#25178
Propositions for balancing the game
Balancing a game like CoH is a very hard work. Here are some propositions for balancing the game :
Without the patch, soviets were op
With 1.01, I found the game fine, maybe some little things to change.
With 1.02/1.03, Soviets union became up, PE, which is underpower against other factions, owns soviets so easily.
-Mortar : Decrease cost to 300
As I said it can't only shot if it sees the ennemi and has a very short range (that we can't see). Moreover it can't retreat and they are only 4 man. They die so easily => 350mp for nothing.
-Snipers : Change the Brit arty to US arty = No first shot that block all the soldiers. Cost of the arty : 50 ammo and Time before being able to use it again : 180 seconds
-SU 100 : Decrease cost from 500mp to 400mp.
Ok it have been fixed and became usefulh. Sure the su shouldn't be used alone but it costs just too much ; 500mp 100 fuel 300 ammo for just one tank destroyer only useful when supported and even supported with infs, it won't destroy ennemis tanks supported too...
-Zis At gun : Increase its accuracy. When upgraded, increase its damage(not the penetration)
It costs 300 mps but can't be recrewed, very easy to kill, and not really accurate and powerful : it is a shitty at for mid game.
-KV 2 : Limit it to 2. Increase its accuracy and increase its received penetration.
This tank is too slow and paks or schrecks can destroy it fastly. It is very inaccurate against infantery.
-Sniper Ace:
-Descrease its cost from 750 mp to 600 mp
-OR it needs 2 sniper shots to kill it, increase its health and as the Knight Cross Holders, It can survive to one arty shot but injured.
The Urban is doctrine is a bit underpower, flammers are good, partisans are well done but their end game units are just shitty. The sniper ace is supposed to be an end game powerful infantery unit that can infiltrate ennemi base. However, it is now just better to use it as a normal support sniper or a simple spotter. It should be able to spot and to kill from the inside. 2 motor for 360 mp = dead.
Without the patch, soviets were op
With 1.01, I found the game fine, maybe some little things to change.
With 1.02/1.03, Soviets union became up, PE, which is underpower against other factions, owns soviets so easily.
-Mortar : Decrease cost to 300
As I said it can't only shot if it sees the ennemi and has a very short range (that we can't see). Moreover it can't retreat and they are only 4 man. They die so easily => 350mp for nothing.
-Snipers : Change the Brit arty to US arty = No first shot that block all the soldiers. Cost of the arty : 50 ammo and Time before being able to use it again : 180 seconds
-SU 100 : Decrease cost from 500mp to 400mp.
Ok it have been fixed and became usefulh. Sure the su shouldn't be used alone but it costs just too much ; 500mp 100 fuel 300 ammo for just one tank destroyer only useful when supported and even supported with infs, it won't destroy ennemis tanks supported too...
-Zis At gun : Increase its accuracy. When upgraded, increase its damage(not the penetration)
It costs 300 mps but can't be recrewed, very easy to kill, and not really accurate and powerful : it is a shitty at for mid game.
-KV 2 : Limit it to 2. Increase its accuracy and increase its received penetration.
This tank is too slow and paks or schrecks can destroy it fastly. It is very inaccurate against infantery.
-Sniper Ace:
-Descrease its cost from 750 mp to 600 mp
-OR it needs 2 sniper shots to kill it, increase its health and as the Knight Cross Holders, It can survive to one arty shot but injured.
The Urban is doctrine is a bit underpower, flammers are good, partisans are well done but their end game units are just shitty. The sniper ace is supposed to be an end game powerful infantery unit that can infiltrate ennemi base. However, it is now just better to use it as a normal support sniper or a simple spotter. It should be able to spot and to kill from the inside. 2 motor for 360 mp = dead.
Last edited January 31, 2010 at 1:08 PM by Iglooman