COH Elite Mod Version 3
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Would displayed some more of the cooler changes though like:
* M10 misfire bug fixed
* Snipers got various smaller nerfs
* Mortar got some buffs
* Some T4 upgrades have been improved ..
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That's a significant change.
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Seeing my name in the "written by" makes me feel so gooooooood.
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Didn't you make Rifles stronger (lowered reinforce cost)?
That's a significant change.
There is a ton more stuff, like airborne buffs, and such and such things.
I do love how he removed pio antispam bullshit, cuz they added it because of brits, but after reading it seems like a dumb thing, extra damage when pios are together, makes trying to flame a building harder.
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Not saying that the new changes are necessarily bad, but I think it's been too much too quickly, and with too little testing.
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I am concerned that a great deal of changes have been made since I stopped updating the mod; changes which have not been playtested. I was very methodical in my use of stat changes and was careful to individually gather empirical evidence on the effects of each one before moving onto a new one. Now there's a huge changelog of as-yet relatively untested changes, and as each change has knock-on effects across the board, it's going to be extremely difficult to pin down any potential imbalances.
Not saying that the new changes are necessarily bad, but I think it's been too much too quickly, and with too little testing.
we need an Elite Mod Tourney 2.0
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Got to play some of this, not really enough to speak to balance, but it was hella fun. Americans aren't completely helpless against wehr late-game provided they play well-enough. Snipers aren't as paper as the patch notes lead some to believe, the jeep won't exactly be stylin' hard all over them. It definitely shuts down pios pretty hard.
So far it's a lot of fun, even if all you're doing is throwing smoke grenades with the lieutenant. The new blitz nades are confusing, it seems to be 50 muni for two grenades rather than a weirdo barrage like it was before.
Overall I would encourage people to try the mod, it's the same ol' coh.
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I am concerned that a great deal of changes have been made since I stopped updating the mod; changes which have not been playtested. I was very methodical in my use of stat changes and was careful to individually gather empirical evidence on the effects of each one before moving onto a new one. Now there's a huge changelog of as-yet relatively untested changes, and as each change has knock-on effects across the board, it's going to be extremely difficult to pin down any potential imbalances.
Not saying that the new changes are necessarily bad, but I think it's been too much too quickly, and with too little testing.
I would say reverting the mod would be the best Idea
Posts: 480 | Subs: 1
I am concerned that a great deal of changes have been made since I stopped updating the mod; changes which have not been playtested. I was very methodical in my use of stat changes and was careful to individually gather empirical evidence on the effects of each one before moving onto a new one. Now there's a huge changelog of as-yet relatively untested changes, and as each change has knock-on effects across the board, it's going to be extremely difficult to pin down any potential imbalances.
Not saying that the new changes are necessarily bad, but I think it's been too much too quickly, and with too little testing.
I thought the same but tbh it´s to late anyway. The competitive CoH1 scene is nearly death. So there is no one left who has the skill and the experience to test this mod.
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I've wanted to give casting Elite Mod a go, but the replays I tried before didn't work because they were a different version. YouTube content could really help out exposure and playerbase.
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The new blitz nades are confusing, it seems to be 50 muni for two grenades rather than a weirdo barrage like it was before.
is 35 muni right?
Well overall i'm not too happy with that ability either. But assault nades are just a bit too buggy like the non existant refund. The inability to shoot at buildings. The way they do not ignore walls (they walk around the wall first then throw.) ....
But the abiity is hardcoded and therefor doesn't give me much choice. (ideas from expert modders are always welcome.)
It's choosing between a boring ability (the one I created or a buggy one)
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Didn't you make Rifles stronger (lowered reinforce cost)?
That's a significant change.
Well that was actually THE most necessary balance change in the whole game. Since rifleman flanks at high level almost became a nono. Why? Because it involved taking such risk if you were to fail your flank and lose guys. You would end up with a manpower disadvantage opposed to the Wehr (especially cheap volks reinforce cost). And this disadvantage made it really hard to recover from.
I do want to clarify 1 thing:
Carbine cooldown long from 1.5x to 1.25x
Rifles only carry 1 carbine (the squadleader), and carbines are really shit at long range. They will remain to be really shit at long range despite this 'seemingly big buff'.
(to give you an idea: Grenadier K98k does 4.6x more damage at long range, after the change this will be 4x)
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