#17586
Balance
I know this is probably too late and no one cares, BUT I figured I would post this, if anything for my own personal knowledge that I at least said my peace on this!
This might be a long post but I earnestly hope it is read all the way through, at least by the dev team and all that are working on this project.
First off the new shoutcast that was posted was great. Well done. Apex’s enthusiasm was GREAT and he seemed genuinely excited!
I must confess however, I do not share the same excitement with this mod. I am, obviously, in the VAST minority. I am not flaming and do not expect to be flamed in return, but rather was hoping to toss my opinion out for the betterment of this project as the essence of it is something we have all wanted!
I have major concerns about balance issues. CoH is already currently suffering from massive imbalances, in particular with the Brits and Panzer Elite. That being said I think the Russian army is going to be vastly over powered and this shoutcast seems to prove my own points.
My first major concern is the lack of the retreat button. On the surface this, as stated previously by the team, makes the Russians more "tactical". However I feel that it takes away from the Wehrmacht tactics. The point I am trying to make with this is that, flanking an MG42 is incredibly easy with the Russians. One 8man conscript section runs in, get suppressed. Then, because (and especially early game!) because the MG42 isn't forcing the Russians off (because they can't retreat!) the MG has 1 of 2 problems. It is A). locked into position to continue suppressing/damaging the conscript squad or B) forced to fall back and give ground in the early/mid game. Once the Russians have one or two squads out, they can send one in to get suppressed and the others to flank, easily pushing off MGs in the early going, similar to the current US tactics but seemingly much more powerful because of the Russians strong late game as well.
Last I had heard, the Russian counterpart "Ostheer" will be released later, which causes so major issues with the current two armies facing off against this new giant. The biggest problem with this particular issue is that, once the Ostheer IS out, it will be vastly OPed along with the Russians, making the other 2 current Axis factions pointless.
The IS-2 seems to be a bit strong. I know it was a powerful tank, but 2 of them being able to take out a KT with relative ease (the Panzer IV came in late but still got a couple shots in and they STILL didn't kill one until after the KT was down) and the fact that a Panzer IV is obliterated by these things really kills Wehrmacht's late game. How does a Panther hold up to these? A Tiger? It seems from that replay that a KT is a terrible choice versus Russians because once they have 2 IS-2s your KT is trash. Now granted, it was poorly supported, no argument there. But if you set two up gunned shermans unmicroed against one unmicroed KT, KT wins 100 out of 100 times. Same with Cromwells, or Fireflies. As Apex said, the KT is called "KING" because it is. But as long as you produce 2 IS-2s you crush the thing. Meanwhile if your diligent you can easily decrew the packs either with Stalin's Organ Pipes, with infantry or through combined arms. And if you do happen to lose one of your IS-2s, well just make another. But if the Wehrmacht loses the KT...it can't make another. That is why it's supposed to be so powerful. You get it once and that's it.
The "slow" start for the Russians doesn't seem very slow to me. Granted, you don't have an initial unit but the production time and extra resources easily make up for this. You go from having 0 units to 3 units within 90 seconds or so and the Wehrmacht has 4 units if they are lucky. Problem is 2 of the 4 Wehrmacht units are Pioneers who are off capping elsewhere in many instances. Russians seem to speed up quite well and have NO problem in mid/late game. Wehrmacht is widely known as a faction that doesn't "start fast" like the US, for example. This contradicts the Russian's "slowness" because the Wehrmacht's strength isn't in early game, but late game. So technically, both factions start slow and get BIG later. Except Russian's late game is more powerful than Wehrmacht's. And since Wehrmacht doesn't excel at early game (it's a more campy army that holds what ground it has taken and SLOWLY advances after each winning engagement!) at what point do the Axis have the chance to win? In the case of US VS Wehrmacht, US wins by pressuring early, resource denial and aggressive play with flanks. Wehrmacht wins by preventing those flanks and vetting up with partial map control, then pushes as late game comes in. There is a synergy of the two factions. Russians don't have that synergy with Wehrmacht and certainly not with PE because PE's AT is (by any sane CoH follower) considered sub par.
The upkeep cost also seems to not even effect the Russians. Generally, by late game a Wehrmacht player with a couple MGs, couple Grens, Pios, 1 PaK, an Owstwind and Panther for example, is getting something like 220ish man power/minute.
The US has similar issues but those can be fixed by the reliable and underused supply yard upgrades. However without those, the US has similar drains on their resources. The Russians fielded (apologies I am not familiar with all the squad names yet!) several (5ish total I believe) infantry squads of various tiers, one Organ Pipe, and two IS-2s and STILL had 270+ Manpower income, even in late game. That is nuts. Obviously no one needs to worry about how the US scales against Russians but the example just proves the point. Russians don't seem to be capable of being drained of Man Power, which is one of the biggest early game wars between the vanilla factions.
The abilities to break suppression aren't normally HUGE issues but when the unit NEVER retreats and breaks suppression regularly it makes MG42s obsolete for Wehrmacht, a faction that traditionally relies heavily on "combined arms" tactics to overcome their opponent.
These are just some of the issues I see and am afraid of with the coming mod. As I previously mentioned, I most definitely want an expansion/mod like this. But I want it done right, not just hurried out (not trying to insulting the time that all of this excellent team has put in) and create further imbalances to the ever shrinking community of CoH.
Anyhow, I have a ton more I could say but as I previously said, I don't want to be taken as someone insulting the team or the effort. I love the idea and think you guys are trying to do something great. But I feel like you may be "out thinking" your selves by trying to be too original and this is what brings about imbalance issues.
This might be a long post but I earnestly hope it is read all the way through, at least by the dev team and all that are working on this project.
First off the new shoutcast that was posted was great. Well done. Apex’s enthusiasm was GREAT and he seemed genuinely excited!
I must confess however, I do not share the same excitement with this mod. I am, obviously, in the VAST minority. I am not flaming and do not expect to be flamed in return, but rather was hoping to toss my opinion out for the betterment of this project as the essence of it is something we have all wanted!
I have major concerns about balance issues. CoH is already currently suffering from massive imbalances, in particular with the Brits and Panzer Elite. That being said I think the Russian army is going to be vastly over powered and this shoutcast seems to prove my own points.
My first major concern is the lack of the retreat button. On the surface this, as stated previously by the team, makes the Russians more "tactical". However I feel that it takes away from the Wehrmacht tactics. The point I am trying to make with this is that, flanking an MG42 is incredibly easy with the Russians. One 8man conscript section runs in, get suppressed. Then, because (and especially early game!) because the MG42 isn't forcing the Russians off (because they can't retreat!) the MG has 1 of 2 problems. It is A). locked into position to continue suppressing/damaging the conscript squad or B) forced to fall back and give ground in the early/mid game. Once the Russians have one or two squads out, they can send one in to get suppressed and the others to flank, easily pushing off MGs in the early going, similar to the current US tactics but seemingly much more powerful because of the Russians strong late game as well.
Last I had heard, the Russian counterpart "Ostheer" will be released later, which causes so major issues with the current two armies facing off against this new giant. The biggest problem with this particular issue is that, once the Ostheer IS out, it will be vastly OPed along with the Russians, making the other 2 current Axis factions pointless.
The IS-2 seems to be a bit strong. I know it was a powerful tank, but 2 of them being able to take out a KT with relative ease (the Panzer IV came in late but still got a couple shots in and they STILL didn't kill one until after the KT was down) and the fact that a Panzer IV is obliterated by these things really kills Wehrmacht's late game. How does a Panther hold up to these? A Tiger? It seems from that replay that a KT is a terrible choice versus Russians because once they have 2 IS-2s your KT is trash. Now granted, it was poorly supported, no argument there. But if you set two up gunned shermans unmicroed against one unmicroed KT, KT wins 100 out of 100 times. Same with Cromwells, or Fireflies. As Apex said, the KT is called "KING" because it is. But as long as you produce 2 IS-2s you crush the thing. Meanwhile if your diligent you can easily decrew the packs either with Stalin's Organ Pipes, with infantry or through combined arms. And if you do happen to lose one of your IS-2s, well just make another. But if the Wehrmacht loses the KT...it can't make another. That is why it's supposed to be so powerful. You get it once and that's it.
The "slow" start for the Russians doesn't seem very slow to me. Granted, you don't have an initial unit but the production time and extra resources easily make up for this. You go from having 0 units to 3 units within 90 seconds or so and the Wehrmacht has 4 units if they are lucky. Problem is 2 of the 4 Wehrmacht units are Pioneers who are off capping elsewhere in many instances. Russians seem to speed up quite well and have NO problem in mid/late game. Wehrmacht is widely known as a faction that doesn't "start fast" like the US, for example. This contradicts the Russian's "slowness" because the Wehrmacht's strength isn't in early game, but late game. So technically, both factions start slow and get BIG later. Except Russian's late game is more powerful than Wehrmacht's. And since Wehrmacht doesn't excel at early game (it's a more campy army that holds what ground it has taken and SLOWLY advances after each winning engagement!) at what point do the Axis have the chance to win? In the case of US VS Wehrmacht, US wins by pressuring early, resource denial and aggressive play with flanks. Wehrmacht wins by preventing those flanks and vetting up with partial map control, then pushes as late game comes in. There is a synergy of the two factions. Russians don't have that synergy with Wehrmacht and certainly not with PE because PE's AT is (by any sane CoH follower) considered sub par.
The upkeep cost also seems to not even effect the Russians. Generally, by late game a Wehrmacht player with a couple MGs, couple Grens, Pios, 1 PaK, an Owstwind and Panther for example, is getting something like 220ish man power/minute.
The US has similar issues but those can be fixed by the reliable and underused supply yard upgrades. However without those, the US has similar drains on their resources. The Russians fielded (apologies I am not familiar with all the squad names yet!) several (5ish total I believe) infantry squads of various tiers, one Organ Pipe, and two IS-2s and STILL had 270+ Manpower income, even in late game. That is nuts. Obviously no one needs to worry about how the US scales against Russians but the example just proves the point. Russians don't seem to be capable of being drained of Man Power, which is one of the biggest early game wars between the vanilla factions.
The abilities to break suppression aren't normally HUGE issues but when the unit NEVER retreats and breaks suppression regularly it makes MG42s obsolete for Wehrmacht, a faction that traditionally relies heavily on "combined arms" tactics to overcome their opponent.
These are just some of the issues I see and am afraid of with the coming mod. As I previously mentioned, I most definitely want an expansion/mod like this. But I want it done right, not just hurried out (not trying to insulting the time that all of this excellent team has put in) and create further imbalances to the ever shrinking community of CoH.
Anyhow, I have a ton more I could say but as I previously said, I don't want to be taken as someone insulting the team or the effort. I love the idea and think you guys are trying to do something great. But I feel like you may be "out thinking" your selves by trying to be too original and this is what brings about imbalance issues.


