Code Name: Potato? Best. Map. Name. Ever. I hope that finds it way into the automatch rotation somehow.
"Yeah man, totally got my ass kicked on Potato last night"
That may well be only the start...
Posts: 10665 | Subs: 9
Thread: British Fronts Map Pack16 Jul 2015, 15:31 PM
Code Name: Potato? Best. Map. Name. Ever. I hope that finds it way into the automatch rotation somehow. That may well be only the start... In: News |
Thread: Update on beta patch by Jason Lee16 Jul 2015, 15:28 PM
Jason lee=Legend. I'll drink to that In: Lobby |
Thread: [CoH2] Changelog16 Jul 2015, 08:07 AM
July 14 Balance Preview Few more changes being added to the Balance Preview MOD today from your feedback. BALANCE Rifleman, Volksgrenadiers, Conscripts, Grenadier Now recieve construction penality modifers Soviet Sandbags Health reduced from 500 to 110 SdKfz 221 Scout Car The SdKfz 221 Scout Car is now the SdKfz 222 Scout Car. It will come with the KwK 30 2cm Autocannon by default. Cost increased from 210/15 to 230/20 Battle Phase 3 Cost reduced from 200/50 to 200/45 Heavy Panzer Korps Cost reduced from 260/80 to 260/75 PTRS rifle Damage reduced from 40 to 27 13 Bonus damage added vs vehicles SdKfz 251 Halftrack Battle phase 2 requirement to upgrade to the Flame Projector removed. Last edited by JLee; Yesterday, 01:28 PM. In: Lobby |
Thread: [CoH2] Changelog16 Jul 2015, 08:06 AM
July 21 Update This update will go live on July 21st at 10:00am PST The primary focus of the July 21st update is to continue the design upgrade of the existing factions to improve the overall balance of all factions in preparation for the introduction of the British Forces. This is the second phase migration of changes seen in the British Forces Alpha. The next update will be on Sept 3rd which will introduce the British Forces Content. July 14 Balance Preview As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (July 14th 10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Jul 14th . This tuning pack contains all of the planned balance changes listed below that will be made live on July 21st. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes. Legend Balance Bug Fixes BALANCE Balance Goals Increase the number of viable strategies in the game Make core tech tree units more desirable Increase the viability of light vehicle combat. Promote and Encourage Combined Arms Reduce negative user-experiences in gameplay Improve usability and remove unintended behavior from the game General game balance tuning General Gameplay Updates Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2) We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase. All heavies get an increase CP of 2 Points Stug E Call in CP requirement increased from 6 to 7 Puma Call in CP requirement lowered from 6 to 5 M10 Tank Destroyer CP requirement increased from 7 to 8 Bulldozer Sherman CP requirement increased from 9 to 10 M4C Sherman CP requirement increased from 9 to 10 Buildings: Splats have been removed certain base buildings which allowed players to see which buildings were being built in the fog of war. SOVIETS Soviet Tech Tree Tech tree has been adjusted and reformatted to create more diverse and creative strategies with the faction. We felt the Soviet tech tree encouraged a very binary gameplay and created reliance on dispatch abilities. With these changes we anticipate players will be encouraged to explore new combined arms strategies. T1 (160/50) to (160/40) Penal Battalion / M3 Scout Car / Sniper No requirements T2 (160 manpower 50 fuel) Zis AT Gun / Maxim / Mortar No requirements T3 (240/60) to (240/80 and 170 seconds) M5 Halftrack / T70 / SU-76 Requires T1 or T2 T4 (240/100) to (240/90 and 150 seconds) T-34-76 / SU-85 / Katyusha Requires T3 Conscript We noticed an irregular value in the causality timer for conscripts which was exceedingly higher than all other infantry. We have brought the timer in line with other infantry causality timers. Casualty timer brought down from 500 seconds to 30 seconds T34-76 To compensate for the increase in teching cost to produce t34s Cost reduced from 310/100 to 300/80 T34-85 We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T34-85 medium tank. T34-85 is no longer a call in vehicle T34-85 is now buildable in the Mechanized Armor Kampaneya CP changed from 9 to 0 DSHK 38 We removed focus fire from the DSHK 38 as it was preventing the AOE suppression from working properly. Focus fire removed M5 Halftrack Usability improvement. Removed requirements on Quad upgrade Maxim HMG We wanted the Maxim HMG to be more reliable at countering infantry blobs. Maxim nearby suppression multiplier increased from 0.4 to 0.8 ML 20 152 Artillery We want to encourage the use of the ML20 which was previously underperforming. Salvos increased from 4 to 8 Removed precision strike at veterancy 1 Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total) USF Weapon Rack We combined both upgrades to make it easier for the players to access their weapon racks. Bar & Bazooka Upgrades are now combined into one. (150/15) Major We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase. Cost increased from 90 Fuel to 120 Fuel Captain We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase. Cost reduced from 200/80 to 200 / 60 Pak Howitzer The Pak Howitzer was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance. Cost reduced from 480 to 380 Changed reinforce cost discount from 1.0 to 0.5 to match existing weapon crews Sherman Easy Eight We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 Sherman ‘Easy Eight). M4A3E8 Sherman ‘Easy Eight’ is now a buildable Tank in the Battalion Command Post CP requirement reduced to 0 P47 – Rocket Strike The huge loiter size made it difficult to get out of Loiter zone during the P47 Rocket Strike. The reduce radius should make it easier for players to avoid P47 Loiter area. Loiter radius reduced from 60 to 50 OKW Stumtiger / Panzer IV Ausf J We felt the OKW lacked a Generalist Tank that wasn’t extremely expensive and can reliably deal with both Infantry and Tanks. With this change we anticipate the players could have more armor options than to save for an expensive Panther or King Tiger. Sturmtiger removed from core tree added to Elite Armor Tree Added Panzer IV Ausf J to the Schwerer Panzer Headquarters OKW Panzer IV Ausf J Medium Tank: We felt the Panzer IV was slightly underperforming so we made some adjustments Now starts off with Side Skirts Stats aligned with other Panzer IV Sturmtiger With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game. We also improved the usability of this unit by making its damage more consistent as well as improving its range. Penetration increased from 150 to 1000 Range increased from 40 to 45 AOE Penetration increased to 1000 Damage at Far increased from 0.05 to 0.30 Sturm Pioneers One of the biggest problems the Sturm Pioneers faced was the expensive manpower cost to reinforce. With the overall design changes to the OKW early game we wanted to make reinforcing Sturm Pioneers less penalizing on the player which will encourage their use in various builds. Reinforce cost reduced from 40 to 32 Reinforce time reduced by 20% Infantry Support Gun The Infantry Support Gun was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance. Cost reduced from 430 to 330 Wehrmacht General We decided to increase the Wehrmacht’s starting manpower to 420 to compensate for lack of starting base infantry. This should also give more options for Wehrmacht players to diversify their build. Starting manpower increased from 360 to 420 Battle Phases One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases. Battle Phase 1 decreased from 200/45 to 100/40 Battle Phase 2 decreased from 200/55 to 100/45 Battle Phase 3 decreased from 200/60 to 100/50 Tech Buildings Building 2 increased from 120/15 to 200/20 Building 3 increased from 160/25 to 260/75 Building 4 increased from 160/30 to 260/80 Grenadiers The increase ability max range modifier allowed grenadiers to fire their rifle grenades at such a range that players would not be able to react to the incoming grenade. Removed ability max range modifier at veterancy level 2 MG42 HMG: To encourage and diversify builds we have decided to move the HMG to the HQ. We expect this change will prompt more Wehrmacht opening strategies. We have adjusted the MG42’s cost and build time to bring it more in line with its performance. Moved to HQ Cost increased from 240 to 260 Build time increase from 30 seconds to 36 seconds Panzerwerfer Ease of use change to allow the Panzerwerfer to gain veterancy at a more reasonable rate. Reduce veterancy requirements by 20% Stuka JU-87D Anti-Infantry Strafe We are increasing the delay slightly to give players more time to react to the JU-87. Delay increased by 1.5 seconds Stuka JU-87D Anti-Tank Strafe We are increasing the delay slightly to give players more time to react to the JU-87. Delay increased by 1.5 seconds Redistribute Resource We found that Redistribute Resources was providing too high of a munition yield for cost. Munition gain from conversion reduced from 150 to 125 munitions Command Tank The command tank aura provided in territory created too many inconsistent instances due to different territory sizes. This should improve usability. No Longer requires territory to provide defense Aura Now is radius based (45) LEFH 105 Artillery We want to encourage the use of the ML20 which was previously underperforming. Salvos increased from 6 to 10 ----This concludes tuning pack changes---- BUG FIXES June 21 Update Additional Bug Fixes These issues may not be present in the tuning pack but will be deployed in the July 21 update. Minor Warspoils update – this will add the retrofit skins and newly added skins to the pool of items that can be dropped. Soviet northwesternfront heavy winter was not granting players the correct variant skin. Small UI changes – Fixed small UI issues in the public games list. All COH2 logos have been replaced with the updated versions. Fixed some text and localization strings. Fixed a bug where the Maxim HMG incremental accuracy wasn’t increased along with other HMGs. Fixed a bug where Raketenwerfer reload and ready aim time duration min/max values were switched. Fixed an issue where the OKW Officer pistol "Luger p8 9mm pistol" did not receive a 15% accuracy increase when the weapon accuracy modifier that was previously on the squad was moved over to its weapon. Fixed an issue where Paratrooper Support Squad from the Recon Commander lost +25% accuracy on squad level but only gained +15% on weapon level so -10% accuracy on all weapons. Fixed an issue where KV-1, KV-8 still has old vehicle criticals instead of new ones. Fixed an issue where For Mother Russia was buffing from +25% accuracy to +50% accuracy for AT guns only. Removed suppression modifers on Grenadier Kar96k Rifle. Fixed an issue where causality sight modifiers were either too high or too low. Last edited by Orca; 07-13-2015, 11:08 AM. In: Lobby |
Thread: The British Forces Announced 15 Jul 2015, 18:01 PM
Welsh sappers FTW! But yes, we wanted to get some of the breadth of culture in parts of the British isles, we’ve got a Northern Irish commando, a Welsh engineer, Scottish sniper. It felt like an interesting way to introduce some characters, some roles, some dialect and lingo. There’s even a few little bits of political commentary, the Welsh guy is very labour-orientated, a bit of a unionist from the coal-mines.- Gamewatcher Ipkaifung's nocturnal activities are finally acknowledged... In: News |
Thread: COH2.ORG Staff & New Promotions15 Jul 2015, 16:07 PM
In: New Members |
Thread: Panzer Elite as new faction for next DLC11 Jul 2015, 17:04 PM
Lack of variety when you have 6 Commanders? ....it seems as if you are arguing for sim city by referencing their 'issues' to a lack of support weapons and heavy bombardment artillery OKW also isn't very sim city either. If you cluster your trucks together you will get punished for it, and you need to take a doctrine in order to build bunkers so it's not like you can afford to turtle. OKW shines when you use trucks as a going off point to play aggressively, not when you sit around camping. Ye-e-e-e-es... but if I understood it correctly (probably not) OKW had to hunker down and exist on one third of the map, by stalling and counter-attacking, until they built up? The point is that PE was not sim city, if played out correctly and OKW should not be sim city ultimately, either...especially if things change in this next part of the patch (which they may not) In: COH2 Gameplay |
Thread: Panzer Elite as new faction for next DLC11 Jul 2015, 16:42 PM
Hetzer/Marder/Hummel would give OKW some more artillery options (fits the factions theme of breakthrough/aggressive play) PE was not created to be sim city in vCoH... In: COH2 Gameplay |
Thread: The British Forces Announced 11 Jul 2015, 16:34 PM
Am I allowed to say the sound-sets for the Brits in this expansion are utterly brilliant or will I get NDA ban-hammered? Strictly speaking, if we obeyed the written injunctions received via the ether, then you have already answered yourself. As it is, unless this game get some marketing, ... pffft! I completely agree with you -and I honestly thought it would be very difficult to beat the OF voice stuff. ------------> Keep calm and carry on ! Let's roll with IpkaiFung In: News |
Thread: The noob factor11 Jul 2015, 15:41 PM
Moved to COH2 Gameplay In: COH2 Gameplay |
136 | |||||
57 | |||||
40 | |||||
31 | |||||
1 |