All accuracy buffs: %10
All penetration buffs: %10
All Vet boosters: %25
All Received Accuracy buffs: %7
All Speed Buffs: %15
All Cost Reductions: %15
All rate of fire boosters: %10
All reload time buffs: %20
All build time boosters: %20
Add your own suggestions, and discuss. I think they do need a rework and also allowing modders to add new bulletins will take this game to a whole new world.
Bulletin/Customization system rework
7 Jun 2016, 23:34 PM
#1
Posts: 794
7 Jun 2016, 23:42 PM
#2
Posts: 1217
That would give bulletins an actual purpose. Either that or deleting them completely. I feel every middle-ground isn´t going to lead anywhere.
8 Jun 2016, 01:07 AM
#3
Posts: 129
Wholeheartedly agree ! Bulletins as they are now, especially after they've parted with stacking, leave you feeling somehow inadequate and dissatisfied. Like a tempting uselessness.
8 Jun 2016, 01:18 AM
#4
Posts: 3103 | Subs: 1
I'd change all the unit ones to manpower cost reductions, the ones applying to later-timed units having a progressively greater effect based on that.
There you go - makes a tangible effect on the game, tailors toward your own personal strategy, and doesn't screw with combat balance.
There you go - makes a tangible effect on the game, tailors toward your own personal strategy, and doesn't screw with combat balance.
8 Jun 2016, 06:53 AM
#5
1
Posts: 1021 | Subs: 1
This would mean that only one set of bulletins would exist, the ones buffing the main infantry. In early stages of coh2 bulletins were as strong as here, and trust me, it wasn't nice. If you had a good loadout, and the enemy hadn't, it was almost impossible to lose the earlygame
8 Jun 2016, 10:49 AM
#6
Posts: 794
So you happy with your %0.00000000000000000000000000001 increased accuracy bulletins?
Good thing is you can get whichever bulletin you want.
Good thing is you can get whichever bulletin you want.
8 Jun 2016, 11:09 AM
#7
Posts: 2636 | Subs: 17
One issue with that is that bulletin stacking still works, in some form:
- Some units benefit from multiple bulletins (e.g, PGrens, Stugs)
- Some units benefit from bulletins that should be affecting other units (e.g., most OST units, as per Cruzz thread).
If we could limit stuff like Stugs etc benefiting from 3-4 different bulletins, then, sure.
Now, regarding the specifics, if 10% is the magic number:
- Vet boost is too high. 15-20% is good enough, I think?
- Received accuracy is too low compared to accuracy bonuses (make it -9.1% received accuracy or something).
- Reload time buff is too high relative to other buffs. Again, make it -9.1% (should be the inverse of +10%).
- On single-shot guns (most tanks, handheld AT etc), the reload speed is directly linked to the DPS output.
- For burst-oriented tanks / MGs (e.g., 222, Centaur, etc), the effect of reload is minimal to begin with
- Some units benefit from multiple bulletins (e.g, PGrens, Stugs)
- Some units benefit from bulletins that should be affecting other units (e.g., most OST units, as per Cruzz thread).
If we could limit stuff like Stugs etc benefiting from 3-4 different bulletins, then, sure.
Now, regarding the specifics, if 10% is the magic number:
- Vet boost is too high. 15-20% is good enough, I think?
- Received accuracy is too low compared to accuracy bonuses (make it -9.1% received accuracy or something).
- Reload time buff is too high relative to other buffs. Again, make it -9.1% (should be the inverse of +10%).
- On single-shot guns (most tanks, handheld AT etc), the reload speed is directly linked to the DPS output.
- For burst-oriented tanks / MGs (e.g., 222, Centaur, etc), the effect of reload is minimal to begin with
8 Jun 2016, 13:45 PM
#8
Posts: 794
They could be fixed. It is a matter of investing a few hours.
8 Jun 2016, 14:23 PM
#9
Posts: 474
I wasn't stacking before so I can't say I care too much.
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