#23717
Early Game Balance - By Force
Hey guys, thanks again for putting so much effort into making this amazing mod.
I’ve been doing some intensive testing with my friends from the moment EF was released and we do have some thoughts on balance. Feel free to completely ignore us :) but we’ve given it a lot of thought and we have experience in this field. (I personally have been employed for the last 7 years as a software tester) and games are huge hobby for me.
As I stated before we understand the difficulties with balancing, especially with getting the balance right between early and end game strength. We appreciate the fact that the overall dynamic of the game has remained the same in the sense that if the Axis powers are able bring their vetted heavy tanks into the game it pretty much seals the deal for them. So we don’t really see too many issues for Russians endgame. Our only concern is the very beginning. We’ve been able to narrow down the problems to the Command Squad and the capture speed of conscripts. We understand the need for cheap units that can be built fast as any unsuccessful attack by the Russians in middle or end game can result in the entire destruction of their infantry. (Which incidentally is a concept we love!).
We perceive the Russians can cover too much ground too early, conscripts capture a little too fast and are then able group together for a massive push. We believe the Wehrmacht suffer the most because of this, especially since the Command Squad can defeat Volks 1v1. The strike is also very powerful, but we understand the need for it to be able to bring down a building to ensure that machine guns are taken out. We believe a slight adjustment to the area of effect is in order as it’ll have the same effectiveness against machine gun crews without having to wipe out an entire area (this can be very costly to the PE especially). We think also that the command squad should have fewer troops and not be as strong, therefore used as a unit kept behind the conscripts specifically for the strike, rather than a front line unit which is very powerful early game.
We acknowledge that machine gun crews can be devastating to Russians, but we believe their numbers should allow for effective flanking maneuvers. This may sound like rather advanced play, but if people haven’t got the concept of flanking by now they never will.
So our recommendations for early balance are as follows:
- Smaller radius of destruction on Command Squad strike.
- The Command Squad to be reduced in size in strength and used as a support unit rather than front line attackers.
- A slight reduction to the capture speed of conscripts.
I hope these suggestions are taken in the spirit in which they were offered. We love this game and this mod and hope to see lots of people playing it for many years. We believe that in order to help facilitate this any bugs or balancing issues that can be ironed out early will be invaluable.
Thanks again guys!
Force
I’ve been doing some intensive testing with my friends from the moment EF was released and we do have some thoughts on balance. Feel free to completely ignore us :) but we’ve given it a lot of thought and we have experience in this field. (I personally have been employed for the last 7 years as a software tester) and games are huge hobby for me.
As I stated before we understand the difficulties with balancing, especially with getting the balance right between early and end game strength. We appreciate the fact that the overall dynamic of the game has remained the same in the sense that if the Axis powers are able bring their vetted heavy tanks into the game it pretty much seals the deal for them. So we don’t really see too many issues for Russians endgame. Our only concern is the very beginning. We’ve been able to narrow down the problems to the Command Squad and the capture speed of conscripts. We understand the need for cheap units that can be built fast as any unsuccessful attack by the Russians in middle or end game can result in the entire destruction of their infantry. (Which incidentally is a concept we love!).
We perceive the Russians can cover too much ground too early, conscripts capture a little too fast and are then able group together for a massive push. We believe the Wehrmacht suffer the most because of this, especially since the Command Squad can defeat Volks 1v1. The strike is also very powerful, but we understand the need for it to be able to bring down a building to ensure that machine guns are taken out. We believe a slight adjustment to the area of effect is in order as it’ll have the same effectiveness against machine gun crews without having to wipe out an entire area (this can be very costly to the PE especially). We think also that the command squad should have fewer troops and not be as strong, therefore used as a unit kept behind the conscripts specifically for the strike, rather than a front line unit which is very powerful early game.
We acknowledge that machine gun crews can be devastating to Russians, but we believe their numbers should allow for effective flanking maneuvers. This may sound like rather advanced play, but if people haven’t got the concept of flanking by now they never will.
So our recommendations for early balance are as follows:
- Smaller radius of destruction on Command Squad strike.
- The Command Squad to be reduced in size in strength and used as a support unit rather than front line attackers.
- A slight reduction to the capture speed of conscripts.
I hope these suggestions are taken in the spirit in which they were offered. We love this game and this mod and hope to see lots of people playing it for many years. We believe that in order to help facilitate this any bugs or balancing issues that can be ironed out early will be invaluable.
Thanks again guys!
Force
Last edited January 27, 2010 at 5:33 AM by ForceMultiplier

