Negative zeal for snipers is to discourage sniper death blobs- perhaps more of a 2v2 issue than 1v1 but I feel only good things can come from encouraging people to spread their snipers out rather than just attack move around the map. It also makes it easier to countersnipe your way back into the game if you end up 'down a sniper'.
Sure makes sense, but it still doesn't eliminate the true strenght of the sniper; winning the manpower war. I guess it's a change for the better in multiplayer games. But I'm more of a fan of creating counterplay in gameplay; instead of just punishing a player for spamming one unit; When a unit is too strong when spammed it can mean one and / or 2 things (both are related); the individual unit is just too strong (or too cost efficient) OR there is no / too little (efficient) counterplay to the unit.
Also I think with negative zeal US sniper + Airborne doctrine; is even more deadly.
Misfire fixed by removing the wind up, increasing the reload to compensate, then using eliw00d's custom model and projectile animation (so it looks in sync).
kewl, never knew somebody actually designed a fix; makes me wonder why it was never used
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But the only people who can be bothered to load up a mod are going to be people playing competitive 1v1 (perhaps 2v2) custom games....
(and although I could send it to Relic sure, they wouldn't implement it because a) why should they trust me and b) they don't want to spend the money)
+ i don't like the negative zeal for snipers: the single sniper is too stronk aswell.
How did u fix the misfirethough? u removed wind up and left it out of sync with the animation or ?
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In an earlier version I actually fixed the stag mg (made it like the mg on the M3 halftrack, so still better than a standard topgunner but it actually reloads) and AC detection, but it felt a bit contrived. Nobody actually plays OF in competitive games and nerfing the factions further won't change that. Really, the OF factions need whole new redesigns, but that's not what I'm going for here. I just want vanilla upgraded.
dayum son, ure starting to sound like me. |
And update the King Tiger call inn image, which relic was too lazy to replace...
One fix not named yet is the sniper blobbing:
- Add a cloaking delay modifier for snipers close to each other. Once they shoot, they do recloak abit slower. Remember that the biggest protection for snipers is their active cloaking. Otherwise snipers work as they should.
- Add 100% accuracy on countersnipe snipers, except retreating ones.
No just ... no |
Because I have some time on my hands:
I like 12ocky's changes. Some points:
* Thompsons cost reduced to 80 munitions
* Rangers veterancy requirements to 8/16/32 from 12/24/44
Why do we need these? The Thompson buff just seems unnecessary, and rangers already got a pretty big buff, no need for them to vet up faster.
Rangers are the only unit with such high requirements for Vet, I feel there is no need for them to have higher vet requirements cause they are already heavy maintenance because of the highest upkeep and reinforce costs. In the current patch, Rangers add really little except for a last hope support versus pumas. One note to make is: They will be OP this way vs PE, the current way Soldier armor health and veterancy of PG's are. But I would change this aswell, only discussing Vcoh though.
* Grease gun moving burst from 1x to 1.5x (to match other smgs)
Will this change the pio-engie combat?
Not really, because you shoot yourself in the foot when you are moving around with dat kind of weapons, it will mostly help the flanking engineers, but it will still be not that much.
* Demo Charge research time from 60s to 30s
* Engineer vet requirements lowered to 8/14/26
These I like!
* Assault nades: removed => REWORKED: Now assault logistics. KCH start with Bundle grenade; When abilitiy is selected: Volksgrenadiers gain the ability to throw standard grenadier grenade + all Wehrmacht grenades and medic packs cost 5 munitions less on use (or they refund 5 munitions, if that's is easier to implement but i don't htink so). (Ideas are welcome for this ability, but the current assault grenades are too buggy in too many ways)
Just having volks be able to throw grenades seems fine to me.
* MG42 reinforce cost to 25mp (modifier set from 0.5x to 0,3x), Reinforce time 0.9x
* American HMG reinforce cost from 0.5x to 0.35x, reinforce time 0.9x
* American Mortar cost from 280mp to 260mp, reinforce cost from 0.5x to 0.3x, reinforce time 0.9x
* American Mortar veterancy requirements from 8/16/32 to 8/14/26
Not really sure about these, they just seem unnecessary. I do like that MG42s get back on the field quicker though. Maybe just keep the MG42 reinforce time buff?
Simple one this: Currently those support weapons are better to let them die off and picked up with Rifles and Volksgrenadiers and then reinforce, instead of just reinforce them. It's cheaper to reinforce the rifles and volksgrenadiers. + The rifles actually give better veterancy to the mortar. I just want to reward players who retreat their one men MG squad, instead of getting it killed and picked up later.
* Officer cost from 260mp to 210mp
* Officer arty barrage cost from 150m to 125m
Maybe also make officer build time quicker? That way, if you're floating MP you can quickly get T3, an officer and spend your MP.
With 25s it already has one of the quickest buildtimes (he was buffed in this area with patch 2.602) Sure you could lower it a bit more I guess.
* Airborne squad reinforce cost from 45 to 40 (0.72x to 0.64x)
* Satchel Charge cost from 50m to 45m
* Satchel Charge fuse from 5s to 4.5s
* American Barracks cost from 160/15 to 160/10
* WSC cost lowered from 180/15 to 160/10
* American Sniper reload from 3s to 4s
* Supply yard lvl 1 decreased upkeep amount from 27.5% to 30%
* Supply yard lvl price lowered from 200/140 to 150/130 (I left out the research time buff, which I like)
* 88mm Flak 36 health from 325hp to 375hp
* KT now costs a straight 1000mp (no more mp penalty)
* Volksgrenadier MP40 Fire On The Move Accuracy modifier from 0.2x to 0.3x
* Halftrack fuel cost from 20 to 25
All these changes just seem so unnecessary and small that all they can do is confuse people.
*Again like with Rangers, Airborne are a bit lacking in 1v1
(In 2v2 / 3v3 / 4v4 they can be great assets though) cause of the great manpower costs ; the satchel charge changes are just to make it feel a bit better. They are weaker than demos, and their damage isn't that superb. Just wanted to give Satchel a tiny buff.
*Barracks and WSC, a lower fuel cost to make it more rewarding to play T1 T2 with combined forces, and your fuel is 5 units closer to teching t3 for that all needed ATG + You forgot to mention starting fuel lowered by 5. (It's also related to the FHQ buff).
*When a Sniper reloads (or any other unit), it skips cooldown making it look like it can fire 2x sometimes.
*Halftrack fuel cost increase was to decrease the dominance of T2 rush against British, but dat was back when I made changes for all 4 factions. Now I was just focused on Vcoh. Am gonna leave this for now though.
*Volksgrenadiers MP40 change is needed, they are sub machine guns but their accuracy while moving is extremely terrible.
*Flak health i don't know why I made that change, maybe had something to do with ATG's 2 shotting it or something. I'll remove it for now.
*King Tiger; (I gave it a tiny buff) Well it now currently costs a ~1000mp aswell (500 + ~500 through crippled economy). I just want to make it stop trapping yourself. Wow a KT for 500mp what a bargain; but after that your economy is so crippled u can't reinforce anymore or build support units for your KT. Gameplaywise it will feel a lot better, and it will make you think about your choice to go with it or not, now people always go for it, sometimes it ends up being the nail in their coffin.
* LMG 42 search radius from 3/4/5 to 3/6/9
Could you tell me what this means? I'm not familiar with the search radius. I do think the LMG42 needs a buff though, 75 munis is just too much an investment for what you get.
It's the radius to where incremental accuracy applies: the more enemies in this area, the more accurate the gun will become. + I agree it needs a price reduction.
Other changes are nice, especially the ones for the crab flail, M4 smoke, Jeep, sniper upkeep and rifle reinforce. |
You could probably just make a new account the only activity the coh section gets these days is replay spam from events like this so I doubt the 1-2 moderators still there would even notice you.
Ah maybe,
Was this the only post about the tournament, a private message would have been awesome or a post in the coh central forum ...
Would have been fun playing couple of games again.
Just hope Relic updates the game and brings back life. |
My face when I didn't see this xD; Sad panda
Ah nvm, Upload on GR, woudln't be able to play anyways. |
12ocky proudly presents a 2 year old patch proposal from under the dust. I filtered out to VCoh changes only.
- Sniper meta nerfed, motivating to take other AI paths then snipers.
- Incentives for more teching flexibility, more options overall
- (lategame) Armor play got buffed (More rewarding for teching risks)
- Lower reinforce cost to rifles (flanking is "less riskful", trading damage less painful), straight jeep buff and small grease gun buff should buff USA T1 enough to compete with the already powerful Wehrmacht T1
General changes (or for multiple factions)
* Add a button like Blitzkrieg mod where your units can keep the same position
* Accuracy increment on all hull and coaxial mg's from 1.05x to 1.12x (no worries: will still be useless)
* Fatigue penalty (Heroic Charge, Fire up ..) duration reduced to 5s from 10s
US
Doctrinal
* P47 5in Rocket (bombing run) AoE distance L from 6 to 6.75, Medium 4 to 4.5 and Short from 3 to 3.25
* P47 5in Rocket Aoe accuracy medium and long to 100%
* P47 5in Rocket penetration at all ranges x1 (not sure if it does something actually, but just to make sure)
* P47 5in Rocket damage vs buildings 1.25x
* P47 5in Rocket damage vs all armored vehicles x2(Stugs, skirted stugs, geschutz ...)
* Fix airborne ATG reinforce cost ~35mp
* Airborne squad reinforce cost from 45 to 40 (0.72x to 0.64x)
* Satchel Charge cost from 50m to 40m
* Supply drop cooldown increasesd from 180s to 210
* Thompsons upgrade cost reduced to 80 munitions
* Rangers reinforce cost from 45 to 39 (from 0.7x to 0.65x)
* Rangers veterancy requirements to 8/16/32 from 12/24/44
* Off map combat group can now have M3 Quad in group 3 of the lottery, 30 cal and Mortar removed in group 2 (Only 1 mortar or 1 MG max per off map combat group)
* Howitzer Veterancy:
Vet 1 10% reduction to scatter angle
Vet 2 10 second reduction to ability cooldown
Vet 3 0.8x Reload 'shells follow up in quicker succession'
* Pershing HVAP (upgun) AoE distance long from 3 to 5, medium from 1.5 to 2.5, Short from 0.5 to 1 (No drawback on the Gun upgrade.)
* Raid now costs 1 CP less
* Calliope price reduced from 650mp to 625mp
* Calliope max damage from 50 to 45, min damage from 30 to 35
* Calliope veterancy: Vet 2 Penetration bonus removed, now Max Scatter 0.9x
Tier0
* Engineer vet requirements lowered to 8/14/26
* Grease gun moving burst from 1x to 1.5x (to match other smgs)
* Demo Charge research time from 60s to 30s
* US MG Nest 30 cal Accuracy vs suppressed targets from 0.5x to 0.75x, Penetration vs suppressed targets from 0.67x to 1.0x
* American Observation post build time set from 50s to 30s
* USA forward rax is now enough to build a supply depot
* USA starting fuel from 15 to 10
Tier1
* American Barracks cost from 160/15 to 160/10
* Jeep 30 cal damage from 5 to 6
* Jeep accuracy increment from 0.975x to 1x
* Jeep max reload from 6s to 6.5s (to match other 30 cals)
* Jeep 30 cal priority vs Snipers increased to 100
* Vet 1 Jeep extra bonus: Cooldown 0.9x
* Riflemen reinforce cost from 27 to 24 (from 0.6x to 0.53334x)
Tier2
* WSC cost lowered from 180/15 to 180/10
* American HMG reinforce cost from 0.5x to 0.35x, reinforce time 0.9x
* American Mortar cost from 280mp to 260mp, reinforce cost from 0.5x to 0.3x, reinforce time 0.9x
* American Mortar veterancy requirements from 8/16/32 to 8/14/26
* American Sniper reload from 3s to 4s
* American Sniper upkeep cost from 9.6 to 12
Tier3
* Vet 1 M8 and M3 extra bonus: 0.9x reload
* Vet 2 T17 extra bonus: 1.1x penetration
* M8 37mm damage vs Marder III (Geschutz) armor from 2x to 1.2x
* T17 penetration from 0.4/0.6/1 to 0.5/0.75/1
* M3 build time from 40s to 35s
* M3 Quad upgrade cost from 100m to 80m
* 57mm anti tank gun build time from 67s to 60s
* Give US 57mm ATG some added defensive veterancy bonuses (also for AB version)
Vet 1 Received Damage 0.9x
Vet 2 Max Health 1.1x
Vet 3 Received Accuracy 0.95x
Tier4
* Cost from 350/90 to 300/90
* All US tanks get extra 1.1x acceleration bonus at vet 1,
* Sherman 76mm Reload reduced from 7s to 6s; AoE distance short from 0.75 to 0.25
* Sherman M2HB machine gun upgrade cost from 75m to 50m
* Sherman Smoke research cost lower from 150mp25fuel to 75mp25fuel
* Sherman Smoke use munitions cost lowered from 50 to 20
* Sherman Smoke now applies to the Croc Sherman aswell
* Sherman Crocodile health increased from 636hp to 700hp
* Sherman Crocodile ready aim time removed, projectile speed fixed
* Sherman bulldozer cost from 75m to 50m
* Sherman crab mine flail speed penalty from 0.5x to 0.6x
* Sherman crab mine flail cost reduced from 75muni to 50muni
* Hellcat vision range reduced from 46m to 35m
* Hellcat damage bonus from cloaked shot further reduced from 1.5x to 1.2x
* Hellcat 76mm Reload time increased with 0.8s
* Hellcat penetration increased to match M10 penetration
* Hellcat MG upgrade cost from 75m to 50m
* Hellcat model size scaled down (becomes smaller)
* M10 Reload time increased to 5s, M10 wind up removed/lowered, M10 wind up animation fixed ~ (Basically: fix the misfire)
Supply Yard
* Supply yard lvl 2 research time from 90s to 45s
WM:
Doctrinal
* Inspired Assault now applies to Support Weapons
* Inspired Assault Received Accuracy penalty lowered from 1.5x to 1.35x
* FtFL Received Damage modifier increased from 0.7x to 0.8x
* Bunker health with Fortify the perimeter from 1.5x to 1.25x
* Fortify the perimeter cp requirement increased +1, Flak cp requirement -1
* Fortify the perimeter now makes defensive structures build 25% faster
* 280mm barrage now has double damage vs all vehicles and tanks (applies to some armor types (mostly pe and british)
* Assault nades: removed => REWORKED: Now assault logistics. KCH start with Bundle grenade; When abilitiy is selected: Volksgrenadiers gain the ability to throw standard grenadier grenade + all Wehrmacht grenades and medic packs cost 5 munitions less. (Ideas are welcome for this ability, but the current assault grenades are too buggy in too many ways.)
* KT 88mm turret speed from 15 to 18
* KT accuracy vs infantry from 0.4x to 0.45x
* KT now costs a straight 1000mp (no more mp penalty)
Tier0
* Wehr OP's build time set from 30s to 20s
Tier1
* MG42 reinforce cost to 25mp (modifier set from 0.5x to 0,3x), Reinforce time 0.9x
* Volksgrenadier MP40 Fire On The Move Accuracy modifier from 0.2x to 0.3x
* Schwimmwagen build time from 40s to 35s
* Motorcycle MG42 Accuracy increment from 0.975x to 1x
* Motorcycle MG42 priority vs Snipers increased to 100
* G43 Sniper rifle reload time from 2s to 4s
* Wehr Sniper upkeep cost increased from 5.376 to 8.064
Tier2
* MG42 Vehicle (on HT is also on Stug) Short range Suppression from 0.012 to 0.009
* Mortar reinforce cost modifier from 0.5x to 0.36x, reinforce time 0.9x
* Mortar vet1 Rec. Damage (Heavy Cover) 0.75 removed: instead the mortar gets 0.85 received damage overall
* Mortar pack up time reduced from 2.8s to 2.3s
* Mortar cost from 270mp to 260mp
Tier3
* MP44 Accuracy on the move from 0.75x to 0.67x, Damage from 7 to 8, Accuracy short from 0.9x to 0.8x (This change makes the dps on the move equal when standing still, + the mp44 is slightly better at longer ranges)
* LMG 42 search radius from 3/4/5 to 3/6/9, Munitions cost from 75 to 60
* Halftrack Flammenwerfer upgrade munitions cost from 75 to 60
* Puma 50mm (upgun) accuracy on the move from 0.5x to 0.75x
* Officer now builds at HQ after Tier 3 has been researched, removed from Sturm Armory
* Officer cost from 260mp to 230mp
* Officer can now supervise resource points.
* Officer arty barrage cost from 150m to 125m
* Stug 75mm damage vs Sherman from 1.5x to 1.35x
* Geschutzwagen 75mm damage vs M3 halftrack from 0.75x to 1x
Tier4
* Tier 4 tech cost from 200/50 to 150/50
* Panzer Command build time from 165s to 140s
* Stuka AoE accuracy increased to 100pct
* Stuka Damage against Howitzers increased from 1.0x to 1.25x, damage vs all infantry types from 0.25x to 0.35x
* KCH capping rate from 1 to 1.25
* Killing a KCH experience points granted lowered from 4 to 3
* Panzer IV and Ostwind acceleration from 1.2 to 1.5
* Ostwind 37mm damage vs Greyhound armor from 0.5x to 0.6x
Veterancy
* Infantry vet 2:
Officer now gets heroic armor and 1.15x sight range bonuses instead of elite armor
* Additional Vehicle veterancy lvl 2:
0.9x cooldown for Bike, Schwimmm and halftrack
1.05x accuracy and 0.9x reload for Puma
Pak penetration 1.1x
* Additional Vehicle veterancy lvl 3:
1.1x acceleration Halftrack
1.1x accuracy for Bike, Schwimm
added Pak sight range 1.125x
* Additional bonuses Vet 2 Tanks:
Panzer IV and Panther get 1.1x max health bonus
Maps: Langres: Bring back the Stone wall on Langres.
(General)
*Possibility (needs testing) : *Suppressed units (activate actions): Accuracy 0.95x
Bugs
Not sure if this is true (need check) but: Heroic armor vs Bars wasn't buffed? (should be 0.78x accuracy) (and vs hmg is?)
Snipers no longer automatically target light vehicles
Tank Traps can be passed by certain vehicles: fix that (but not too much, infantry should still be able to pass)
Fix an issue with Demo charges not being targetable on HQ's
Panther MG42 turret bug ...
Fix a bug that the MG on the M3 can't be manned when researching Quad
M10 misfire bug ... (wind up removed (role of Ready aim time?), fix animation) (or maybe buff the tracking speed to help it come less frequent)
Fix Hellcat Coaxial MG Accuracy bug vs Snipers 65 to 0.65
Retreat bug
Fix AI with units jumping around too much.
Fix a bug where Stormtroopers can move at full speed while cloaked after being reinforced
Fix a bug some HQ's can't be scatchel charged
Fix a bug with HQ's giving more increment accuracy
Fix bug that cause units to pack and unpack mortar repeatedly
Flammenwerfer min and max damage switched => just make it 35 for both
Make it possible to shift click salvage wrecks
LMG (and snipers aswell etc) guy jumps around a lot fixable?
Fix a bug where a Flak under construction doesn't show any health loss when getting shot at
Fix an issue with airborne smoke making units to get stuck (?)
Fix a bug with the pak getting stuck, same with mg
Calliope barrage can now be cancelled while active
Medic stations now show up on mini map (?)
Fix a bug where infantry units keep on repairing repaired scorched points
and more ...
couldn't help but update, since Coh update MIGHT be coming.
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Thread: COH HD?9 Sep 2013, 13:45 PM
COH1 still looks better than COH2 imo. COH1 looks more realistic to me while COH2 looks cartoony.
Coh1 is actually more cartoony in that you control your units as toys, If you watch purely to the behaviour of units, graphics, physics. You see that COH2 is more realistic.
The problem is though the stupid flashing icons everywhere, individual units having 1000 icons around their icon giving you 'useful information' *cough*, that useless bunch of text in the middle of your screen. When I've watched a couple of games on Semois and Langres, I saw the potential. But then you see all them ugly interface things, and you realize Coh2 is just an ugly wannabe good rts. |
Thread: COH HD?5 Sep 2013, 14:26 PM
COH HD
That's actually quite a brilliant idea to be fucking honest. Add this guy to your marketing programm.
It's true though, fix coh servers, fix glaring balance issues. And you get the greatest potential out of the best rts ever. Which Coh1 player wouldn't buy Coh HD?
(Btw I think COH2 is a big piece of junk .. sorry boys. just that you haven't changed the UI makes me puke and not buy the game. Good job on Semois and Langres though, I've had nostalgia seeing those maps on a stream once.) |