Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: Walentin 'Walki' L. on May 29, 2011, 04:59:13 PM

Title: [1.4.0.0] The Red Tide
Post by: Walentin 'Walki' L. on May 29, 2011, 04:59:13 PM
Hello,
I just played a 2vs2 in CoH:EF. The game was pretty balanced. Two soviets against me (wehr/blitz) and another guy with PE.
Then it happend. The soviet attacked me with his blob of marine infantry, conscripts and tank hunters. My 3 stuh's vet 3 easily hunted them down and I told my teammate that the middle vp is cleared so he moved in. Then he moved in and the same blob as the one I killed stood in front of him and then the soviet player said: "Red Tide ftw".

Now my thoughts. You get the Red Tide ability with 4 commandpoints and it's for. It respawns all infantry units which are killed while the ability is active and it's for free. Now lets look at "the counterpart" of the US Army. They need 3 commandpoints to get the ability to respawn two tanks after they were destroyed and this ability costs 200 ammo.

So in opinion (and/or):
 -The Wehrmacht/PE should see if the Red Tide is active.
 -Higher the cost of the Red Tide
 -Lower the duration of it.
 -Respawn only 3-4 killed infantry sqauds (conscripts doesn't count).
Title: Re: [1.4.0.0] The Red Tide
Post by: Joshua9 on May 29, 2011, 06:06:17 PM
Wow, didn't know it was free.  so long as the first wave isn't a pyrrhic victory for wehr, then its not so bad, but that's a lot of free units.  I don't really think there should be a limit on how many units return(then the weakest squads will respawn and tap the russian out)  but it should probably cost 150 munitions.


Munitions absolutely do not seem hard to come by for Russian at the moment, so anything to spend them on is a good thing, now that they apparently start with a natural munitions income.  Played a game against my friend, and he had an is-2, a couple t-34's, an is-3 as his second wave of tanks, after previously having 3 su 85's with a couple t-34's and 2 t-90's.  He also had shock guards, upgraded tank hunters, and about 20 mines placed about the map...air strikes also came aplenty(are these still only 150?).  yes it was a long game, but he never seemed to suffer from muntions taxes enough to have to make any decisions about their use.

My biggest complaint about the red-tide is that we don't get to know that somebody pulled that trigger...there are no icons above the units, no sound effects(or is there and I just don't know it-there are a couple sound cues that send me into a panic but I don't know what they refer to).  Is it the opinion of the developers and balancers that such information would make the ability worthless?  I don't think it would myself, and it would have the added benefit for the user of letting him know when his squads were still under the ability's protection.
Title: Re: [1.4.0.0] The Red Tide
Post by: RedGuard on May 29, 2011, 09:10:12 PM
do you have a replay?

you should've been set up if he can amass an army of cons, TH's and NI you should've had more than 3 STUHs

a few MG42's will kill endelss amounts of infantry if supported correctly

I havent even seen any good players use red tide
Title: Re: [1.4.0.0] The Red Tide
Post by: Chancellor on May 30, 2011, 03:29:28 AM
1-The Wehrmacht/PE should see if the Red Tide is active.
 2-Higher the cost of the Red Tide
 3-Lower the duration of it.
 4-Respawn only 3-4 killed infantry sqauds (conscripts doesn't count).

I agree with points 1 and 3.
Title: Re: [1.4.0.0] The Red Tide
Post by: Cranialwizard on May 30, 2011, 03:57:24 AM
1-The Wehrmacht/PE should see if the Red Tide is active.
 2-Higher the cost of the Red Tide
 3-Lower the duration of it.
 4-Respawn only 3-4 killed infantry sqauds (conscripts doesn't count).

I agree with points 1 and 3.

As do I.
Title: Re: [1.4.0.0] The Red Tide
Post by: GodlikeDennis on May 30, 2011, 04:31:44 AM
Hmm, I only agree with point 1 at this time.
Title: Re: [1.4.0.0] The Red Tide
Post by: Blackbishop on May 30, 2011, 05:11:01 AM
We can add the same animator that allied war machine uses.
Title: Re: [1.4.0.0] The Red Tide
Post by: Paciat on May 30, 2011, 07:04:35 AM
Hmm, I only agree with point 1 at this time.
Same here, I could also agree with point 4.
Red Tide has a long cooldown and the whole point of having that ability is to get free units. Soviet player dosnt win anything if his troops die, he just looses vet, and vet 2 constripts and tank hunters are to valuable to just sacrifice them.
Title: Re: [1.4.0.0] The Red Tide
Post by: IJoe on May 30, 2011, 08:01:41 AM
Hmm, I only agree with point 1 at this time.
Same here, I could also agree with point 4.
Red Tide has a long cooldown and the whole point of having that ability is to get free units. Soviet player dosnt win anything if his troops die, he just looses vet, and vet 2 constripts and tank hunters are to valuable to just sacrifice them.
That taken, I don't see why an enemy should have such an information - that will make the ability pretty much useless against someone not totally dumb.
Title: Re: [1.4.0.0] The Red Tide
Post by: Blackbishop on May 30, 2011, 08:05:10 AM
Hmm, I only agree with point 1 at this time.
Same here, I could also agree with point 4.
Red Tide has a long cooldown and the whole point of having that ability is to get free units. Soviet player dosnt win anything if his troops die, he just looses vet, and vet 2 constripts and tank hunters are to valuable to just sacrifice them.
That taken, I don't see why an enemy should have such an information - that will make the ability pretty much useless against someone not totally dumb.
You can see when an US player uses allied war machine... why that wouldn't fit Red Tide as well?
Title: Re: [1.4.0.0] The Red Tide
Post by: IJoe on May 30, 2011, 08:17:47 AM
You can see when an US player uses allied war machine... why that wouldn't fit Red Tide as well?
That's easy - tanks don't go to waste in a matter of seconds just by hmg fire, or even a minefield. They are also highly more mobile.
And, I think, since axis "instant resources" aren't visible (if I remember correctly), this ami feature shouldn't be visible for them (just another example of how wehr is OP to ami  ;D).
Title: Re: [1.4.0.0] The Red Tide
Post by: RedGuard on May 30, 2011, 08:23:58 AM
this might come as shock to some people ::) but I do think activation of red tide should be visible

and I dont agree with any other nerfs someone already pointed out that if you do have to use red tide you're throwing vet away, which in the end game is extremely valuable to have
Title: Re: [1.4.0.0] The Red Tide
Post by: IJoe on May 30, 2011, 08:40:16 AM
this might come as shock to some people ::) but I do think activation of red tide should be visible

and I dont agree with any other nerfs someone already pointed out that if you do have to use red tide you're throwing vet away, which in the end game is extremely valuable to have
I just don't see it, why should it be changed in any way, from what it is now? Just because 1 dude got upset, that his ally encountered a blob, that he had just recently killed? Not much of  a reason for me ::)
Don't take my words for rage - I don't care, since I never use that crap anyway (for reasons mentioned).
Title: Re: [1.4.0.0] The Red Tide
Post by: RedGuard on May 30, 2011, 09:25:04 AM
My reason that swayed my mind was because I couldn't find any other activated ability that didn't signal its activation.
 whats fair is fair, and I believe either way you will still achieve your goals upon activation.

but yeah joe theres a lot of whining on here from these random players with questionable motives, you just have to decipher the legitimate from the bogus.
Title: Re: [1.4.0.0] The Red Tide
Post by: IJoe on May 30, 2011, 09:32:15 AM
My reason that swayed my mind was because I couldn't find any other activated ability that didn't signal its activation.
 whats fair is fair, and I believe either way you will still achieve your goals upon activation.

but yeah joe theres a lot of whining on here from these random players with questionable motives, you just have to decipher the legitimate from the bogus.
Quote from: me
...axis "instant resources" aren't visible (if I remember correctly)...
Title: Re: [1.4.0.0] The Red Tide
Post by: RedGuard on May 30, 2011, 09:41:33 AM
resource blitz isn't signaled upon activation, you're correct. but blitz doctrine as a whole is fukd and needs to be reworked dont get me started on that. whole other discussion :)

like 1 CP blitz nades which are now obscene
Title: Re: [1.4.0.0] The Red Tide
Post by: Walentin 'Walki' L. on May 30, 2011, 10:34:56 AM
So back to the topic...

Quote
you should've been set up if he can amass an army of cons, TH's and NI you should've had more than 3 STUHs

How could you have known that? That's exactly the thing I did.

Title: Re: [1.4.0.0] The Red Tide
Post by: RedGuard on May 30, 2011, 10:46:17 AM
unless you were making a lot of mistakes and losing stuff, the numbers led me to that conclusion

4 conscripts = 896MP
2NI=720mp
2TH=560mp
total = 2176MP LOL

so that blob cost over 2,176MP - wehr needs but a tiny fraction of that to utterly annihilate a mindless blob of infantry

im watching the replay now


Post Merge: May 29, 2011, 11:05:45 PM
Now its clear why you lost, it had nothing to do with the red tide. you never retreated MG teams even when down to 1 man and NO health, you let them die why? you built 8 Mg teams probably more

I stopped watching after your teammate started driving his AC's into AT guns like they weren't there

sloppy play
Title: Re: [1.4.0.0] The Red Tide
Post by: Walentin 'Walki' L. on May 30, 2011, 11:18:35 AM
Didn't you see that my MG's and pak's were always killed by those sniperteams?
Title: Re: [1.4.0.0] The Red Tide
Post by: Desert_Fox on May 30, 2011, 11:29:05 AM
I'm downloading the replay...I wanna see that giga-blob slaughter. :P
Title: Re: [1.4.0.0] The Red Tide
Post by: Walentin 'Walki' L. on May 30, 2011, 11:39:06 AM
It's not that big. I just thought the units at the middle VP were from the player on my side :p.
Title: Re: [1.4.0.0] The Red Tide
Post by: S1lv3rWolf on May 30, 2011, 01:29:25 PM
If only we could use CoHO features in the current game, the little icons under the units would've been great to use. :)

EF's Red Tide and CoHO's Infantry Attrition seem to be very close, but in CoHO it is literally put up as being Allied War Machine for Infantry (so lower cost, but a max number of infantry).

Under Red Tide, I see no problem with limiting the number of infantry, if the weakest units die first, then the commander that used the ability either used it wrong, or the enemy commander made the smart choice by targeting them first. :)
Title: Re: [1.4.0.0] The Red Tide
Post by: IJoe on May 30, 2011, 02:49:00 PM
resource blitz isn't signaled upon activation, you're correct. but blitz doctrine as a whole is fukd and needs to be reworked dont get me started on that. whole other discussion :)

like 1 CP blitz nades which are now obscene
Well, since no one ever going to touch this and many other "sacred cows" of wehrmaht (one word - "vanilla", it says it all), I see no point in nerfing RT, since it never been, nor is OP, especially compared to wehrmaht abilities.
Title: Re: [1.4.0.0] The Red Tide
Post by: GodlikeDennis on May 30, 2011, 03:17:54 PM
Assault nades are disgusting and need a massive nerf. They should go back to the old days of no stun but good damage. Stun is incredibly lame and abusive.

Hands up anyone who ever goes down the RHS of blitz. Nobody? Didn't think so.

Red tide doesn't need nerfing at all. This thread has reached its end I think. An effect will be added next patch, that is all.
Title: Re: [1.4.0.0] The Red Tide
Post by: Walentin 'Walki' L. on May 30, 2011, 03:21:37 PM
Good last post.
*closed*