Company of Heroes 3

Company of Heroes 3

(4) COMP STOMP III - HORDE MODE - PART II AXIS
Shadowphreak  [developer] 2 Sep, 2023 @ 10:20am
BALANCE DISCUSSION
Please comment here on any recommended balance changes! thanks!
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Showing 1-15 of 15 comments
pps12330 5 Sep, 2023 @ 8:45am 
The number will definitely increase the difficulty, but not the level. The changes in offensive and tactical unit composition, how to enter and how to advance, and those units should be stationed at a certain place at the beginning of the game or occupy certain points after entering the field. I think All worth your thinking
pps12330 5 Sep, 2023 @ 8:49am 
Consideration should be given to balancing the number of armored units in the third wave or dispersing them so that players can have space to operate when facing them for the first time.
pps12330 5 Sep, 2023 @ 8:51am 
I find it difficult to talk about the next few waves, because at present, we should consider adding tasks or airdrops to obtain human resources
I'm not sure how many waves there were in total, but I'm pretty sure I hit around wave 5.
Then I saw a group of Tiger and Panther tanks
Last edited by pps12330; 5 Sep, 2023 @ 8:53am
pps12330 5 Sep, 2023 @ 9:01am 
So if there are adjustments in the third wave, the subsequent waves should all be changed.
If the third wave changes the quantity
The latter is also to change the number to make the difficulty gradually (of course, if resources allow, you can consider continuing to leave some waves
pps12330 5 Sep, 2023 @ 9:05am 
You may also consider keeping the number of units in the current wave but regrouping them into useful groups to break up the attack separately
pps12330 5 Sep, 2023 @ 9:10am 
Of course, the broken up group can also be turned into a garrison sent to seize and hold on to the position.
pps12330 5 Sep, 2023 @ 9:14am 
Then the third wave considered adding infantry because in my impression I only saw vehicles and vehicles.
Shadowphreak  [developer] 5 Sep, 2023 @ 12:07pm 
great input thank you will look into as I adjust accordinly. :)
Shadowphreak  [developer] 5 Sep, 2023 @ 3:54pm 
So really there are only two actions available in scripting (to my knowledge), move unit and attack move. There is pathfinding waypoints, but if the axis comes within view of the allies, it automatically attacks, so basically over rides anything, thats why sometimes you see clumps. I can def tweak it more to avoid this too.
pps12330 5 Sep, 2023 @ 10:03pm 
I think based on what you said, we might consider reducing the number of units at the beginning and dropping them continuously or intermittently within a wave until the total number of units in this wave of attack is exhausted.
pps12330 6 Sep, 2023 @ 7:39am 
Wave 5 can move backwards or reduce the number of Tigers (I'm not sure because I don't know how many waves there are in total)
Or consider reducing the saturation of the shelling
Last edited by pps12330; 6 Sep, 2023 @ 7:40am
Shadowphreak  [developer] 6 Sep, 2023 @ 7:51am 
got it. will adjust thanks pps
pps12330 6 Sep, 2023 @ 8:03am 
I only use basic settings and high resources, but to be honest, either my teammates are bad or I am too bad, otherwise the difficulty will be cut because starting from the third wave, the difficulty will skyrocket, leaving no room for players to develop, and saturation bombing will directly force players to shrink into one.
pps12330 6 Sep, 2023 @ 8:04am 
The main thing is not to let the style of play be too narrow
Difficulty can be there, but there must be room for players to play
Last edited by pps12330; 6 Sep, 2023 @ 8:07am
Shadowphreak  [developer] 6 Sep, 2023 @ 8:05am 
I have some ideas based on what you said, I'll adjust this week and see if it helps. :)
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