Login

russian armor

Minor issues that should be fixed

19 Jul 2015, 11:50 AM
#1
avatar of Cruzz

Posts: 1221 | Subs: 41

Now that Relic is running the balance mod and obviously working on some community concerns, I guess I should try list some long and not so long standing issues that really should get fixed, most of these are not so much balance issues as just consistency and bad gameplay.

Mostly have mentioned these in one form or another in my older threads.


Prioritize Vehicles option is disabled without feedback to player every time player uses an ability that swaps weapon (zis barrage, su76 barrage, target weak point, etc)

OKW puma can aimed shot with destroyed main gun

New infantry engine damage crit is not checked when checking for engine damage

Abandon crit was applied to vehicles that previously did not have it in the last patch, Tiger Ace, Opel Blitz truck, IR HT.

No critical & No critical rear on vehicles have small arms and flame damage set to false, which leads to every single penetration by small arms/flame damage becoming a main gun destroyed critical.

Recon paratroopers (paratrooper_squad_support) do not have vehicle_decrew_generic ability so they can't leave vehicles, unlike all other usf units. They have the paratrooper special abilities listed in their abilities but do not get them because the abilities check for the paratrooper weapon package upgrades rather than the weapon slot items.

Major Artillery barrage radius is 2.5 larger than radius shown in UI reticule.

0.1 radius multiplier turn in turn_plan/jeep_i leads to very unnatural 360 turns for light vehicles which are pretty much never wanted, should be removed.

.50 cal and DSHK only have 10 armor compared to 70 for all other team weapons. They also have a weapon_priority of 0 as opposed to -100 for all other team weapons. .50 cal weapon crew also has hilariously bad stats, worse than rear echelon guns with 25% received accuracy penalty and 35MP reinforce cost.

Infantry grenade vertical traverse values are so low that most grenade abilities can't be thrown on a hill

USF Recon Commander Forward Observation will stop working permanently as soon as the "leader" model of the squad gets killed.

Many team weapons still have permanent: true on veterancy bonuses applied to the weapon which leads to these bonuses being inherited on recrewing. See for example OKW pak43, you can very quickly get an instantly rotating pak43 by vet2 --> decrew --> repeat.

Ostheer Mortar & Mortar HT Barrage UI Reticule radius max is 14 but based on weapon stats should be at most 8.

AEF Mortar halftrack Delayed Fuse Barrage has such massive scatter values (about twice the radius of a soviet 82mm mortar, so 4 times the area...) that the ability is made absolutely useless.

USF Mechanized M3 halftrack stats are on the level of a 0cp scout car, not a midgame halftrack.

Brummbär Bunker Buster vet1 ability has very high scatter compared to basic gun for no apparent reason

LEIG Hollow Barrage is a completely pointless ability in its current state. LEIG vet2 bonuses are also completely pointless on a support team weapon.

A ton of wrecks are missing wreck values and are thus unsalvageable for soviet tank hunter salvage kits. Wreck values are nonsensical in many cases (USF Ambulance is highest value salvage for munitions in the game, panther wreck is less valuable than a sherman wreck, etc). Numbers shown while salvaging don't really make any sense to the player either.

Panzerfusilier AT nade has a 1 second lifetime (making the projectile disappear into thin air against anything moving away from the fusiliers) for no apparent reason

Loader Injured critical icon is not removed after crit is gone. Applied by stuka close air support.

Priest Barrage has tp_any instead of tp_position as target, which means clicking on a unit to barrage will make priest try to track that and stop barrage if that unit happens to die. Inconsistent with all other artillery.

Relief Infantry and Rapid Conscription have inconsistent behaviour and UI feedback as the abilities make you understand that they apply to all infantry but actually won't work on captured team weapons and some specific standard squads like ostheer officer.

USF M1919 audio is bugged

USF Armor 240mm Siege Artillery is literally RNGBombs, 30 radius means it's impossible to guess where the next bomb will land and the bombs will instakill infantry in 12 radius when they land because the weapon has a death crit on penetration on infantry. This ability should be reworked to be more interesting gameplay wise rather than just a lottery for both sides.

Stuart FOW multiplier value is 0.25 instead of 1.25, so it actually fires way more accurately into FOW now.


Bulletin issues:

Penal -satchel cost bulletin applied to wrong ability
LEFH/ML-20 cooldown and ML-20 scatter bulletins do not work for vet3 because barrage ability & weapon hardpoint used are changed at vet3.
Stug E armor bulletin is addition instead of multiplication
19 Jul 2015, 12:02 PM
#2
avatar of rezzzzen

Posts: 76

I always thought inconsistency is the second name of coh2. Well i guess jason lee has some work to do.
19 Jul 2015, 12:04 PM
#3
avatar of chipwreckt

Posts: 732

Nice job Cruzz.

Btw: Why are weapon teams unable to shift-cap points?
19 Jul 2015, 12:09 PM
#4
avatar of Aerohank

Posts: 2693 | Subs: 1

Main gun destroyed crits also do not prevent the main guns from the M5 quad and the flamer halftrack from working.
21 Jul 2015, 21:21 PM
#5
avatar of Muad'Dib

Posts: 368

You should be getting paid.

Hope this topic gets bumped every day till Relic notice it.
21 Jul 2015, 21:45 PM
#6
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Some notes to add to what Cruzz has said;

-Anyone can recrew the Tiger Ace, but it WILL annihilate your fuel/MP income regardless of the faction you crew it with. You can also turn it into a vet farm for USF vehicle crews. If it's abandoned recrewing it may do you far more harm than good if you are low on MP and fuel. (The penalties also stack with the OKW income disabilities as well)

-Sturmtiger doesn't destroy weapons anymore since they change it so a crew weapon will only die AFTER it's crew has died. This is pretty significant since it's best use is for killing enemy weapon teams like AT gun walls.

-Shooting a Sturmtiger while on an incline creates really inconsistent results so something is probably wrong

-East German Puma's get +40 damage at Vet 3, this affects the Coaxial MG42 giving it depleted uranium rounds. (44 damage per bullet)

-Hulldown seems to make tanks P47 proof. Every time Iv used the abilities P47's have done basically no damage to my tanks.

-If a Sturmtiger is abandoned and then recrewed it will instantly reload.

-Sometimes infantry will bump into each other will retreating to your Battlegroup HQ and just dance around retreating in front of it until your disable the retreat point.

-Crawlers detonate mines, meaning that an errant one can waste your investment or even blow up a mine on top of your troops

-Plane crashes are still really fucking deadly

-ISG will sometimes just shoot strait up into the air

-Riflenades sometimes just never fire

Thats all I can think of off the top of my head.
21 Jul 2015, 21:50 PM
#7
avatar of SahinK

Posts: 23

Bravo.... Yours are simply most constructive threads in forum....
21 Jul 2015, 21:50 PM
#8
avatar of BartonPL

Posts: 2807 | Subs: 6

222 main gun destroyed will still fire as if it weren't destroyed
21 Jul 2015, 21:59 PM
#9
avatar of rush

Posts: 341

minesweeper squads on retreat and in halftracks should not be able to detect mines.
Also detecting a demo with minesweepers is completely useless ur engies can't shoot at it nor defuse it, forcing you to make a tank or an at gun or whatever to destroy the demo .
The usf ambulance seems to make friendly kills almost every game.
mine+demo combo needs to be fixed as well.
22 Jul 2015, 19:33 PM
#11
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

jump backJump back to quoted post19 Jul 2015, 11:50 AMCruzz
...
.50 cal weapon crew also has hilariously bad stats, worse than rear echelon guns with 25% received accuracy penalty and 35MP reinforce cost.

...


does that mean .50 cal crews have less suitability than other weapons crews?
22 Jul 2015, 19:47 PM
#12
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post22 Jul 2015, 19:33 PMpigsoup


does that mean .50 cal crews have less suitability than other weapons crews?


All weapon crews have 25% received accuracy.
22 Jul 2015, 19:56 PM
#13
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post22 Jul 2015, 19:33 PMpigsoup


does that mean .50 cal crews have less suitability than other weapons crews?

In the contrast of firepower its facing, yes.
Also, the reinforce is calculated like the crew were rifles instead of three clowns pretending they can shoot which is actual crew.

All weapon teams have cheaper reinforce cost except .50 cal which have 100% costs for completely ineffective crew members.

In short and on the long run, you're better of nading your .50 cal yourself and recrewing it with RETs instead of trying to keep alife default crew.
24 Jul 2015, 16:41 PM
#14
avatar of AchtAchter

Posts: 1604 | Subs: 3

I will bump this thread till relic fixes this list. Some of those issues have been reported already several times and are still in the game.
Some of those points are so easy to fix by changing simply values that I just can facepalm why it still hasn't been done.
24 Jul 2015, 17:28 PM
#15
avatar of gnaggnoyil

Posts: 65

Also, the achievement "Zero-risk Market" in Soviet Campaign Lublin seems to be unable to be done forever if it is not achieved first time you finish that campaign.


-East German Puma's get +40 damage at Vet 3, this affects the Coaxial MG42 giving it depleted uranium rounds. (44 damage per bullet)


OKW Puma also get +40 damage for their MG at Vet 3 just as Ost Puma, and return to normal value in Vet 4.
24 Jul 2015, 17:39 PM
#16
avatar of voltardark

Posts: 976

Great job !!!!

Plz Relic Fix it !!!!
25 Jul 2015, 04:43 AM
#17
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

elite armour repair will finish a stiger reload if triggered after the reload.
27 Aug 2015, 08:03 AM
#18
avatar of AchtAchter

Posts: 1604 | Subs: 3

bump
27 Aug 2015, 09:40 AM
#19
avatar of Array
Donator 11

Posts: 609

Main gun destroyed crits also do not prevent the main guns from the M5 quad and the flamer halftrack from working.


Barton also mentioned the 222. I suspect that you will find if critted that the front/turret mg is disabled and not the 'secondary' quad/flamethrower/cannon
27 Aug 2015, 13:57 PM
#20
avatar of VonIvan

Posts: 2487 | Subs: 21

Paging Jason Lee. :foreveralone:
2 users are browsing this thread: 2 guests

Livestreams

Offline

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

827 users are online: 827 guests
0 post in the last 24h
5 posts in the last week
33 posts in the last month
Registered members: 49132
Welcome our newest member, tik2video
Most online: 2043 users on 29 Oct 2023, 01:04 AM