Company of Heroes: Eastern Front

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Messages - jothmar3000

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I actually really agree with maddog0002 specifically about his point-

Fuel is for teching.
Munitions are for abilities.

I do not think following these guidelines for EF makes the soviets the "same" as all the rest other than the fact that it would be (as others have said before) following the same rules as the other factions. 


I don't understand why it is so necessary to the soviets to use munitions for teching...  It has no affect on strategy (making choices between one advantage or another, e.g. grenade or arty strike).  Whereas other factions have to tech completely from fuel and manpower while also having to save fuel and manpower to produce units, Soviets have a greatly OPed advantage in teching and production because they split the cost of teching and production.  Teching is munitions and fuel is production.  This adds to the advantage of being able to tech to tanks faster, because once you get there you have all remaining fuel during the rest of the game to build tanks.  Munitions cover the upgrades.

Developers, you made a deliniation between mechanics and balance.  This IS a game mechanic that affects balance.  It will always affect balance.  Why not make it a poll?  I believe it would be in the mod's best interest.  If players feel that munitions=tech/fuel=only production is unbalanced, they will cease playing.  Which nobody wants.  Maybe it is best to find out what the general consensus is?

Btw, I really appreciate the work done on this mod and give kudos to all the devolopers for working their a**es off and then listening to everyone critisize their work :]

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Balance Discussion / Re: Soviet Union is totally OP!
« on: January 25, 2010, 10:18:07 PM »
Maybe it was a one time thing, but earlier today I played a 3v3 all soviets vs. all wermacht.  I built a bunker about 10 minutes into the game and garrisoned it with the two pio squads who built it in order to protect them.  Within 30 seconds one of the soviet command squads sent an arty on the bunker and i was suprised to see that the bunker was completely destroyed by it along with the garisoned pios.

Please correct me if this is impossible (and in that case there must have been a glitch) or if it is simply rare for it to have that powerful of an effect.

Note: I was not defensive doctrine.  However, I still feel that it should not have completely destroyed the bunker.

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Balance Discussion / Re: Soviet Union is totally OP!
« on: January 25, 2010, 09:44:02 PM »
My main problem with the command squad's arty ability is not frequency, power, or earliness in the game (much improved btw with patch 1.01).  I do feel it is obviously still overpowered even with the reductions in the patch, however, simply by the fact that it can instantly destroy a wermacht bunker in one strike.  This makes early defenses completely useless even in the first 5 minutes of the game.  Sure troops can move around and avoid after the flairs are dropped.  But should a bunker have to move out of the way to survive?  I thought that was the point of a bunker?  Even late game arty by other factions often does not completely destroy a Wer bunker.  If you do nothing else in the next patch, please change the damage the command squad arty does to bunkers.  I'd say at minimum it should take two strikes from the arty squad.  But probably 4-6 would seem more balanced seeing as it is the earliest form of arty in the game. 

However, I would completely support the ability being nerfed in other regards as well.  Like I said, there is no other arty in the entire game that comes as early in game as the command squad arty.  I think this means it should be proportionatly weaker than all other arty.  Presently it is one of the most effective strikes in the game.  It needs more weaknesses.  At this point imho the command arty is stronger than the Katyusha.  I've seen on this forum that some see the Kat as more of a psychological weapon (as it does not often result in many serioius casualties).  Whereas the command arty is a death sentance for anyone who lingers under the flairs.  Perhaps just switching the effectiveness of these two arties would be a simple swap?  That's not a perfect idea and I'm sure it is not historically consistent with how the Kat would have actually fired.  But you get the idea- the more powerful arty should come later.  The weaker should come earlier.

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