British Patch 3 Sep
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Posts: 13 | Subs: 25
Could somebody explain to me how the new target tables work?
As far as I remember, vCoH used them to determine every damage from one unit to any other.
But in CoH2 it has to be some kind of different, or am I wrong?
Its quite simple. Its a table that allows us to set specific accuracy/dmg/penetration/suppression multiplier towards either a specific unit or unit type. Its a much more flexible version of what we had in vCOH1.
Sometimes when attempting to balance a unit against some unit types, it breaks the balance with others. Its good practice to attempt to create balance without the use of target tables first but in the case where we NEED to create a specific dynamic between 2 units or unit types, it just make it a lot easier to accomplish.
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Right now (as in including these changes) both howitzers are exactly the same except the LefH fires (4) more shells at vet 0, and 2 more at Vet 1. Also before anyone brings up counter-barrage there is no advantage to using it over the normal barrage, as it fires less shells and targets mortars over more dangerous artillery pieces.
Posts: 1534 | Subs: 1
Its quite simple. Its a table that allows us to set specific accuracy/dmg/penetration/suppression multiplier towards either a specific unit or unit type. Its a much more flexible version of what we had in vCOH1.
Sometimes when attempting to balance a unit against some unit types, it breaks the balance with others. Its good practice to attempt to create balance without the use of target tables first but in the case where we NEED to create a specific dynamic between 2 units or unit types, it just make it a lot easier to accomplish.
Thanks for the explanation.
Posts: 3052 | Subs: 15
What is that pudding about your ranks decaying after not playing for 2 weeks? What kind of madness is this? I'm sure every player happened to have a 2 week or longer break from the game and everybody likes the fact that their ranks stayed where they were after it. I love this game but I hate games that try to addict you even more.
Sometimes you just need to work, play another game for a while or even go on holidays...
Play 1 game and get it back...
Posts: 1534 | Subs: 1
I hope this gets fixed.
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Posts: 13 | Subs: 25
I hope this gets fixed.
In the Balance Preview Mod. Not all the Balance udpates in the sept 3rd patch are final and hoping to get it right during the Preview process along with some balance issues that arise from TBF.
Look at a lot of balance updates in the sept 3rd patch and in the balance preview(that is to come soon) as a starting point, and we can get numbers right together
The Mod has limitations where it can't preview updated text or code. So any balance update that requires those things we need to patch.
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Thanks Jason Lee aka THE GOD LEE.
ALL PRAISE OUR LORD AND SAVIOR JASON LEE.
----------------------------------------------------------------------
A lot of changes and fixes seem solid, along with the bug fixes.
I'm very psyched about Damage tables. Imagine the possibilities it creates for balance. USFs mines are also a huge step forward, but I think they have to add those light mines to RETs as a core utility.
ML 20 is a bit overkill. 200 or so might be better, although this will change meta.
Flamer changes are also great IMO, damage over time to clear the buildings and heavy cover. Very effective versus garrisoned HMG42s and maxims.
But more importantly, INFANTRY SPACING.
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Posts: 4785 | Subs: 3
Is this maybe the end of some squad wipes?
Obers and Falls like this
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Especially the instant game crash after a ended game.
Posts: 4951 | Subs: 1
To be fair Riflemen are meant to the baseline, most versatile infantry squad for a faction. They should be one of the best scaling and have good utility. I do hope they provide stats for the veterancy of the British, makes the jobs of those stat finders much easier for the poor lads.
The way British Vet worked (assuming they haven't changed it) is that you have a lot of stuff packed into each level of vet (with high requirements ofc). They essentially have vet 5 for all intensive purposes. Which raises the question why didn't they just do this with OKW.
Posts: 13 | Subs: 25
Is this maybe the end of some squad wipes?
Units will still clump when in cover. Its the only way they can fit in cover.
Its a choice the player will have to make when facing the enemy. If there is a lot of AOE damage coming your way, you might not want to be in cover.
This is also true when facing flamethrower units. Your squads take much less damage when you stand outside cover because they don't clump up.
Posts: 4785 | Subs: 3
Units will still clump when in cover. Its the only way they can fit in cover.
Its a choice the player will have to make when facing the enemy. If there is a lot of AOE damage coming your way, you might not want to be in cover.
This is also true when facing flamethrower units. Your squads take much less damage when you stand outside cover because they don't clump up.
That sounds like now it should work like it is supposed too because AoE weapons like ARtillery and Mortars should deny diggin'-in-playstyle
Posts: 4951 | Subs: 1
Units will still clump when in cover. Its the only way they can fit in cover.
Its a choice the player will have to make when facing the enemy. If there is a lot of AOE damage coming your way, you might not want to be in cover.
This is also true when facing flamethrower units. Your squads take much less damage when you stand outside cover because they don't clump up.
Thanks for posting here Jason. Your live commentary makes understanding the notes a lot easier
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RIP KV-8.
It was good while it lasted ^^
Posts: 4951 | Subs: 1
RIP KV-8.
I don't see how making it much much more effective against slow hard to move units like weapons teams, garrisoned buildings, and so on will kill it. Like I would gladly take more consistent performance (which is what we are getting) instead of just base diving which is what we have now.
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