Home › Forums › General Discussion › Balance Discussion › Post Balance Patch Suggestions & Feedback
- This topic has 5 replies, 4 voices, and was last updated 6 years, 8 months ago by 123nick.
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15/04/2018 at 9:33 pm #6499TyranusParticipant
Some points that strikes me:
Soviet:
- still the IS-2 Issue. Against Tiger I, Panther and Infantry too strong. It kills all of them by one shot, which makes it to something like an ultra Russian Wunderwaffe. It could be historical correct, but for the gameplay, it’s not fine.
US:
- US Artillery needs Rifles. It’s not only the balance, but also the feeling in game. I like to play with Rifles. But it is interesting how fast a doctrine can fall from one of the best to the worst of a faction.
OKW:
- the Artillery doctrine has a lack in Tank abilities. A second Sherman could be interesting.
Generally here some questions:
- Is it possible to create an game mode, so that the Mod doesn’t contain Ultra weapons (like Marauder, Black Dragon, Arado) anymore? Some players don’t like those weapons, and on some (small) maps, they are just too powerful. Just to turn those weapons off.
- Is it possible to add the Sherman Crocodile to the Mod? I don’t know a lot about the reductions, the modding tools are giving the team. In CoH 1 the Sherman Crocodile was a very common unit, and the Americans have still no Flame-Thrower Tank.
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15/04/2018 at 10:39 pm #6501MeatShieldNZKeymaster
Re IS-2 – What would you suggest we do as a realism mod? IS2 could pen Tiger 1 and Panther out to 1000 meters. Should only Germans have wonder weapons?
US Arty: We had so many ranty complaints when it was released (after beta testing) about how it was SOOO OP/PLZ NERF!! So we took a radical step to try a different historical approach and removed riflemen. Maybe we can come up with a compromise but i dont think they should have strong line infantry regardless of personal preference or “feelings”.
OKW Panzer Artillery – good concise feedback, if enough others agree this is a simple “easy” fix.
We are aware of the “doom” weapons and are working on ways to mitigate them.
Sherman Croc – unfortunately not possible. Sneakeye who is quite likely the most talented modder in the COH2 community tried to do it for his All Units Mod. The best he could manage was a stationery bunker version…
Thanks for the feedback
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15/04/2018 at 10:44 pm #6502OlhausenKeymaster
Hi tyranus, thanks a lot for your feedback first. About your advices and questions:
a. IS-2 this particular tank was a beast regarding damage. We calibrate the weapon in game mantaining an historical relationship. Russians build this tank to deal with Tigers and Panthers. Just keep in mind this beast is very good but not good enough to deal with: Jagdtiger, King Tiger and Elefant. Then, basically, Germans have 3 doctrines equiped with tanks capable to deal with IS-2 with no problems. What can I do is to reduce the area effect to not be so good vs infantry.
b. Riflemen for Artillery doctrine: yes you are right and if the community think riflemen should be back then we provably add them again. I just remove them because a lot of users complain about the versatility of this doctrine.
c. In the artillery doctrine you mean to add a second beutepanzer in the call in ?
d. Super Weapons: yes they are a bit too much and I already talked with the team about them. My idea is to no add more of them for the comming doctrines as a first step. Also for the next patch we will move all of them out of the commander ability section to unit (similar to the Karl Morser). Also all air strikes will be like off map artillery. They will be in the ability panel of a new unit. Then they will be more easy to counter.
In a future we will remove them from the mod, right now is not possible to do that because we have a long road ahead and we dont have the time to rework them.
e. Sherman Croco is possible to add, like Sneak Eye have it in his mod. The problem is: there is not a way to implement it in a movil unit. The only way to do it work is in a static unit. Sadly the actual tool are not good enough to do it in the correct way.
Again thanks a lot for the feedback
Regards, Olhausen
- This reply was modified 6 years, 8 months ago by Olhausen.
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16/04/2018 at 7:04 pm #6507123nickMember
removing super weapons might be a good idea, if you mean stuff like the arado and v1, and maybe the maruader rocket run, but i dont think removing them entirely from the game is needed. maybe just tying them to ground units, or having them have a verrrrrry long call in time (like 10-15 minutes cooldown ,even if it is a bit long it makes a bit of sense). US artillery, imo, is sorta ok, the early game is tough, and against someone whose p talented like graywolf or against very strong early game factions like SS luftwaffe you might be pushed back, and a lost early game is a lost game for US artillery, but other than that its sorta decent.
for buffing the US artillery early game, maybe let US artillery build a unique engineer unit, like replace engineers for US artillery with rear echelon, which are basically engineers but they come with 1 grease gun by default, and cost less, like 220 or 210 per squad. very spammy, but might give US artillery something to let them hold on easier early game.
id also say that the 100 munition greasegun upgrade for engineers/rear echelon should also give them a bit reduced hit chance or increased HP, like urban training upgrade for the urban assault panzergrenadiers that wehr defensive gets.
id also buff some of US artillerys late game options, as stuff it just doesn’t feel as good or as varied as other artillery doctrines. like, SS panzer artillery gets nebelwerfer barrage, grille, hummel, wespe, sector artillery, butterfly bomb strike, etc. with the limit on wolverines and jacksons, maybe get rid of the need to have vet 1 wolverines before being able to upgrade them to jackson, and have jackson keep the barrage ability of wolverines if they were upgraded with HE rounds, for a potent 90mm barrage, and maybe also give the captured pak-43 its barrage ability again, but maybe i am a bit biased when it comes to buffing US artillery.
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16/04/2018 at 9:07 pm #6509MeatShieldNZKeymaster
Thanks Nick, personally i prefer your idea of improving early engineers rather than re-adding riflemen. Will discuss internally.
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16/04/2018 at 11:12 pm #6510123nickMember
i also forgot to mention, 291st is pretty OP for what they are. its beyond the quality of the infantry itself, its everything else that comes with it, mainly the halftrack. for 500 manpower, you get:
- a halftrack with a deadly 50 cal MG that can wreck scout cars, even the 2cm if it starts firing first, and enemy halftracks
- a reinforcement point, the halftrack itself, which can rienforce nearby squads
- healing, the 7 man 291st engineers can heal themselves and other nearby squads.
- the main counter to these close range murder engineers, MGs and long range firepower, is nullified unless the enemy has good AT and is lucky that it hits befor it gets within range, because the halftrack itself can be used to transport the squad right up to enemys so the flamethrower can annhilate everything within range.
id consider just making the 291st engineers come without the halftrack, as that would fix most of the things that make this call in very strong. maybe reduce price slightly, to like 480 or 450, to make up for the lack of halftrack.
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