Elite Mod COH - Download and Changelog
Posts: 80
The jeep kind of concerns me little bit though. Pios are already so fragile to them. A jeep first build sending it to obvious capping spot (i.e. 10 muni in top left corner or bottom right corner on Semois) means instant retreat as soon as you see it (or even hear it) and might/probably even die on retreat. And I wonder about possible jeep/engy spam since jeep + engy is probably greater than volk now rather than being 50/50.
But nice work. Really looking forward to it.
Posts: 742 | Subs: 2
Just worth putting out there; I'm not going to be making any more updates until after the tourney (unless I 'dun broke something), so no surprise balance changes.
edit: scratch that, for the sake of my sanity and your user-friendliness, see following post
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YOU WILL GET A SYNC ERROR IF YOU TRY AND PLAY THIS VERSION WITH SOMEONE WHO HAS AN OLDER VERSION
PLEASE UPDATE YOUR FILES BY RE-DOWNLOADING FROM THE OP
Thanks Kiraye!
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Posts: 742 | Subs: 2
Posts: 508 | Subs: 1
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Posts: 83
Posts: 742 | Subs: 2
Tommy my gridkeys ain´t working, can I fix it somehow? I use flakker gridkeys. Gratz for the mod btw, looks awesome.
Um, the mod doesn't mess with gridkeys. I'm not sure what you're asking...? I don't use gridkeys so I'm not much help there.
Posts: 83
Posts: 1063
Posts: 742 | Subs: 2
Great patch thx alot man! One more thing can you fix the no fire bug for the British 25 pounder? And can you reduce the M3 Quad upgrade to make the M3 actually useful?
Glad you like it!
I've not started looking at OF factions yet, I might work on those after the upcoming tourney is over and I've collected feedback from that.
I consider the quad upgrade to be a niche weapon, but still useful under certain circumstances. The platform itself is weak but you have to remember that it has a much longer range than most weapons and the damage output and suppression is really very high.
Posts: 508 | Subs: 1
The platform itself is weak but you have to remember that it has a much longer range than most weapons and the damage output and suppression is really very high.
Mweh not that high tbh
Posts: 68
Permanently Banned
Mweh not that high tbh
Even if it had a 88 instead of the quad nobody would use that crap, because it takes only 2 panzerfausts to kill it. I think it would be more useful with lesser damage output and more health.
Posts: 30
Even if it had a 88 instead of the quad nobody would use that crap, because it takes only 2 panzerfausts to kill it. I think it would be more useful with lesser damage output and more health.
Base Health: 315
Bonus from Quad Upg : +60
Total: 375
Faust damage: 75
Multiplier vs Hafltrack: 1.95x
1 Faust damage: 146,25
Actually it takes 3 fausts. I think you meant the PaK AT gun which kills it with 2 shots (if 1 is from camo, otherwise 3). There lies the issue I think.
I have the suspicion that they intended the HT to take 3 PaK shots overall but not calculated in the damage bonus from Camouflage's first shot.
Because a platform worth 220 mp 25 fuel and 100 munitions shouldn't go down to 2 Pak shots, which is easy as pie to execute.
Posts: 68
Permanently BannedAnyway your post sums up the problems with this vehicle, and why its used once at 1000 games.
Posts: 194
Are you sure the fallschirmjäger panzerfaust has the same damage as the volk? If it does, then it must have been something else in the mix helping the fausts.
Anyway your post sums up the problems with this vehicle, and why its used once at 1000 games.
It's actually nice when you use it against PE. Against Wehr it's just asking for trouble.
Posts: 622 | Subs: 1
@Kiraye Does a double simultaneous hit (from faust, tank, at) cause more damages than 1 after the other ? I feel like it does.
Posts: 742 | Subs: 2
@Kiraye Does a double simultaneous hit (from faust, tank, at) cause more damages than 1 after the other ? I feel like it does.
Nope. I'd imagine thats just circumstantial, as if there are two squads/tanks within faust/target range, you're probably taking a bit of extra small arms damage too.
Posts: 508 | Subs: 1
Because a platform worth 220 mp 25 fuel and 100 munitions shouldn't go down to 2 Pak shots, which is easy as pie to execute.
Nah that would make it an M8 but cheaper being able to reinforce (not being able to lay mines). It's meant to be squishy. Although at the time that it comes you can definitely have a pak. The trick is too use it as a clowncar though, drive it past the Pak.
Bringing it significantly earlier (5-10 seconds or 5 fuel wouldn't be a big problem, but more would be) in the game available would make it a PE AC, and we all know how toxic that is.
Lowering it's muni cost would make it spammable. Which probably would make it too good at overrunning enemy positions.
The only way to buff it is increase damage on the main gun. And preferably more focus on it's longer range effectiveness. Also some more consistency in cooldown and burst duration would be nice.
'So my design'
* Quad damage increased from 5 to 7
* Quad reload max decreased from 12s to 10s
* Quad now has a fire aim time of 0.2s (from 0)
* Quad Fire aim time modifier at long range from 2x to 1x, at short range from 0.1x to 1x
* Quad cooldown from 4-2s to 3.2-2.4s (normalized to average 2.8s because now it's has 0.2s fire aim time)
* Quad burst duration normalized from 3.5 - 2.5 to 3.25 - 2.75
* Quad accuracy lowered from 0.2/0.4/0.4 to 0.16/0.32/0.32
* Quad accuracy increment from 1.02 to 1.03
* Quad accuracy vs Heroic armor from 0.9x to 0.85x (clean ups on target table inconsistencies)
* Quad damage vs Sdkfz halftrack from 1x to 0.75x
* Quad penetration vs Puma from 0.02x to 0.04x
This will increase dps by +12%. (It's 12% increase without the reload and accuracy increment buff, which will make it even a bit higher.)
On another note: LMG still needs small price reduction or slight buff to long range accuracy.
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