- The ladder is the same one as the actual leaderboards, that's how people used to 'hack' the leaderboards by playing automatch vs each other in a MOD.
thanks 12ocky and everyone involved in the development of the elitemod!
just a couple of questions, are the original bug fixes from Tommy and Kolaris (v2.4) included here? I´ve checked the original changelog and I´m missing a few, for example:
- Hellcat coaxial MG accuracy modifier against snipers fixed from 65 to 0.65
- Snipers no longer fire twice rapidly when reloading their weapon
- Inspired Assault now properly applies bonuses and penalties to MG42s and Mortars
- Inspired Assault no longer applies bonuses or penalties to Paks, Nebels, Medics, or Repair Bunker Pioneers
- Strafe no longer multiplies exponentially next to a base HQ
Also, I see automatch works, but is it possible to have a fully functional ladder? Just curious about it.
- Hellcat Coaxial doesn't actually exist (the weapon was designed but never placed on the model), but the change is still there
- Snipers Reload increased to 6 seconds (+ there was a burst-bug introduced by Kolaris, when he took out reload. but it's all fixed.)
- Inspired assault: they are there read again. (under doctrinal)
- Fixed a bug with HQ entities increasing accuracy increment, these entities are now neutral
Well the hope is that it gets used in the few future tournaments there are going to take place.
Other than that it was just personal challenge trying to get a lot of potential out of the game and improving it's balance + gameplay state.
You changed a lot of other stuff too. Which is ok since this is a mod and every modder can change what ever he wants
Well true but most of these changes are just to create more options like the buffed Sherman Croc, 50mm puma upgrade, more doctrinal balance, or already anticipating on balance changes: for example:
* King Tiger turret speed from 15 to 18
This means it still has the slowest turret in the game but it will feel a little bit easier to use and I felt it was necessary because the M10 lost the misfire. Previously people pressed halt on their M10's to prevent if from misfiring, but now you'll be able to manouvre the M10 more freely. So I added in these small changes to make sure the Wehr doesn't get overwhelmed by M10 trains.
Well that's just the way they 'are balanced out' for years now.
Fixing the collision type, would mean a huge balance shift. And would mean RR's and ATGS would have to be rebalanced read: nerfed vs PUMA.
It's just something I don't want to tackle right now. Maybe with the 4.0 version if it ever comes of it.
Despite the huge changelist, I'm aiming to NOT change fundamental aspects of the game. Just trying to tweak:
- Snipers a little less dominant (I still have a couple of small changes ideas up my sleeve, because despite the nerfs they will actually still be dominant.)
- Mortars are now viable
- Bug fixes
- Bad/useless abilities and upgrades buffed => to gain more ingame options
- General QoL improvements on units (for example the small acceleration increase on Ostwind/PanzerIV)
Well maybe it isn't, but overall it does make sense, it's not a throwable like stickies or grenades.
If the Volk (spam) (fhq start) is OP it comes from other reasons, such as low reinforce costs.
But why do you think it's not a good idea?
It's really easy to say good / bad to something without even clarifying your thoughts or give any reason.
Posting latest version tomorrow / this weekend. (Just trying to smooth out a few kinks)
Look out for:
- Panzerfausts can be shot from buildings
- Grenades now do half the damage to friendly units including the throwers
- Mortar crew no longer suicides
- Strafing Run no longer has a no fly zone, accuracy vs HQ fixed
- Medic stations appear on mini maps
- Stuh nerfed vs ATG's
- US Halftracks can now have their 50 cal manned when already upgrading to Quad
- Assault Grenades ability reworked
- a bunch of smaller balance changes
You know there is one thing the CoH2 fans are right about. CoH1 players tend to glorify everything about CoH1 to a point CoH1 looks flawless.
Well vCoh was actually pretty close to flawless, except for the occassional gamebreaking bug (pak bugs, burst bugs, emplacement bug ...) which wasn't fixed for over a year each time. (Mostly introduced by OF/TOV anyways. And there was nothing to glorify about British. Except for being supertroll with them.
But the way COH2 came out with so many bugs was pure amateurism.(They had a beta right?)
Oh well, at least they have Peter Quimseh to clean up the mess.