I am expecting that the question to spring to everyone's minds is the following:
- Why only limit LMGs on Sappers
- Why not limit Bren LMGs on Tommies as well?
The short answer to that is that it would make Tommies suck way too hard, for their limited utility.
The more precise answer to this is that Brens are closer in performance to the DP-28 (37.5 munitions per DP-28) than the MG-42. What makes matters worse is that Tommies:
- Receive very little in terms of accuracy (Received accuracy is a sub-par stat for long-range units)
- Receive out-of-cover bonuses, which increase Cooldown Reload
To get a comparison between the LMGs, I mentioned, have a look at the following graph:
A more subtle point is that Tommy Bren guns are the most unreliable LMG in the game:
- 8-9 seconds reload time, compared to 3-5 seconds for all other LMGs
- The +40% reload time out-of-cover penalty can make it that Tommies can take up to 12.6 seconds reloading
Thus. To limit Tommy Bren guns to 1:
- We would have to buff Tommy Bren guns
- We would have to give something to Tommies
Although we had some plans about how to accommodate the change, the changes required went out-of-scope. Thus, these will have to be applied in a future patch.
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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
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Relic Winter Balance Preview v1.1 Update2 Dec 2016, 21:21 PM
In: Lobby |
Thread: Winter Balance Preview Changelog2 Dec 2016, 16:24 PM
Although we are trying to address issues that plague 1v1's, we are very team-game minded. Thus, we try to come up with solutions that will affect all modes beneficially. One such example was the PIAT change which was blatantly OP in teamgames, and stupidly UP in 1v1s. Regarding teamgame issues, we have already been beseeching advice from some of the top players from those modes too, whenever possible. Unfortunately, most of the changes we are allowed to do with the patch only touch the early game. Thus, this might not affect teamgames that much. The main issue, however, when it comes to assessing how some changes will affect teamgames is that it is extremely difficult to come up with 2 similarly-skilled teams that can play the game and give us feedback. Thus, if you really want to help us, the best thing you can do is launch a 4v4 lobby for the mod, and play the game. Then, let us know if/how some of the changes we recommend will affect those gamemodes. In: Lobby |
Thread: Kyle wants feedback on the PIV2 Dec 2016, 12:45 PM
I think that the problems with the P4 have to do with the fact that: - OSTheer has 5 different battletanks, whereas most factions have 2-to-4, at best - The Stug scales a bit too well for the late-game - Even though the P4 has some stats that are better than other mediums, those are not statistically significant (180 armour vs 160 armour is laughable). At least until Vet2, which is a long time - The only way you attain vet is through combat. However after combat you need repairs, and you have sad OST field repairs. In short, OST P4 lacks identity compared to its peers/enemies, and Ostheer synergy doesn't help it. (Assuming Stug, T34/85, Cromwell and Comet are addressed separately) Would it be a crime for the P4 to come out at the OKW price, for the OKW stats, and the OKW Combat Blitz? - That would immediately differentiate the P4 from both other units in the tier (too squishy), and other mediums (OKW P4 comes out with the skirts on. That makes a big difference) - Even though Fuel difference is big, the manpower difference is tiny (350 MP vs 360 MP). That will probably give you some spare cash for an extra Pioneer squad - OKW Combat Blitz (+100% accuracy, turbo-speed) will spare the P4 of any issues it has with flanking - OST will have a choice between saving up for a beefy's P4's shock value, or going at it with glasscannon specialists - More armour will mean less damage taken, which means less time off the field - Even if we make a terrible mistake and overbuff P4, its fuel price is at least expensive, thus the mistake will probably not snowball In: COH2 Balance |
Thread: Winter Balance Preview Mod Bugs & Ninjas2 Dec 2016, 10:19 AM
*bump* I added two notes about Guards PTRS and Command Vehicle recon. I was beginning to wonder how come, after 400 replies to the changelog thread nobody had commented on Free Recon. In: COH2 Gameplay |
Thread: Winter Balance Preview Changelog1 Dec 2016, 17:42 PM
- The default of all healers in the game is 5 HP/sec. - UKF/USF medic squads also heal 5 HP/sec, but this is done on the entire squad - Ambulance and Tommy heal is 2 HP/sec, but those are aura heals (NB: Tommy heal duration is 30 secs, this means it may fail to heal a squad to full) - Ostheer medkits is 4 HP/sec, on the entire squad, with a 6 second delay to start applying - IIRC, Sturmpioneer medkits is 5 HP/sec, again on the entire squad - Vet3 Volksgrenadiers get passive healing. Thus, nullifying the need to stick around the med truck In: Lobby |
Thread: Winter Balance Preview Replays1 Dec 2016, 13:39 PM
Thanks! I added this to the list, and there will be a fix coming for it on the coming update. You can use the ability to prevent medics from auto-healing nearby squads, if you ever feel that auto-healing will drag them too far into action (We have increased the radius medics will look for wounded to 20, so that you don't have to babysit medics all the time). In: Lobby |
Thread: Winter Balance Preview Changelog1 Dec 2016, 08:16 AM
@Mr Smith: We believe that the following changes will make MedHQ an already more valuable tier, and also make healing more accessible and affordable OKW as a whole: - FlakHT receiving major buffs to its utility and synergy with infantry - Medkits becoming more available, and more affordable - The QoL change that makes medics avoid chasing after retreating infantry, which should cut down the time until healing can commence. Thus, we decided to revert the healing rate buff of MedHQ from 8 to 5, to bring OKW healing in line with other base-medic factions. Players need not be alarmed by it though, since the healing rate increase was not applied in the first place. This is because we do not want to create super-tiers for any faction in the game. In: Lobby |
Thread: Winter Balance Preview Replays30 Nov 2016, 23:48 PM
EDIT: We have confirmed that the framedrop bug is caused by medics, and we are including a fix for the fix on today's update. Hopefully this is the only issue that is causing framedrops. Firesparks noticed that at somepoint your disembarked your medic from the ambulance. Could you rewatch the replay and tell me whether the frame-drop started to occur before or after the medics disembarked? (The medics disembark around minute 13:40) The medic bugfix is probably one of the highest-risk changes I have done in the patch. If you have the time today/tomorrow, and you plan on playing more USF games please do the following: - When you build your ambulance, disembark your medic from the ambulance when there are no injured units nearby and put the medic back in. - Then, play normally, and let us know if any frame-drops occur Basically, I want you to replicate exactly what you did with the medics. Hopefully this is the cause for the bug, and everybody can live happily ever after. Once again, thanks a ton for your input! In: Lobby |
Thread: Suggesting Cone of Fire for the turretless TD30 Nov 2016, 20:34 PM
Someday. Though not yet I think we've kind of locked the changes and QoL changes we want to introduce for next patch to the one that "there is absolutely no single person in CoH2 that won't think of this change as beneficial". For Hold Fire, there might exist a few people that will complain about lack of prioritse vehicle on AT guns, because they want to snipe infantry models/destroy cover with them. Then, there is also the practical tradeoff that we will have to retest each one of those bugfixes/changes right before the final changes make it to the live game. The procedure is not going to be a copy-paste one. Thus, there is the risk of human error. Thus, we wanted to keep the number of bugfixes concise enough so that we can check them thoroughly, so that no bugs propagate to the main game. In: COH2 Gameplay |
Thread: Suggesting Cone of Fire for the turretless TD30 Nov 2016, 19:32 PM
I would go for hold fire on anything. Simple, it works, it's fun. In: COH2 Gameplay |
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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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