Relic please stop hiding stats from us (bulletins)
Posts: 1664
Do 10% exp bulletins actually work? (killing a conscript kill nets 40 exp regardless of bulletins)
Do you know that some bulletins aren't working? (tested one and two Sturmtiger 5% reload bulletins with zero effect)
Why do super heavy and expensive call-ins have 10% faster cooldown bulletins? (120mm, T34/85, isu-152)
I figured this would go away with WFA but Jagd Tiger has this bulletin. Is this a move to troll players or were you guys calling in two Jagd Tigers in testing?
With the amount of focus that has been put on the war spoils and drop system since WFA I have to wonder if resources are being wasted on a feature that many times isn't even functional.
What I would like to see is actual statistics on the Army Customizer page showing precisely how much your units are being affected by bulletins. 5% faster top speed on Panther bulletin? Show the old top speed value next to the new top speed value (you know, like any other game in the universe would) If not then please just stop working on bulletins at all and focus on balance. Thank you.
Posts: 1221 | Subs: 41
The Sturmtiger bulletin seems to be a -% reduction applied properly to the 49 reload duration of the gun. Too bad the reload ability actually just forces an instant reload while having its own duration of 49 seconds, to which the bulletin won't apply.
Posts: 2181
But yeah more stats ingame would be great.
Posts: 1970 | Subs: 5
They make more sense as 'badges' or 'trading cards' or whatever you want to call them than as army customization options. If they actually had an effect on the game, they'd be a balance nightmare.
Posts: 1664
The popup for exp values you see is command exp. What units receive is entirely different from that, though higher values of command exp generally mean higher amount of exp per damage dealt to that unit as well.
This is my main issue. There is no way for me or any other average coh2 enthusiast to have any idea how this works without delving into hidden statistics. I want to see this information in-game somewhere. So great, conscripts grant me 40 command xp... out of a total of how much now? who knows... when you mouse over your cp it doesn't say anything. These numbers are completely arbitrary without any reference for the player.
I think they should just remove all stat bonuses from bulletins entirely. They don't do anything significant anyway.
They make more sense as 'badges' or 'trading cards' or whatever you want to call them than as army customization options. If they actually had an effect on the game, they'd be a balance nightmare.
Agree 100%. It was clear from the get-go that bulletins were a vessel for putting in cool blurbs and historical facts about the units and I like that. What I don't like is the focus on the warspoils system and Relic getting feedback from the players for bulletins when we don't even know if most of them are functional or not and when they are they have such a negligible affect on the game.
Posts: 4785 | Subs: 3
Posts: 1970 | Subs: 5
I saw someone playing without bulletins... SWAGGER
Good for him. Fight the system!
Posts: 306
I saw someone playing without bulletins... SWAGGER
Should play without commmanders as well.
Posts: 222
The Sturmtiger bulletin seems to be a -% reduction applied properly to the 49 reload duration of the gun. Too bad the reload ability actually just forces an instant reload while having its own duration of 49 seconds, to which the bulletin won't apply.
This really made me laugh, thank you.
I think they should just remove all stat bonuses from bulletins entirely. They don't do anything significant anyway.
They make more sense as 'badges' or 'trading cards' or whatever you want to call them than as army customization options. If they actually had an effect on the game, they'd be a balance nightmare.
+1 Pls remove the stat bonuses from bulletins.
Posts: 538
cool to hear of some bulletins not working.
For a change of 5%......hey, simply believe it to be working. No one can tell the difference anyhow!
Posts: 971
Is that thing useful? which price will they have at the end?
Posts: 1970 | Subs: 5
That's assuming it's (90 * (0.95)^3).
I know for sure that stacking 3x price reduction brings assault engineer flamethrowers from 60 munitions to 51, which uses the above stacking method.
Posts: 170
| | | | | | | received_experience_squad_modifier: {
| | | | | | | | $REF: "modifiers\received_experience_squad_modifier.lua";
| | | | | | | | application_type: "apply_to_squad_type";
| | | | | | | | exclusive: false;
| | | | | | | | modifier_id: "";
| | | | | | | | negative_tooltip: 11001788;
| | | | | | | | positive_tooltip: 11001789;
| | | | | | | | target_type_name: "tiger_squad_mp";
| | | | | | | | usage_type: "multiplication";
| | | | | | | | value: 1.1f;
| | | | | | | };
This is for the tiger "sibling rivalry" 10% xp bonus.
Now something like the Sturmtiger is literally coded for 5% faster reload,
| | | | | | | reload_weapon_modifier: {
| | | | | | | | $REF: "modifiers\reload_weapon_modifier.lua";
| | | | | | | | application_type: "apply_to_weapon";
| | | | | | | | exclusive: false;
| | | | | | | | modifier_id: "";
| | | | | | | | negative_tooltip: 11001821;
| | | | | | | | positive_tooltip: 11001822;
| | | | | | | | target_type_name: "hardpoint_01";
| | | | | | | | usage_type: "multiplication";
| | | | | | | | value: 0.95f;
and since it doesn't actually fire its weapon like other weapon types but rather must use an ability to fire and reload, its probably an oversight.
Now other things that are bonuses are all (mostly) correctly there, such as speed, accuracy, etc. but the bonuses are so small you won't notice. You could look at something like http://www.coh2-stats.com/ or https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdGF4VURuYjVGZXlIN3ptbV8tbzRzN0E&usp=drive_web#gid=16
and multiply the listed stats by your bulletin to come up with it for yourself, but 5% movement speed bonus for a panther with speed 6.5 is going to become a whopping 6.825. You are not going to notice this.
Posts: 1144 | Subs: 7
Posts: 170
I see plenty of OKW players stacking 3 bulletins of panzerschreks 5% cheaper.
Is that thing useful? which price will they have at the end?
| | | | | | | upgrade_cost_munition_modifier: {
| | | | | | | | $REF: "modifiers\upgrade_cost_munition_modifier.lua";
| | | | | | | | application_type: "apply_to_upgrade";
| | | | | | | | exclusive: false;
| | | | | | | | modifier_id: "";
| | | | | | | | negative_tooltip: 11001831;
| | | | | | | | positive_tooltip: 11001844;
| | | | | | | | target_type_name: "assault_pioneer_combat_upgrade";
| | | | | | | | usage_type: "multiplication";
| | | | | | | | value: 0.95f;
Exclusive = false means romeo is probably right, though I don't have multiples to test this.
Posts: 1664
Posts: 1970 | Subs: 5
or ever
Posts: 978
Edit: Wait... that vet bulletin also exists for Tigers and IS-2s. I´ve got a new dream.
Posts: 344
Posts: 440
Bulletins are a joke again.
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