Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Topic started by: TheReaper on December 19, 2010, 10:27:30 PM

Title: New Rwlic path for vCoH, further balance? :)
Post by: TheReaper on December 19, 2010, 10:27:30 PM
So, here it is, the long awaited patch for vCoH:
General

    * All medics' health reduced from 120 to 60
    * Snipers' moving accuracy vs tp_infantry_sniper has been increase from 0.5 to 1.0


Americans

    * Crocodile HP increased from 636 to 700
    * American mortar setup time reduced from 2.4s to 1.5s
    * Tank Depot manpower cost decreased from 350 to 300
    * Fixed a bug where the M18 Hellcat's range increase gained at Vet 2 was giving a shorter bonus than intended. Vet 2 range increased from 46.15m to 51.75m
    * Fixed a bug where the M18 Hellcat could not be detected
    * Engineers' suppression threshold changed to match other infantry, increased from 0.02 to 0.2
    * Engineers' suppression recovery threshold changed to match other infantry, increased from 0.01 to 0.15
    * 57mm accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
    * Pershing manpower cost reduced from 900 to 800

Commonwealth

    * Forward Observation Officers barrage has had its delay between the smoke and the artillery increased from 2s to 2.75s.
    * Kangeroo manpower cost increased from 240 to 300
    * Kangeroo HP decreased from 650 to 550
    * Kangeroo fuel cost increased from 10 to 45
    * Sappers now have wire cutters
    * Fixed a bug where Tommy reconnaissance squads did not detect camouflage units
    * Staghound’s machine gun damage modifier vs tp_infantry changed from 1.75 to 1.5
    * Staghound’s machine gun damage modifier vs tp_infantry_airborne changed from 1 to 075
    * Staghound’s machine gun damage modifier vs tp_infantry_heroic changed from 0.85 to 0.75
    * Staghound’s machine gun accuracy modifier vs tp_infantry_riflemen_elite changed from 1 to 0.75
    * Staghound’s machine gun damage modifier vs tp_infantry_sniper changed from 1.5 to 1
    * Staghound’s machine gun accuracy modifier vs tp_infantry_soldier changed from 1 to 0.75
    * Staghound’s machine gun damage modifier vs tp_infantry_soldier changed from 1.5 to 1.0
    * British Anti-Tank Gun Emplacement accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1

Wehrmacht

    * Pak38 accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
    * Axis Medic station's squad reformation body count increased from 4 to 5
    * Officer build time reduced from 45s to 25s
    * Stuh manpower cost reduced from 600 to 500
    * Stuh CP cost reduced from 3 to 2
    * Tiger CP cost increased from 4 to 5
    * Pak38's camouflage shots decreased from 3 to 1 before revealing itself
    * Grenadier's grenade distance_scatter_ratio decreased from 0.2 to 0
    * Goliaths can now be detected
    * Pioneers' level 2 and 3 vet bonuses have been switched
    * Stug acceleration increased from 1.7m/s to 2.5m/s
    * Stug deceleration increased from 2.0m/s to 3.0m/s
    * Geschutzwagen will no longer have an MG until acquiring veterancy rank 2
    * Geschutzwagen's damage decreased from 250 to 165
    * Geschutzwagen's accuracy vs tp_vehicle_57mm_anti_tank_gun changed from 0.65 to 0.2
    * Tiger manpower cost reduced from 900 to 800
    * Assault Grenades now have the potential to kill units. Damage average reduced from 30 to 17.5
    * Wehrmacht panzerschreck moving accuracy vs tp_vehicles_allies_m8_greyhound increased from 0.8 to 0.9

Panzer Elite

    * Panzer Elite Grenadiers with panzerschrecks will no longer drop Wehrmacht schrecks when killed
    * Panzer Elite Panzerschreck accuracy vs moving M8 Armored Car increased from 0.7 to 0.9
    * Panzer Elite Armored Car accuracy vs garrison cover increased from 0.4 to 0.45
    * Panzer Elite Armored Car HP increased from 220 to 260
    * Panzer Elite Armored Car detection radius reduced from 9 to 0
    * Hotchkiss accuracy vs infantry increased from 0.5 to 0.6
    * Hotchkiss' Stuka upgrade munitions cost decreased from 150 to 100
    * Kettenkrad sight radius increased from 35 to 55
    * Luftwaffe reinforce time reduced from 15s to 7s
    * Fix a bug where the Hetzer had increased veterancy requirements. Now matches standard tank values.
    * Panzer IV Stubby now has a targeting priority of light vehicles, then infantry, then tanks.
    * Infantry Halftrack damage vs light cover increased from 0.75 to 0.8
    * Munitions Halftrack can now reinforce units
    * Schwimmwagen sight radius increased from 35 to 55
    * Marder III accuracy vs tp_vehicle_allies_57mm_towed_gun changed from 0.65 to 0.2
    * Anti-Tank Halftrack accuracy vs tp_vehicles_allies_m8_greyhound increased from 1 to 1.05

Will be this includes or change for the mod?
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: IJoe on December 19, 2010, 10:44:15 PM
I just don't believe it, but it's true. http://www.companyofheroes.com/forums/release-notes-32/topics/Release-Notes-12172010?page=1#post-112284 (http://www.companyofheroes.com/forums/release-notes-32/topics/Release-Notes-12172010?page=1#post-112284)
Though it's just beta, I already am starting to hate it.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Desert_Fox on December 19, 2010, 10:58:02 PM
Commonwealth

    * Forward Observation Officers barrage has had its delay between the smoke and the artillery increased from 2s to 2.75s.
    * Kangeroo manpower cost increased from 240 to 300
    * Kangeroo HP decreased from 650 to 550
    * Kangeroo fuel cost increased from 10 to 45
    * Sappers now have wire cutters
    * Fixed a bug where Tommy reconnaissance squads did not detect camouflage units
    * Staghound’s machine gun damage modifier vs tp_infantry changed from 1.75 to 1.5
    * Staghound’s machine gun damage modifier vs tp_infantry_airborne changed from 1 to 075
    * Staghound’s machine gun damage modifier vs tp_infantry_heroic changed from 0.85 to 0.75
    * Staghound’s machine gun accuracy modifier vs tp_infantry_riflemen_elite changed from 1 to 0.75
    * Staghound’s machine gun damage modifier vs tp_infantry_sniper changed from 1.5 to 1
    * Staghound’s machine gun accuracy modifier vs tp_infantry_soldier changed from 1 to 0.75
    * Staghound’s machine gun damage modifier vs tp_infantry_soldier changed from 1.5 to 1.0
    * British Anti-Tank Gun Emplacement accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1

Thanks God!  ;D ;D
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: IJoe on December 19, 2010, 11:10:37 PM
Well, yeah, the commonwealth part is al-right, due to the simple fact, that previously it totally sucked, but for the rest of it, the changelog looks as if Relic appear to fix things, that actually don't need to be fixed. That is what pisses me off. I mean for all that time, while we were getting used to all the issues, they were nursing their other projects. And now, when everybody is used to the total absence of Relic in solving CoH issues, they come and say: "We're gonna fix 'em all" , and do it in seemingly ridiculous way.
On the other hand, maybe I just need a sleep. Beg your pardon for all the flood here.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Versedhorison on December 19, 2010, 11:14:08 PM
nah a lot of those fixes are actually very much in the right.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Desert_Fox on December 19, 2010, 11:18:30 PM
Many of this changelog are first appeared on EF. ;D

M26 Pershing & Tiger: 900 Mp 800 MP

Geschutzewagen: No Mg42 since Vet.2

Etc.. :)
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: IJoe on December 19, 2010, 11:29:10 PM
@Moonwalker
That much I know. Or do I? Think I read some thorough articles about CoH mechanics in general and EF in particular. Like this summer or so. I'll refresh my memories tomorrow. Good night to everybody going to sleep, like myself, and good morning\day\afternoon\evening to all the others.  ;)

EDIT: Truly, lack o' sleep is a torture, I really gotta stop on hate letters.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Blackbishop on December 20, 2010, 12:08:08 AM
I don't like that you need 5 injured soldiers to make a gren squad. But i suppose that's for the zombie grens tactic.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: GodlikeDennis on December 20, 2010, 05:32:10 AM
The majority of these changes are already in EF. I noticed they're not even trying to fix strafe. EF will have to one-up them on that.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Paciat on December 20, 2010, 08:52:07 AM
The majority of these changes are already in EF.
Its like reading EF changelog. :D
Roos, Stags and Gwagons,  finally arent OP. Cromwells (with a command tank) and Stugs (vet3) are my 2 most favorite tanks. 8)

4 CP StuH. :)

17lbs will loose a 1v1 with a PAK 5cm now. Thats the only sad thing. :'(
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Desert_Fox on December 20, 2010, 01:21:31 PM
I noticed they're not even trying to fix strafe.

Maybe I'm countercurrent, but I prefer "Smokeless Strafe"; It's one of my main anti-infantry spam strategy, and smoke would make it useless.  ;)
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Pauly3 on December 20, 2010, 03:07:49 PM
i noticed they wont fix Vet stacking with the british...
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Versedhorison on December 21, 2010, 06:59:48 AM
I noticed they're not even trying to fix strafe.

Maybe I'm countercurrent, but I prefer "Smokeless Strafe"; It's one of my main anti-infantry spam strategy, and smoke would make it useless.  ;)


I find the smokeless strafes really annoying at times, when I beat my opponents rifle/airbourne blobs he uses those strafing runs to force me to retreat. I know I shouldn't be blobing but tbh axis blobing of PE assault grens and/or KCH will beat american blobs easy.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Paciat on December 21, 2010, 07:47:46 AM
I find the smokeless strafes really annoying at times, when I beat my opponents rifle/airbourne blobs he uses those strafing runs to force me to retreat. I know I shouldn't be blobing but tbh axis blobing of PE assault grens and/or KCH will beat american blobs easy.
I guess sector arti and bundle nades+sneeky shrecks have no smoke too. :P
I ended few games vs rifle blobs with sector arti.
Sector LOLtillery! (http://www.youtube.com/watch?v=d-J5CLcd7p4#)
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Desert_Fox on December 21, 2010, 01:15:33 PM
I find the smokeless strafes really annoying at times, when I beat my opponents rifle/airbourne blobs he uses those strafing runs to force me to retreat. I know I shouldn't be blobing but tbh axis blobing of PE assault grens and/or KCH will beat american blobs easy.
I guess sector arti and bundle nades+sneeky shrecks have no smoke too. :P
I ended few games vs rifle blobs with sector arti.
Sector LOLtillery! (http://www.youtube.com/watch?v=d-J5CLcd7p4#)

I'm not only an Alliy player, I like use every faction, but when I use American and my ememy has a giant blob of Vet. 3 infantry I can't see any other way to counter that blob.
Smoke give to the spammer the possibility to move away his blob.

@Paciat
Sector Artillery is one of the best. ;)
Me too, in Lorraine I take PE with Scorched Earth, and my Wehrmacht mate put the OPs on +10 ammo point.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: GodlikeDennis on December 21, 2010, 02:15:01 PM
While the no warning of sector is a bit unfair, it mostly only punishes true blobbing and is an expensive end tree power on a doctrine that doesn't have all that much going for it. It's also fairly unreliable. Strafe doesn't only punish blobbers, since it can potentially hit a huge area. It pins as well as damages, is far cheaper and earlier on the tree and is on an excellent doctrine. It always hits its target as well. I'm not saying sector is perfect but it pales in OPness compared to strafe.

Stormies require forethought and planning and shouldn't enter this conversation.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Walentin 'Walki' L. on December 21, 2010, 02:30:29 PM
Wow dude you are so lucky that this artillery shot hits right into the riflemen & ranger. Somehow my artillery is always hitting the wrong targets like trees and buildings.
Title: Re: New Rwlic path for vCoH, further balance? :)
Post by: Versedhorison on December 23, 2010, 12:07:17 PM
I find the smokeless strafes really annoying at times, when I beat my opponents rifle/airbourne blobs he uses those strafing runs to force me to retreat. I know I shouldn't be blobing but tbh axis blobing of PE assault grens and/or KCH will beat american blobs easy.
I guess sector arti and bundle nades+sneeky shrecks have no smoke too. :P
I ended few games vs rifle blobs with sector arti.
Sector LOLtillery! (http://www.youtube.com/watch?v=d-J5CLcd7p4#)

Haha that video was epic lulz. I especially liked the music too  ;D

Though yeah when I play scorched earth doctrine (probably one of my favorite doctrines) on 1v1's sector arty always pulls me through in the end game where I can camp one VP, put down sector arty on another VP and raid the rest with kettenrads.

While the no warning of sector is a bit unfair, it mostly only punishes true blobbing and is an expensive end tree power on a doctrine that doesn't have all that much going for it. It's also fairly unreliable. Strafe doesn't only punish blobbers, since it can potentially hit a huge area. It pins as well as damages, is far cheaper and earlier on the tree and is on an excellent doctrine. It always hits its target as well. I'm not saying sector is perfect but it pales in OPness compared to strafe.

Stormies require forethought and planning and shouldn't enter this conversation.

There is definant arguement too that sector arty is unfair but pro tip: DONT BLOB LATE GAME VS PE SCORCHED EARTH!!!
Plus once you know where sector arty is you can just avoid it, whereas you cant avoid strafing runs.