#24000
Potential Solution for Early-Game imbalance
Greetings, community!
(Skip to the end for a synopsis)
As an amateur modder of COH, when I saw the issues with EF's balance, I tried my hand at tooling around with some of the issues. It seems one of the most hotly debated issue is that of whether or not the opening minutes of a Soviet player's game is too powerful. Generally, I found this to be true, but it took me a while to understand why.
Generally, I find that many of the early balance issues come from the presence of the Command Squad. The ability to break the suppression of troops within the first few minutes of the game really makes defensive weapons (HMGs) useless. Often, I can pile up conscripts, let them get suppressed, and like the floodgates of pwnage, use a Command Squad to charge the whole lot forward, right past the MG, and ignore the thing entirely (if not killing it with massed short-range fire).
Instead of merely complaining about it, I tried tinkering with Corsix's Mod Tools and, just for an experiment, moved the Command Squad to the Soviet's WSC, effectively making the unit a tier-two addition to the team.
Whaddya know? Things worked out nicely! The Soviets were no longer able to rush the field and take tremendous amounts of territory right in the start, giving the Germans ample time to gear up and counter the Soviets for when they became able to break suppression just a few short minutes later.
I even played the game with a friend of mine, first, unmodded EF, then modded EF, and he felt, right away, that the game was more balanced. We both felt much more like this was the Eastern Front, with myself trying desperately at the start just to throw men at the Germans, slowing their advance until the regular army units could show up and turn the tide.
In the first game, I won easily. It was no contest, really, considering my frequent sparring partner and I are roughly on the same skill level. I was able to set up reinforce points and pressed right over that middle bridge in Lyon within the first ten minutes or so, camping out in those two critical territories outside his base.
The second game, however, where we put in place the mod that experimentally moves the Command Squad, I tried to do the same thing again, and failed miserably! Unable to break the suppression, he mowed down my brave soldiers with MGs (and sent Pioneers into the suppressed troops to hasten their demise), and all I could do was throw more men at him just to keep him from advancing. Later, I was able to dig in, tech up, and slowly fight my way, block-by-block, into Lyon and destroy his base thanks to some well-timed Partisan attacks and the assistance of some lovely flamethrowers.
TL;DR: Try moving the Command Squad to a T2 building, leave everything else just as it is. Simple, effective, tested.
[Edit: A simple way to test: simply don't allow yourself to purchase a Command Squad until you get the WSC.]
(Skip to the end for a synopsis)
As an amateur modder of COH, when I saw the issues with EF's balance, I tried my hand at tooling around with some of the issues. It seems one of the most hotly debated issue is that of whether or not the opening minutes of a Soviet player's game is too powerful. Generally, I found this to be true, but it took me a while to understand why.
Generally, I find that many of the early balance issues come from the presence of the Command Squad. The ability to break the suppression of troops within the first few minutes of the game really makes defensive weapons (HMGs) useless. Often, I can pile up conscripts, let them get suppressed, and like the floodgates of pwnage, use a Command Squad to charge the whole lot forward, right past the MG, and ignore the thing entirely (if not killing it with massed short-range fire).
Instead of merely complaining about it, I tried tinkering with Corsix's Mod Tools and, just for an experiment, moved the Command Squad to the Soviet's WSC, effectively making the unit a tier-two addition to the team.
Whaddya know? Things worked out nicely! The Soviets were no longer able to rush the field and take tremendous amounts of territory right in the start, giving the Germans ample time to gear up and counter the Soviets for when they became able to break suppression just a few short minutes later.
I even played the game with a friend of mine, first, unmodded EF, then modded EF, and he felt, right away, that the game was more balanced. We both felt much more like this was the Eastern Front, with myself trying desperately at the start just to throw men at the Germans, slowing their advance until the regular army units could show up and turn the tide.
In the first game, I won easily. It was no contest, really, considering my frequent sparring partner and I are roughly on the same skill level. I was able to set up reinforce points and pressed right over that middle bridge in Lyon within the first ten minutes or so, camping out in those two critical territories outside his base.
The second game, however, where we put in place the mod that experimentally moves the Command Squad, I tried to do the same thing again, and failed miserably! Unable to break the suppression, he mowed down my brave soldiers with MGs (and sent Pioneers into the suppressed troops to hasten their demise), and all I could do was throw more men at him just to keep him from advancing. Later, I was able to dig in, tech up, and slowly fight my way, block-by-block, into Lyon and destroy his base thanks to some well-timed Partisan attacks and the assistance of some lovely flamethrowers.
TL;DR: Try moving the Command Squad to a T2 building, leave everything else just as it is. Simple, effective, tested.
[Edit: A simple way to test: simply don't allow yourself to purchase a Command Squad until you get the WSC.]
Last edited January 27, 2010 at 10:18 PM by Stan



