Company of Heroes: Eastern Front

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Messages - Oxygen

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General Discussion / Re: Munitions Use
« on: June 02, 2010, 07:42:53 AM »
Munitions Upkeep sounds weird, because if we don't need munition, we don't care it gets zeroed.
Could be nice if each retreat will cost some munition.

2
Mapping / Re: What do people look for in a map?
« on: May 19, 2010, 09:25:38 AM »
my preferances are:

1. Rectangular map for 2v2 is best, as they can play together and not double 1v1.
2a. There shouldn't be a 1 important sector, and whoever gets it has a huge advantage. There should be a reason to cap the whole map.
2b. There shouldn't be 2 important sectors in different sides as it makes the game double 1v1. So it may be better to have small fuel resources sectors scattered all over the map (medium munition is fine).
3. There should also be a way to flank any spot, or avoid it in the case of MG in a house.

3
General Discussion / Re: Patch 1.02! :D
« on: January 30, 2010, 08:08:46 PM »
When it updated the patch, my launcher got updated as well.

By the way, the changelog says:
* IS-2 lowered health and modified weapon damage to compensate vs Tiger/Jagdpanther.

Is that mean the IS-2 damage higher or lower now?

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Balance Discussion / Re: CoH:EF Stats thread WIP [Unofficial]
« on: January 29, 2010, 05:10:12 PM »
Great work! Thanks for the info.
I read that ZiS-2 has vehicle ability of ZiS Camo. What's this?

5
Red Army Suggestions / Re: Russian Soldier Truck
« on: January 29, 2010, 07:01:15 AM »
Russians have very fast reinforcement speed. Giving them reinforce truck will make them too powerful, as it will just drive with the blobs and they won't get wiped. Russians need some tactic micro to put outposts in the right areas and move to them when they need to reinforce.

6
only russian = balanced
russians + USA = ok
russians + brits = OP
USA + brits = OP

The conclusion is that there is something wrong with the brits, the russians are fine. The little problem you mentioned with rus+usa+brits with roos spam is the roos spam!

I really like the russians design. It's different, yet it doesn't break the game rules like the brits.

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Balance Discussion / Re: My balance input! (Big Post)
« on: January 26, 2010, 09:55:28 AM »
Recrewing: They said they can't add it because of relic's bug, when soviets recrew the game crush.

Retreating: That's the major uniqueness of the soviets, the balance should derive from it, and not change it.

Teching: I agree it's a problem that there are only 2 build orders (t1->t2->t3 or t1->t3->t2) and you unlock all units you can. I suggested to add 2 upgrades in each building to unlock the next line of units, and you still need a certain number of buildings to upgrade each. This way you get T-90 before T-34, and also you don't necessarily unlock all units by the end of the game. Current fuel costs should be adjusted in this case.

Units: I agree with guards and sterky upgrade change costs.
I think that engis upgrade problem is not the Satchel but the smg. They are not suppose to be so fighters, I rather give them faster repairing instead.
Sharptroopers upgrade cost, if the arty stays as it is, should increase.
Heal Truck should not produce zombies. Soviets die too much and should not create new squads out of them.

Artillery Firebase: I think they can't be recrew as well, so they are not so bad. Easy to clear.
MG Dugout: I haven't seen it in use, so a buff can be good.

8
Balance Discussion / Re: My Wishlist
« on: January 26, 2010, 09:25:39 AM »
I didn't find 1 idea that I can agree with
You are killing russian's early game which is fine now, and you are killing T-34 which also I don't understand why.

9
Balance Discussion / Re: Soviet Union is totally OP!
« on: January 25, 2010, 05:28:33 PM »
Soviets are not OP since the patch. Don't judge balance from CPU games.

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General Discussion / Re: How to counter snipers as Soviets
« on: January 24, 2010, 09:47:24 PM »
Not every unit needs to have an easy counter. Sniper is useless anyway against the big size squads. You can just run 2 squads to the sniper location and he'll retreat or die. If you are really desprate you have a free arty to call on him. A sharpshooter can kill it too if he's detected or retreats.
I also saw that a rus squad near an outpost can survive 2 sinpers who constantly shooting at them, due to the fast reinforce speed.

11
Balance Discussion / Re: russian tanks
« on: January 24, 2010, 07:32:20 PM »
I think that at least the Armoury building should cost 30 fuel, to delay some tech. Originally, wehr's vet building costed 30 fuel too, but it was removed due to the fact that the vet upgrades themselves consumed fuel. But that's not the case with the russians.
You keep forgetting that Soviets can`t get that x2 fuel Germans get when they secure point`s with OP. In fact, if played right, Axis can get tanks faster then Soviets... But, what do I know, I always push with infantry.

Right now people play mostly russians, but when players start mix factions, like rus+usa and rus+brits, then there will be secured points and rus will tech faster.
Also, PE very rarely secure points, and they have a lot of fuel expenses. And wehr rarely secure fuel points in maps without +10 or +16fuel sectors.

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Balance Discussion / Re: russian tanks
« on: January 24, 2010, 04:18:55 PM »
I think that at least the Armoury building should cost 30 fuel, to delay some tech. Originally, wehr's vet building costed 30 fuel too, but it was removed due to the fact that the vet upgrades themselves consumed fuel. But that's not the case with the russians.

13
I agree the tech system is the problem. Only 150 fuel is spent for the extra 2 buildings and you unlocked all the units. Even if all the units were balanced, it's still a bad way of teching. It's always the same buildings order and you always unlock all the units, never think what you need and what not like american and axis factions (and even brits that not always go for t3). Russians have nothing to do with their fuel so they will always end up building t1->t2->t3 unlocking all the units.

My suggestion:
Give tier upgrades for each building. When you build any building you will have access only to tier 1 units from it. upgrades from t1 to t2 and t2 to t3 of each building will cost some fuel. You will still need to have 2 buildings to upgrade a building to tier 2, and 3 buildings to upgrade a building to tier 3. This way, if you want better infantry, you'll spend some fuel on upgrading the infantry tent, or invest first in better armors. It will also prevent the current situation that when you build the tank building, you unlock the light armor together with IS-2.

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