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Balance Discussion / Re: THE bonus unit jagdpanzer
« on: August 24, 2010, 06:07:37 PM »
Many thanks Zerstorer

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Balance Discussion / Re: THE bonus unit jagdpanzer« on: August 24, 2010, 06:07:37 PM »
Many thanks Zerstorer
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Balance Discussion / Re: THE bonus unit jagdpanzer« on: August 24, 2010, 09:55:52 AM »
Blackbishop's post is most helpfull indeed. I've played a million games as PE+TH to determine the capabilities of the JagdIV, cos I was a bit bored to look over the stats
![]() Can I ask now about the target tables, upkeep, popcap, LOS? Are they identical to the Hetzer's? (Since you're not referring to them separetely ![]() Finally, what target type is the JagdIV? Hetzer, I presume? Thanks 3
Balance Discussion / Re: 1.23 ZisAT« on: August 19, 2010, 07:49:28 PM »@BasileusHotshotThanks man. I just put it in public, cos it happened to me in the past to have PMs and not notice it ![]() 4
Balance Discussion / Re: 1.23 ZisAT« on: August 19, 2010, 06:15:34 PM »
Well as I said, I don't use the Su-85 much, so I guess you guys know better.
As for the Zis2: Since I see it's high penetration has a lot of funs, how about reducing a bit the basic Zis2's penetration, but once upgraded, give it the current penetration figures of the unupgraded Zis2? And Mr Blackbishop, I believe you didn't notice my PM. I'd appreciate a reply. Thanks ![]() 5
Balance Discussion / [1.23]Brit Stuart« on: August 19, 2010, 04:11:54 PM »
I think I've asked for it before, but I ain't sure:
I think you guys should seriously consider reducing all those ridiculous *2 dmg modifiers of the Stuart vs the PE. With a base dmg of 65 it's more effective vs those targets than the much more expensive Crom (Dmg 87.5), despite the fact that the Crom fires faster. Do you really believe this makes sense? -.- Also, please don't dare affect the flawless vCOH gameplay in your next patches, with changes like sniper acc, def med bunker hps, pio vet, and us td cost reduction (Pak change was OK since this was a bug ![]() ![]() ![]() 6
Balance Discussion / Re: 1.23 ZisAT« on: August 19, 2010, 03:53:00 PM »
I understand what you mean Dennis, but still, the base penetration of an AT gun, shouldn't be like that. Improved penetration should be part of a "special action" be it improved shells for 17pdrs and 57mms, camo for paks, or lockdown for Marders.
The crucial seconds between your Tiger charging and the opponnent performing that "special action" can cost, or make a game. Not to mention that all the aforementioned bonuses come with a price: AT shells cost munis, Camo only gets 1 shot, while it can also be manually detected and the Marder is forced to stay still. When comparing those 5 basic AT guns of the game, I believe that the Zis is much more capable than all the rest. ![]() 7
Balance Discussion / Re: 1.23 ZisAT« on: August 19, 2010, 01:58:33 PM »
That's exactly my point. Am I the only one who finds it a bit OP?
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Balance Discussion / 1.23 ZisAT« on: August 19, 2010, 12:42:30 PM »
http://www.gamereplays.org/companyofheroes/replays.php?game=25&show=details&id=140150&st=0#post7546680
Am I the only one to think that a vet1 Tiger shouldn't be penetrated that often by unvetted AT guns and especially at that range? I mean seriously, the Tiget didn't deflect a single shot!!! They all penetrated! ![]() 9
General Discussion / Games?« on: August 12, 2010, 11:55:40 PM »
First off, soz if this isn't the correct forum
![]() Secondly, I got a mate with which we play EF and he's a very good player, can't complain, but he's too... good a character ![]() I don't care about my stats in basic matches, so I don't mind losing 24/7 if people "abuse" stuff against me. Sooooo, I'm looking for a (Mostly) 1v1 partner, that's willing to abuse the shit outta each other in some games ![]() I'll be away for 3-4 days, but I'll check for replies as soon as I get back. Thanks everyone in advance ![]() 10
Balance Discussion / Re: [Up until now, 1.23? 24?] some balance issue I found« on: August 10, 2010, 09:17:35 AM »
Ye faster fire rate sounds better than the camo, which sounds a bit dumb (No offense anyone) to me
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Balance Discussion / Re: For the future patch that balances other factions.« on: August 03, 2010, 10:43:35 AM »Double shrecks have a quite high chance of dropping. Isn’t always good IMHO. No ammo option is paid in the form of higher MP cost. How many players prefer the latter option anyway? I’m watching like 1-2/replays a day and everyone (As I do BTW) is preferring the muni cost rather than pay extra MP.I’m more of a PE player, but I’d like to consider myself objective with all factions. What I have in mind when implementing changes, is to make sure that this was a mistake by the devs, not something they did on purpose. Things that the devs did on purpose, I’m only changing if there’s a general consensus that they are too up/op. For example, in mod, I added a 0.9 modifier of flamers vs soldier armor. I don’t agree with the change, but since so many people were complaining about flamers vs soldiers, I implemented this minor change nevertheless. I also tried switching the order of Glider HQ and mandos HQ for Brits in order to give em mgs early to better counter piospam and although my fellow “colleagues” like that change, I voted to reverted, again cos it was breaking away too much from something that was obviously done on purpose. Hope I gave you to understand my reasoning behind what I’m posting, cos if you end up making so many changes, you’ll eventually lose some people’s support and the community will shrink, leading to an unsuccessful project. Couple of extra things that I forgot in my previous post: 1- I think it’s fair for troops inside a Bren to take dmg just like PGs inside an IHT. 2- Some other bugs that can’t remember of right now. I guess I’ll make an extra post later ![]() Post Merge: August 03, 2010, 02:45:16 AM ROFL I messed up the quoting in my post above. Can't be bothered to change it. I think it's still readable and understandable right? ![]() 12
Balance Discussion / Re: For the future patch that balances other factions.« on: August 02, 2010, 05:19:05 PM »
I knew you guys were gonna attempt balancing the main game as well, in your next patch, but I hardly expected so many changes
![]() Sooo, here we go (Will only comment on things that I disagree with): ![]() 1- Not sure about adding both a delay and smoke to the SR. Maybe either of them would be good (I prefer the delay, not the smoke BTW) but both? I guess I'll have to strafe the Hell outta someone's ass to check it. So be it ![]() 2- Decreased cost of M26 and Tiger?!? I've playing the game since day 1 and noone ever complained about it. Why mess with things that aren't broken in the first place...? Same goes for the TD cost decrease, Engi suppression and Croc (Which, if memory serves me correctly, receives benefits from its upgrade) ![]() 3- 2.301 Pak was OK. Why not revert to it instead? 3 Camoed shots BUT only the first gets the bonuses. Noone was complaining about the Pak back then, so why not go for something proven? 4- Pioneer changes break the basic formula of the game and the consistency of the Wehr faction. I can understand why you did it, but I'd rather see it addressed through more "indirect" ways and defo not like that 5- Why mess with things that aren't broken in the first place, vol 2: LMG42 was obviously made like that on purpose and hardly anyone ever complained about that. Again what did you guys do there? Def bunkers: I’d agree with the change back in 2.301, but now it’s more of a not very-well-thought change: The new rifle vet has changed the meta-game immensely: Haven’t you guys watched any replays lately? 6- Marder: no, No, NO!!! The Marder is essentially PE’s AT gun! It’s not a tank God damn it and it cannot be used like one. It was always meant to work like that (An AT gun on wheels). I’d really like to have a word or two with the guys that gave you feedback about balancing >:< 7-Muni HT. Don’t disagree, but don’t agree either. Will have to test it first. 8- Luft: Although I never understood why they needed so much time to reinforce, it was obviously done on purpose and not particularly game-breaking. Again, was it THAT bad that you had to address it? 9- Goliaths: I guess the change also includes the Wehrmacht Goliath right? Also, since they’re detectable now, I think that Yurdle’s reduced price of 100 munis is better after the change ![]() 10- AC won’t detect snipers now. OK, I don’t agree, but I know that many people were complaining about it. BUT the SC will still be able to detect them I hope cos snipers are a pain for PE. If not, then I disagree. 11- ATHT focus-fire: Again, was it THAT bad that you had to address it? 12- Sniper moving accuracy: No. This makes the difference between players that are microing and players that aren’t. If someone bothers moving his sniper he should be rewarded in some way vs a guy that just sits back and takes shots don’t you think? 13- Medic health: What’s the exact number of the new health? Grenades: You mean they’re targeting ground instead of entity now? Below are some of the things that I changed in my under-development balance patch and I consider important. Just in case you like any of these ideas, feel free to use them: J 1- Stuart: reduced dmg modifier vs PE IHTs, ACs and Marders to 1.2. It currently has a modifier of 2 I think, acting as a WTF-pwn everything vehicle vs PE ![]() 2- Little john penetrates a bit too often the “very-heavy class” vehicles don’t you think? ![]() 3- I tried making dropping PE shrecks not turn into wehr shrecks. I failed, so I changed the PE shrecks’ stats to match the wehr ones, as I didn’t think that it was ok for brits and amis to be more effective than the creators of the weapon (In the case of PE ofc) 4- I added a 0.9 instead of 1 dmg modifier of strafe vs soldier armor. I don’t mean to brag, but I believe it’s near-perfect. It causes casualties to PE early game, but upgrading to zeal and 4-man squads, actually makes a difference (Just like vet 2 for wehr) but unvetted PGs, still have worst stats than Grens, as it was intended in the first place! 13
Balance Discussion / Re: 1.11 opinion« on: June 06, 2010, 11:29:14 AM »
Thanks for clarifying some issues for me mate. I play the mod a lot in order to have an opinion, but rarely post here :O
It's mainly the PE that I had in mind as well when I said that the Russians are teching too fast. Unless they go TH for the Hetzer that doesn't need fuel, they have a problem in facing tanks. And unfortunately these tanks come, without any real need for the Russian to save some resources for it, since his inf is so cheap and effective. I agree that what forces them to blob, is the lack of a retreat option. BTW when saying remove the commisar's SMG from the NKVDs, I meant to give him a pistol instead, not having him run around weaponless ![]() And something that I just remembered: Remove the trenches from the Russians. They make them frustrating like Brits and they don't really need them. They have more abilities than any other army in the game 14
Balance Discussion / 1.11 opinion« on: June 05, 2010, 03:00:54 PM »
OK, I haven't posted in ages here, so I'll just make 1 thread were I report both some balance and some bug issues, with regards to my general opinion of EF (Tried to post in order of importance. From the most to the least) :
1- The Russians are teching way to fast. I know there's a limit of 5 conscripts early game, but they're more than enough to easily push the opponent off the field. If the Russians are to be having so good infantry, I think their teching should be more expensive, so that a player should make a decision to go either early infantry-heavy, or tech quickly. Not having both :S 2- Command squad barrage brings buildings down in 1 barrage :O 3- Russian SMGs WTFRAPEOWN everything. I think this is mainly to their vast numbers. (Can’t say for sure, since I can’t study the stats without a stats website ![]() 4- Either remove from the Russians the ability to lock down territory, or (Preferably) give their abilities (Not the doctrinal ones with the vast recharge time, but all the rest) some munitions cost. Right now most players lock down an ammo point and are going to town with the upgrades they can so easily purchase :S 5- IS-2s should be limited to 2. In team games they’re becoming an issue sometimes 6- I’ve experienced this many times: My firebase, after being fired once, it gets bugged and won’t fire again ![]() 7- If I remember correctly, close and long range support from the Soviet WSC, have the same price. Long range should be slightly more expensive IMHO 8- Russians do not suffer from fatigue after being fired up, unlike other armies 9- Russians do not drop any weapons unlike other armies (Maybe they could drop the PTRD and the portable LMG of the strelkies? ) 10- Scroll down a bit and you’ll see a replay that I’ve uploaded on Kholm. When playing as PE, my capping unit spawns very close to the ruins and gets trapped ![]() http://www.gamereplays.org/community/index.php?showtopic=546187&pid=7306014&st=80entry7306014 11- Sometimes, when 1 of my tanks gets a “destroyed gun” critical, won’t fire, even after being repaired :O Hope I somehow helped, sorry if I repeated things posted by others as well and thanks for your consideration ![]() 15
Balance Discussion / Re: CoH:EF Stats thread WIP [Unofficial]« on: January 29, 2010, 05:34:42 PM »
Awesome work! GJ!
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