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

Title: 1.4.0.0 Command Squad
Post by: Dzierzan on June 14, 2011, 10:37:04 PM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: RedGuard on June 14, 2011, 10:44:54 PM
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
Title: Re: 1.4.0.0 Command Squad
Post by: Otto Halfhand on June 15, 2011, 06:42:23 AM
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?
Title: Re: 1.4.0.0 Command Squad
Post by: Dzierzan on June 15, 2011, 11:31:14 AM
@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.
Title: Re: 1.4.0.0 Command Squad
Post by: GodlikeDennis on June 15, 2011, 12:08:33 PM
I think the CS is fine. Molotovs in general are getting a hefty nerf in the next patch. I wouldn't worry about it.
Title: Re: 1.4.0.0 Command Squad
Post by: Dzierzan on June 15, 2011, 04:47:34 PM
What mean word "nerf"? And i'm still waiting to anser my question "for what command squad has molotow?".
Title: Re: 1.4.0.0 Command Squad
Post by: Killar on June 15, 2011, 05:32:29 PM
A "nerf" is a little troll that hacks in the unit files and makes it weaker. That is called "nerving"

 ;D
Title: Re: 1.4.0.0 Command Squad
Post by: Cranialwizard on June 15, 2011, 08:55:54 PM
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
Title: Re: 1.4.0.0 Command Squad
Post by: Dzierzan on June 15, 2011, 09:49:19 PM
Thank you guys, but i still don't know many strange words in english :P.
Title: Re: 1.4.0.0 Command Squad
Post by: Cranialwizard on June 15, 2011, 09:56:43 PM
IIRC it's not really english, it's CoH Slang :)
Title: Re: 1.4.0.0 Command Squad
Post by: Otto Halfhand on June 16, 2011, 02:55:31 AM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: Blackbishop on June 16, 2011, 03:01:11 AM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: BurroDiablo on June 16, 2011, 05:10:06 PM
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 ;)
Title: Re: 1.4.0.0 Command Squad
Post by: Dzierzan on June 16, 2011, 05:20:26 PM
One stupid question, many answers. One serious question, no answers...Żałosne...
Title: Re: 1.4.0.0 Command Squad
Post by: Paladin88 on June 16, 2011, 05:28:01 PM
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. :)
Title: Re: 1.4.0.0 Command Squad
Post by: Dzierzan on June 16, 2011, 06:25:17 PM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: Paladin88 on June 17, 2011, 02:21:16 AM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: Otto Halfhand on June 17, 2011, 03:29:05 AM
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:There are a number of ways to deal with the problem. 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.
Title: Re: 1.4.0.0 Command Squad
Post by: Blackbishop on June 17, 2011, 03:45:13 AM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: Paciat on July 18, 2011, 08:01:08 AM
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)?
Title: Re: 1.4.0.0 Command Squad
Post by: Mr. Someguy on July 18, 2011, 10:22:53 AM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: GodlikeDennis on July 18, 2011, 03:15:52 PM
Different costs don't work. We tried it for the Sniper team.
Title: Re: 1.4.0.0 Command Squad
Post by: Blackbishop on July 18, 2011, 05:51:27 PM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: RedGuard on July 18, 2011, 11:52:45 PM
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
Title: Re: 1.4.0.0 Command Squad
Post by: Seeme on July 19, 2011, 03:16:17 PM
Yea I agree lower the body guards cost.
Title: Re: 1.4.0.0 Command Squad
Post by: RedGuard on July 19, 2011, 05:49:16 PM
wait dont do that it would only be the fair thing to do. go axis! yayaya wehr is da bezt
Title: Re: 1.4.0.0 Command Squad
Post by: GodlikeDennis on July 19, 2011, 05:52:30 PM
Reinforcement cost of CS won't be adjusted. It's fine.
Title: Re: 1.4.0.0 Command Squad
Post by: Mr. Someguy on July 20, 2011, 05:01:26 AM
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.
Title: Re: 1.4.0.0 Command Squad
Post by: Tankbuster on July 20, 2011, 08:10:53 AM
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.