Nobody actually plays OF in competitive games and nerfing the factions further won't change that. Really, the OF factions need whole new redesigns,...
+1
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Nobody actually plays OF in competitive games and nerfing the factions further won't change that. Really, the OF factions need whole new redesigns,...
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But the only people who can be bothered to load up a mod are going to be people playing competitive 1v1 (perhaps 2v2) custom games....
(and although I could send it to Relic sure, they wouldn't implement it because a) why should they trust me and b) they don't want to spend the money)
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Negative zeal for snipers is to discourage sniper death blobs- perhaps more of a 2v2 issue than 1v1 but I feel only good things can come from encouraging people to spread their snipers out rather than just attack move around the map. It also makes it easier to countersnipe your way back into the game if you end up 'down a sniper'.
Sure makes sense, but it still doesn't eliminate the true strenght of the sniper; winning the manpower war. I guess it's a change for the better in multiplayer games. But I'm more of a fan of creating counterplay in gameplay; instead of just punishing a player for spamming one unit; When a unit is too strong when spammed it can mean one and / or 2 things (both are related); the individual unit is just too strong (or too cost efficient) OR there is no / too little (efficient) counterplay to the unit.
Also I think with negative zeal US sniper + Airborne doctrine; is even more deadly.
Misfire fixed by removing the wind up, increasing the reload to compensate, then using eliw00d's custom model and projectile animation (so it looks in sync).
kewl, never knew somebody actually designed a fix; makes me wonder why it was never used
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Posts: 68
Permanently BannedFor those interested, I've made a mod for CoH1. It's nothing as big as Rocky's list (which I think is good btw, but if you go and implement those all at once it'd be a clusterfuck) but it fixes a few key issues and I've added my own spin on a solution to the 'sniper problem'. If there's still any interest in actually having a playable copy of the mod, let me know and I can make a new thread.
changelog:
- M10 misfire bug fixed
- Stormtrooper exploit fixed
- Strafe no longer multiplies exponentially next to a base HQ
- Snipers now have a negative zeal radius of 20 (same as pioneer antispam) where recived accuracy modified by 1.5x for each additional sniper (20)
- Volksgrenadier reinforcement cost modifier back to 0.5x from 0.4x (24mp)
- King Tiger and Tiger immobilzaion chance from full (green) health by mine explosion removed YES
- OMCG now more reliable, will not give both an MG and a mortar at once, higher odds of extra rifle or M8 (removal or mortar and MG from 'step 3' of the unit pool)
- Stuh damage vs base buildings x0.75
- Pumas no longer do friendly fire
Posts: 928
Exactly what the doctor ordered.
However we still have unused units like the M3 halftrack, which is so weak. It should take 3 pak shots to die not 2.
And the snipers just limit them to 1 or 2 according to how much infantry your enemy has. If his going mass elite grens than a 2nd sniper should be unlocked. And get rid of the 50/50 chance of miss. On retreat the sniper should get heroic armor, thus withstanding 2-3 shots sometimes.
Posts: 742 | Subs: 2
Sure makes sense, but it still doesn't eliminate the true strenght of the sniper; winning the manpower war. I guess it's a change for the better in multiplayer games. But I'm more of a fan of creating counterplay in gameplay; instead of just punishing a player for spamming one unit; When a unit is too strong when spammed it can mean one and / or 2 things (both are related); the individual unit is just too strong (or too cost efficient) OR there is no / too little (efficient) counterplay to the unit.
Also I think with negative zeal US sniper + Airborne doctrine; is even more deadly
However we still have unused units like the M3 halftrack, which is so weak. It should take 3 pak shots to die not 2.
And the snipers just limit them to 1 or 2 according to how much infantry your enemy has. If his going mass elite grens than a 2nd sniper should be unlocked. And get rid of the 50/50 chance of miss. On retreat the sniper should get heroic armor, thus withstanding 2-3 shots sometimes.
Posts: 419
Posts: 79
changelog:
- M10 misfire bug fixed
- Stormtrooper exploit fixed
- Strafe no longer multiplies exponentially next to a base HQ
- Snipers now have a negative zeal radius of 20 (same as pioneer antispam) where recived accuracy modified by 1.5x for each additional sniper (20)
- Volksgrenadier reinforcement cost modifier back to 0.5x from 0.4x (24mp)
- King Tiger and Tiger immobilzaion chance from full (green) health by mine explosion removed YES
- OMCG now more reliable, will not give both an MG and a mortar at once, higher odds of extra rifle or M8 (removal or mortar and MG from 'step 3' of the unit pool)
- Stuh damage vs base buildings x0.75
- Pumas no longer do friendly fire
Posts: 332 | Subs: 1
Posts: 419
Posts: 68
Permanently BannedYeah, but we could create a balance mod, future tourneys will be played on. This mod will fix the issues most players agree on (like the list, tommy created).
Maybe such a mod could also redesign brits and PE to be more on the competetive line and remove reward units.
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Posts: 142
Yeah, but we could create a balance mod, future tourneys will be played. This mod will fix the issues most players agree on (like the list, tommy created).
Maybe such a mod could also redesign brits and PE to be more on the competetive line and remove reward units.
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