Company of Heroes 3

Company of Heroes 3

(4) COMP STOMP III - HORDE MODE
Shadowphreak  [developer] 14 Aug, 2023 @ 8:00am
5 WAVES - BALANCE TOPIC - Comments?
Should I make them easier, harder, less or more. Love to hear any suggestions on this. Thank you...
Last edited by Shadowphreak; 19 Aug, 2023 @ 7:56am
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Showing 1-15 of 15 comments
pps12330 14 Aug, 2023 @ 8:14am 
I think at least the attack time of each wave should be extended to let the enemy units come out slowly
The current situation is that the enemy units come out all at once. If they are cleared too slowly, it will cause the computer to freeze.
Personally, after playing this game, I feel that I am not satisfied enough. I think that before and after the difficulty adjustment, more waves can be produced.
Shadowphreak  [developer] 14 Aug, 2023 @ 8:31am 
Can do, easy enough. I did that because I didnt' want people just picking off units one by one... but will adjust with delays. thank you.
pps12330 14 Aug, 2023 @ 9:17am 
Originally posted by Shadowphreak:
Can do, easy enough. I did that because I didnt' want people just picking off units one by one... but will adjust with delays. thank you.
I also think it might be too easy to come out one by one
So I think doing more waves allows the vehicle to subsidize the number of people to optimize the wave operation
So you can consider smashing with the number of vehicles or infantry in specific or random waves
Other, more common waves attack in a combined way, only in smaller numbers
Then you can consider units with some mortars or self-propelled guns
The small artillery can be dragged to the front line to follow the troops to attack
Cannon to see if there is an open map area for players to destroy
pps12330 16 Aug, 2023 @ 10:37am 
Let me first discuss the number of waves. First of all, the number of waves must be high. Let’s start with the resources at the beginning. Base development is regarded as one of the links. Under wave after wave of enemy attacks, slowly build base facilities and expand defense forces. This is based on the early stage. It is necessary, so at the beginning, appropriate resources should be given according to this point to allow players to develop themselves. From the game, its built-in resource settings are divided into 0 (start with nothing), standard (390manpower 25ammunition 15fuel), high (1300m50a50f), very high (2600m100a100f) I think "high" is a very good amount, enough for the player to build a T1 building at first and produce some soldiers to fight some enemies. Sorry to say so much, we can first define the wave number and population as 20 waves and 200 population (it may change according to the situation later)
Last edited by pps12330; 16 Aug, 2023 @ 10:44am
pps12330 16 Aug, 2023 @ 12:01pm 
We can first divide the 20 waves into 5 10 15 20. 4 stages
Each wave before the 5th wave should be based on infantry. As the number of waves increases, add a few jeeps or vehicles of the same level. It can also be a few heavy weapons squads (machine guns or mortars). Of course, you can also increase infantry slightly.
At the beginning of wave 5 each direction can start releasing lightly armored units (such as Humber or M3 Halftrack).
Between wave 5 and wave 10 you have to watch out that light armored units will gradually appear "M8 light armored car" "75 mm Howitzer Motor Carriage M8" "M24 Chaffee" and similar light vehicles. The order of appearance should be sorted by armor hardness and blood volume.
Also note that you have to make sure the player has the ability to spawn AT or light armored units between wave 5 and wave 7.
Some mid-level infantry units can also appear between the 5th and 10th waves.
pps12330 16 Aug, 2023 @ 12:22pm 
At the beginning of the 10th wave, there will be a medium tank unit around. As the number of waves increases, the type will also increase.
The 10th wave will also start to spawn various elite infantry.
From wave 15 onwards are various combined offensive armored units and infantry regiments to wave 20. In the 20th wave, you can consider setting up a Black Prince battle group or adjusting the blood volume of a machine to make him a BOSS.
Also, enemy bombardment skills can be added from the 7th or 10th wave. You can start from small skills to large skills. It would be better if they can be released randomly.
Last edited by pps12330; 16 Aug, 2023 @ 12:27pm
Shadowphreak  [developer] 16 Aug, 2023 @ 12:29pm 
love it, thanks for the posts! Def. going to be expanded this map. :)
pps12330 16 Aug, 2023 @ 12:35pm 
If the above conditions are considered, the map must be enlarged, mainly because the current base area is not enough to place all the buildings.
pps12330 16 Aug, 2023 @ 12:54pm 
If the map is enlarged, it is hoped that there are many special points that can perform secondary tasks .
These secondary missions could be destroying artillery emplacements, armored platoons, or assassinating officers.
Failure of the task will strengthen the next wave of offensive. Failure of the armored platoon (adding the next wave of armored units) Failure of the bombardment position (the next wave may have several rounds of bombing) Failure of the assassination of the officer (the next wave will have more unit support).
pps12330 16 Aug, 2023 @ 1:03pm 
During these 20 waves it is also possible that heavy artillery units (QF 17-pounder or Bishop or heavy mortars) will be stationed on certain roads or points which may cause obstructions in the execution of secondary missions or damage to bases or defense lines bombing.
pps12330 16 Aug, 2023 @ 1:18pm 
Discuss the concept of waves
Each wave should be divided into advance force support force reserve force
According to these classifications to combine or increase this wave of offensive.
So a wave is divided into three stages to invest in the offensive (of course it can be divided into more).
Therefore, the time of a wave should be defined according to the number of stages separated.
pps12330 17 Aug, 2023 @ 11:45pm 
add something It's about air investment resources and initial allocation
We can consider airdropping a little resource in every wave or airdropping more resources in every five waves. Before doing this, we need to consider how much the point resource income rate on the map will be. Currently, it is determined to be 4 points (I don’t know if it will increase in the future)
This resource rate can also be improved by the player in the built-in setting (up to 200%)
But we should give a basic multiplier so that players can slowly build base buildings and defense lines at the initial resource and point resource rate. Finally, it is best to lock the T3 building around 10~11 waves.
pps12330 17 Aug, 2023 @ 11:59pm 
In addition, in some airdrops, you can consider adding some equipment to the players for their own use. For example, in the 10th wave, you will face tanks, so you can airdrop an AT to each player between the 8th and 10th waves.
Shadowphreak  [developer] 18 Aug, 2023 @ 6:46am 
Great suggestions. I have changed up the resources as from testing manpower is the most needed. You'll see some interesting changes in next update that address this for sure :)
Shadowphreak  [developer] 18 Aug, 2023 @ 6:46am 
Great suggestions. I have changed up the resources as from testing manpower is the most needed. You'll see some interesting changes in next update that address this for sure :)
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