With the recent threads about the WC51, here is my response to the unit and all similar units.
Note, I have slightly tone down the weapons since the video. And sorry for the bad audio quality.
For me, the WC51, M3A1 Scout car, Kubel, and the Universal Carrier always have felt 'off.' Their life span is quite limited and their role even more so. So, I have adjusted them in my mod. Primarily their turn rates have been greatly increased due to how clunky they feel. Their health and armor has been adjusted so engagements are more reliable. All rifles penetration has also be increased to 1.5 from 1. This should make them more of a standalone unit rather than a single purpose unit. Their flanking capabilities and response times are increased so they can a great support units while able to support capturing.
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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
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United StatesPost History of Angrade (Ægion)
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 01:48 AM
In: COH2 Balance |
Thread: Potential economic system23 Aug 2020, 14:48 PM
You would have to change map design entirely to fit this new mechanic. There is potential for more mobile units. Kubel, M3A1 Scout Car, WC51, and Universal Carrier all could take another look at. I have a video being rendered right now how to balance them, but it could become mobile capture, support, and flanking units. In: COH2 Gameplay |
Thread: give the okw a sniper21 Aug 2020, 23:39 PM
In: COH2 Balance |
Thread: give the okw a sniper21 Aug 2020, 21:57 PM
Light infantry In: COH2 Balance |
Thread: give the okw a sniper21 Aug 2020, 21:36 PM
Personally, I say remove and replace all one man snipers. In: COH2 Balance |
Thread: Potential economic system21 Aug 2020, 20:27 PM
It might be a snowballing mechanic. In: COH2 Gameplay |
Thread: Potential economic system21 Aug 2020, 19:12 PM
Welp, I decided to add the economic system to my mod if you want to try it out. with inherently lower fuel and munitions income, the game should slow down a bit in regards to vehicle play. Other than that, I have no idea how it is going to play out. Standard points provide +2 manpower, +2 fuel, and +2 munitions initially. After 2 minutes all the amounts increase by two. After 4 minutes all the amounts increase by two was well. Fuel and munition points increase by 5 after 2 minutes and additional 5 after 4 minutes of being captured. In: COH2 Gameplay |
Thread: Potential economic system21 Aug 2020, 14:58 PM
Creating all this content and not even employed by relic, might want to turn in your job application Already done, but I only know JavaScript not C++. In: COH2 Gameplay |
Thread: Potential economic system21 Aug 2020, 14:45 PM
I think so. There are mp and non mp so there is a difference there as well as other points for campaign stuff. But, I do believe the point entities ending _mp are all the same in which the maps themselves determine the capture area and etc. In: COH2 Gameplay |
Thread: Potential economic system21 Aug 2020, 14:08 PM
![]() I shortened the delays for the video. In: COH2 Gameplay |
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