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Tópico: Winter Patch Balance Preview

  1. #1
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    Winter Patch Balance Preview

    Prévia do que está por vir no próximo patch de balance de CoH 2, olha aí:http://www.companyofheroes.com/blog/...alance-preview

    Overview
    In collaboration with community members and balance modders Miragefla, Mr Smith, and GGTheMachine, we have created a Relic Winter Balance Preview Mod to test a variety of potential balance changes for COH2. The scope of this mod has been focused to a subset of priority balance concerns sourced from community feedback and balance data. These areas include Dominate Light Tanks/Vehicles Meta, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. Through addressing potential issues in these areas, we hope to mitigate dominant meta and increase strategic diversity. To view the Winter Balance Preview Patch Notes, visit our official forums.
    To playtest these changes, subcribe to Relic's Winter Balance Preview Mod now on the Steam Workshop.

    Light Tanks/Vehicles
    A number of light vehicles have undergone changes to their anti-infantry capabilities to make their arrival less dominant in the early game and to allow for more diversity in strategies. The changes were made to prevent frustrating squad wipes, but still allow for counter-harassment, forcing retreats and making early pushes against support lines that lack hard AT.

    Wehrmacht Infantry Scaling
    There are roughly 4 allied squads that appear to be consistently outscaling Wehrmacht infantry in ways that we feel are undesirable. This is a very delicate issue to balance because the issue isn’t so much with Wehrmacht infantry directly, it’s more with the fragility of 4 man squads in conjunction with area of effect weaponry and some of the strong Allied Infantry in particular. Thus, rather than fortifying Wehrmacht core to match the aforementioned problem, we found the simpler solution was to focus on the overperforming squads.
    Nevertheless, after concluding a full audit of the Wehrmacht infantry, we also have proposed some utility-oriented solutions to some of the underused/unwanted units and/or abilities. This mainly consists of doctrinal squads and upgrades. Our goal here was to boost the strength of these underperforming units to promote diversity and choice within the faction.
    Finally, with better squad spacing and changes to Light tanks, the USF Mortar, Penals and Guards, Wehrmacht infantry will now survive and scale much more consistently. To further accomplish this goal, we have also made changes to Medical Supplies, Half Track veterancy, weapon racks, and Royal Engineer reinforcement costs to help negate other potential concerns.

    General

    Squad formations and Clumping (INFANTRY SCALING)

    Unfortunately, there is a disparity in how squads are assigned formations which is impacting performance and game balance. The address this problem we have implemented the following changes:

    • Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
    • Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).
    • Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either
    • Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger.
    • Lastly, we have normalized the positioning of certain support-weapon carrying troops (e.g., LMGs, FG’s, etc) so that the presence of these weapons in the squad will not override the squad formation instructions.


    Reinforcement Half Tracks/Transports (INFANTRY SCALING/LIGHT VEHICLES)
    We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
    To address the disparity of veterancy times between non-upgraded half-tracks and to reinforce their role as a support unit, we have given half-tracks shared veterancy. We have also decided to allow the 251 half-track to load mortar teams in its hold to make them more appealing.

    Snipers (LIGHT VEHICLES)
    We feel that the Sniper’s cloak ability is overperforming, making them extremely difficult to counter with infantry. Even when flanking a sniper, players tend to have little chance of being rewarded for their play. This, in turn, forces fielding light vehicles for all factions in order to effectively counter a sniper.

    Stealth Changes (GENERAL)
    To bring other stealth units in line with the cloaking changes made to Snipers, we have applied similar anti-cloak restrictions while in and leaving combat.

    Mortars (GENERAL)
    In a recent patch, all mortars received a +33% range bonus to their auto attack at Vet 3 as where previously it was only on the barrage abilities. This escalation of mortar power made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.

    Puma (LIGHT VEHICLES)
    The Puma is receiving a damage reduction against infantry on the main gun to solidify its role as a strong vehicle hunter and soft counter to medium tanks.




    Penals (INFANTRY SCALING)
    The combination of Penals equipped with flamethrowers, accuracy bonuses with their veterancy, and their long range Damage Per Second (DPS) of the Penal Rifles, Penal Battalions have become a dominate meta in Soviet play. Therefore, we are removing the Flamer upgrade, toning their vet 3 accuracy bonus, and upping their popcap to keep their scaling in line with other infantry.

    Guards (INFANTRY SCALING)
    Guards were proving to overperform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders. PTRS damage vs infantry, squad cost and received accuracy has been adjusted to make Guards less durable at vet 3, while the accuracy bonus has been split up between vet 2 and 3 to delay their main power spike. Furthermore, the RPD-33 Frag Grenade has been toned down to make the long-ranged Guard squad more vulnerable to assaulting units.

    M5 Half-Track (LIGHT VEHICLES)
    The M5 itself has been lowered in manpower cost to better match its value.

    M17 Quad (LIGHT VEHICLES)
    We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.


    T-70 (LIGHT VEHICLES)
    We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, particularly if they are clumped in cover. To account for this, T-70’s damage has been toned down and its Scatter Max increased to make the unit less potent against infantry. Its manpower has also been increased to be closer to other light vehicles of its caliber. We also wanted to make the T-70’s survivability more consistent without being destroyed by double ATGs in an instance. To account for this, the crew repair ability has been removed.


    SU-76 (LIGHT VEHICLES)
    The SU-76 barrage was weak but became problematic when multiple SU-76’s were on the field as simultaneous barrages could reliably dislodge support weapons and AT guns. The barrage now has a 15 munitions cost in order to dissuade barrages without any consideration, as well as mitigating the scalability of SU-76 spam.


    Medkits (INFANTRY SCALING)
    Wehrmacht lack forward retreat points, yet are often forced to retreat squads due to their four man unit sizes. To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad.
    Pioneers (INFANTRY SCALING)
    We felt that pioneer damage output was underperforming and proving ineffective in combat. Increasing the damage output of Pioneers will allow them to contribute to infantry fights if they are able to ambush or flank opponents, while lowering their popcap costs will help Wehrmacht in the late game to get an extra squad out for repairs.

    For reference, Combat Engineer DPS has been added in blue.
    Assault Grenadiers (INFANTRY SCALING)
    Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well or a viable choice in the late game. Therefore, to improve their scaling, we have lowered their reinforce & munitions cost, removed med kits, and improved their vet 1 bonus and aim time for throwing grenades.

    Panzer Grenadiers (INFANTRY SCALING)
    Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to gain their own veterancy in a timely manner. We wanted to make their transition on to the field easier by moving some of their received accuracy bonus from vet 2 to vet 1.
    We also wanted to make upgrading to G43’s be beneficial by giving the unit a slight long range boost and a bonus to sight range (also affects Stormtroopers but not Grenadiers).

    For reference, the MP44 has been added in blue.

    222 Scout Car (LIGHT VEHICLES)
    The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output, preventing it from tracking infantry properly, and the autocannon was reliant on AOE for damage. We’ve decided to move the infantry damage and range from the autocannon on to the MG42 which is intended to make the unit perform more consistently and reliably without changing its overall damage output or role. We have also given an accuracy bonus to the MG as it vets up and increased the veterancy requirements as they were previously set too low for how quickly it could accumulate veterancy. Lastly, we increased the acceleration of the 222 as we felt it lacked mobility versus other light tanks that possess stronger damage and armour. Finally, we have lowered the sight range bonus of the 222’s spotting scopes as it was stacking with veterancy and providing an excessive amount of sight range.

    Note that, even though, it may appear that we are heavily reducing the MG’s damage output, however, the MG was never able to fire in the first place, due to a MG tracking bug.

    Stug E (LIGHT VEHICLES)

    The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. To address this, the unit’s health is being reduced to make AT fire more punishing and manpower cost has been increased to reflect its performance.
    We are also heavily reducing the Stug E’s damage output while making it more consistent by fixing the terrain collision and the scatter offset on auto attacks. Previously maps with significant amounts of elevation such as Langreskaya were impacting the Stug E’s performance, resulting in auto attacks being unreliable compared to manually attacking ground.
    Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle. The critical now only affects turret rotation, and the guaranteed penetration will also give it some use against armoured tanks, turretless or not.
    The proposed changes will have the following effect on the AoE of the Stug-E:


    Puma (LIGHT VEHICLES)

    The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun tanks made it overperform for its cost and mobility. Therefore, we have TWP now only disables turret rotation, does less damage but always penetrates.




    M1919 Light Machine Guns (INFANTRY SCALING)

    The ability to equip two M1919 LMG’s on a squad was resulting in overperforming long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon. Whilst being expensive, there was no equivalent Wehrmacht infantry that could field to match this late game potency.

    81mm Mortar (INFANTRY SCALING)

    The USF Mortar’s barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2. To address this, we have replaced the current 81mm mortar with a clone of the Wehrmacht GrW34 Mortar with a few modifications to differentiate it from the Pack Howitzer and to suit the play style of USF.
    The unit has been altered to become more mobile allowing it to quickly reposition and keep up with advancing USF forces whereas other mortars tend to sit back. Changes in set-up allows the USF mortar to survive and reposition more quickly, get into optimal firing distance and help compensate for its lack of range and power. Vet 1 now allows it to use Smoke Rounds at additional range to further support aggressive Riflemen manoeuvres.

    Vehicle Crews (LIGHT VEHICLES)

    Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine. Therefore, Critical Repair is being altered to address these concerns by increasing the veterancy requirement, ability’s cost and delay in order to make diving into enemy lines more risky.

    M20 (LIGHT VEHICLES)

    We wanted to make the M20 more accessible but also make its interaction with the 222 more consistent while lower its close range damage to limit its effectiveness at diving after support weapons and infantry on retreat. We also felt that the M20 vets up too slowly and without enough bonuses. Finally, we believe that a decrease in manpower cost will make the unit more desirable for late-game purposes as a dedicated minelayer, something USF currently lacks for late game anti-tank capabilities.
    The proposed changes affect the DPS curve of the M20 as follows (at veterancy 0):


    Stuart (LIGHT VEHICLES)

    We felt that the Stuart was overperforming in its role as an anti-infantry unit and as a strong vehicle hutner. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it.
    To address these concerns, the Stuart’s main gun will no longer be able to kill infantry models in a direct hit and stun rounds will no longer cause a movement penalty, allowing for units such as the Puma to be used a hard counter. Reducing the potency of the Stun rounds will also encourage the use of the unit’s Engine Damage ability.



    M15 AA Half Track (LIGHT VEHICLES)

    Due to the changes made to the Stuart , the M15 needed to be brought in line to prevent it from becoming the new dominant meta choice.

    M3 Half Track Call-In (LIGHT VEHICLES)

    Given the timing, price and mode of operation of the M3 halftrack (reinforcement platform), we believe that the USF M3 halftrack performs more akin to other reinforcement halftracks, rather than the Soviet M3A1 halftrack.
    Thus, we have increased the durability of the USF M3 half-track to match the durability of other similar-cost/similar-timing reinforcement platforms in the game.

    M5 Half Track Call-In (LIGHT VEHICLES)

    We felt that this unit was arriving too early, especially compared to the Soviet equivalent. WIth the added delay and the changes made to the Quad upgrade, the manpower cost of the M5 has been brought in line to with its value.



    Sturmpioneer (LIGHT VEHICLES/STRATEGIC DIVERSITY)
    We felt that the risk vs reward for the Mechanised HQ as a tech choice was too high due it not offering any type of healing. In light of the changes made to the Panzer 2, we wanted to make Mechanised HQ more viable by allowing Medical Supplies to sustain a player in the early game.

    251 Flak Half Track (LIGHT VEHICLES)
    We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.
    To make it a more viable tech choice, penetration has been boosted to allow the 251 to support other OKW units against light vehicles when defended. The minimum range has been removed to improve its performance against infantry, preventing units from easily outmaneuvering it. Lastly, the damage versus targets in garrisons has been increased to make the unit more viable in diverse combat situations.

    Panzer 2 Luchs (LIGHT VEHICLES)
    The Panzer 2 is a powerful unit with high AI damage, though was still a risky build order due to the lack of healing that came with the Mechanised HQ tech choice. With Sturmpioneer Medical Crates as a viable alternative to Battlegroup Medics, the Panzer 2 has received a reduction in its anti-infantry firepower and will be less effective against units clumped up in cover due to its AOE changes. It is also receiving a bonus versus garrisoned units as OKW struggles with clearing garrisons compared to the other factions.



    The AoE-effect damage of the Luchs (i.e., if the shot misses, or if the shot hits multiple units) is affected as follows:




    Puma (LIGHT VEHICLES)
    Aimed shot was being used less for its utility and more for its guaranteed ability to wipe infantry on retreat. This gave the Puma too much anti infantry capability for something designed to be anti vehicle, thus, aimed shot can no longer target infantry.



    PIAT’s (LIGHT VEHICLES)
    We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. if a player is able to utilise PIATs to their full potential, they become problematic for balance due their strong range, damage, rate of fire, scatter roll, deflection damage, DPS and ability to fire over shot blockers.
    However, if players are unsure or unable on how to use PIAT’s well, they are frail compared to traditional infantry-based AT due to their difficulty hitting moving targets, reliance on scatter and scatter offset making it difficult to hit certain targets. Therefore, PIATs have been given a homing projectile and received various stat changes to resolve the issues mentioned above.

    Universal carrier (LIGHT VEHICLES)
    Given the Universal Carrier’s low health, we felt that the damage of the WASP was too low for it to effectively dislodge exposed or garrisoned HMG teams, making British too reliant on the Mortar Pit and Sniper. The new stats of the WASP flamethrower mirror the stats of 1 single flamer from the 251 FlameHT (the 251 gets 2 flamers).

    AEC (LIGHT VEHICLES)
    The AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily.
    Furthermore, we felt the Tread Breaker ability was too inconsistent; when it did work, we also found the the immobilize duration it imposed on an enemy was too long. We have made its main gun more accurate, but toned down the anti infantry capability to further fill its role of vehicle hunter and provided a slight Armour increase.
    The effect of these changes on the anti-infantry performance of the main gun of the AEC are as follows:


    For reference, shown in blue are the anti-infantry performance of the Puma.

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  2. #2
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    Ainda bem que mexem no T-70. Eu matava tudo com aquilo ou morria inteiramente pra aquilo.

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  3. #3
    Guardião do forum aka The keeper Avatar de Showtaro
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    Minha opinião:


    altos nerfs desnecessários tipo para Stuart, Stug E e Penal Battalion.


    Guards overperforming é nova pra mim, esses devs da Lelic devem tá jogando mto 4v4 onde nego faz 6 squads de guards e só sai dando Attack Move.


    T70 sempre foi mto aleatório, a acc dele apesar de ser uma bosta quando acertava tinha altas chances de dar wipe, mas acho que deviam dar uma leve buffada na ACC dele já que diminuiram o dano.

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  4. #4
    Avatar de Camargo
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    O Stug E eu percebi que tava mais forte mesmo, mas até curti pois anteriormente ele era inútil ao máximo.

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  5. #5
    MAKE BTC GREAT AGAIN Avatar de nigo
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    Ost vive, estava uma merda essa facção.

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  6. #6
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    Stug E está bugado, mapas sem relevo ele é sniper, mesmo em retreat.
    Acho o stuart bom demais para seu preço;
    Guards não acho que precisava mudar,
    Penal ganhou buff e perdeu upgrade...acho justo, temos que ver.

    Agora o 251 Flak Half Track
    preciso ver urgente como ficou.

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  7. #7
    Avatar de itaperuna_coh
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    Corrigindo, nerfaram o penal tb na acc. De fato ele foi bem piorado. Ao meu ver, sem necessidade.

    • Flamer upgrade removed
    • Vet 3 accuracy bonus reduced from 1.3 to 1.15
    • Population cost increased from 7 to 8
    • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560

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  8. #8
    Guardião do forum aka The keeper Avatar de Showtaro
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    Citação Mensagem Original de itaperuna_coh Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    Corrigindo, nerfaram o penal tb na acc. De fato ele foi bem piorado. Ao meu ver, sem necessidade.

    • Flamer upgrade removed
    • Vet 3 accuracy bonus reduced from 1.3 to 1.15
    • Population cost increased from 7 to 8
    • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560
    Tbm achei bem desnecessário esse monte de nerfs, sem flammer ele ia demorar mais pra pegar vet 3, não era necessário ter esse nerf de acc.


    Mas acho que essas mudanças não são finais.

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  9. #9
    Avatar de Camargo
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    Será que eles pretendem lançar mais alguma facção ou Campanha?

    Senão ainda vai longe.

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  10. #10
    MAKE BTC GREAT AGAIN Avatar de nigo
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    Duvido lançarem algo novo.

    É nego da comunidade que está fazendo esses patchs de balance.

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