Company of Heroes: Eastern Front

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Messages - maddog0002

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Good luck balancing this mod guys, i'm sure with some more suggestions from ViserExciser, that it will be done in no time....

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: Best Thing Ever : Foamy The Squirrel
Well thanks, just thanks for that mate, you really made my day......

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Balance suggestions are great and we take them into  considerations as you see in the patches. but the whole 'redesign the faction to my vision' isn't gona happen guys...so stick to balance not design plz
This is not redesing, this is balance, if you dont want any help with your balancing, then dont make balance forums. And when someone takes the time to test the mod, come to the forums and post a large summary on how your mod could be better, based on the opinion of expert players and my own testing, how about not throwing it in their face.


The mod will not go far unless it follows the rules of the game, the british did not follow the rules of the game, and they are very much disliked......

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Balance Discussion / Re: fixes?
« on: January 27, 2010, 10:35:01 AM »
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New factions cannot pick up weaps. COH bug.
Funny you should say that, because just today, I used an upgraded shock gaurd squad to pick up an axis PS.

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Faster teching does not help you against the soviet at all.
Ummmm, the resons we won the game was because, thanks to the high reasorses, we were able to get 2 ostwinds out within the 10 min mark and massacre their spamming infantry, this is due to my allie being able to tec up to T4 much faster than he would have if it were standard reourses.

Faster tecing, and there for being able to pump out better units earlyer than your enemy, is the difference between winning and loseing in high ranked games.

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Not being able to play standard games does not justify changing the soviets.
I have played many skirmishes with the proper settings on, and just today I have already played at least 10 games with the proper game settings on, and I can tell you now, this has not effected what I believe should be on my initial post.

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High ressources favours factions with high spam rates i.e. low unit prices and fast prodution speeds. Guess which faction benefits from this.
Yes, and it also favours Axis because it alows you to tec much quicker.


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No wonder you got overrun by loads and loads of conscripts. Do not suggest balance changes not based upon standard game settings (VP 500, standard ressources)-
Problem with that is all these basic matchers just want to play this HRs no VP bs, I havent got a VP 500 Standard game yet. And even without HRs it is still posible to get lots of conscripts.

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Well you say level 8 = noob. Listen, you can be beaten by lower levels than you; that can happen.
No you listen, lv8 is noob ok, simple as that, and I beat them too, what I'm saying is that I only just beat them, and I didn't mention that we had high resourses on, which is an extreamly axis favoured game setting, and even so, we were still losing the entire game untill I got out my first panthers, we only one because they got scared because of how many t34s they were losing, not realising that they probably would have won if they played on.

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the game is globbaly balanced (maybe there are little things to buff or to nerf)  but still you can't win?! What do you want an easy win? Where is the fun?  I have actually played 3 game with wehr without the patch, I won the 3 games (it wasn't always easy) . Maybe my opponents were not always very good but anyway, I had fun.
Why the fuck would I want an easy win against everyone? I want a chalenging game against people of equivelt or better skill level, not against some noobs. Do you know anything about balance?
 the game is not globaly balanced.

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"10. T34 should cost 400mp and 80 fuel."

Not at all Panzer 4 owns T34 and panzer 4 can be vetted, T34 not, that tank is not resistant; pak from t2 owns it and its power against infantery is limited.
Ok, stop, the T34 is not shit, have you ever used one, they have some brilliant anti infantry capability, and even more so when they are ungunned. Not to mention they can get a global upgrade that makse their main guns a shit load more effective.

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With the last patch Soviet union is no more overpowered. If you can't beat it, it means that you have to find another strategy.
I can beat them, but that doesn't mean that they are not OP still, I was playing vs 2 lv8 russian players the other day, I should have handed their areses to them, but instead I was uber spammed by about 15 squads of conscripts from both russians together, this was after about the 2-3 min mark. And i was pushed back by their free arty and noob spam, ended up being a long game, were (I was PE) I was able to call in 4 panthers and a jag panther and my allie (Who was pretty shit) built lots of ostwinds (And lost all of them in the end) to help with killing the infantry, and we only JUST finished their spam and tank spam up.

I Have a replay if ya want it, but the point is if I can only JUST beat two noobie lv8s, then russians are OP still.

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There are already game mechanics put into place that work (retreat, unit preservation, teching costs, unit upgrades) and you need to design your faction around those game rules.  Your faction does not need to create its own rules or it will not adopt well into the community.

If you dont believe me then just look at the brits :D

In order to make a faction play differently... all you have to do is chance these things: Teching, Veterancy, Where you buy units and what they do, and How each unit works together and individually.  Thats it.
Umm......thats exaccly what I'm trying to say :D EF team are changing the game too much by making the russians how they are now. I'm trying to provide some help on how to chnage the russians so they are not too different that they break the game, but not to much of the same old thing that they are boring.

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Katyusha=late game unit?
Are you kidding me?
They can barely do decent damage with 3 firing at once
No I'm not kidding you, a single misile from a barrage instantkly killed one of my storm trooper squads after hitting them. Also, the Storm trooper squad had vet 2, so that also means they have Elite armor. and still it was destroyed, along with a volks sqaud and an MG42 squad.

So thats 375mp+75m PS+260mp MG42+280mp volks dead from 2 simultaneous Katyusha barrages. Thats 600mp, for 2 units that will easiliy pay for themselfs in no time.

As far as I can see they are much different to a coliope, apart from their extreamly low price, and the fact that they can come with in the first 10 mins is rediculas.

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From your very first post it sounds like all you want is the Soviets to be turned into the same old CoH factions instead of keeping the Soviets unique in their differences.
Russians will still be a completly different faction to all others even if everything I said was implemented. But the EF team have changed CoH into something else by making the Russians work the way they do now, Munitions buys abilitys and feild upgrades, not global upgrades. It just doesn't feel like I'm playing CoH with everything like this, changing these things will not make the Russians like every other faction, it will balance them and make them feel like CoH again.

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Ever played the soviet?

IS-2 need EITHER mustering tent + tank depot OR WSC + Tank Depot.
You miss read, I said that once barracks and Tank depo are built that russains can pump out some of the best tanks in the game, such as the T34, and when it gets upgunned its really powerful, and very cheap.

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Same with guards / strelky. They need WSC or tank Depot to be unlocked. The Mortar and AT Inf is available after the Mustering Tent has been built.
I know, but conscripts last the entire game, especily once they are upgraded with extra rifles, conscripts are ment to be dieing all the time (according to the description of the soviets on this site), and there for should be forceing you to tec to gaurds and strelky squads. Unfortuantly since conscripts are so effective theres no reason to have to tec up to better infantry, leaveing you more reasorces to get underpriced tanks.

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That takes away half of the perks of being Russian, their advantage to having a mass of weak units is the fact that you can use abilities sparingly throughout without having to pay a million munitions to keep your crappy infantry alive.
Fair enouph, but mass Conscripts are not shit, infact they can quite effectivly kill PGs and volks, and even grens.

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Increasing the doctrines a point higher universally is a good idea but remember that the exp you receive, the enemy killing it is getting more for each kill.
Ya I know, but Russain doctrines dont require as much XP to get good things as the enemy killing you, that was were I was comming from withthat argument.

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Abilitys and field upgrades cost munitions, upgrades ordered from buildings cost MP and Fuel, its basic CoH facts.

Russains should pay for their abilitys just like every other army, other wise people wont think and use them willy nilly, knowing that it didn't cost them a sent.

Giving abilitys long recharge times wont fix the fact that they are free, because you will still have the resourses which you should have just spent on the ability. In original CoH if you use a granade and miss, thats your problem, in EF is you use a granade and miss, it cost you nothing and you still have resourses to tec with.

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For balance team. Please take the time to read this, balancing this mod is not just about nerfing a bunch of units, you have to look at the layout of the army, which has quite clearly not been done.

problem 1, unlocking buildings
The mechanics of this game are horrible, you can build a barracks then tank depot that can straight away pump out some of the best tanks in the game? with no tecing in between? Every other army in the game has to tec?

Solution 1
Look at the wehrmacht, they can build two buildings to start with, then they have to tec to be able to build the next one, and so on.

Here is an idea for you, increase the cost of the Armory to 200mp and 35 fuel, make all upgrades in it cost MP and fuel instead of Muni (Muni is meant for the use of abilities, not buying them), so that the prices are like the Wehrmacht vetting prices, and change the cost of each upgrade in the Armory depending on how much they increase the effectiveness of what they are upgrading etc.

The Tank depot and WSC cannot be built until the Armory is, and the WSC now costs 200mp and 15 fuel, the IS-2 and artillery fire base cannot be built until an upgrade in the Armory is performed, a cost of around 100mp and 35 fuel. The IS-2 now costs 600mp and 120 fuel, and the artillery fire base now costs 450mp and 85 fuel to compensate. Strelky squads become unlocked after the Armory is built.

Problem 2, Doctrines and XP points
The Russian doctrines allow you to have late game units, such as the katyusha, much to early, and for not enouph XP points and for not enough POP or MP, did you also take into consideration that since Russians are constantly losing men, that they will be getting lots of XP points, meaning Russians can unlock their command trees very fast, their conscripts in mass can devastate infantry squads like that in an OP way! meaning more XP, faster.

Solution 2
re-evaluated the set up of some of the command trees, increase the XP points that are required to buy units like the katyusha or move it down a bit the doctrine ladder so it comes in much later on. Doctrine abilities like for the motherland and red tide now cost 50 munitions to use, just like for the fatherland, same goes for all other abilities like these ones.

problem 3, abilities and tecing
Free abilities? Just because Russian tecing costs are so munitions heavy does not mean you should give them free defensive artillery that can be used anywhere and be available from the first unit you build. First of all, tecing should not cost muni, it should cost fuel and MP, and abilities should cost muni, not nothing.

Solution 3
The command squads abilities cannot be used until the Armory has been built, and the arty strike now costs 125 munitions, charge and binoculars now cost 20 munitions each. Molotov's and all grenade like abilities must cost at least 20 munitions to use.

And like I said before, all the research that can be done in the armory must be changed so it costs Fuel and MP, as munitions is used for abilities, not research.


If this is implemented, then individual units won't need as much tweaking, this is the main reason why the Russians are so OP at the moment, I'm sure you aware but here is a list of every unit that is seriously OP.

OP Units

1.Mortar is not a mortar, but an extremely mobile artillery piece with no cool down that comes out after 5 mins, since its 120mm, it should do more damege than all the other mortars in the game, but right now its free 120mm arty.
2.The sniper is far too cheap, the price should be up'ed to 340mp like all other snipers.
3.Conscripts are simply to effective for their price, either Nerf their effectiveness so that 2 conscript squads can only just take out a grenadier squad (And once grens get vet, conscripts should not stand a chance). Or increase their price to 240mp, and increase their build time.
4.Conscripts capping speed must be reduced to .75
5.Igenerny capping speed should be 1.
6.Command squads and strelky squads should cap at 1
7.And gaurds should cap at 1.5
8.The t-70 and T-90 should cost 270mp and 30 fuel.
9. Russian super tanks should have a limmit of 1 at a time.
10. T34 should cost 400mp and 80 fuel.
11. The ISU needs a damege output nerf.
12. The katyusha neeeds to be a later game unit, and cost more MP.
13. Gaurds need to cost 375mp.
14. Strelky need to cost 280mp.
15. ISU, 1 time call in, 500mp.
16. Conscripts take up 5 pop cap, to prevent spamming.
17. the barracks needs to cost 200mp and 15 fuel, making it 100mp in the first place was just stupid and increases the chance for spamming of conscripts.
18. When the Russian HQ is destroyed, there is no ability to call in engins to repair it.
This is what is required for balance, not the nerfing of every unit.

Bugs
1. you can que up command squads, but only one will be finished.
2. Conscripts should show the amount of men they have left in their squad, ingerney also have this issue.
3. If Wher, PE, US or british capture a Russian weapon, then they cannot retreat.

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