Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Red Army Suggestions => Topic started by: Dzierzan on June 14, 2011, 10:37:04 PM
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Hello people
My question is - for what command squad has molotow?
Let's see:
1. They are the best tier 0 unit.
2. They have big armor or a lot of HP.
3. They have arty for free.
4. They have binoculars.
5. They have ability "charge".
6. Their guns and pistol are powerfull.
7. They have ability, which gain power or defence for units.
And that's it. The end. Command squad is enough OP, they do not need molotow. Molotows are for conscripts, and don't change it please. Remove molotow from command squad.
IF you don't want change it, write why.
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haha CS is not OP, they dont scale well into the late game with no vet mods
yeah its a good tier 0 unit, its also the most expensive by far
it wont be changed its clearly not OP even a little bit
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The CS is not OP IMO. The molotov ability provides two capabilities:
1. It can force a squad in heavy cover to disengage.
2. It provides limited anti vehicle capability.
Q. What is the muni maintenance cost for the Command Squad?
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@RedGuard - maybe you're balanser but i don't think so that you have to have always right. Molotows should be only for conscripts. CS don't need it. Hmmm know CS is only little OP, that is ok. Even if molotows will cost, i will still think that this ability for CS is stupid. Of course, my impressions i wrote on the basis of PvsP.
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I think the CS is fine. Molotovs in general are getting a hefty nerf in the next patch. I wouldn't worry about it.
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What mean word "nerf"? And i'm still waiting to anser my question "for what command squad has molotow?".
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A "nerf" is a little troll that hacks in the unit files and makes it weaker. That is called "nerving"
;D
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What mean word "nerf"? And i'm still waiting to anser my question "for what command squad has molotow?".
Nerf means reduce the effectiveness or the power of a unit, ability etc.
Buff- Gets better
Nerf- Gets worse.
So if I were to give Volks squads more health that's a buff. But if I give them less health that's a nerf.
Cran's guide to balance 101 Lesson 1: The 2 definitions :D
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Thank you guys, but i still don't know many strange words in english :P.
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IIRC it's not really english, it's CoH Slang :)
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I think the CS is fine. Molotovs in general are getting a hefty nerf in the next patch. I wouldn't worry about it.
I agree with you whole heartedly.
Re: nerfs.
If a nerf is necessary I think it should be in reduced throwing range, (Less than PE incendiary grens, who complains about them). Sure Molotovs require a lot of micro to counter but they are area effect weapons and can be maneuvered away from. In vCoH most thrown anti vehicle stick. Incendiaries don't. Don't nerf the critical engine hits please.
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I think the CS is fine. Molotovs in general are getting a hefty nerf in the next patch. I wouldn't worry about it.
I agree with you whole heartedly.
Re: nerfs.
If a nerf is necessary I think it should be in reduced throwing range, (Less than PE incendiary grens, who complains about them). Sure Molotovs require a lot of micro to counter but they are area effect weapons and can be maneuvered away from. In vCoH most thrown anti vehicle stick. Incendiaries don't. Don't nerf the critical engine hits please.
Correct, their range was decreased and their cooldown doubled. The critical engines were removed except when the vehicle has lower health(i would say 1/3HP).
I don't know how the criticals work, but if we could add that nothing happens to your engine more times than getting a critical engine would be good ;D.
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What mean word "nerf"? And i'm still waiting to anser my question "for what command squad has molotow?".
OT, the term stems from the US Toy manufacturer 'NERF' who make Toy Weapons that fire Foam projectiles.
(http://upload.wikimedia.org/wikipedia/en/e/ea/Maverickrev6.jpg)
In gaming terms, it essentially means 'To make weaker'... that is, to make weapons so weak, they might as well have NERF guns ;)
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One stupid question, many answers. One serious question, no answers...Żałosne...
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As already stated above, the command squad is not OP. It is expensive and even on Vet III if they all die you're back to vet 0. You have to work to get their abilities unlocked and their PPsh upgrade doesn't even come earlier than Volks MP40s
(Shrugs,)
I dont think there's much more to discuss.
By the way, if you reckon its still OP Dzieran please post a replay or something to back up your OP claim. Otherwise you're just speculating and who knows if its exaggeration or not.
1. They are the best tier 0 unit.
2. They have big armor or a lot of HP.
3. They have arty for free.
4. They have binoculars.
5. They have ability "charge".
6. Their guns and pistol are powerfull.
7. They have ability, which gain power or defence for units.
And that's it. The end. Command squad is enough OP, they do not need molotow. Molotows are for conscripts, and don't change it please. Remove molotow from command squad.
IF you don't want change it, write why.
1 And for 350 manpower they bloody better be.
2 As compared to conscripts which are cannon fodder
3 Only on Vet 1 and by that stage you will be in serious combat
4 So does the sharpshooter team is that OP? By the way, commanders often carry binoculars u know.
5 So? Thats like a looie for the Brits is that OP?
6 They are pretty shit overall for 350 manpower and you can only get one. Only PPsh makes them godly...
7 You are talking of vets. That comes down to how well a match is played.
Molotovs... have already been addressed
Post Merge: June 15, 2011, 11:43:33 PM
The molotov if it acts like an incindery grenade then there should be no issue since the command squad is like 4 conscripts plus bad ass major. Conscripts throw molotovs therefore why not command squad.
P.S. I wish Command squad was like DoW (Imperial General) where you could upgrade actual leaders :) Gave a customised feel and touch to it but I know that would be bloody hard though :(
Post Merge: June 16, 2011, 05:44:39 PM
Also note that if the major gets sniped, the abilities disappear. :)
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Did i say that CS is OP, my post was about CS molotow. Well paladin88 if you think that i think that SU is OP, you're wrong, SU still needs only little balance. But anyway thanks for true post. If molotows in next patch will balanced, i will change my opinion.
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I never said soviets were OP :D
Hee hee, I'm glad that helped. I always try to see both sides of the argument. :)
Post Merge: June 17, 2011, 02:30:53 AM
Thank god molotovs are getting nerfed.
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I think the CS is fine. Molotovs in general are getting a hefty nerf in the next patch. I wouldn't worry about it.
I agree with you whole heartedly.
Re: nerfs.
If a nerf is necessary I think it should be in reduced throwing range, (Less than PE incendiary grens, who complains about them). Sure Molotovs require a lot of micro to counter but they are area effect weapons and can be maneuvered away from. In vCoH most thrown anti vehicle stick. Incendiaries don't. Don't nerf the critical engine hits please.
Correct, their range was decreased and their cooldown doubled. The critical engines were removed except when the vehicle has lower health(i would say 1/3HP).
I don't know how the criticals work, but if we could add that nothing happens to your engine more times than getting a critical engine would be good ;D .
Sigh! The nerf as you propose it will eliminate the problem. The same can be said for dropping a 16 tonne weight on Wily Coyote. I would be happy with a 1.50 increase in recharge time and the range reduction.
The way criticals usually work is:- chance of critical hit is usually .05
- a check is made for every tick the unit is in the area of effect in EF AFAIK.
- if a vehicle fails its save check there is a lookup to see what kind of critical it receives. At various times I have seen in vCoH: crew member killed, main weapon destroyed, engine damaged, engine destroyed and vehicle immobilized(tread damage).
There are a number of ways to deal with the problem. - Reduce the percentage chance of critical/tick to .03 or .04 as needed.
- Give all vehicles (of a given class at least), the same Critical Lookup Table.
- Change the check for save conditions; .33 Health was mentioned. I think .75 might be more appropriate because the Early Game Sovs should have some anti-vehicle counter to HTs, ACs, and SCs.
- Change the repair ability to fix criticals first. That might be best; but its probably hardcoded otherwise and too realistic (Heresy).
The PE incendiaries and All indirect fire weapons have the same criticals effect as the Molotov. It is not so noticeable in EF because of the lack of Sov light vehicles. When the BA64s come on line people will gripe again.
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Nope, PE Inc. Grenade has different criticals than Molotov. The former only damage the engine if the vehicle/tank has 1/3 of its HP. The latter causes it in every opportunity.
Inc. grenades have criticals to kill secondary weapons/gunners. Molotovs only engine dmg iirc.
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I allways found it funny that the Major is so cheap to reinforce. Didnt Stalin kill most of his high ranked officers? :P ;D
How about raising his reinforce cost (I dont know if it can be done - different cost for different squad members) but adding squad health regeneration to him alone or to the whole squad (like KCH 2.602)?
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Iirc, the Command Squad already loses certain abilities if the Major dies.
And I think different reinforcement costs can be done, I'm not sure about the Health Regen thing though.
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Different costs don't work. We tried it for the Sniper team.
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Different costs don't work. We tried it for the Sniper team.
eh... but they are working IIRC. I have tried and it works. Currently the sniper team features it.
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I allways found it funny that the Major is so cheap to reinforce. Didnt Stalin kill most of his high ranked officers? :P ;D
How about raising his reinforce cost (I dont know if it can be done - different cost for different squad members) but adding squad health regeneration to him alone or to the whole squad (like KCH 2.602)?
yeah and lower the body guards cost good idea
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Yea I agree lower the body guards cost.
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wait dont do that it would only be the fair thing to do. go axis! yayaya wehr is da bezt
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Reinforcement cost of CS won't be adjusted. It's fine.
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wait dont do that it would only be the fair thing to do. go axis! yayaya wehr is da bezt
Is this really necessary? It's rather immature.
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Vet 3 Grenadiers and Panthers right out of the Barracks. Wehtr Lategame IS the best. As such It would seem that RedGuard was teasing/mimicking Axis Fanboys.