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New Commander: Terror Doctrine

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22 Feb 2016, 06:01 AM
#141
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

WHY DO YOU PEOPLE WANT MORE CONTENT. CAN WE PLS FIX WHAT WE HAVE.

Here's a quick, cheap, forum diagram:

_________________________________________________
_____(Community's Favorite)______________________
______________\_/________________________________
_______________V_________________________________
__________[More Meta]____________________________
_____________^___________________________________
____________/_\__________________________________
_[More Content]=>[L2Adapt]<=(Forum Troll's Favorite)___
____________\_/__________________________________
_____________v___________________________________
__________[More $$$$]____________________________
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______________/_\________________________________
_______(Relic's Favorite)________________________
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Win-Win :D
22 Feb 2016, 07:11 AM
#142
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Added the qualities to the new Intel bulletins.
I'm still working on Propaganda war, which sadly, still isn't functioning correctly. It should be the last modification needed to the preview mod.
22 Feb 2016, 07:57 AM
#143
avatar of edibleshrapnel

Posts: 552


Here's a quick, cheap, forum diagram:

_________________________________________________
_____(Community's Favorite)______________________
______________\_/________________________________
_______________V_________________________________
__________[More Meta]____________________________
_____________^___________________________________
____________/_\__________________________________
_[More Content]=>[L2Adapt]<=(Forum Troll's Favorite)___
____________\_/__________________________________
_____________v___________________________________
__________[More $$$$]____________________________
_______________^_________________________________
______________/_\________________________________
_______(Relic's Favorite)________________________
_________________________________________________

Win-Win :D


Because everybody loves meta game? What is this even....
22 Feb 2016, 09:24 AM
#144
avatar of TEKOA

Posts: 88

Banned
These Hitlerjugend , axis fanbois..
22 Feb 2016, 19:33 PM
#145
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

jump backJump back to quoted post22 Feb 2016, 09:24 AMTEKOA
These Hitlerjugend , axis fanbois..

So, you posted this because... why? Maybe you really like bumping threads?
22 Feb 2016, 23:46 PM
#146
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

With the updated preview mod, feedback (in my opinion) is more viable, so don't forget to give feedback after testing out the doctrine.

PS. Sorry, I still haven't been able to fix 'Propaganda War'.
23 Feb 2016, 03:58 AM
#147
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

I was able to make propaganda war work to some extent. Here's the new preview mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=630770125

Statistical Update:
I changed propaganda war's price from 100 to 120.
23 Feb 2016, 05:18 AM
#148
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

I sincerely apologise to those who have to re-download the preview mod, so the next update for it will happen AFTER the Feb. 25 patch due to a bug in updating mods on the steam workshop. For now, use the mod in the post above.

Once again, sorry for the inconvenience.
~Kar
23 Feb 2016, 23:38 PM
#149
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

After February 25th Balance Patch:
  • Increasing KCH population to 15 instead of 12
  • Increasing dispatch recharge time for KCH
  • Decreasing Railway Artillery Support's cost from 325 to 300 Munitions
24 Feb 2016, 17:48 PM
#150
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Update:
  • Increasing KCH cost to 470
  • Increasing reinforcement time for KCH from 10 to 15 seconds
  • Decreasing shell arrival time for 'Railway Artillery Support' from 15 to 10 seconds
  • Decreasing ability-in-use time for 'Railway Artillery Support' from 20 to 15 seconds
  • Increasing the amount of air-burst propaganda shells dropped in 'Propaganda Assault' from 25 to 30
  • Decreasing shell arrival time for 'Propaganda Assault' from 8 seconds to 5 seconds
26 Feb 2016, 01:02 AM
#151
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Update:
  • Removed 'Artillery Field Officer' Call-in.
  • Added 'Sturm Officer' Call-in.
  • Removed bulletins related to 'Artillery Field Officer'
26 Feb 2016, 01:27 AM
#152
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Hmm at this point, shouldn't this be on Workshop ?
26 Feb 2016, 02:21 AM
#153
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Hmm at this point, shouldn't this be on Workshop ?

Yep, I just got it updated. A glitch forced me to continually have to delete the workshop item, and re-make it. Good thing the patch fixed that, so here's the new updated version:
http://steamcommunity.com/sharedfiles/filedetails/?id=630770125
26 Feb 2016, 03:29 AM
#154
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2


Yep, I just got it updated. A glitch forced me to continually have to delete the workshop item, and re-make it. Good thing the patch fixed that, so here's the new updated version:
http://steamcommunity.com/sharedfiles/filedetails/?id=630770125


I mean on the forum section.
26 Feb 2016, 04:00 AM
#155
avatar of Hans G. Schultz

Posts: 875 | Subs: 2



I mean on the forum section.

I just like to keep it here, because this thread truly isn't about the mod, but instead a suggestion for a commander directed towards Relic. They already did hand this idea over to the balance team, so now It's more of an idea given to the community. It's a glorified equivalent of a balance/patch suggestion, just more new stuff than a typical suggestion. The mod itself is just a preview for this suggestion, not a standalone-mod -meant-to-just-be-a-mod kind of thing. I hope you understand what I mean. :D
26 Feb 2016, 04:21 AM
#156
avatar of Urza3142

Posts: 44

This is an interesting and well thought out commander. Glad to see you taking the painstaking amount of time to see this out to the point where it would be balanced yet unique enough for the game. This and the Cruzz's discovery of the veterancy bug have really shown the positive side of the coh2 community.
26 Feb 2016, 04:23 AM
#157
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

This is an interesting and well thought out commander. Glad to see you taking the painstaking amount of time to see this out to the point where it would be balanced yet unique enough for the game. This and the Cruzz's discovery of the veterancy bug have really shown the positive side of the coh2 community.

Glad to see some people appreciate the time and effort people put into ideas like this to improve the game. :D
27 Feb 2016, 19:41 PM
#158
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Small Update:
  • Replaced the Wehrmacht's Sturm Officer's guards with Stormtroopers.
28 Feb 2016, 21:31 PM
#159
avatar of Planet Smasher
Senior Modmaker Badge

Posts: 632 | Subs: 1

Great idea for a commander! It really adds to the faction and provides a playstyle that's a little different. And the mod is very well done, too!

My thoughts on balance:
- I think the passive accuracy buff from the Sturm Officer makes the KCH a bit too strong. How about a timed ability like on the Artillery Officer instead?
- The reload time for the Railway Arty is a bit long. I think five minutes would still be more than enough!
- Grenade Assault is a little expensive, considering that Assault Grens throw five grenades for the same price. Maybe increase the recharge time to compensate.

Also, a few suggestions for the mod:
- Giving the KCH a voice would be nice. I think the voice lines from the Artillery Officer would work pretty well.
- The crater from the Railway Artillery should be much larger. I think you can increase it by editing the projectile.
- Have you thought about switching the models for the KCH and Sturm Officer? I think he looks a bit more 'combat ready'. Although the current model is probably closer to the CoH1 unit!
29 Feb 2016, 00:23 AM
#160
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Great idea for a commander! It really adds to the faction and provides a playstyle that's a little different. And the mod is very well done, too!

My thoughts on balance:
- I think the passive accuracy buff from the Sturm Officer makes the KCH a bit too strong. How about a timed ability like on the Artillery Officer instead?
- The reload time for the Railway Arty is a bit long. I think five minutes would still be more than enough!
- Grenade Assault is a little expensive, considering that Assault Grens throw five grenades for the same price. Maybe increase the recharge time to compensate.

Also, a few suggestions for the mod:
- Giving the KCH a voice would be nice. I think the voice lines from the Artillery Officer would work pretty well.
- The crater from the Railway Artillery should be much larger. I think you can increase it by editing the projectile.
- Have you thought about switching the models for the KCH and Sturm Officer? I think he looks a bit more 'combat ready'. Although the current model is probably closer to the CoH1 unit!

Responses to your suggestions:
- I can't really do anything about the aura at the moment due to it not showing in the unit/model's data, but for now, It shouldn't be too much of a problem due to killing the sturm officer by ANY means necessary will retreat the entire assault.
-I'll bring the reload down to 6 minutes (360 seconds - half of the real-life reload time) instead of 480 seconds.
-Just buffed the Knight's Cross Holders' 'Grenade Assault' ability so that there's more damage per grenade to make it equivalent to the Assault Grenadiers' version.

-I probably won't be giving them voice lines mostly because of the voice lines being a bit too specific for me to hand them over, so I'd just leave that to Relic if this was ever implemented.
-Working on it.
-For some reason, the Wehrmacht weapons are invisible on OKW units, so I'll probably keep the Arty officer model for now, once again, a more combat ready model would probably be something for Relic if this was implemented.
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