Jump to content
Company of Heroes France

GCS Balance Preview Mod


Recommended Posts

Salut,

C8Z8wuHXsAIvTeg.jpg

Après la sortie du Winter (enfin Spring) Balance Patch du 28 avril, plusieurs personnes de la communauté associées à Relic ont lancés samedi 1 avril (ce n'est pas un poisson) le GCS Balance Preview Mod à l'occasion du tournoi Grand Championship Series. Le but est de faire disparaître avant le début du tournoi les meta identifiées par les joueurs du top du classement comme trop dominante.

Steam Workshop : http://steamcommunity.com/sharedfiles/filedetails/?id=895625217

Changelog : https://community.companyofheroes.com/discussion/243814/gcs-balance-preview-changelog

Link to comment
Share on other sites

The GCS Balance Preview is designed to eliminate some specific, overly dominate meta identified by top players in the community. The changes outlined in this preview are meant to be as minimalistic as possible while identifying and addressing the primary cause of the problems discussed.

Although the solutions put forward in this mod will attempt to be finalized in time for the tournament, if strong contention exists with the proposed changes or existing or new problems remain, the iteration period will continue until all issues are resolved.

Therefore, the more testing and feedback we get regrading the proposed changes the better. Please Subscribe to the mod on the Steam Workshop, play a ton of it, and give us your feedback in our GCS-BP Feedback Thread.
 

SOVIETS

Maxims

We find that the dominant Soviet “Maxim-spam” strategy is far too effective compared to the effort required to pull it off.

In order to remove this dominate meta while not further devaluing the Maxim’s as a support weapon, we are increasing the arc of the Maxim MG and reducing its suppression performance. The Maxim will however retain the following benefits over other MG teams:

  • Durability of a 6-man crew
  • Fast teardown time to escape flanks

To further bring the Maxim in line with other MGs, we are removing sprint which allows MGs to escape unfavorable engagements to easily and are also increasing the setup time to other MG levels. To further help prevent spamming of this unit, we are increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.

  • Arc of fire increased from 60 degrees to 90 degrees (other MGs have 120 degrees)
  • Setup time from 2 to 3 (other MGs have 3)
  • Burst duration from 2.25 to 4.5
  • Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
  • Tracking speed from 35 to 28
  • Suppression reduced from 0.00015909 to 0.00005
  • Reinforcement cost from 15 to 20
  • Sprint removed from Vet 1
  • Vet 1 now increases suppression by 10% (to partially cancel out lower base suppression)

Until the conclusion of the balance mod iteration cycle, we will try to come up with an interesting, but balanced Vet1 ability.

M4C Shermans

To prevent players from over-relying on Sherman call-ins, we are increasing the dispatch time between successive Shermans to encourage players to choose between tech or call-in tanks. Moreover, longer recharge time between Sherman will prevent players from spamming Shemans when the Command Point requirements become met.

  • Increased recharge time between shermans to from 36 seconds to 2:30 minutes
     

OKW

Command Panther

We feel the Command Panther is it too powerful of a unit on its own, giving it the feel of a "one-tank-army". This is primarily because of the +50% damage bonus that the Mark Target ability bestows on and designated target. Given that this ability also compounds performance in team games, we are enacting some preliminary changes to the Command Panther. We also feel the CP cost is not in line with its value.

  • Increase Command Point requirements from 10 to 11
  • Reduce Mark Target damage from +50% to +25%
  • Mark Target now also increases penetration and accuracy to 25%
     

UKF

Tank Commander Upgrade

We feel that the ability's cost vs value is out of balance. In particular, the experience gain modifier distorts the veterancy gain rate of the affected tanks.

  • Removed veterancy gain bonuses from the upgrade
  • Removed stealth detection bonuses from the upgrade
  • (The upgrade now only awards accuracy/sight bonuses, which is more than OK for the price)

Emergency Warspeed

We feel that the ability bestows far too powerful mobility bonuses to the already highly-mobile roster of the British faction. This comes in contrast with the free-to-use nature of the ability. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.

  • Speed modifier reduced from +35% to +15%
  • Acceleration modifier reduced from +60% to +30%
  • It is no longer possible to “tune-up” allied tanks with Emergency Warspeed

AEC Treadshot

To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that preserve their AEC with a reliable snare ability.

  • Unit has to be stationary to fire Treadshot
  • Ready aim time reduced from 2 seconds to 1.5 seconds (improves responsiveness)
  • Reload time between shots reduced from 2.5 seconds to 2 seconds
  • (the ability will only be refunded if no shots were fired before moving)

Cromwell

We feel that the primary issue with the Cromwell is that due to its speed and rotation rate, it is able to crush models far too efficiently. To reduce Cromwell crushing ability, we are are reducing its rotation rate while keeping its higher-than-average mobility by compensating with increased turret rotation rate.

To give the Cromwell a proper trade off for its highly-mobility we are reducing its moving accuracy to that of other tanks of the same class. Therefore, making the trade-off between accuracy and mobility more pronounced.

  • Fuel cost increased from 110FU to 120FU
  • Rotation rate from 38 to 32 (equivalent to Panzer4)
  • Turret traverse rate from 40 to 47.5 (to counteract chassis rotation reduction)
  • Moving accuracy multiplier decreased from 0.75 to 0.5
  • Increase horizontal scatter from 6 to 7.5
  • Distance scatter max from 6.2 to 6.4
  • Distance scatter obj min from 5 to 10
  • Distance scatter offset from 0.3 to 0.25

Comet

The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.

  • Main gun range from 50 to 45
  • Population cost increased from 16 to 20
  • Reduce rotation rate from 36 to 32 to prevent crush (same as Panzer4 levels)
  • Turret traverse rate from 40 to 45 (to compensate for chasis rotation changes)
  • Moving accuracy from 0.75 to 0.5
  • Fixed an issue where the grenade throw ability would sometimes not work
  • Fixed an issue where it was possible to use the grenade ability while moving
  • Increase horizontal scatter from 6 to 7.5
  • Distance scatter max from 4.2 to 6.4
  • Distance scatter obj min from

Land Mattress

We feel that the primary issue with the land-mattress is that it affords very limited avenues of counterplay. To address this, we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun first, and be able to destroy the unit, without having to first decrew it. This brings the durability of the Land Mattress down to static howitzer levels.

A secondary issue with the Land Mattress is its rate of fire, giving too little reaction time for the adversary to avoid the coming doom.

  • Vehicles/etc will focus fire on the gun, as opposed to the crew (if the player right-clicks on the gun)
  • The Land mattress gets destroyed when its hitpoints become depleted. This is regardless of whether the crew is still alive
  • Health reduced from 350 hitpoints to 300 hitpoints
  • Cooldown between rockets increased from 0.25 secs to 0.375 secs (also affects white phosphorus barrage)

Artillery Cover Ability

We find that Artillery Cover is an ability that is too efficient for its cost. This is despite the fact that this is a generalist ability (affects all targets) and requires minimal input from the player vs its final effect. Therefore, we are significantly reducing the effects vs varied types of targets, allowing for greater opportunity of counterplay.

General Changes:

  • The radius of the ability now properly drawn on the battlescape
  • Delay until the barrage begins increased from 4 seconds to 8 seconds

Anti-Vehicle Shells:

  • Decreased the AoE radius of anti-vehicle shells from 8 to 6.
  • Reduced speed of anti-vehicle shells, so that it is now possible to dodge them
  • Reduced the duration of loader-injured critical from 10 seconds to 5 seconds

The changes to the anti-vehicle shells will make it possible for tanks that remain in the affected area to dodge incoming shells, provided they continue to move.

Anti-Infantry Barrages:

  • Suppression vs infantry reduced, so that incoming anti-infantry barrages no longer pin infantry squads, but only suppress them.
     

Quality-of-Life Changes

Handbrake 2.0

We are further modifying the handbrake ability to make it provide additional utility to the players.

Instead of completely immobilizing a vehicle, the ability now simply prevents the vehicle from automatically rotating to face enemy units and will now only do so if explicitly given attack command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete.

In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:

  • Kubelwagen
  • Flammenhetzer
  • Crocodile

The following vehicles will retain the original (i.e., immobilize) version of the Handbrake ability. This is due to their potentially lengthy setup time:

  • M15 (USF)
  • Infrared Halftrack (OKW)
  • Flak Halftrack (OKW)

Hold Fire for Tanks/AT Guns

We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire (e.g., by turning on prioritize vehicles to get a better position vs infantry). The following units now have Hold Fire:

  • All anti-tank guns
  • All tanks that already have a prioritise-vehicles ability
  • FlakHT
  • Panzer4 Command tank
  • Ostwind
  • Centaur
  • KV-2
  • M15 (MGs will continue to track/fire on targets)

Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Who's Online   0 Members, 0 Anonymous, 6 Guests (See full list)

    • There are no registered users currently online
  • Réseaux

    Discord  Facebook  Steam  Twitter  Twitch  YouTube
  • Topics

  • Messages

    • Bonjours,  Depuis quelques temps j'ai constaté que certain des mods installés pour COH sur mon pc bug au chargement des maps ou in game et m'affiche un message qui dit "Impossible de créer le rapport d'erreur vérifiez votre dossier TEMP" j'ai essayé une manip expliquée sur un forum de Jeuxvidéo.com mais ça marche pas ! Avez vous une solution fiable ? Je précise qu'il s'agit du Pack comprenant COH, COH : OF, COH : TOV et COH : Legacy et j'ai constaté le bug sur Battle of the Bulge et sur Far East War
    • MaJ v1.4.3.21751  - 2023/12/15 vendredi Taille : 232,4Mo This hot fix addresses our top crash from this past week that was causing players to crash while loading into a multiplayer match. This was especially problematic in larger game modes. We wanted to thank all our players for filling out their BugSplat crash reports so that we could diagnose the problem in a timely fashion. Thank you for all your patience as we worked to resolve this. ELO & ranks are now reenabled as well. Bug Fixes Addressed a crash while loading into a 4v4 quick match. Artillery Radio Beacon now stops receiving bonuses to rate of fire and range as soon as the ability is cancelled. Fixed alignment of territory lines and icons on the tactical map for rectangular shaped maps. Fixed an issue where players could not change Company Support options when starting a mission in the Italian Dynamic Campaign. Fixed some messages not appearing when a tutorial is calling the player's attention to something. Source : https://store.steampowered.com/news/app/1677280/view/3891737145570951427
    • Bonjour, Je pense que la version de CoH sur le CD/DVD de CoH Anthology est en quelque sort trop vieille et donc plus compatible pour fonctionner sur Windows 10. Si je me suis souviens bien, CoH Anthology regroupe : CoH, CoH : Opposing Fronts et CoH : Tales of Valor. As-tu toujours les clés/codes CD de ces jeux ? Si oui, alors je te conseille d'ajouter ces clés sur Steam pour pouvoir télécharger le jeu dans sa dernière version et y jouer. Procédure dans ce sujet :  
    • Bonjour, J'ai ressorti un vieux jeux CoH 1 et l'ai réinstallé et joué sans problème. J'ai ensuite essayé de réinstaller CoH Anthology, mais  il m'affiche cela : Merci d'essayer de m'aider !. Bien Cordialement et en vous souhaitant un joyeux noël, avec plein de jeux !.  Henri
    • MaJ v1.4.2.21612  - 2023/12/12 mardi Taille : 192Mo   After the release of our Steel Shepherd (1.4.0) update, this hot fix aims to resolve our highest priority bugs while also introducing some necessary changes. As always, please ensure you are reporting any bugs using our form here.    BALANCE CHANGES   Werhmacht Italian Coastal Battlegroup  We're happy to see people really take Coastal and run with it, trying all kinds of styles and strategies with the Battlegroup. We're going to continue to track its performance, but as a start we're going to tone down a few elements that we noticed were clearly over-tuned.  Artillery Officer  Artillery Overwatch recharge time increased from 20 to 30  Manpower cost increased from 240 to 280  Coastal Reserves  Call-in ability recharge time increased from 35 to 40   Designated Artillery Overwatch  Munitions cost increased from 80 to 90   Overwatch radius reduced from 60 to 55   US Forces Advanced Infantry Battlegroup  Advanced Infantry seems to be having a harder time out of the gate, so we are giving Rangers a significant boost. They will have improved base performance but also scale better with reduced costs and better veterancy, justifying their high cost and upkeep.  Ammunition Storage  Corrected an issue where the Ammunition Storage reduced all weapon cooldowns to 0; now provides the correct 25%   Rangers  Capture rate increased from 1.25 to 1.5  Decapture rate increased from 1 to 1.25   Heavy Weapons expert accuracy bonus increased from +10% to +20%   Ranger Thompson SMG accuracy reduced from 0.54/0.33/0.18 to 0.513/0.3135/0.171  Veterancy 1 damage reduction increased from 10% to 15%   Veterancy 2 now grants +10% weapon accuracy   Veterancy 3 now grants an additional 10% damage reduction  Weapon Crate munition cost reduced from 100 to 90  M1A1 105mm Howitzer  Barrage recharge times reduced from 60 to 45 seconds   M1A1 105mm Howitzer Auto-fire  Range increased from 80 to 110  Ranger Weapon Training  Command Point cost reduced from 4 to 3    BUG FIXES & CHANGES   Art / Animation  British Air and Sea company has new icons.   Fixed an issue where the heavy mortar would animate slower when auto-firing shells.  Beretta M38 has muzzle visual effects when shooting.  Improved the consistency of vaulting over objects. Audio Fixed cases where the Intel did not notify the player when a unit is lost in combat.  Improved the audio of ships engaging in combat in the Italian Dynamic Campaign. Gameplay Observer Overwatch ability can no longer be permanently applied to a sector.  Fixed an issue that allowed some vehicles to phase through medium sized environmental objects, like cars, instead of crushing them.   Fixed an issue with the 254 Reconnaissance Tractor Off-Map Mortar Barrage also triggering the Smoke Canister ability cooldown.   Fixed an issue where converting Scouts to Pathfinders or Artillery Observers while retreating would cancel the retreat order and stop the unit.   Fixed an issue where Designate Artillery Overwatch and Designate Defense Line were useable on uncompleted Bunkers.   Fixed an issue where overlapping multiple Designate Defensive Line auras would unintentionally stack the damage reduction for units in the area.   Fixed an issue where the ownership of the British Forces Field Infirmary and Resource Cache would transfer to teammates when upgrading over a point they originally captured.  Fixed an issue where Pack Howitzer and Heavy Mortar formations would have a single soldier wander far away from the squad upon detaching from a towing vehicle.   Fixed an issue where the US Forces Demo charge did not display its camouflaged state.   Fixed an issue where units could sometimes get stuck when retreating near buildings.   Fixed some abilities getting stuck on cooldown when recasting too quickly (aka spamming)  Fixed Team Weapons not retreating correctly after tearing down   Fixed the 4X4 Self-Repair ability decorator not properly showing a timer.   Mines planted by Panzerpioneers and Guastatori now use the correct model, animation and effects. Mines planted by other units now also use the correct model.  Removed the Churchill Crocodile flamethrower bonus damage against bunkers in Single Player.   The Ammunition Supply passive description has been updated to reflect that it affects all units   The Artillery Radio Beacon minimap range indicator now reflects the updated range when monitored.   The Howitzer Free-Fire drills cooldown can no longer be skipped by using the Barrage ability   Units will no longer cancel retreating early if their retreat target becomes invalid   Improved pathing of engineers - engineers should no longer go to the opposite side of barb wire to cut it.  Updated the Unit Command Card to include icons for the Breda Model 30 LMG, GrB Grenade Launcher, Johnson LMG, and MG 15.    Added a new Visual Effect on facing order commands, to confirm units received the order.   Single Player Fixed some hovering strategic points on the Twin Beaches skirmish map. They are now grounded properly.   Fixed the Focus Sight ability to correctly update sight and range.   Fixed a few buildings that didn’t have Auto-Reinforce set to ‘on’ by default. Dynamic Italian Campaign Changed the Hold the Line objective to focus on the two capture points beside the Flak 36s. Previously the objective told the player to defend their base.   Fixed Companies from getting healed every time a save game is loaded.  Fixed Companies getting stuck in Spinazzola if airdropped on the location.   Fixed one of the Spec Ops Company's upgrades reducing cost of Mechanized Support Center's upgrades instead of Infantry Support Center's upgrades.   Fixed the attack movement preview being visible when trying to attack an enemy target with a company that cannot attack on this turn.   Fixed the Medical Half-Track being available before requirements are met.   Fixed the Wehrmacht aircraft abilities sometimes ending too early.   Reduced the amount of path-blocking rubble near a medical point in Ortona. This change will now enable reinforcements that spawn behind the point to reach the street.   Updated the atmosphere on the Enigma Mission.  When playing a skirmish, the title now displays the squad Company's faction name instead of the default assigned faction Foggia Mission Fixed a fatal scar error occurring when the enemy used a strafing run.   Fixed an issue where some of the airstrike event notifications had no icon. North African Operation Changed the Ajdabiya scene atmosphere to prevent issues when transitioning between atmospheres.  Tutorial Adjusted tutorial mission atmosphere to move it more in line with other North African atmosphere settings.  UX/UI Added a tooltip on a disabled button in the pause menu during the Tutorial   General tooltip and ability icon fixes.   Reviewed negative affectors in campaign skirmishes to display the right color, a description and an icon.   Squad count is now displayed even when only 1 unit remains in the squad.   Updated icons for side objectives in the objectives pop-up to look consistent with icons in the objectives panel.  Using the Afrikakorps ability to recrew team weapons from the medical truck will no longer cause an empty / null squad to be shown in the post-game stats Units tab, as well as in the Replay live stats.   When setting up a match, all game mode option selections are transferred over when you change the game mode. Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/96-pc-hotfix-1-4-2
×
×
  • Create New...