https://steamcharts.com/app/231430
161,908 playing an hour ago
161,908 24-hour peak
161,908 all-time peak
How is this possible? From what i remember it's not the first time it's for free (don't mean free weekend)
#new_DLC_is_coming
Posts: 626 | Subs: 1
Thread: CoH2 Steam charts 7 Dec 2018, 07:11 AM
https://steamcharts.com/app/231430 How is this possible? From what i remember it's not the first time it's for free (don't mean free weekend) #new_DLC_is_coming In: Lobby |
Thread: USF Tech Changes Mod Changelog24 Nov 2018, 09:42 AM
Becouse of the old history of pathfinders equipt with 2x bar (Price abuse i think it was) and current 0 CP requirement change i would highly suggest to give pathfinders 1 weapon slot expect of 2. Don't think the weapon upgrade is accually needed becouse of intensive high ammo doctrine build. Of course that bar abuse will in effect block player from spamming p47 strafes, support weapons drop, or paratroopers upgrades BUT even though the abuse is really powerfull. Therefore again i suggest to remove 1 weapon slot. It's not like pathfinders won't be effective without it anyway. In: Lobby |
Thread: USF Tech Changes Mod Changelog21 Nov 2018, 09:10 AM
That's your point of view and your strat decision. Many people are keen to go heavily light vehicule build (as many top players shows in every game mode) especially on more open maps. Early game preasure, better map control etc. 0.5 cal and AT gun from Airborn doctrine must be a little bit diffrent than basic version - even discrepancy in cost. As someone meansioned that also locks possibility to spam support weapons to your ally (for example dengerous when it's given to soviet penal spam). Best solution would be to change call in units to prevent overlap (diffrent mg, diffrent AT gun) or replace it with something else like med package drop. Anycase it's still big improvement from 1.0 version and more usefull. Besides thanks to powerfull p47 strafe commander never gonna be useless. In: Lobby |
Thread: USF Tech Changes Mod Changelog20 Nov 2018, 21:45 PM
... Is it possible to merge commander revamp with USF tech changes? I would like to test and try mech doctrine with new tier system. In: Lobby |
Thread: USF Tech Changes Mod Changelog19 Nov 2018, 07:40 AM
+1 In: Lobby |
Thread: USF Tech Changes Mod Changelog19 Nov 2018, 07:04 AM
Played few games in a mod as and vs USF and... M20 To be honest i feel like m20 earns vet crazy fast like ostheer 251 flame HT. The additional accuracy is after each vet lvl is really good but with a low exprience requirement makes it even too good. I would say: revert the vet reduction Captain and Lieutenant Another thing, Captain and Lieutenant tech costs 150 mp and 30 fuel each. That's quite low price assumming that you get another "battlefaze" and free, elite unit. Of course it is one of the uniqueness of USF faction design and thanks to a Bar upgrade you don't feel it too strong with early shock value BUT anycase it feels like it gives too much for it's costs. Even if only elite unit would cost 150MP and 30 fuel that would be really cheap. I would suggest to make it 200MP. Then it would be more fair immo although it needs a lot more testing. So again i suggest to keep in eye on those changes and how big inpact they have in a gameplay vs USF. If needed adjust the prices. In: Lobby |
Thread: USF Tech Changes Mod Changelog18 Nov 2018, 12:23 PM
Is it possible to give exp for building USF tech buildings like Soviet and Ostheer has? That would allow USF to reach CPs earlier therefore units like pathfinders or greyhound more accessable. Simple change and would help many doctrines be more atractive In: Lobby |
Thread: USF Tech Changes Mod Changelog17 Nov 2018, 10:37 AM
well, in one hand i'm totally agree with you. Paratroopers and Pathfinders should be more accessible BUT again this doc changes basicly negates 2 doctrinal call in units hmg and AT gun. There is little reason to keep this unit in a doctrine after those tier changes gonna be implemented. PLus there is a recon doctrine which drops paratroopers and AT gun. All above call-ins in doctrines were in game becouse there were wholes in USF teching system. After implementation of above changes they should be rework. There is few ideas how could it be fix: for example add medical drop (like in lufftwafe commander) and AI strafe (like in calliope commander) or just redesign the AT gun and hmg that gonna be way diffrent in stats than those in basic tiers. Anyway, sadly those tier changes has downsides. Fixing them have to inpact some of USF commanders which i guess it's out of scope :/ In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 22:03 PM
Just wanna add that bar upgrade for Lieutenant costs 50 ammo not 60 as it's written in changelog. Another thing is that icon for tier 1.5 doesn't show up until you call a Lieutenant or Captain. It should be visible in the start of the game "What about Greyhound?" Good question In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:49 PM
The idea is to give all techs AT and AI tools. Before when you went Lieutenant you were heavily focus on antyinfantry weapons (HMG, m20, AAHT, Lieutenant with a bar), and captain was more AT tier (AT gun, Captain with zook, stuart). Becouse of quite expensive fuel cost of both techs it was hard to get all important support weapon on the field. Idea and direction of this changes is good. I would also include extra expirience when you "build" tech structure like soviets/ostheer has. That would give USF possibility to bring 1CP units on the field like panthfinders. That would also make USF early game more interesting. I would also like to point out that Stuart gonna hit the field 10 fuel earlier. Dunno if it's a good thing or bad. Needs testing. PS: is it possible to mix M10 somehow into the new tech system? For example available after all t1 and t2 is fully upgradable In: Lobby |
142 | |||||
5 | |||||
4 |