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Patch 3.0.0.10242 goes live

21 Aug 2013, 07:24 AM
#2
avatar of computerheat
Honorary Member Badge
Benefactor 117

Posts: 2838 | Subs: 3

Glad that the armored car now keeps its MG after it has been upgunned.

Presumably the "Victory Target" ability referred to in the patch notes is the Artillery Field Officer's Concentrated Barrage ability.

I am very, very happy for automatch veto and for COH1 style XP kickers :)

For those who didn't catch the Q&A stream, the automatch veto goes into effect after you've already been matched with an opponent, so it should not affect waiting times for games. (Yay)
21 Aug 2013, 07:27 AM
#3
avatar of cr4wler

Posts: 1164

Glad that the armored car now keeps its MG after it has been upgunned.

Presumably the "Victory Target" ability referred to in the patch notes is the Artillery Field Officer's Concentrated Barrage ability.

I am very, very happy for automatch veto and for COH1 style XP kickers :)

For those who didn't catch the Q&A stream, the automatch veto goes into effect after you've already been matched with an opponent, so it should not affect waiting times for games. (Yay)


well, veto is the same system that was in effect in coh, so yeah.... nothing new there... oh wait, in coh2 it is new :-P just like the "classic XP kickers".
21 Aug 2013, 08:02 AM
#4
avatar of super schnitzel

Posts: 120

Did they change the supression bulletin ?
21 Aug 2013, 08:04 AM
#5
avatar of IronRoman

Posts: 329

Permanently Banned
Pop cap is horrible now, too small.
21 Aug 2013, 08:05 AM
#6
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

I don't think they adjusted the supression bulletin...

From the look of it, they focus on the mid-game. Trying to make the T34 more viable and draw away the focus from the SU-85. And further, they tried to make tanks more viable in offensive maneuvers by adjusting AT-nades and Fausts.

Looks pretty much like they followed their own road map of adjusting early game in one patch, then mid game, then late game, etc.
21 Aug 2013, 09:33 AM
#7
avatar of cr4wler

Posts: 1164

I don't think they adjusted the supression bulletin...

From the look of it, they focus on the mid-game. Trying to make the T34 more viable and draw away the focus from the SU-85. And further, they tried to make tanks more viable in offensive maneuvers by adjusting AT-nades and Fausts.

Looks pretty much like they followed their own road map of adjusting early game in one patch, then mid game, then late game, etc.


...which is a sound concept imho. the only quarrel i have with the patch process is that quite a few of the problems that are being addressed now have already been in the game since alpha and have been mentioned since at least closed beta, but seemingly only became a problem after release (like t-34 ram having no counterplay). there's a lot of other stuff that has not yet been addressed (which i am sure will get addressed), that has little to no counter-play as well (button, units in buildings). as for units being considered "useless", i think meta game shifts and new strategies can change minds about that pretty quickly, even if currently the "ideal" teching ways seem pretty hammered in.
21 Aug 2013, 09:33 AM
#8
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

some nice changes, although the popcap increase might be too great!
21 Aug 2013, 09:43 AM
#9
avatar of cr4wler

Posts: 1164

some nice changes, although the popcap increase might be too great!


this is a change i agree with wholeheartedly. as with most RTSs, combined arms should always be encouraged (and better) than simply spamming supertanks for example. also, the popcap changes aren't that big (2 SU-85s will now take up as much pop as 3 used to take up).

in the end, only time (and a lot of games) will tell how much of an impact the change actually has.
21 Aug 2013, 11:23 AM
#10
avatar of hubewa

Posts: 928

I think these changes are quite decent because, personally, in all of the COH2 games I've played, I've found the midgame quite painful to play. (and hence the endgame)

The midgame needed fixing, and I'm glad relic fixed that.
21 Aug 2013, 11:25 AM
#11
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1295 | Subs: 1

Solid patch, wish SU85 fix was in this one. Everything else looks great!!! Nice work Relic
21 Aug 2013, 12:22 PM
#12
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

T34 is still useless, i tried 2 games, both in which i went 3 cons to either t2 or t1 and then got T34. What amazed me was that an ostwind could just drive away from t34, which seemed so odd because t34 should be a faster tank, so both ostwind and p4 just took off like 3 times with tiny bit of health left and my t34 couldn't catch up. (PS, both german tanks where vet0, so no, they didn't use blitz!)Anyway, after trying 2x T34s with 2x ATguns as support and guess what, p4s&ostwinds still won. Ostwind does crazy damage vs ATguns, it instantly gibbs them and Atguns just can't seem to hurt the tanks as they feel so slow.

AC's are really good now, vet3 AC can rape your cons with ease. 2 AC's took down my vet3 conscript in less than 7 seconds, i even used HTD.

Well, i'll be waiting for the next patch. :)
Only Relic postRelic 21 Aug 2013, 16:48 PM
#13
avatar of Noun

Posts: 454 | Subs: 9

Don't forget the ability to change faceplates.

What... Anyone? Anyone?

Bueller... Bueller...
21 Aug 2013, 16:53 PM
#14
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

jump backJump back to quoted post21 Aug 2013, 16:48 PMNoun
Don't forget the ability to change faceplates.

What... Anyone? Anyone?

Bueller... Bueller...

I've actually spent so much time changing faceplates since the patch went live that I haven't played any matches. I hope Relic adds more faceplates in the future, this is what the game needs to be a viable competitive RTS.
21 Aug 2013, 17:27 PM
#15
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Thanks @Relic for now including the patch number in the replay files! This was something that we suggested at the Community Summit in Vancouver, and it's really nice to see it go into the game a few weeks later.

Inverse has now updated our coh2.org parser code to extract the patch number from the replay itself. So from now on, all replays will be intelligently tagged with the correct patch number on upload (before we were just faking it).
21 Aug 2013, 22:15 PM
#16
avatar of CrackBarbie

Posts: 182


I've actually spent so much time changing faceplates since the patch went live that I haven't played any matches. I hope Relic adds more faceplates in the future, this is what the game needs to be a viable competitive RTS.


Good to know I'm not the only one...
22 Aug 2013, 06:23 AM
#17
avatar of SageOfTheSix

Posts: 1048

Permanently Banned
jump backJump back to quoted post21 Aug 2013, 12:22 PMSpanky
T34 is still useless, i tried 2 games, both in which i went 3 cons to either t2 or t1 and then got T34. What amazed me was that an ostwind could just drive away from t34, which seemed so odd because t34 should be a faster tank, so both ostwind and p4 just took off like 3 times with tiny bit of health left and my t34 couldn't catch up. (PS, both german tanks where vet0, so no, they didn't use blitz!)Anyway, after trying 2x T34s with 2x ATguns as support and guess what, p4s&ostwinds still won. Ostwind does crazy damage vs ATguns, it instantly gibbs them and Atguns just can't seem to hurt the tanks as they feel so slow.

AC's are really good now, vet3 AC can rape your cons with ease. 2 AC's took down my vet3 conscript in less than 7 seconds, i even used HTD.

Well, i'll be waiting for the next patch. :)


T3 is now viable IF your opponent goes for a heavy T2 play as the increased dmage/peneteration on T-34 is now Good against halftrack/scout cars. The problem you are claiming here is actually more with Soviet T2, which is still broken.

22 Aug 2013, 07:04 AM
#18
avatar of Mauser

Posts: 255

Agreed, I do think that the changes to the 222 and the t34 will make german T1-T2 and soviet T1-T3 much more prominent which is a good ting since it gives some variety which CoH2 desperately needed.

Why do you say soviet T2 is broken? T2-T3 for soviets isn't bad at all?
22 Aug 2013, 08:15 AM
#19
avatar of YarpsDrittAdrAtta

Posts: 1

jump backJump back to quoted post21 Aug 2013, 09:33 AMcr4wler


...which is a sound concept imho. the only quarrel i have with the patch process is that quite a few of the problems that are being addressed now have already been in the game since alpha and have been mentioned since at least closed beta, but seemingly only became a problem after release (like t-34 ram having no counterplay). there's a lot of other stuff that has not yet been addressed (which i am sure will get addressed), that has little to no counter-play as well (button, units in buildings). as for units being considered "useless", i think meta game shifts and new strategies can change minds about that pretty quickly, even if currently the "ideal" teching ways seem pretty hammered in.


T-34 RAM have no good counter except RUN FOR YOUR LIVES!!! But imo Soviets doesn't have any good tanks neither, so let them keep at least that skill. Doesn't makes game more realistic, but definitly more tactical.
22 Aug 2013, 08:33 AM
#20
avatar of FaHu
Referee Badge
Benefactor 347

Posts: 470 | Subs: 1



T-34 RAM have no good counter except RUN FOR YOUR LIVES!!! But imo Soviets doesn't have any good tanks neither, so let them keep at least that skill. Doesn't makes game more realistic, but definitly more tactical.


Panzerfaust grenadiers? is no counter?
22 Aug 2013, 09:24 AM
#21
avatar of CARRERA

Posts: 1

Very Nice update! As a vCOH player, I can really Appreciate it!

I follow this page & game from March.
But I started playing the game much later (July/August) because of work on the university.

In one week I've been playing and playing and playing...like much of us :p, because this is really my game :D

But while playing, I have been dealing with a problem that many other players seem to have.

Sometimes when a game/match has ended (multiplayer/automatch). The total game shutsdown and gives me a bugsplash report. Afterwards is see that steam let me download the same patch of 13.2MB again.
It happens around 2/3 hours of playing. But on the internet other players seem to have it quicker or later...it differs.

If you type in google "COH2 bugsplash" or "COH2 Patch 13.2 mb", You will see that there are many players with the same problem and no solution.

Some players even want there money back or never want to play the game again, which is a shame, cus although I'm having the same problem.. i just love the game to much and it occurs not so frequently.

But what to do about it, and will this patch also fix it?
-->Relic/other players with same problem?

greetz, love to all the COH community ;-)
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