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Elite Mod 3.0

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29 Nov 2014, 20:18 PM
#81
avatar of 12ocky

Posts: 508 | Subs: 1

3.5 Elite Mod (Fixed)


29 Nov 2014, 21:26 PM
#82
avatar of GeneralCH

Posts: 419


* Vampire Halftrack can now see vehicles aswell


tank awarness?
30 Nov 2014, 10:42 AM
#83
avatar of 12ocky

Posts: 508 | Subs: 1

Yeah basically when it's in lockdown. I don't think this takes away the uniqueness of tank awareness cause TA only works for PG's.
30 Nov 2014, 12:30 PM
#84
avatar of 12ocky

Posts: 508 | Subs: 1

Hotfixed forgot to put few changes in => redownload
30 Nov 2014, 22:41 PM
#85
avatar of Purlictor

Posts: 393

Why all the random ass changes?

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?)
1 Dec 2014, 12:22 PM
#86
avatar of 12ocky

Posts: 508 | Subs: 1

* Well Quad overall I would think it's better if it did have an impact at close range. It's definitely improved as a long range siege tool, but it hasn't really as a flanking tool. I'm trying to adjust this to create an option: "All IN" playstyle with the Quad. So it can really go in on Mg's and Paks and clear them convincingly. If you run into the line of fire of a pak or a mine you still lose it. So it remains a big gamble.

* 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.
3 Dec 2014, 10:57 AM
#87
avatar of Purlictor

Posts: 393

When you nerf snipers, I've found that grenspam is really OP. I would say, buff garands against elite armor.
4 Dec 2014, 22:34 PM
#88
avatar of 12ocky

Posts: 508 | Subs: 1

Ye it's definitely one of my concerns aswell. I'm not sure if that would be the correct change though. It's a tough nut to crack.

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.

6 Dec 2014, 02:32 AM
#89
avatar of Aveator

Posts: 16

Give grens 5 man squads? More of a straight upgrade from volks. Elite armor could be toned down. Players could just develop uber two sniper micro skills.

Realistically its a very fine line between buffing snipers(one of the main reasons for this mod)while not hindering elite armor.

6 Dec 2014, 13:59 PM
#90
avatar of 12ocky

Posts: 508 | Subs: 1

It's a considerable idea, but it's a hard puzzle. Grens currently have 80HP which means 4*80 = 320 total.

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.
6 Dec 2014, 15:13 PM
#91
avatar of Smaug

Posts: 366

please dont fix something that is not broken.

as for grens..I suggest, swap vet2(elite armor) with vet3(20%health)
6 Dec 2014, 23:46 PM
#92
avatar of StellaPolaris

Posts: 53

Wasn't it like this long time ago? Vet 2 was the health increase and vet 3 elite armour. Tbh I dont see whats wrong with grens in US vs Wehr games. And who cares about brits. That faction cant be fixed anyway.
11 Dec 2014, 22:31 PM
#93
avatar of Young Sandwich

Posts: 14

Idea for nerfing gren spam. Have medic bunkers require five casualties and reform Volkgrenadiers. They are supposed to be patching up the wounded so it makes sense that they wouldn't be sending out high quality troops.
16 Dec 2014, 00:21 AM
#94
avatar of 12ocky

Posts: 508 | Subs: 1

3.6 Elite Mod

some cleanups

20 Dec 2014, 21:17 PM
#95
avatar of 12ocky

Posts: 508 | Subs: 1

EliteMod 3.7 Download

21 Dec 2014, 18:44 PM
#96
avatar of 12ocky

Posts: 508 | Subs: 1

I made an installer: I hope this will help you guys find your way to the mod easier.

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
26 Dec 2014, 03:58 AM
#97
avatar of 12ocky

Posts: 508 | Subs: 1

Update: Hotfix 3.8

The Puma was unintentionally overperforming.
30 Dec 2014, 12:52 PM
#98
avatar of 12ocky

Posts: 508 | Subs: 1

Elite Mod 3.9 is out with custom maps: Bayeux, Argentan Crossroads and Bois du chatelet.

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
30 Dec 2014, 14:04 PM
#99
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

does this affect singleplayer as well? i guess not but i heard from tommy's cast from elite mod tourney that squad ai was improved so squads don't jump about. that would help my experience greatly when playing campaign.
30 Dec 2014, 16:17 PM
#100
avatar of 12ocky

Posts: 508 | Subs: 1

Who still plays single player? ^_^

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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