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Potential EiR gamebreakers in the CoH patch
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Topic: Potential EiR gamebreakers in the CoH patch (Read 7793 times)
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RikiRude5
EIR Veteran
Posts: 217
Potential EiR gamebreakers in the CoH patch
«
on:
July 29, 2008, 05:31:57 pm »
Just thought I'd start a thread for people to discuss what changes will most likely hurt EiR.
Off the top of my head without looking at the actual changes I know they were planning on making the stug much more effective with better targeting, so I think a price raise on the stug would be a good change especially since most people have become very adept at using them.
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"Let me open with a magic trick, I'll make this pencil disappear!" - The Joker
*if anyone knows the exact quote please tell me =)
Warbirds
EIR Veteran
Posts: 673
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #1 on:
July 29, 2008, 05:42:49 pm »
You're suggesting a price increase for a fix on a unit that was supposed to happen when the game was first conceived?
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MarkWahlberg
EIR Regular
Posts: 6
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #2 on:
July 29, 2008, 05:46:49 pm »
Regardless of when the fix should have happened, the issue is that the unit
will
be better, and thus an increase in its price should be considered.
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stumpster
Honoured Member
Posts: 2197
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #3 on:
July 29, 2008, 05:49:12 pm »
I'd say the most likely thing to break the game balance-wise is the change to the StuG, which now has even better frontal armor and a buff/fix to the main gun tracking ability. It's now really effective, and still damned cheap.
Best thing about this patch is the buff to Firestorm, finally it's actually a useful ability. Also, the changes to AT guns firing against other AT guns which means that 57mm's won't be sniped from camo'd PaKs so easily anymore.
Other than that, there isn't much to this patch that will affect us in EiR as a lot of Relic's balancing in this round of patches is PE/British and they use prices for units a lot in balancing.
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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.
UnLimiTeD
EIR Veteran
Posts: 554
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #4 on:
July 29, 2008, 06:05:40 pm »
Firestorm is now better that v1, the damage values can easily kill a howitzer and all vehicles but tanks, still it's effective in locking down areas.
I consider that too strong.
And the Stug definatly needs a price increase, even without the patch something like 125 or 130 would have been better.
They are too weak for vCoH, not EiR
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Hey, it's not going to happen
BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #5 on:
July 29, 2008, 06:19:08 pm »
Pershing Buff is nice
M10 Buff
Stug Buff
ATG fixes so the crew is targeted. THANK FUCKING GOD!
I'll give a full report on the changes when I have the time, I don't think there is anything really game breaking.
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Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #6 on:
July 30, 2008, 07:47:38 am »
No1 has acces to the Database that woud be needed to bring (more) Balance into the game...
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fldash
Founder
Posts: 9755
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #7 on:
July 30, 2008, 07:58:59 am »
I'm considering giving access to the database to a few select people in order to be able to modify costs.
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Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #8 on:
July 30, 2008, 08:02:18 am »
Guess the usuall people, I sadly never get fancy admin or anything else =(
Great to hear fl- !
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Apex
Honoured Member
Posts: 2971
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #9 on:
July 30, 2008, 08:15:07 am »
Quote from: fldash on July 30, 2008, 07:58:59 am
I'm considering giving access to the database to a few select people in order to be able to modify costs.
That would be a fine move. After playing several wars now with fixed costs, I think we gathered a good amount of information about price imbalances. And the new vCoH patch would also require some amount of re-balancing. After seeing almost all doctrine variations to the max now, there are also some abilites that have crystallized themselves out being quite imbalanced.
I understand though that changing those would be more difficult. Giving someone selected access to the database with the possibility to change prices and a small crew of balancers to debate about these changes, would already fix many issues we have right now.
«
Last Edit: July 30, 2008, 08:26:59 am by Apex
»
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Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #10 on:
July 30, 2008, 08:16:28 am »
Dev Team, REUNITE!
(No solo-modeing guys, take no offence, but evryone is kinda biased, especially the hardcore "onlyoneside" players...)
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #11 on:
July 30, 2008, 08:47:49 am »
Oooh! Excellent news, fldash!
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UnDeaD_CyBorG
EIR Veteran
Posts: 50
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #12 on:
July 30, 2008, 08:51:14 am »
So would it also be possible to give module control to someone active?
sgas are getting bigger and bigger.
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UnLimiTeDs 3rd Account
Draygon
EIR Veteran
Posts: 1636
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #13 on:
July 30, 2008, 09:44:50 am »
Quote
Quote
Quote from: fldash on Today at 09:58:59 AM
I'm considering giving access to the database to a few select people in order to be able to modify costs.
That would be a fine move. After playing several wars now with fixed costs, I think we gathered a good amount of information about price imbalances. And the new vCoH patch would also require some amount of re-balancing. After seeing almost all doctrine variations to the max now, there are also some abilites that have crystallized themselves out being quite imbalanced.
I understand though that changing those would be more difficult. Giving someone selected access to the database with the possibility to change prices and a small crew of balancers to debate about these changes, would already fix many issues we have right now.
I agree that with the new patch there will have to be some balance changes to the cost, and possibly even the doctrines. The people FL decides to give access to though will have to have an idea of what they are doing with a database so that they dont do anything to break it, not that it would be done on purpose but if they dont know what they are doing that could happen. Even if there are only 1-2 people that have access to the DB, with FLs permission it would be a good idea to put together a group that would talk about the changes before they get implemented in game.
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eliw00d
EIR Veteran
Posts: 352
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #14 on:
July 30, 2008, 10:09:21 am »
I would be more than happy to help out, either with the balance changes or even with future development (PE and British addition). I've been trying to figure out a way to fix the "Usage" problem, where an ability that has a set amount of uses loses a use if the ability fails. In the normal game the ability is reset and the munitions refunded, but it is not so in EiR.
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I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the darkness at Tannhäuser Gate. All those moments will be lost in time like tears in rain. Time to die.
Bodybag2224-Armor
EIR Veteran
Posts: 735
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #15 on:
July 30, 2008, 10:16:31 am »
I think Draygon and his crack team should get some access tbh.
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #16 on:
July 30, 2008, 10:20:44 am »
For me allies should be more attractive, I just don't see pleasure in playing allies. And allways when I play them i feel some kind of presure. When I play axis everything looks just easier. And allies don't have anything OP. If u got 2 KTs with german steel it's rly OP, even tank reapers can do shit to this combination.
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Bodybag2224-Armor
EIR Veteran
Posts: 735
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #17 on:
July 30, 2008, 10:23:15 am »
Just different play styles drakken I like the jack of all trades rifles compared to the few men and specific roles the axis play.
And tbh the last thing we need is more incentive for noobs to play allies I would like to attack sometime this year.
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eliw00d
EIR Veteran
Posts: 352
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #18 on:
July 30, 2008, 10:25:00 am »
Quote from: Draken on July 30, 2008, 10:20:44 am
For me allies should be more attractive, I just don't see pleasure in playing allies. And allways when I play them i feel some kind of presure. When I play axis everything looks just easier. And allies don't have anything OP. If u got 2 KTs with german steel it's rly OP, even tank reapers can do shit to this combination.
I think there could be ways around that, like limiting it to 1 King Tiger per company, seeing as fewer than 500 were ever built.
One thing I never understood about vCoH was why the Ostwind was so easy to acquire, only around 45 were ever made.
Quote from: Bodybag2224-Armor on July 30, 2008, 10:23:15 am
Just different play styles drakken I like the jack of all trades rifles compared to the few men and specific roles the axis play.
And tbh the last thing we need is more incentive for noobs to play allies I would like to attack sometime this year.
To be honest, Allies have always taken more skill to play. I'm not saying Axis doesn't, but since the Axis are much more specialist oriented it is a bit easier to understand what to use as counters. Honestly, I thought it was the other way around, that more new players played the Axis. That's how it used to be in vCoH, until the British were added.
I think adding PE and the British would be relatively simple for EiR, but you would have to look at the British in a different light than vCoH. For instance, there wouldn't be much need for a Bofors, or most of the emplacements for that matter. They would essentially be an American clone with different units, and possibly have a crew movable 17-pounder (see:
http://www.xfire.com/video/b7e2/
and yes, I know it was towed IRL, but towing hasn't been figured out yet in CoH). The British have a great selection of vehicles, and their Infantry are pretty well-rounded. The doctrines would take some group thinking to get down to an EiR format, but unit wise it wouldn't be too hard.
«
Last Edit: July 30, 2008, 10:30:54 am by eliw00d
»
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: Potential EiR gamebreakers in the CoH patch
«
Reply #19 on:
July 30, 2008, 10:47:25 am »
Quote
One thing I never understood about vCoH was why the Ostwind was so easy to acquire, only around 45 were ever made.
Same with pumas, there were around 100 of them (all versions).
Quote
To be honest, Allies have always taken more skill to play.
.
So it looks like that allies are underpowered, u will always need more skill to play weaker faction (IMO)...
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