Elite Mod 3.0
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* Vampire Halftrack can now see vehicles aswell
tank awarness?
Posts: 508 | Subs: 1
Posts: 508 | Subs: 1
Posts: 393
Stuff like:
* Quad accuracy from 0.2/0.32/0.32 to 0.2/0.3/0.35
* LMG 42 burst duration from 1-2 to 1.1-2
* US upkeep pop treshold increased from 6 to 7
* Allied ATG AP rounds duration from 10s to 11s (I'm guessing this gives it an extra shot with APRs?)
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* Well LMG minimum burst is really short, and it doesn't *feel* good when it hits the minimum. I wanted to increase it a lot more, but then you'd be soon in a Trapbaker situation (OMGmod people know what i'm talking about.) So I ended up with this mini shit change. In the end LMG would need a bigger rework. But at the moment it is finally in a good spot.
* Once again a case of trying to give manpower to US for extra breathing room. The original number was 9. But with +3 engineer start this would essentially mean a difference of 10 manpower per minute. Which might be too big. So I ended up with this shitty small change. More of a reminder that I can still increase it if needed. But I still would prefer incentives for US with rifles then buffing Engineer spam (+ possible WSC) for example.
* Yeah exactly you can now fire 2 AP rounds, it was possible before with perfect timing, now i'm giving players a 1 second margin.
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It would definitely be a good nerf to grenadiers while promoting rifle play. But then again: would Elite armor still be desireable?
And it actually requires a large sample pool of good players to know more.
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Realistically its a very fine line between buffing snipers(one of the main reasons for this mod)while not hindering elite armor.
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Volks have 60 HP per man, so for a 5 man grensquad to be an 'upgraded version' they would need something like 65 at least. 65*5 = 325 so they would have even MORE survivability AS a squad.
+ I would have to nerf stormtrooper Kar98k because 5 guns > 4 guns and this would also nerf stormtroopers, so i'd have to make a new Kar98k
Then the final question: will Grens be worth it over volks? Since Grens give away more XP per man when killed. This would involve a greater risk using Grens as your main infantry.
There are so many variables with that one change, that is the problem.
I'm more inclined to lower their health from 80 to 75 and see what happens, but i'm not sure about that either.
PS: Puma's 20mm are slighly underperforming atm (after last tweaks), i'll fix (semi revert) that with the next update.
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as for grens..I suggest, swap vet2(elite armor) with vet3(20%health)
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Posts: 508 | Subs: 1
Posts: 508 | Subs: 1
Posts: 508 | Subs: 1
Random edit:
For people who use (or want to use) customized hotkeys use autohotkey:
http://www.coh2.org/topic/4745/customizing-coh2-keys-hotkeys
3.7 download
Posts: 508 | Subs: 1
Posts: 508 | Subs: 1
After some smaller tests the balance team decided that the Stuh was too good at what it does: killing infantry. So I nerfed hard ... SO HARD.
I took the opportunity to put some small nerfs on Rangers and Puma who were still a bit too powerful aswell. And finally give the mortar a tiny bit of it's strength back it lost in a previous elite mod version.
Notes
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There are certain units that are different in single player, but i'm not sure how many etc.
In any case unlike Tommy's older versions you can play single player campaign in latest versions of elite mod. I can't guarantee a better experience though.
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