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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: What Bug/QOL fixes would you like to see in patch?23 Feb 2017, 15:17 PM
In: COH2 Gameplay |
Thread: Any way to modify the "tuning" file?23 Feb 2017, 14:07 PM
I could try to convince Relic to do that. However, would there be any negative sideffects if they whitelist the tuning file, e.g., virus-mods, or is this completely sandboxed, etc? |
Thread: Any way to modify the "tuning" file?23 Feb 2017, 10:45 AM
I was recently trying to create a special cover type for a CoH1-style smoke grenade: - Reduces incoming accuracy and suppression - Does not reduce incoming damage I tried assigning a tp_smoke type of cover to the grenade. However smoke cover type gets overwritten by just about any type of cover; including default and negative cover; thus it's useless. In any case, I narrowed this down to cover priority, which seems to be set in the "tuning" file. Unfortunately, I have not been able to clone the file. Has anybody ever found a way to bypass this restriction for their mods? |
Thread: WBP Merged changelog (v1.0 to newest)23 Feb 2017, 10:40 AM
Question: What is the point of PIAT accuracy when they have a homing projectile? You mean scatter? Accuracy is necessary for homing projectile, since the accuracy roll determines whether the projectile will home in, or fire a scatter shot. Scatter nerf was necessary so that suppressed PIAT squads do not retain pinpoint accuracy, and that missed PIAT shots have comparable accuracy to missed bazooka/schreck shots. In: COH2 Gameplay |
Thread: Smoke/Phosphorus shell reproduction steps request22 Feb 2017, 23:02 PM
Cheers. I think I managed to reproduce the bug, and I think I found a workaround for the Cromwell/Comet smoke thing. The trick was setting allow_targetted_abilities_while_moving to False in the SBPS file. In this case, the Cromwell/Comet etc will stop to fire the shell, just like the Sherman stops when it is about to fire its smoke. However the player can quickly order a fresh move command either way. In either case, this is a win-win for Cromwell/Comet since the safe way of firing the shot off is the exact same procedure. This just automates it and takes error off the player's hands. Unfortunately, the same workaround doesn't seem to completely work for the AEC, as the 2nd shot can still bug, according to the steps that you described. However, it does help with getting the first shot off. In: COH2 Bugs |
Thread: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 16:08 PM
I don't know if WBP will really cause a problem. I do know that I've never experience an issue with PIATs while playing with WBP. Also nobody else has yet to make such a claim ever since we addressed the reload speed of PIATs. However, I do know that we are getting conflicting reports on just about any change we've made. Thus, to change something we need to know what kind of information to trust, and that needs evidence. A forum post is not evidence. From my point of view, I do know that live-version PIATs cause massive imbalance if the person that uses them actually know what they are doing. Just watch just about any CaptainSPrice UKF game ever and that will be enough to convince you. PIATs are beyond broken in the live-version. Given that UKF can make it reliably to their late-game, however, it is beyond absurd to revert to live-version PIATs and restore them back to UKF's late-game toolbox. In: COH2 Gameplay |
Thread: Lol shocks.22 Feb 2017, 14:45 PM
Actually, regarding received accuracy vs armour, it's not so clear cut. Received accuracy is better vs: - Kubelwagen MG (Penetration) - MGs (which have penetration > 1); especially incendiary rounds - Luchs/FlakHT/FlakHQ, which are mostly accuracy-based Armour is better vs: There's a whole range of weapons that don't have the focus-fire property. I.e., these weapons roll an additional hit-roll if they fail in their original hit-roll. This means that received accuracy affects incoming DPS in a non-linear way with respect to those weapon times. This is part of the reason why certain squads (e.g., Panzergrenadiers) are so much better at killing retreating infantry (modifier < 1). This is also the reason why offensive modifiers don't translate to direct DPS increase (I mean, Ambushing PGrens are monsters, but not to the level that +50% increase would imply; they are already monsters at the appropriate range without the modifier). On the other hand, if a shot does hit but fails to penetrate, there is no hit-reroll. Thus, armour changes affect incoming DPS linearly (assuming that the penetration of the offending gun was already smaller than the original armour value). Thus, armour will perform a bit better vs the following weapon types: - BAR - STGs - non-enginer SMGs (I don't remember what sturmpioneers have) In: COH2 Balance |
Thread: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 14:20 PM
What's the issue with M5 conscripts and PIAT drops? It's the fact that Soviet infantry get easy access to foreign weapon drops. This would normally not be an issue, except for the fact that conscripts receive insanely-high bonuses with veterancy to make up for crappy Mosins and lack of upgrades. Unfortunately, it is exactly those bonuses (e.g., insane durability) that only matter when transferring to other weapons. Couple that with a squad that can sprint and you can have fun times. The quick-and-dirty solution is instituting some flat penalties/bonuses to picked up weapons according to the power of the native weapon. E.g., if PIAT Conscripts are meant to be durable as fuck, they should at least also be crappy at shooting the guns (e.g., worse accuracy/reload/penetration). In: COH2 Gameplay |
Thread: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 14:10 PM
After 3 months of testing and adjusting PIATs, I am not aware of a single issue that has risen up, where PIATs have caused, or threatened to cause an issue. I am aware you are going to say "But M5 conscripts". Well guess what; M5 conscripts are even more powerful in the live version. This is just something that people don't know how to abuse. The issue with vickers-k/PIAT drops will be trivially solved when slot item performance becomes normalized to the squad that picks them up. If PIAT changes will be the accelerator that speeds up the process of correcting this consistency error, then so be it. If fixing light-vehicle abuse-meta makes it so that OP commanders become painfully obvious and then fixed, then so be it. If adjusting allied infantry to OST infantry standards and Panzerfussilier blobs, with their outlier stats start drowning everything, so be it. In the next patch, the community will pick those items up, and those items will be addressed. The end result is a game that converges to a more playable state faster. Relic gives us a very tiny window of what we are allowed to touch, and I think we should reap that ability to the maximum. With those changes, we consider early-game strategic choices actually meaningful now, and the early game kinda more balanced as a result. Late-game has always been, and will always be problematic when the game insists on harbouring factions that outscale other factions, by design. On the other hand, I am extremely painfully aware: - That regardless of PIATs, UKF will have an easier game (mainly due to light vehicle nerfs and sniper kill-ability) - live-version PIATs are insanely, extremely OP in the late-game. UKF needs no help in the late-game If 3 months of testing in a well-advertised mod is not enough, then how many months of testing should we, objectively, aim for? Ideally for future patches, we should be aiming for a shorter testing phase, not a longer one. In: COH2 Gameplay |
Thread: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 13:08 PM
The way I use PIATs, which is incidentally the same way that Captain Price uses them, PIATs have been heavily nerfed to a balanced state. 1 PIAT in the live version is considerably stronger than 1 panzerschreck. Your main argument is: - The only way to find out what is the state of balance is high level play - The only such available 1v1 top-level play is KoTH (OK so far) If its only KoTH results that matter (which is your main argument), and KoTH results were OK, we wouldn't have to change anything with respect to PIATs (and Brits). Am I right? However, why should we change PIATs at all, since they had 0 effect on the results of the tourney. it makes no sense to me to throw 3 months of testing down the toilet. This is because, in my head, there is a very clear logical disconnect between: - PIAT changes - the KoTH tournament We acknowledge that Brits are overperforming in the KoTH tournament. This is 99% because of two very specific doctrines that go above and beyond in the lategame. If we make adjustments that are completely disconnected from our main objectives (diversity & balance), we're only going to shoot ourselves in the foot. What happens when Comet/etc enter scope? Do we wait another X months until PIATs re-enter scope? What happens in between? What if the survey format prevents the community from choosing actionable items? Do we really want to stay forever in the days of the good-ol-ESL when there was literally at most 1 viable strategy per faction? In: COH2 Gameplay |
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Latest replays uploaded by Mr.Smith
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VS[CoA] Company of Bugs [CoA] Ancient Defender Cloud Mr Smith[TATUŚ] Blue Semtex® [TATUŚ] Black Dynamite [TATUŚ] G.dot ♨TEA.UP®♨ Sex CaptainCompany of Area Denials (feat: PIAT commandos)by: Mr.Smith map: Lienne Forest6-1,989
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