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Author Topic: Plans to Make Americans As close to Equal as possible  (Read 10714 times)
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Stuart750 Offline
EIR Veteran
Posts: 438



« on: January 04, 2008, 11:24:47 pm »


Now, I'm not a long-time EIR member (only since last August) and I'm not a developer. I don't even make maps. However, I'm getting sick and tired of playing Allies and loosing. I'd like to make a few suggestions that might seem a bit unorthodox to a few of you, but they're suggestions nonetheless.

First of all, a well known problem that every allied player is frustrated with: Popcap. 25 on both sides? How is that fair? I can't see 4 Riflemen Squads defeating 6 Gren squads. Especially when the grens are very likely to have assault nades. Fix the popcap, please.

As I am writing this post, I am playing a game. And an issue that seems to be coming up is the American's lack of a decent ranged Anti-Tank infantry weapon (Especially for the armoured company). Yes, we have sticky bombs, but bazookas for riflemen would be so much more helpful. Why do standard german infantry get to buy shrecks, but only specialized American infantry (Airbourne, Rangers) get to buy bazookas/recoiless rifles? I don't get it... Maybe the bazookas could be cheaper for rangers, and more expensive for riflemen (say, 200 MU?)

Tank compatability is another problem. A Sherman should be equal to a P4, but it isnt. An upgun is, which is stupid, because an Upgun Sherman is rediculously expensive and ineffective against infantry.

German armor is supremely superior, and nobody cares if they get experience on their m10, because it's going to get destroyed by the next battle anyways...

Just some tips...
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fldash Offline
Founder
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Posts: 9755


« Reply #1 on: January 04, 2008, 11:28:17 pm »

Hi, I'm the lead developer and a fairly good vCOH player.  I play Axis and I'm currently 1-6 against the Allies.

You are right 4 Riflemen squads can't defeat 6 Grenadier squads.  However the riflemen squads cost much less and can out attrition the Grenadiers. 

There is no difference in the Sherman's Upgun infantry effectiveness contrary to what the tooltip in vCOH says.

Have you played as the Axis any?  Did you find it easier to win?
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Stuart750 Offline
EIR Veteran
Posts: 438



« Reply #2 on: January 04, 2008, 11:33:02 pm »

I find it much easier to win. I'm just trying to find some way to make people play Allies more often. Everyone has an axis account, including me. Most people prefer playing axis, also including me. I'm not exactly sure why, but I'd like to find the root of the problem and fix it.
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fldash Offline
Founder
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Posts: 9755


« Reply #3 on: January 04, 2008, 11:34:16 pm »

What is your Axis account?  I'd like to compare your statistics as I do with the other when I know both their accounts.
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fldash Offline
Founder
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Posts: 9755


« Reply #4 on: January 04, 2008, 11:35:38 pm »

By the way, I'm not saying that the Allies pop doesn't need to be raised.  We are looking into several options and while that may seem like the most obvious one, we want to look at other options which may provide more flexibility.
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stumpster Offline
Honoured Member
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Posts: 2197


« Reply #5 on: January 05, 2008, 12:38:29 am »

- On the popcap thing I agree completely.  While you CAN out-attrition Grenadiers, it is rather difficult to out-attrition a timer.

- American AT is a finicky thing.  Yes, we lack mid/long range AT without specialized squads.  However, with careful use of Stickies and AT guns you can put the hurt on Axis armor.  After all, we may not have mid/long range AT, but the Axis have NO way to damage an engine without a lucky shot.

- Standard Sherman and P4 can be up in the air, usually depends on penetration.  And the Upgun Sherman is actually more effective vs. Infantry. 

75mm: http://www.coh-stats.com/factions/american/weapons/75mmm4.html
76mm: http://www.coh-stats.com/factions/american/weapons/76mmm4.html

Note the Area of Effect, on the 76mm Sherman it has a wider splash in close range for an instant kill (.25 vs .75) which allows the Upgun to 'gib' squads faster.  However, the 75mm Sherman is better for damaging squads instead of killing them with the better percentage of damage at the medium and long explosion ranges (50% vs. 35% at medium range and 35% vs. 20% at long range.)

- Amen to that bit on the M10.  And it isn't just annoying to American players, I know it annoys Axis players as well who have to keep their armor together.
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #6 on: January 05, 2008, 12:44:35 am »

http://forums.europeinruins.com/index.php/topic,2802.msg42871/topicseen.html#new


I'm convinced that IMPM doesn't really do much until you actually get that timer started.... 37 pop v. 40 through most of this match.  As defenders we didn't ever really have to push if we didn't want to.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #7 on: January 05, 2008, 01:32:46 am »

One way to fix this issue is to have the Allies unit deploy timer significantly shorter than the Axis. One battle I was having a deploy time of up to 5 minutes for units. There is no way you can out attrition or support an advance when you can't bring troops on the field fast enough
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #8 on: January 05, 2008, 02:06:20 am »

That only leads to spamming though. Perhaps a way to make support weapons cost no popcap if the total popcap for support weapons is 20% or less of the total popcap? Start out with a free HMG, Mortar or AT gun.
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #9 on: January 05, 2008, 03:07:24 am »

Having a free HMG, Mortar or AT gun does nothing to help the consistent rate of troops on the battlefield. All those weapons will do is hinder your overall advancement on the battlefield.

Allies are supposed to have a lot of Riflemen, it is the core of their forces; without an adequate number of Riflemen on the battlefield, advances become bogged down and eventually stop. There needs to be a steady steam of reinforcements to replace loses throughout the battle. 
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #10 on: January 05, 2008, 03:16:55 am »

The same could be said for axis that use volks. All you want to do is make it easier to spam wave after wave.

Add more units on the field at one time, but don't make it easier to spam units.
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #11 on: January 05, 2008, 03:19:54 am »

I don't think your quite understanding what I am purposing.

I am not purposing an increase in population cap, that will stay the same. What I am purposing is that the American deploy time for their forces should be lower than that of the Wehrmact. The main problem I see is in long games, the deploy timer gets massively big (5 mins last game) and this is mainly due to the Allies need to continually replace lost squads.

They won't have extra pop cap to spam units, they will only have an advantage on how fast their units can be replaced. If your a smart Axis player, you could easily compensate for this because you won't be fighting more troops at one time, you won't be fighting free units, you'll be fighting his normal company, just his units will be arriving at a more steady rate.
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #12 on: January 05, 2008, 03:57:41 am »

The complete lack of "eilite inf" like KCH and Assault-Gren´s is another great disadvantage for the allys as it now no longer is important to play "cost effectiv" and outman the enemy overtime (Gren only company running out of troops after 20 mins or so) and therefire greatky dominate.


Also with the 25 cap you cant bring out yuor 3+2 combo as ally. :I
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #13 on: January 05, 2008, 04:01:26 am »

So from what I understand, the allies counter to l33t infantry is to spam low quality rifles... but now because of the timer it is not possiable?
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #14 on: January 05, 2008, 04:05:12 am »

^Pop Cap^

It as okay when we had time and only the vp´s went down, but now the PopCap itself goes down and you have a great disadvantage if you dont dominate while before you coud win on the long-term, too.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #15 on: January 05, 2008, 04:18:19 am »

Yea, because the difference between 40 and 37 is huge....
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #16 on: January 05, 2008, 05:20:15 am »

Yea, because the difference between 40 and 37 is huge....

The fighting power the axis can get per popcap is much higher than the ally´s.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #17 on: January 05, 2008, 05:24:17 am »

I think the best part, is that THTB only argues on the behalf of teh side he is playing at the time. Anyone remember his rants about OP allies and weak axis?
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #18 on: January 05, 2008, 05:26:49 am »

He's playing both sides equally AmPm
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #19 on: January 05, 2008, 05:31:31 am »

I think the best part, is that THTB only argues on the behalf of teh side he is playing at the time. Anyone remember his rants about OP allies and weak axis?

I mainly bitch about the biggest proplem IMO:

1.  The new system
2. 1v1 Hax
3. The new system
4. Mobility and Scouting for armor need to be switched out. Scouting is more of a t1 than a t2 and so overpriced. +10% sight range? -Freaking def company gets it cheaper and as t1 or?
5. Ucross
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