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Messages - vewt
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« on: January 28, 2010, 08:07:34 AM »
Well the germans will have to destroy the wrecks of soviet union tanks as allies have to do against PE. 
Except that PE are a fuel and pop starved faction who has no tanks to spam and build the Berge in 1/100 games in order to follow a cheese strat that wastes pop and tech for a unit that will res PE's multitude of paper light vehicles. While the Soviets get a Doctrinal unit that costs no fuel and very little pop to res a faction that has arguably the best tanks in the game so they can zerg them more. . . . . Hmm. . .
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« on: January 28, 2010, 08:03:21 AM »
Or the fact that sniper arty is cheaper than FOO arty on Brits. It starts cheaper on the first use, and only then costs less than half as much on the second, a third as much on the third, a quarter etc, etc.
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« on: January 24, 2010, 12:16:13 PM »
On 1280x800x63 the Yes and No buttons for the patch appear below my taskbar. They just fix when i moved my taskbar, or else I wouldn't have been able to install
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« on: January 24, 2010, 08:10:32 AM »
Guard's nades badly need to share a cooldown like PE ones do.
Badly. They are simply unstoppable against multiple threat types and completely immune to conventional defences (suppression weapons).
Plox nerf.
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« on: January 24, 2010, 08:07:48 AM »
yeah I was going to play the EF instead of my standard OF/TOV/whatever if you balance the soviets well. I supose you might go even further and start introducing a balance fixes to the standard relic release if possible, COH is not a new game it has small but rather reliable community (I'm not going to play any other rts for now unless they got the cover/retreat/capture/squads systems in it and I'm not seeing that comming) of rather experienced players who's willing those balance changes for years and still receiveing shit from relic, if you ever played quake series long time ago there was a mod done by players it was called promode and it incorporates all the demands required by "pro"players that effect in the most fast paced fpp that have ever been created because if was done by the players for the players, the companies seems to not understand of what's it's all about (well maybe blizzard do), anyway my point is that if you could fix the relics shit I'm going to play just EF (not sure what relic would say if there will be more players with EF than standard COH).
Post Merge: January 23, 2010, 12:25:20 PM If I may give you some advise you really should start to cooperate with the top players and I mean top like first 60, I'm sure some of them would like to help you out to balance the thing up. If it's gonna be balanced for them it would be balanced for everybody.
This stuff is good to hear. It makes the whole thing make a lot more sense. Can't wait for the patch. I've stopped playing EF for a while because Soviets had 100% winrate in the games I was in, no matter which side I played on. I have to this day never lost a game as Soviet, nor won a game as German.
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« on: January 23, 2010, 10:56:00 AM »
Micro your T34s?
It's not like their turrets traverse slowly, you can easily keep your front armour towards the Pumas, or at least your back armour to a wall.
Meanwhile on average you've got to be hitting for more damage per second than the Puma(s), right?
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« on: January 23, 2010, 10:31:25 AM »
Horribly overpowered.
Compare to Hetzer:
600MP, 4CP, tank call in. Situational specialist tank.
750MP, 4CP, tank+elite infantry call in. General tank, incredibly powerful infantry. Infantry may fire from tank and are invulnerable.
1: Why is it so cheap? 2: Why should a 4CP ability grant two full tier units? 3: Why can the infantry sitting on the exposed hull of a tank not take damage as it is shot, nor be targetted? 4: Why when the tank is destroyed and it's rounds cook off causing a massive explosion, are the infantry barely harmed? (Their deathrate should be close to 100%).
Serious problem with this ability at the moment.
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« on: January 23, 2010, 10:24:40 AM »
How do you manage that? Surely you could win in those situations by forcing attrition that benefits you (as the party who is much wealthier).
If both sides lose a unit on a attack, or even if you lose two for his one, as long as he runs out first you win, right?
Post Merge: January 23, 2010, 10:28:32 AM Erm, also, I don't like that idea.
The Manpower war needs to be preserved largely as it is in all other matchups, but needs to punish the USSR less (because, well, they didn't really do much to win the manpower war irl, but still ended up with the advantage).
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« on: January 23, 2010, 09:02:18 AM »
Taint, that's the dumbest shit I've ever heard.
If it's based on reality, then you should lose when you join as Wehr because that's factually what happened.
Tanks should one shot each other from beyond visual range always. Infantry weapons should be effective from at least four screens away.
Every attack should begin with ten minutes of artillery barrrage on the main bases.
Whatever, it's all been done to death. Even if realism was a valid argument, you're wrong, the Russians were a lot weaker at the start of the war than the Russians are at the start of this game.
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« on: January 23, 2010, 08:58:17 AM »
I understand what was meant to be achieved with having free abilities global unlocks payed for with munitions, but the break even point for Russians' abilities and upgrades getting cheaper compared to other faction's ones is just way too low.
The best example: Compare the Sniper's FOO to the Brit Lt's. For 100 munitions you get an non-doc FOO that you use from a spammable and independantly useful 250 MP unit for no cost only constrained by a cooldown. Compared to a doctrinal, 150 munitions ability on a unit 250 MP 15 Fuel unit.
In this case, the economy of scale begins with the first use. You just got an FOO for 100 munitions rather than 150. Most of these abilities should clearly cost more so that they only become as or more cost efficient as their counterparts when used a lot on a lot of units.
Very poorly thought out.
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« on: January 23, 2010, 01:42:29 AM »
No, the correct solution to that problem is to nerf Ingenery through the fucking floor. You don't see unvetted Engies or Pios used as frontline troops ever, so I dont see why unupgraded Ingenery should be able to trade blows with frontline infantry.
Take two of their rifles off them, lower their suppression threshhold.
The SN-42 upgrade is a little bit too strong as well. It basically turns them into something even stronger than piospam, which was already too strong. While I like the idea of double flamethrowers, tying everything the USSR player needs to turn his already too strong builders into assault troops on crack to the one upgrade is sloppy balance.
At which point the dev team decided that their "Weak early game" faction's builders should be on crack and stronger than the other factions' builders is beyond me.
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« on: January 22, 2010, 11:44:11 PM »
This is hilarious. Russians are stronger that their Axis counterparts at every point in the game, except a tiny window when PE have halftracks before Russians have PTRDs.
I sincerely have to wonder what the balanced testers did the entire time this was in development. This mod has incredible content, but the balance is worse than a joke.
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« on: January 22, 2010, 10:50:51 PM »
There is no way for a Wehr player to win the first battle of the map at all. Assuming you went 2xpioneers to krieg you have 2xpios and 1xVolk squad against 3xconscripts and 1xengi, which the conscripts win. Early MG gets flanked. Piospam (3x or 4x) gets eaten alive. Did a little brainstorming on it, and tested with a friend, and we couldn't see a way for the Wehr player to win the first battle without a massive advantage and/or leper play by the Soviet player. Plox fix
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