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[1.04] Changes to the MG Dugout

Balance Discussion

#28332

[1.04] Changes to the MG Dugout

I was thinking that since there have been complaints of the Soviet's MG nest being too expensive, there shud be a buff for it as soon as it's vickers is replaced with a Soviet alternative. In a previous thread I was told by a dev that the DShK was a likely candidate for replacement. This would suit the buff well since the DShK was a heavy anti-aircraft machine gun that was as well used as  a heavy infantry machine gun, and should of been capable of penetrating light armour. Therefore if the dugout was buffed to be significantly more powerful against infantry and light vehicles then the other faction's MG nests, I think the extra resources would have felt like they have gone somwhere.

Last edited February 22, 2010 at 9:10 PM by Polo

#28392

Re: Changes to the MG Dugout

Don't quite get whose extra resources you are talking about. The players' in-game or the development team's?

Well this building is a doctrinal addition, and the 1st doctrinal general purpose defensive building (I only have the original CoH), or something that makes USSR unique at the very least. So I think it (and the command tree) deserves a little more attention if a player really wants to play defensively, and to make Soviet defensive play more unique.

P.S. Guess which faction I play before this mod?  ;)
#28403

Re: Changes to the MG Dugout

playing defensive with soviets = dead soviet....
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#28408

Re: Changes to the MG Dugout

Josiah666 wrote:
Don't quite get whose extra resources you are talking about. The players' in-game or the development team's?


The ones im referring to is the additional amount paid compared to the other factions counterparts. For instance:

British MG Emplacement Cost: 280MP
Soviet MG Emplacement Cost: 300MP, 15 Fuel

Difference between the two: nothing other than all brits can build theres while the Soviets are limited to the Propaganda doctrine.

It's a similar story with the other 2 factions:
US (240MP,10F) and Wehr (150MP,50MU)
(Leaving out PE of course)

What I would like to know is where those extra resources going? Is there some balancing issue Im missing if the Soviets MG emplacement costed the same as say the Brits? (or at very least the US) I mean it costs 20MP more than the Bofors for christ's sake. And provided around the time you've built your dugout the first light vehicles are starting to seep in, which building would you prefer?

QuoteWell this building is a doctrinal addition, and the 1st doctrinal general purpose defensive building (I only have the original CoH), or something that makes USSR unique at the very least. So I think it (and the command tree) deserves a little more attention if a player really wants to play defensively, and to make Soviet defensive play more unique.


I agree, I think the Propaganda doctrine does need some tweaks. Maybe its just me, but I find that when playing vs an equally skilled player, the Propaganda doctine just doesn't cut it. I usually go for the Urban Combat doctine, which never fails me. 
 

Last edited February 23, 2010 at 6:50 AM by Polo

#28492

Re: Changes to the MG Dugout

i totally agree in regards to the MG dugout being to expensive.  I find also, that it's extremely easy to kill the gunners inside (easier than say, killing the british gunners in a british dugout) so sometimes you end up with a building that you can't even scuttle and as we all know, can't reman.

i like the idea mentioning the new MG type, with a change like that, i think playing defensively as a soviet could be feasible.
#28518

Re: Changes to the MG Dugout

Quote link=topic=2932.msg28492#msg28492 date=1266797944]
i totally agree in regards to the MG dugout being to expensive.  I find also, that it's extremely easy to kill the gunners inside (easier than say, killing the british gunners in a british dugout) so sometimes you end up with a building that you can't even scuttle and as we all know, can't reman.


A good point raised, that just doesn't make any sense to me, I'm sure they're gonna change that somewhere down the road though, if theres enough complaints.
#28534

Re: Changes to the MG Dugout


I think axis can reman russian dugouts :D
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#28545

Re: Changes to the MG Dugout

why recrew an MG that is weaker then the bunker, costs more population then the bunker and is almost always pointing the wrong way for Axis?
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#28550

Re: Changes to the MG Dugout

hgghg4 wrote:
why recrew an MG that is weaker then the bunker, costs more population then the bunker and is almost always pointing the wrong way for Axis?


even still, the principal just seems wrong that the enemy still can and they can't. I know they having problems with recrewing but there's gotta be somthing they can do to fix this, like having the MG being more like the US/Wehr one with no pop cap perhaps?
#28551

Re: [1.04] Changes to the MG Dugout

what it seems to come down to is that the price for the dugout is too expensive and therefore no one uses it.

as hgghg4 said, why would German players want to re crew it anyway?

-Narizna
#28567

Re: [1.04] Changes to the MG Dugout

Narizna wrote:the price for the dugout is too expensive and therefore no one uses it.


thats the problem, what the dev's are going to do about it is what it comes down to.

Quoteas hgghg4 said, why would German players want to re crew it anyway?


I guess Axis players recrewing it isn't much of an issue, the problem is what redknight said of how easily the crew can die with no option of recrewing, with it's extra cost making matters only worse.

Last edited February 22, 2010 at 10:46 PM by Polo

#28591

Re: [1.04] Changes to the MG Dugout

i understand the original reasoning behind not allowing soviet players to reman weapon teams (besides a flaw in the name of game balance, it makes sense to me at least that the soldiers are specialized and have no knowledge of using other weapons)

my problem is that, in the end, the nest is genuinely ineffective once you account for it's cost, and how easy it is to empty it.

the original suggestion to use the dshk is perfect. because it's a doctrine power and costs more than any other stationary defense, it should be better than other varieties. in this case, effective against light vehicles.

moreover, it (or the crew) needs to be tougher...it's awfully sad how quickly the crew gets killed
#28596

Re: [1.04] Changes to the MG Dugout

The US nest costs only 220MP.  The nest is too expensive because it hits you in three areas instead of just two like the others.  Brit is pop + mp cost.  Wehr is mp + muni cost.  US is mp + fuel.  The soviet nest is pop + mp + fuel.  It also costs the MOST fuel and the MOST mp.  Especially since it cannot be recrewed, there is just no point to using it right now.  A bit like the hotchkiss only significantly worse.
#28598

Re: [1.04] Changes to the MG Dugout

I've noticed the dev's have been pretty quiet here. Is there any flaws in our arguments, or are there plans for change?
#28599

Re: Changes to the MG Dugout

Polo wrote:
The ones im referring to is the additional amount paid compared to the other factions counterparts. For instance:

British MG Emplacement Cost: 280MP
Soviet MG Emplacement Cost: 300MP, 15 Fuel

There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.
#28600

Re: [1.04] Changes to the MG Dugout

Its not too difficult to save 150MP.  240MP is more than half again that amount.  Soviet ingenery do not compare to tommies in any way.  The MG dugout needs a severe reduction in cost.  If the fuel and pop costs are going to stay, MP cost needs to be <200.
#28602

Re: Changes to the MG Dugout

Paciat wrote:
Polo wrote:
The ones im referring to is the additional amount paid compared to the other factions counterparts. For instance:

British MG Emplacement Cost: 280MP
Soviet MG Emplacement Cost: 300MP, 15 Fuel

There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.


I was more on the lines of just focusing on the comparison of the 2 buildings and not looking at both factions as a whole. I think it's main problem is its pop cap since its such a waste of resources if say a incindenary grenade takes out the units inside leaving a useless uncrewable building then if it had no pop cost and was just a building it could have lasted much longer. That should be tended to first, while the expense problem can be dealt with either by giving it that buff i mentioned or lowering it to more of the price of the US MG nest, if not lower. I for one would prefer the buff, since it would make the Soviets more unique and not just have the same basic MG nest as most of the other factions have.

Last edited February 24, 2010 at 4:15 PM by Polo

#28790

Re: [1.04] Changes to the MG Dugout

Polo wrote:
Paciat wrote:
Polo wrote:
The ones im referring to is the additional amount paid compared to the other factions counterparts. For instance:

British MG Emplacement Cost: 280MP
Soviet MG Emplacement Cost: 300MP, 15 Fuel

There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.


I was more on the lines of just focusing on the comparison of the 2 buildings and not looking at both factions as a whole. I think it's main problem is its pop cap since its such a waste of resources if say a incindenary grenade takes out the units inside leaving a useless uncrewable building then if it had no pop cost and was just a building it could have lasted much longer. That should be tended to first, while the expense problem can be dealt with either by giving it that buff i mentioned or lowering it to more of the price of the US MG nest, if not lower. I for one would prefer the buff, since it would make the Soviets more unique and not just have the same basic MG nest as most of the other factions have.


i'm totally with you on that's polo, buff the gun leave the extra cost (and make it so you can re-man it)

2 commander points is nothing to sneeze at, but the extra man power cost, fuel cost, pop cap cost, and commander point cost would all be worth a unique structure for the soviets without being too OP. 

i think it is also worth noting that it's the only stationary defense that comes as a doctrine choice, it should be unique

Last edited February 25, 2010 at 10:19 AM by redknight021

#28791

Re: [1.04] Changes to the MG Dugout

Right now its a copy paste of the vickers except significantly more expensive, more easily decrewed, and cannot be remanned.  Unacceptable.
#28809

Re: [1.04] Changes to the MG Dugout

xenotype wrote:
Right now its a copy paste of the vickers except significantly more expensive, more easily decrewed, and cannot be remanned.  Unacceptable.


Exactly. what are the dev's thoughts on this? I know there will be change but how much and how soon?
#28826

Re: [1.04] Changes to the MG Dugout

There will be no changes to the Propaganda MG Dugout in 1.05. Some good points have been raised, so we may look into this in the future.
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#28847

Re: [1.04] Changes to the MG Dugout

WartyX wrote:
There will be no changes to the Propaganda MG Dugout in 1.05. Some good points have been raised, so we may look into this in the future.

:( Too bad.
Everyone agreed on this one.
Its urban and breakthru doctrines for me then.
#28853

Re: [1.04] Changes to the MG Dugout

Oh well. At least nothing has been written off. Im sure there will be changes made eventually. They've got quite a lot on they're hands right now, and this is not game breaking. Like Paciat said, theres always Urban Combat.  ;)

Last edited February 25, 2010 at 8:26 PM by Polo

#28877

Re: [1.04] Changes to the MG Dugout

Well, I guess theres still two useful doctrines.  This also means that you guys must be very close to 1.05 release :).
#29073

Re: [1.04] Changes to the MG Dugout

I wish the russians could have the concrete bunkers that the germans have :P
#29104

Re: [1.04] Changes to the MG Dugout

I don't understand why these changes can't be incorporated into 1.05. You guys are already taking your time, you might as well throw in some MG Dugout changes...
#29165

Re: [1.04] Changes to the MG Dugout

+1

unless it is something big going in this patch.
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#29254

Re: [1.04] Changes to the MG Dugout

I guess its been almost a week since my last post and no patch.  Seems reasonable you guys could make the changes if you are not releasing the patch tomorrow.
#29262

Re: [1.04] Changes to the MG Dugout

xenotype wrote:
I guess its been almost a week since my last post and no patch.  Seems reasonable you guys could make the changes if you are not releasing the patch tomorrow.


Yeah, for now you don't have to replace the whole dugout. We're just asking for at least a temporary resource change.
#29419

Re: [1.04] Changes to the MG Dugout

yeah or the damage buff which if I didnt know any better is just as simple as editing some code right?
#29426

Re: [1.04] Changes to the MG Dugout

Perhaps the reason for the delay might be a temporary lull in manpower - more work is not a good idea.
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#29734

Re: [1.04] Changes to the MG Dugout

Perhaps lowering the pop from 3 to 1, then at least ppl could try using MG`s to guard OP`s...

WartyX wrote:
Perhaps the reason for the delay might be a temporary lull in manpower - more work is not a good idea.


"Lull" of MP? In game or dev`team? Seams you need to recruit some coders for the cause  ;D
#29776

Re: [1.04] Changes to the MG Dugout

I'd think people would die to be part of this mod. I'm to busy; for I have started a clan for the source mod "battle grounds 2" were the 21st Regiment of Foot (type in my name if you want to join  :)) sorry off topic but as I was saying I would think people would love to join this. Some advertisement does wonders by the way  ;)
#30399

Re: [1.04] Changes to the MG Dugout

I think I heard their wallets scream from here.....Anyway I've had no problems with the dugout, I always give it AT support and put it in a nice long stretch of land with closed sides, often boobytrapped with mines. :)
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#30647

Re: Changes to the MG Dugout


[/quote]
There is one more difference between these 2. Soviet Ingenery cost 150 while Tommies 450. Every UK unit is needed to fight/cap while its not hard to save 150MP when plaing Soviets. Thats why MG Dugout should cost some fuel like the US MG. It just needs a lower (240) MP cost.
[/quote]

This argument is flawed since Brit always will have Tommies out. I think that it should be cheaper.
#30655

Re: Changes to the MG Dugout

SavageWorld wrote:
This argument is flawed since Brit always will have Tommies out. I think that it should be cheaper.


And a Russian will not have ingenery? That argument is also invalid.

I think that the vickers nest is critical for Brits to hold far off territories due to their slow movement speed and lack of separate squads. This is not true for Soviets, they will easily have enough troops spare to send. If they could gain a massive capping advantage, and cheaply lock it down, they would be very op. I would prefer for the soviet mg to cost alot but have an interesting effect. Maybe reinforce from them, upgrade with flamers, upgrade to AT rifle/gun etc. This way it could be used to hold a critical point effectively without being spammed all over the map, and also give a nice difference between the others' mgs.

After re-reading my post, I personally like the flamer idea. Soviets lack an effective way to deal with their own trenches until they get guards.
If you get into an argument with me, you're wrong.
#30684

Re: [1.04] Changes to the MG Dugout

Wouldnt a Maxim be way cooler though , in like a slightly smaller bunker and maybe different range , damage , fire rate to even it out
#33444

Re: [1.04] Changes to the MG Dugout

I think there is a problem the mg crews getting killed to fast
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065
#33445

Re: [1.04] Changes to the MG Dugout

To be Honest I've never had that happen to me, even in vCoh
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#33454

Re: [1.04] Changes to the MG Dugout

Yeah i think the dhsk , or maxim would make a good mg , but they really need to fix the problem where , the people in the dugout can die and then your left with an empty bunker and cant recrew it.
#33581

Re: [1.04] Changes to the MG Dugout

The crew is easily killed by fire. Then all that is left is a bunker, that isnt even that damaged.
"It is better to fight for something than live for nothing." George Patton
#33683

Re: Changes to the MG Dugout

GodlikeDennis wrote:
SavageWorld wrote:
This argument is flawed since Brit always will have Tommies out. I think that it should be cheaper.


And a Russian will not have ingenery? That argument is also invalid.

I think that the vickers nest is critical for Brits to hold far off territories due to their slow movement speed and lack of separate squads. This is not true for Soviets, they will easily have enough troops spare to send. If they could gain a massive capping advantage, and cheaply lock it down, they would be very op. I would prefer for the soviet mg to cost alot but have an interesting effect. Maybe reinforce from them, upgrade with flamers, upgrade to AT rifle/gun etc. This way it could be used to hold a critical point effectively without being spammed all over the map, and also give a nice difference between the others' mgs.

After re-reading my post, I personally like the flamer idea. Soviets lack an effective way to deal with their own trenches until they get guards.
Having an AT rifle would be nice, also so I don't have to build trenches for an AT hunter squad, and not having to build the squad at all.
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065