So how was this OP? Very early T34? KV-2 spam? I wonder.
Extremely early. Extremely might not even do it justice, i wanna say ppl could get a 34/76 out in 7-8 minutes. Maybe faster tbh, its been a while
Posts: 348
So how was this OP? Very early T34? KV-2 spam? I wonder.
Posts: 1379
Extremely early. Extremely might not even do it justice, i wanna say ppl could get a 34/76 out in 7-8 minutes. Maybe faster tbh, its been a while
Posts: 1379
Extremely early. Extremely might not even do it justice, i wanna say ppl could get a 34/76 out in 7-8 minutes. Maybe faster tbh, its been a while
Posts: 599
Quick question; I can't tell if this is the mod being unfinished or not but... T1/T2 and T3/T4 are not mutually exclusive in the COH2013 mod. But I had heard that that was how the game was originally balanced.
Is this maybe something that came shortly after release? Or is it just unfinished mod stuff.
EDIT: They aren't mutually exclusive, but you have to build T3 before T4, which cost 100 and 110 fuel, respectively.
Posts: 1379
Balance on the release was special, but I mean, a lot of the stuff was patched out pretty quickly by relic.
I guess, if you want to play truly "old fashion" game, you could try looking for a patch right before WFA release.
Game was pretty balanced, with some rough edges (like double soviet sniper) and required just a little bit more fixes, but WFA messed it up.
Posts: 348
Quick question; I can't tell if this is the mod being unfinished or not but... T1/T2 and T3/T4 are not mutually exclusive in the COH2013 mod. But I had heard that that was how the game was originally balanced.
Is this maybe something that came shortly after release? Or is it just unfinished mod stuff.
EDIT: They aren't mutually exclusive, but you have to build T3 before T4, which cost 100 and 110 fuel, respectively.
Posts: 3602 | Subs: 1
As far as t3 being required b4 t4, i thought that was a newer thing. I dont think thats how it originally was, but could be wrong on that one too
Posts: 1794
Thanks for the summary, was a nice read. Doesn't sound like that patch is trying to be the V1.0 CoH2 from June 2013 though, otherwise you probably would have mentioned ISU-152 and Elefant being in t4, and the ridiculous damage system on top of complete lack of weapon profiles.
damage system: Back then, a penetrating shot of an Elefant or Tiger removed ~90% HP from a SU-85 or T-34, BUT both soviet units were able to bounce a shot from these tanks
weapon profiles: CoH2 launched without weapon profiles, like in CoH1. Meaning SMGs & LMGs had the same rate of fire and burst duration across all ranges, only the accuracy was affected by distance to target
Posts: 1379
To be fair, these 2 systems made more real-world sense, no?
Posts: 1197
Yes, sniper clown car was available in all it's nutty glory.
The IS-2 did not do stun damage in the mod sadly. There were no stuns, but it hit like a truck with veterancy.
Yes, infantry got armor with vet from what I could tell.
About weapon profiles; I did notice that conscripts lost to grenadiers without upgrades while the cons were behind green cover, which was funny. I don't *think* weapon profiles were implemented, because like I said, the LMG shredded the shit out of conscripts who got close.
Elefant was, in fact, in T4. However, ISU was only available to be built if you picked an ISU commander. Probably more WIP mod stuff (that will never be fixed because author abandoned it). I did notice, however, that the ISU did fuckloads of damage, but had trash penetration. It could bring a Panther to 90% health, but only if it penetrated. Maybe Elefant was the same way. Usually we preferred Panthers.
Tiger definitely didn't take away 90% HP though. Even from T34-85. Likely it was simply copy pasted from single player or something.
Technically only the Elefant was available. All the other heavies seemed to be able to be unintentionally made available at T4 if you picked the right commander. So yes those were probably not accurate to how they were at the time.
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