\
Yep, exactly like that. This would also unify payload delivery for all maps and all modes.
Wouldn't the flight time still vary? Or would you just speed it up so that it takes about the same time to go across Steppes as Alliance?
Posts: 1954
Thread: Fragmentation bombing is too powerful13 Oct 2019, 00:56 AM
\ Wouldn't the flight time still vary? Or would you just speed it up so that it takes about the same time to go across Steppes as Alliance? In: COH2 Balance |
Thread: Fragmentation bombing is too powerful13 Oct 2019, 00:49 AM
Thanks! I made a couple videos that you can watch. I didn't want to make anything long so I tried to start recording as soon as the airstrike was called. Maybe add a second to the timer to get the actual times. https://www.youtube.com/watch?v=a73lCQS5_M0 https://www.youtube.com/watch?v=7hXZGlUlDKQ https://www.youtube.com/watch?v=k7tpgg1lDbI When I was posting this, I came across one of my old videos from back when the Panther was king. https://www.youtube.com/watch?v=0WDTuMldkgU (I dive with two Panthers, kill a Pershing, Jackson, Katy, 2 ambulances, and a major. I would've got out without losing the Panther but hesitated in the middle of the dive and took one too many AT shots. Don't think you could get this good of a result today.) In: COH2 Balance |
Thread: Tank Hunter tactics change13 Oct 2019, 00:07 AM
IMHO tank hunter doc could be: PTRS cons lose molotovs, which makes their almost nonexistent AI even worse. They can't button which means they're not likely to kill anything above a Puma and generally less useful than Guards. Not allowing them to upgrade to 7 models means they get wiped easy in late game, especially because they usually have to leave cover to use grenades. Other than camo and AT nades, they're a downgrade. A Guard plus regular con is better. They would need their molotov back and either be able to upgrade to 7 models or button like Guards do in order to be viable. The stealth ability also slows rotation speed. I don't know if this is intended, but it usually means that an SU 85 will not shoot and has to leave cover to rotate fast enough to hit a target. Usually by that time, it is flanked and will be lost. It is a straight downgrade from the camo that the JP4 gets. In: COH2 Gameplay |
Thread: Tank Hunter tactics change12 Oct 2019, 22:30 PM
frick u are dense, the video I posted is of 2018 LOL, okay champ. I already said it was missing from the patch notes. In: COH2 Gameplay |
Thread: Alternate USF build orders and Captain first strategies12 Oct 2019, 18:28 PM
I play with a good USF player who sometimes goes RE Rifle Fighting Pit WC51. This is in 3's or 4's but I think he does the same in 1's. The fighting pit goes up around the cut or VP. Depending on what is happening, he'll put either an RE or rifle in the WC51. I'm not sure how he chooses. Upgraded WC51's with RE's are great against sturms or Kubels. I don't think he uses them against garrisoned Volks or against Panzerfusiliers. In: COH2 Gameplay |
Thread: Fragmentation bombing is too powerful12 Oct 2019, 18:17 PM
Could you add a little more delay but make the plane fly faster? The problem is more than the base sector on some maps. The top and bottom VP's on Alliance are a problem, the bottom VP on Rails and Metal, etc. It's difficult as Soviet to take and keep those without team weapons and team weapons can't dodge those strikes on the edge of the map. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful12 Oct 2019, 18:04 PM
I made a video today using Fraps instead of trying to guess it by counting. The first butterfly bombs hit a little faster, somewhere between 6 and 7 seconds. The main group hit a second or two later so I think I was missing the first impacts and kept counting until the mass of them started hitting. Also, the Fragmentation bombing run was actually a little slower than I was thinking. When watching the video and not trying to control 2 computers, it looks like more in the range of 5-6 seconds. The time difference between the two wasn't as great as I thought it was. The fragmentation run has a smaller delay but the plane seems to move slower. That makes it OP on Alliance and mediocre on anything bigger. It needs about a 1-1.5 additional second delay and a plane that flies much faster. The edge of small maps like Alliance really is a problem. The only way I could avoid a wipe was if I had the units already selected and moved it on the warning sound. Even then, it would be badly damaged. If you have to select the unit and move it, it doesn't have enough time to get out of the AOE. Alternatively, they could do something to it like they did to the cluster bombs. I hear the plane for the cluster bombs but not sure they're actually dropped by the plane. It may just be a timer. I'd be fine with a timer for all skill planes. Also, just to be clear, I don't have a problem with how hard the Fragmentation run hits, only its timing on small maps. In: COH2 Balance |
Thread: Tank Hunter tactics change12 Oct 2019, 16:34 PM
again maret , is bugged, report it, there was no nerf in the patch notes As someone else already noted, the patch notes are not complete. The change happened at a major patch. I don't remember which one, but it was back in 2016 or 2017. It isn't bugged. In: COH2 Gameplay |
Thread: Main gun crits should be removed? 12 Oct 2019, 05:19 AM
Every flank could be called an overextension. I've flanked an Elefant only to get a main gun crit on a T34. I wouldn't lose any sleep if it was gone but also think that Relic would have no interest in removing a feature from the game. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful12 Oct 2019, 05:02 AM
Set it up like the Major's recon from USF. The plane flies out from your base to the point that is going to get hit. I'd like it if all of the bombing runs had the same time but don't know how to do that. In: COH2 Balance |
9 | |||||
146 | |||||
12 |