:

1) The anti tank gun is effective but is far too costly since it cannot be re-manned and even reinforcing the crew is 96MP per man!

Solution: make it able to be re-manned and/or cheaper to reinforce.

2) Tank hunters. Absolute rubbish without the upgrade to get a second gun. Even then they barely pass muster. Fair enough they are very cheap. Perhaps a second upgrade for them could give them the magnetic bomb.

The support centre is rubbish for AT. Anyone that doubts that play against Wehr Expert comp, where you will probably not have enough fuel to get tanks before the computer gets pumas which it loves to do. Your support centre AT will get munched.

Just one last point going back to being able to re-crew or capture weapons. I am not impressed by this part of the faction design. It's a double whammy because it means leaving weapons for the enemy. I am not sure of the logic why they made it this way? Doesn't seem true to history or resulting in better gameplay. I think if this system is maintained, at least allow soviet sappers to salvage them for MP or MUN as a bonus for over-running them, and also not allowing them to fall back into enemy hands.
Title: Re: 1.02patch list from REBORN
Post by: thebomb on January 26, 2010, 07:53:15 AM
Just one last point going back to being able to re-crew or capture weapons. I am not impressed by this part of the faction design. It's a double whammy because it means leaving weapons for the enemy. I am not sure of the logic why they made it this way? Doesn't seem true to history or resulting in better gameplay. I think if this system is maintained, at least allow soviet sappers to salvage them for MP or MUN as a bonus for over-running them, and also not allowing them to fall back into enemy hands.

This is Relic's fault. There's a hardcoded bug which causes the game to crash if a new faction recrews weapons.
Title: Re: 1.02patch list from REBORN
Post by: BlitzKitten on January 26, 2010, 08:25:18 AM
Great ideas there lads,

agree with most of the things said, especially the sniper arty and the ISU-152 1 time call in especially due to mechanics being able to salvage wrecks now.

Considering panthers are a 12 pop it seems to make sense to have a 14-15 pop for the IS-2.

As mechanics can now salvage, they are extremely useful maybe increase cost from 300 -> 400mp?
Title: Re: 1.02patch list from REBORN
Post by: xenotype on January 26, 2010, 08:34:13 AM
IS2 should be left alone now.  Get used to dealing with hard soviet armor late game, allies have had it hard forever on that.  Its already significantly more expensive than a panther to field.  Tank hunters need either a treadbreak/blinding ability or AT nades with upgrade.  Raise the MP cost if it makes them more powerful, they are damn near useless now unless you clump them together.  Also the new crashes are a serious bug!
Title: Re: 1.02patch list from REBORN
Post by: Fuhrious on January 26, 2010, 09:18:45 AM
This is Relic's fault. There's a hardcoded bug which causes the game to crash if a new faction recrews weapons.

Ahhh cheers for clearing that mystery up. What a great shame I hope Relic does the right thing and fixes that. In the meantime then I would love to see them implement a system of allow soviet engineers to salvage all weapons for MP/Mun. At least that allows them to get something back from their own losses here and clear the field of weapons after a push so they don't just fall straight back to enemy hands.
Title: Re: 1.02patch list from REBORN
Post by: iverieli on January 26, 2010, 09:22:14 AM
Sounds good in general I like these ideas. The British or American medic bunker mopping up reds is a big problem. I just played a 2v2 where the Brits exploited this to get a massive raging blob by early mid game. Horrible stuff. Hopefully they can quickly make it so that reds are dead and not collected by medics when taken down ASAP or mixed faction allied games are gonna suck ass.

I think the Katuysha to 400mp is over-cooking the turkey here. Perhaps 350mp at most but I really don't see it as a problem currently so just leave as is. Remember, axis infantry has a retreat function!!

One balance issue I would like to suggest is to do with the support centre's ability to produce anti tank units. It seems it has two options and they are both quite woeful:

1) The anti tank gun is effective but is far too costly since it cannot be re-manned and even reinforcing the crew is 96MP per man!

Solution: make it able to be re-manned and/or cheaper to reinforce.

2) Tank hunters. Absolute rubbish without the upgrade to get a second gun. Even then they barely pass muster. Fair enough they are very cheap. Perhaps a second upgrade for them could give them the magnetic bomb.

The support centre is rubbish for AT. Anyone that doubts that play against Wehr Expert comp, where you will probably not have enough fuel to get tanks before the computer gets pumas which it loves to do. Your support centre AT will get munched.

Just one last point going back to being able to re-crew or capture weapons. I am not impressed by this part of the faction design. It's a double whammy because it means leaving weapons for the enemy. I am not sure of the logic why they made it this way? Doesn't seem true to history or resulting in better gameplay. I think if this system is maintained, at least allow soviet sappers to salvage them for MP or MUN as a bonus for over-running them, and also not allowing them to fall back into enemy hands.

Very well said.

IS2 should be left alone now.  Get used to dealing with hard soviet armor late game, allies have had it hard forever on that.  Its already significantly more expensive than a panther to field.  Tank hunters need either a treadbreak/blinding ability or AT nades with upgrade.  Raise the MP cost if it makes them more powerful, they are damn near useless now unless you clump them together.  Also the new crashes are a serious bug!

Yeah I noticed that quick - those Tank Hunter squads are worthless.

People tend to forget the cost of the IS-2, they also tend to forget that Soviets CAN'T retreat and the fact they CAN'T re-man and take weapons! Thats a huge blow as it is.
Title: Re: 1.02patch list from REBORN
Post by: Shaq on January 26, 2010, 09:29:24 AM
To me it seems like most axis players are complaining about the allies having good armor now :(
Title: Re: 1.02patch list from REBORN
Post by: moonblood on January 26, 2010, 09:48:56 AM
did you ever thought about that there may exist people which like to play brits, pe, us, wehr and russians? people who are no axis or allies players people who are just Eastern Front COH players?

@balancing list

i agree the most stuff especially the free instant arty changes

to fix that the t34 is shown so early maybe increate the fuel costs of buildings slightly

maybe there should be a change about russian casualties which can pickes up by CCS

the combination of russian and brits with russian spaming conscripts for zombie tommies is very nasty
Title: Re: 1.02patch list from REBORN
Post by: WhiteFlash on January 26, 2010, 09:51:12 AM
Liking responses, thoughts...

The IS2 is stronger than the panther, it SHOULD be.  Its strength should be reflected in its cost and population. 

Having said that its manpower cost is = to panther and its fuel cost is 40 more.  The POP is also = to panther.  So its not significantly more expensive then the panther.  Driving around the tank with 1 panther cant own it because the IS2 can turn treads and turret to counter.  You would need a panther and something else.  Because there is no other fuel costs for the Soviets besides tanks and 2 buildings the IS2 should have the changes previously stated.
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Soviet tank hunter squads are weak.  They also only cost 200manpower and have very low pop cost.  The upgrade only costing 100muni makes it easy to upgrade.

Having said that I think maybe a small increase in their survivability OR their attack power would help their usefulness.
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Katusha rockets are very mobile to compensate for their lack of armor, they also have solid range.  I could see their manpower cost only going up to 350 instead of 400.  But it does need an increase because clumping them and firing together is extreme firepower that needs to be reflected in its cost.
----------------------------------------------------
I can agree with the tank depot not getting a build time increase.
----------------------------------------------------
The soviet and american tank comparison wasnt supposed to be on here.
----------------------------------------------------
While the axis sniper isnt USLESS, it isnt as useful as it was intended to be, the sniper fix should at least be tried.
----------------------------------------------------
The morter is still devastating, the nerf would be minor.  The morter taking out 1 or 2 squads early game with LOS can be gg early because of the soviet capping power.  Also the morter does big damage to armor and the bunker dies in 3 hits.  When the morter has line of sight its too accurate.
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I think the guards could be considered ok, but they need to come later in the game, it takes axis considerable time and fuel to get their inf to be powerful, the soviets only need 150fuel and the muni upgrade and they get their power inf.
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The supersniper debate would  pretty much have to be tested to see whats fair.
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I like the idea of the snipers arty callins to be global nerf, great idea.
Title: Re: 1.02patch list from REBORN
Post by: moonblood on January 26, 2010, 09:55:55 AM
the super sniper should decloak when calling in arty
Title: Re: 1.02patch list from REBORN
Post by: iverieli on January 26, 2010, 10:12:55 AM
For those talking about nerfing the Soviets even further - have you ever been vet flamer pio spammed with AC rush in 2v2?

Soviets are helpless in this regard, unless I'm missing something.

Conscripts were cannon fodder (all 5 squads of them) and the command  squad didn't stand a chance against against 7 vet 2 pio squads most with flames and 4 AC's. Same goes for my ally.

I have to get 130 fuel just to get the weakest armored anti infantry unit - and even with 60% map control, it wasn't enough to counter that spam/rush.
Title: Re: 1.02patch list from REBORN
Post by: moonblood on January 26, 2010, 10:22:43 AM
For those talking about nerfing the Soviets even further - have you ever been vet flamer pio spammed with AC rush in 2v2?
Soviets are helpless in this regard, unless I'm missing something.

T90?
it rapes infantry and light vehicles

Quote
I have to get 130 fuel just to get the weakest armored anti infantry unit - and even with 60% map control, it wasn't enough to counter that spam/rush.

when you have the tankhall its very cheap and counterspamable

until that spam conscripts and focus fire to flamers

AC does not much when you try to use yellow/green cover
Title: Re: 1.02patch list from REBORN
Post by: maintol on January 26, 2010, 11:08:05 AM
nice list, but what about global upgrades? For example, early game u can work your unit preservation, and midgame you buy the upgrade for conscripts...and they don't get it.

what is supposed to do? kill them and buy upgraded conscripts when I can have strelkys or guards? I think it should work like USA bars/nades.


Title: Re: 1.02patch list from REBORN
Post by: WhiteFlash on January 26, 2010, 11:38:08 AM
As far as the 2v2 pio spam goes, the soviet sniper....get 2 ofem, and micro, that ends that. 

The sniper decloaking to drop arty....maybe, it depends if its only 1 time ever or not.

Also, the soviets get tanks real fast as everyone knows, there have been many suggestions as how to fix this. 

Logically, all factions spend manpower and fuel to get global upgrades. That's fair.  The soviets use munitions, which is fine, but they should have a small fuel cost associated with every upgrade, that way the decision making process for the upgrades would have more complexity and it would balance out fast tanking, as in if you GET fast tanks, your inf and support stuff wont be buffed(like with all factions), but if you buff your inf, then you cant get quick tanks(like with all factions).  Think about it for a bit.

IF this was implemented, instead of increasing the t34 manpower cost, just increase its build time
OOOR
Increase the manpower cost to 350mp and keep the build time the same.
Title: Re: 1.02patch list from REBORN
Post by: Voop_Bakon on January 26, 2010, 11:58:26 AM
nice list, but what about global upgrades? For example, early game u can work your unit preservation, and midgame you buy the upgrade for conscripts...and they don't get it.

what is supposed to do? kill them and buy upgraded conscripts when I can have strelkys or guards? I think it should work like USA bars/nades.

Ah but strelky cant break suppression or throw gernades and gaurds cost a lot of pop cap. The NKVD is there if you want to put lots of rifles on the field and have it effective. Plus for every 2 guards, you could have bought 3 NKVD conscripts. That's 24 men and rifles as compared to only 12 with the gaurds.

Title: Re: 1.02patch list from REBORN
Post by: Arethin on January 26, 2010, 01:07:12 PM
I agree with you Whiteflash, Russians are little bit OP now and germans should be able to build trenches also.
Title: Re: 1.02patch list from REBORN
Post by: bastex on January 26, 2010, 02:03:20 PM
the at rifles should be nerfed they 1shot wher mg guys while they use a at rifle that sould be fixed
Title: Re: 1.02patch list from REBORN
Post by: hgghg4 on January 26, 2010, 05:54:38 PM
I use Tank Hunters to destroy buildings, they do a ton of damage to them for some reason...
Title: Re: 1.02patch list from REBORN
Post by: groundfire on January 26, 2010, 05:57:24 PM
Alright now, lets know what were talking about before we diss Reborn's patch list.

IS2 has 1500 health. A reduction of 10% leaves 1350 health.

A tiger's health is 1064.

And the IS2 is non doctrinal and cheaper. It deserves a health decerese.
Title: Re: 1.02patch list from REBORN
Post by: moonblood on January 26, 2010, 06:10:01 PM
i want to add

with pershing armor which is a little bit better than the tiger armor and pershing has only 990HP

and i want to add my balancing posting from october
according the IS2 (little things changed like the price slightly)

- it costs like a panther
- its buildable after 175fuel of "teching" with the benefit of having all unit producing buildings
- a panther is buildable after 185fuel of teching without having the benefit to have any other building than panzercommand)

its basically a jagdpanther (hitpoints and gun) with pershing armor and a turret ... without a doctrine need .... and without a hardcap per game and even without a hardcap of amounts on the field..buildable earlier than a panther for the price of a panther...

doesnt looks "justified" for me imho
Title: Re: 1.02patch list from REBORN
Post by: SavageWorld on January 26, 2010, 11:08:31 PM
I would make it so Russia could upgrade diffrent phases in their headquarder.

Starting phase (start the game which this one.)
Defensive phase (200 MP; 50 Fuel)
Offensive phase (200 MP; 50 Fuel)

Insted of gettint more buildable units by building new buildings you would have by these upgrades.

This would result in a more flexible faction and it would make it so that Russia get their best units as fast.

The intention is not to nerf Russia. But if you can get all the upgrades to the IS-2 and the T34 as fast as you can the units will have to be nerfed until they fit the roll of mid game tanks. So if you want the russans to have mid and late game tanks this might be the way to go.

Also I am aware that you migth need to buff so Russian units to make up for this nerf, but it would be better to have tanks that cost more to tech to but are cheaper to build so that they would stand a better chance in the late game.
Title: Re: 1.02patch list from REBORN
Post by: WhiteFlash on January 26, 2010, 11:59:37 PM
this might be worth looking at, perhaps making a tech tree to visualise exactly what this would do would be worth looking at
Title: Re: 1.02patch list from REBORN
Post by: BlitzKitten on January 27, 2010, 12:18:25 AM
The IS2 is stronger than the panther, it SHOULD be.  Its strength should be reflected in its cost and population. 

definately agree here, dont want to see the IS-2 nerfd, but pay for what you get
Title: Re: 1.02patch list from REBORN
Post by: WhiteFlash on January 27, 2010, 05:06:35 AM
More things reborn has found that should be applied.

PE ketten and shwimwagon should take less damage from ingenery, they die in like 3ish bursts, thats much to fast compared to pio or volks
--------------------------------------------
command squad needs to lower the probability of commander dying first, because when the actual commander dies it becomes useless
command squad arty needs to do MUCH less damage to buildings, it takes out the strongest buildings in 1 arty barrage, this has been seen happening over and over
-----------------------------------------
soviet snipers when firing on neble crew is just hitting the neble itself, needs to hit the crew instead (something we found in a rails and metal game)
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morter crews damage against wher bunkers needs to be reduced, at the moment it 2 hit kills them, make it so they take 3 shots to kill them, that would be much more fair.
Title: Re: 1.02patch list from REBORN
Post by: Fuhrious on January 27, 2010, 07:36:38 AM
command squad needs to lower the probability of commander dying first, because when the actual commander dies it becomes useless

Disagree. In my experience it seems he has the same or less probability of dying versus any other members in the squad. I think it's cool that when he is down the command squad loses its abilities, and must reinforce him to regain them. I though it was a bug at first when they had no abilities so I think this will catch a few people out but I like the mechanics of it.

Quote
command squad arty needs to do MUCH less damage to buildings, it takes out the strongest buildings in 1 arty barrage, this has been seen happening over and over

Have not see this but if so absolutely. I have seen it used against wehr bunkers and the damage seems spot on with only a little being done.
Title: Re: 1.02patch list from REBORN
Post by: carnagel on January 27, 2010, 07:48:30 AM
Also the british med bunkers with soviet high casualties can be a HUGE problem. 1 unit that costs 200mp, (conscripts)8 people die, british get almost 2 units that cost 450mp.

I don't see this as a problem, and I really don't see how this could even be addressed.
Title: Re: 1.02patch list from REBORN
Post by: SexyUnderwaterAction on January 27, 2010, 08:07:59 AM
getting a huge brit blob isn't a problem???? lol.
Title: Re: 1.02patch list from REBORN
Post by: CerealKiller on January 27, 2010, 01:56:45 PM
The men without guns in conscript squads is a problem, the rest has already been addressed in the first patch. They don't need more nerfs.

Upgrades should not only cost munitions, they should minimize ability costs not make them free and cooldowns should be reduced too.
Title: Re: 1.02patch list from REBORN
Post by: Alexander 'ApeMen' J. on January 27, 2010, 05:46:06 PM
is this a real changelog or just a suggestion?
if its real when the patch comes?
Title: Re: 1.02patch list from REBORN
Post by: Zerstörer on January 27, 2010, 06:04:48 PM
Also the british med bunkers with soviet high casualties can be a HUGE problem. 1 unit that costs 200mp, (conscripts)8 people die, british get almost 2 units that cost 450mp.

I don't see this as a problem, and I really don't see how this could even be addressed.

It is a problem indeed and we've manage to 'somewhat' address it...you'll see very soon

There are two bugs we currently unable to solve, the prop war from terror and the WH officer...but we're working on solutions...
Title: Re: 1.02patch list from REBORN
Post by: SavageWorld on January 27, 2010, 06:23:09 PM
this might be worth looking at, perhaps making a tech tree to visualise exactly what this would do would be worth looking at

Now
As it is now you will only safe 100 MP by not building the Mustering Tent, so in this pacth most people will build that as thier first building. Even if they don't plan to use it they will have access to better tanks or AT weapons and motars as soon as their next building is finished. This give two build orders tier 1 -> tier 2 and tier 1 -> tier 3. This is not very fleksible and you will be able to build all your units after 150 fuel.

With change
After the Mustering Tent you must choose between the Defensiv phase, Support Barracks or go strage to tank hall.

If you go for the Defensiv phase you should probarbly buy the Support Barracks as your next building. (If you go for offensive phase or tank hall you will not have any AT before 150 fuel.) When you have build the support barracks you have Tank hunters and AT guns. This is 100 fuel into the game, the US get AT guns after 95 fuel if they go straight for it. After that you can go offensive phase or tank hall if you go offensive phase you will have a strong Guard and Medical Supply Truck 150 fuel into the game (same as now), but no tanks so it would be easier to build a counter.
If you go for the Tank hall you would have tanks 200 fuel into the game. (Same as US if they build bars first and 10 fuel faster than a Wm Tier 1 -> tier 2 -> tier 4 or just tier 2 and vet 3 infantry.) The IS-2 would be available when WM get their first tank vet.

If you go Support Barrack first you can choose to go for the defensive phase, which put you in the same position as defensive -> Suppot barrack, but you have Sharpshooters and Tank hunter instead of Strelkys in the early game.
If you go directly for the Support Barrack you will also have the option to depend on Tank hunters for your At until you can build the Tank Hall. (This will give you mid game tanks after 150 fuel. The same as m8 if you build the bars or Level 1 Production. It cost 10 fuel more than it cost if the WM player goes straigth for pumas.)
After this you can build tanks or upgrade your phases to get better units.

The Last option is to go straith for Tank Hall which will give you the mid game tanks after 100 fuel again 5 more than US's m8. After you have bougth a tank or two you will probarly buy the defensive phase to get stronger tanks and better men, since you will depend on your tanks as AT you wouldn't be able to get the IS-2 faster than if you buy AT gun first.

----------------------------------------------------------

All Russias unit will be avaleble after 250 fuel + upgrades(0)
All Wm unit will be avaleble after 245 fuel + upgrades (820)
All US unit will be avaleble after 200 fuel + upgrades (420)
All PE unit will be avaleble after 235 fuel + upgrades (250)
All Brits unit will be avaleble after 155 fuel + upgrades(0)

We migth want to make the Tank hall and the Support Barracks each cost 10 fuel less to balance these change out or make the tanks a little cheaper.

tl;dr Russia tech to fast please change.