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russian armor

COH Elite Mod Version 3

1 Nov 2014, 16:52 PM
#2
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

Updates come when they're ready, but news posts should come on time :blush: We believe in you, COH Elite Mod!
1 Nov 2014, 18:05 PM
#3
avatar of GeneralCH

Posts: 419

Nice work! Hope Tommy will come back and review some 2v2 games of the upcoming tourney :)
1 Nov 2014, 18:21 PM
#4
avatar of Oktarnash

Posts: 403

Yay lets do this(this mod is totally not controversial in like tons of its changes).
1 Nov 2014, 18:25 PM
#5
avatar of Oktarnash

Posts: 403

Lots of which I do now agree after reading, but still feel allot of them seem too many.
1 Nov 2014, 18:58 PM
#6
avatar of 12ocky

Posts: 508 | Subs: 1

cool to see a post.

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 ..
1 Nov 2014, 22:02 PM
#7
avatar of Pepsi

Posts: 622 | Subs: 1

Give it some love !
2 Nov 2014, 02:31 AM
#8
avatar of steel

Posts: 1963 | Subs: 1

Seeing my name in the "written by" makes me feel so gooooooood. :snfAmi::snfQuinn:
2 Nov 2014, 13:24 PM
#9
avatar of Campaigner

Posts: 20

Didn't you make Rifles stronger (lowered reinforce cost)?
That's a significant change.
2 Nov 2014, 13:32 PM
#10
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

jump backJump back to quoted post2 Nov 2014, 02:31 AMsteel
Seeing my name in the "written by" makes me feel so gooooooood. :snfAmi::snfQuinn:

:snfMarcus:
2 Nov 2014, 15:45 PM
#11
avatar of Oktarnash

Posts: 403

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.
3 Nov 2014, 00:17 AM
#12
avatar of Tommy

Posts: 742 | Subs: 2

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.
3 Nov 2014, 00:29 AM
#13
avatar of empirescurropt

Posts: 708 | Subs: 1

nice work will try it ^^ !! GOld coh ^^!!
3 Nov 2014, 01:41 AM
#14
avatar of nekron

Posts: 269 | Subs: 1

jump backJump back to quoted post3 Nov 2014, 00:17 AMTommy
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 :help::banana:
4 Nov 2014, 23:51 PM
#15
avatar of c0mpl3x1ty

Posts: 399 | Subs: 1

Hey dudes

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.
5 Nov 2014, 18:16 PM
#16
avatar of Oktarnash

Posts: 403

jump backJump back to quoted post3 Nov 2014, 00:17 AMTommy
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
6 Nov 2014, 09:13 AM
#17
avatar of Fanatic
Patrion 14

Posts: 480 | Subs: 1

jump backJump back to quoted post3 Nov 2014, 00:17 AMTommy
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.
11 Nov 2014, 11:23 AM
#18
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Whenever someone plays some Elitemod be sure to send us some replays to Shoutcast! Email to GeneralsGentlemen@gmail.com

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.
11 Nov 2014, 20:41 PM
#19
avatar of 12ocky

Posts: 508 | Subs: 1


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)
11 Nov 2014, 20:54 PM
#20
avatar of 12ocky

Posts: 508 | Subs: 1

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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