Company of Heroes: Eastern Front

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Messages - ElitistJerk

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General Discussion / Re: First Patch
« on: January 24, 2010, 12:07:16 AM »
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one person using nothing but ingenery can take out 2 axis players. Both of those axis players were lvl 14.

Seriously, thats like someone making nothing but volksgrenadiers and winning. You must be really bad at the game if you can't counter a basic infantry spam.

http://easternfront.org/forums/index.php?topic=1878.0

yea, umm, no they weren't bad, they got ingenery spammed, then the ingenery got flamethrowers, then partisan spammed, then t-90 spammed, easy control of 3 VP's lead to the victory for the single soviet.

watch the replay of the two lvl 14 axis players.

Oh, these are professional players, and to make matters worst, this is being broadcast over the gamereplays forums to under a review for the mod. I understand its going to be fixed, but for one of the devs to say there is no way nothing can be imbalanced since the mod just came out, and that there was anything imbalanced is just sad.

http://www.gamereplays.org/community/index.php?showtopic=574169

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I love the effort they put into it, something are just baffalling balancing designing decisions tho, which probably has to do with Apex.

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We've already come across topics like this 5 billion times already in the past few days. People are constantly screaming about imbalance... you think we're just sitting on our ring holes doing jack shit and watching the mod die in its own hate-filled vomit? No, we're not... we're actively fixing some of the most glaring problems people are pointing out.

I'd like to also point out that our Lead Developer, Apex, has left us. Now, I have much respect for the guy, but he was basically lead balancer and did the majority of the balancing. This is serious shit because he has left the rest of the team to pick up the pieces of his glorious imba. I pointed out major balance problems a few days before the release, but all were ignored and I predicted this sort of stuff would happen.

On a good note, this means we as a TEAM can now fix this mess without having to consult almighty god first, it also means we can balance the Soviets as they should have been in the first place.

Original Post by BurroDiablo
http://easternfront.org/forums/index.php?topic=1950.msg21034#msg21034

Apparently, he didnt listen to beta testers or the devs which is what the beta testers and devs have been saying, so now that he is gone, balance can insue! Yay!

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Balance Discussion / Re: Reality Check for EF team
« on: January 23, 2010, 07:42:39 PM »
We've already come across topics like this 5 billion times already in the past few days. People are constantly screaming about imbalance... you think we're just sitting on our ring holes doing jack shit and watching the mod die in its own hate-filled vomit? No, we're not... we're actively fixing some of the most glaring problems people are pointing out.

I'd like to also point out that our Lead Developer, Apex, has left us. Now, I have much respect for the guy, but he was basically lead balancer and did the majority of the balancing. This is serious shit because he has left the rest of the team to pick up the pieces of his glorious imba. I pointed out major balance problems a few days before the release, but all were ignored and I predicted this sort of stuff would happen.

On a good note, this means we as a TEAM can now fix this mess without having to consult almighty god first, it also means we can balance the Soviets as they should have been in the first place.

BEST.

NEWS.

EVARRRRRRRRR.

sorry, felt like a kid for a moment.

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black is the only sane beta tester. I have seen him say in quite a few post that he brought up balance concerns but they were ignored by the devs. Makes you wonder if Relic is really as bad as we think they are when compared to Devs that dont even listen to their beta testers.

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General Discussion / Re: First Patch
« on: January 23, 2010, 07:37:22 PM »
Totally agree to german steel. right now there simply cant be any serious balance issue. Its completely impossible.

If you ( and the community ) have played 50+ games,
then you are really used to a new faction and can finally
make a serious statement about balancing.

Its always the same " I loose, so its not balanced" crap, sorry. Its absolutely useless and even contraproductive
to bow down to whiners who have lost their first few games.

Dont care about early posts. maybe keep some stuff
in mind, let the official testers redo the situation, check for
mods data...  but ...

DONT PANIC. ;)

This makes me sad to know the own developer of this mod doesn't even spend 10 minutes looking through their own forums. If you would take those 10 minutes out of your day to look at the balance forum you would see that the Ingenery are extremely overpowered and one person using nothing but ingenery can take out 2 axis players. Both of those axis players were lvl 14.

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Oh hey, another one of your arguments to destroy.

That's because in general it's a lot worse than other mobile artillery.

Lol but it shoots twice as fast as a collipe? nice try.

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HOW? Ingenery with Flammenwerfer cost 200/50/0, whereas Commandos cost 560/0/0. Ingenery have 4 men all of which are fragile. Commandos have 6 men which are elite. Ingenery have only two weapons that deal good damage, Commandos have 6. Commandos have smoke, commandos have grenades, commandos have gliders. Commandos have demo packs, too. They are not the same.

You, right there, in your first sentence proved my point. 200 manpower vs. 560, both with the same killing power.

and PARTISAN ARE COMMANDOES, and come out at 2 CP.
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How'd you come to this conclusion? They're still completely different. Partisans cost 300 and come out of a building. Their combat abilities are NOWHERE NEAR commandos... they have cloak and anti-building demolition charges... neither of which will help them in combat, they are a sabotage unit.

Have you EVEN PLAYED COMPANY OF HEROES OPPOSING FRONTS? You are starting to make me question the very fabric of general human intelligence. Parisians, just like the little flamenwarfer engies, have the same KILLING POWER of commandoes. but unlike the engies, they can be put anywhere on the field. And what part of Commandoes doesn't scream sabotage unit as well??????


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Tank Riders lets you mount infantry on tanks. How is this anything NEAR getting a StuH and Sturmtruppen? They're COMPLETELY different abilities. The concept is the same (combined arms), but they are two very ways of executing that concept.

What part of coming out 1 CP too early dont you get? is the early part? or is it the 1 CP part? You have a tank that can come out 1 CP earlier than any other medium tank, and on top of that it can just roll into any base.

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Why are all the Command Points for Abilities so universally low?

All of the command abilities in the game cost at least 1 CP less than what all the other factions have to pay for the equivalent. The Katyusha comes out 1 CP less than what all other factions mobile artillery comes out at. The Double Flamethrowers are equivalent to Commandos and come out at 1 CP, and PARTISAN ARE COMMANDOES, and come out at 2 CP.

Tank riders is basically an old school Blitzkreig Tier 2 Urban Assault Team and come 1 CP early as well. And I'm not even going to comment on the ISU-152 coming in at 8CP, thats just retarded when it is the most powerful tank in teh game.

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I think the flak cannon has problems with any tank that gets close to it, you're supposed to spot for your Flak cannon.

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i am in the translation team, actually my partner (RA11) was a beta tester so he already knew the game, but defintely it wasn't hard to understand the easiest strategy to win, almost every unit u want to spam and upgrade = win

We saw also that, when u have 3-4 snipers on the field, just upgrade their artillery and you will be able to use exactly the same "1sec arty" of brit lt, but with a long cooldown...but np u can spam as many snipers u want so basically u can destroy enemy base without building even a tank or a flamer.. ;D

Wait, let me get this straight, you and your beta testing friend saw this coming and didnt do anything to stop it? There should defiantly be a munitions cost for the sniper teams artillery or they should be the same price as other factions snipers. retreat or no retreat.

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Red Army Suggestions / Ingenery should only have 2 rifles, 4 men.
« on: January 23, 2010, 10:08:32 AM »
Of course until their armoury upgrade, which should only cost 125 munitions anyways, not 200.

This will stop the super super super super unstoppable ingy spam. Oh and the flamewarfer upgrade should only hand out 2 flamers if the engies have the upgrade. There, now they dominate when you want them too, but aren't unstoppable by 2 axis players if you spam them.

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General Discussion / Re: Soviet Over Powered?
« on: January 23, 2010, 10:03:14 AM »
On the contrary, replays are a nigh-useless tool for balance discussion because of differences in player skill, which a balance discussion typically disregards by talking about the metagame.

You clearly have no skill if you are incapable of looking at another player and telling if they have skill. You can look at a players micromanagement, retreat ability, and counter suppression ability to tell how good of a player they are. You can also look at the resources they have throught the game to see how good their macro is.

If they always have high resources = bad macro, low resources = low macro. This is common knowledge to a lot of players familiar with even the least amount of competitive play and you are truly a casual gamer that has no place in a balance discussion if you are incapable of grasping these points. Good day Sir. You lose.

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General Discussion / Re: Ostheer
« on: January 23, 2010, 09:59:44 AM »
Instead of knowing when they will be available, I would just like to know an estimation of when we will get our first info on how they will work. I love being able to read on how a faction will play even if I don't get to use them.

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