Allright, I've decided to try this out.
In 7 hours of using 1000 VP script I got 3 drops.
1: Tank Hunter Doctrine
2: ML-20 accuracy, another crappy soviet bulletin and soviet vehicle camo
3: SU-76 rate of fire bulletin
I've played Soviets and got ONLY soviet warspoils.
It looks like script only works in 1024x768 screen resolution.
Farming for "Not one step back" doctrine!
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Post History of ElSlayer
Thread: How to farm War Spoils28 Jan 2015, 12:18 PM
In: COH2 Gameplay |
Thread: Suggested buff for MG-4228 Jan 2015, 11:29 AM
1) He wasn't talking about franchise, just CoH2. 2) So what's the point in building units that do damage, when you can build units that do damage and also AoE-suppress? ZeaviS has pointed out an interesting thing. I find it interesting that people say it's no skill to A move into an mg and yet, nobody comments on how little skill it takes to plop down an mg and point it somewhere. And you, guys, want it to instantly AoE-suppress, making "please-no-your-infantry-here-thanks" zone. And now you want it also to do damage. Why? Because it is 1337 g3rman ub3r m0d3rn HMG on tripod? You want realism? Let's make M-42 gun to snipe HMG positions with HE-shells. I know, you love one-shots. (source http://forum.axishistory.com/viewtopic.php?f=66&t=149803&sid=d3bc7af9ee3153bd8a6572ad04dcd237 I don't know where he took those numbers) WW2 currency conversion rates: 1 USD = 2.5 German mark. 1 USD = 5.3 Russian rubles. Pegged artificially low. Actual rate should be about 1 USD per 10 rubles. Panzer MkIVG (and later) tank (75mm main gun, 50mm armor) - $46,387. T-34/76 tank - $30,943 (164,000 rubles. Official exchange rate. Real USD price is roughly twice this amount.) (According to wiki T-34 (model 1943) costed 135,000 rubles.) T-34 should cost roughly 67% of Pz.IV, which is 83 fuel. How cool is that? So, please, put away your "realism" arguments as they counterproductive to interesting gameplay. It may break immersion, but otherwise it would be just unplayable... for one of sides. AGAIN, what did I wanted to say? If you spread your army through entire map (I will spend 240 MP to put HMG here and another 240 to there) don't be surprised that opponent beat it part by part using all his force (aka Blob). I agreed that HMG should be able to hold its ground against a certian number of infantry in head-on attack, and even more infantry if HMG is used with spotter. Let's call that number of infantry HMG's "survivability threshold". So you, guys, saying that MG42's survivability threshold is too low. Maybe you right. I just think that if MG42 would be able to stop dead in its tracks ANY number of infantry it would harm gameplay, although, it would be more realistic and immersive. What factors affect survivability threshold? - amount of suppression - AoE of suppression - sight range - firing range (only if used with another unit as a spotter) - traverse speed - crew size - setup/dismount time (used in case of molotov or smoke grenade, but it shouldn't make flanking less rewarding) - reload time - aim time - firing arc That's it. Although we modeling head-on attack, still firing arc is a factor too, because with narrow arc enemy blob could manage to just move outside of it (I'm looking at you, Maxim). Damage isn't a factor for survivability threshold. Now I ask you, which parameters you think should be changed? In: COH2 Balance |
Thread: New USF Marine commander?28 Jan 2015, 08:08 AM
/fixed 4 U, bro In: COH2 Gameplay |
Thread: soviet vs okw matchup 28 Jan 2015, 07:54 AM
They will salvage it to get KT earlier. In: COH2 Balance |
Thread: Anyone ever play around with encirclement doctrine?28 Jan 2015, 06:45 AM
This strat should be added to http://en.wikipedia.org/wiki/List_of_German_cheeses |
Thread: soviet vs okw matchup 27 Jan 2015, 15:10 PM
Of course you use them to kill. Otherwise, "An AT gun is always useful for the soviets because of barrage" + "barrage and nades for that matter are for the most part area denial abilities" = "An AT gun is always useful for the soviets because of area denial abilities" which is bullpudding. In: COH2 Balance |
Thread: soviet vs okw matchup 27 Jan 2015, 12:25 PM
Barrage became crap since infantry doesn't lay down and stop moving after shell explosion nearby. That means you pay 60 MU for a single very inaccurate shot, because competent player will just move his blob away. Also it makes fake first shot but barrage indicator already shows up above ZIS gun which makes it possible for opponent to completely avoid the ability if he reacts fast. AT gun is a curse for soviets, because there basically is no other reliable AT options. You forced every game to go T2 (from start, or downteching from T1), otherwise you risk to get #R.E.K.T. by fast FlakHT/luchs/Pz.IV/Stug E. I'm not saying that soviets are weak because of it. It just makes the game extremely boring. In: COH2 Balance |
Thread: Prostruppen turtling27 Jan 2015, 10:08 AM
A good strat for muni-starved faction |
Thread: OKW Pak 43 Tips27 Jan 2015, 10:06 AM
Uh, cpt -> pack howie? Yeah, I know it is too RNG based and sucks, but still... |
Thread: New USF Marine commander?27 Jan 2015, 10:02 AM
All commanders in CoH2 are game changers. Especially soviet ones. In: COH2 Gameplay |
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