Loads of ninjas coming with the newest version. I forgot to mention these ones;
Cromwell
- Fuel cost increased from 110 to 120
- Smoke shell ability available at vet0
UKF tank commanders
- Veterancy bonus & stealth detection completely removed
- Now only gives bonuses to accuracy (+10%) and sight range (from 35 to 45)
- Requires Vet1 to buy
Emergency Warspeed
- Can only be used on the player's own tanks (i.e., not those of their allies)
USF repair critical
- In addition to all the forementioned changes, the ability can only be used on USF tanks
- This "nerf" came early in the redesign cycle of the ability, and I think I will revert it
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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: (Mr.Smith's) Quality of Life mod24 Oct 2016, 10:09 AM
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Thread: Sturmtiger Impending nerfs24 Oct 2016, 09:35 AM
The price is ridiculously low for what Sturmtiger offers. The criticals it deals to tanks are also way over the top. However, if you simply raise the price of the Sturmtiger, you are still going to be left with a very broken mechanic in the game that will make certain map types unplayable. I am looking at you Trois Points. There's no reason to place such restrictions on our mappers. Instead, fix what's broken, and that's all one-hit wipes. The main problem with them is that it's one shot, and that it's guarnteed to wipe. Take the guarantee away, and we can, finally, have a healthy alpha-shot ability/unit. This will look a bit like how the current Panzerwerfer performs: - Not too weak - Not wipey - However, you still wouldn't waste its barrage to target 1 single squad.
Also nerf the AVRE because its way better than ST in every aspect... If you truly believe this, you are either delusional or completely clueless. The only things that the AVRE does better at than the Sturmtiger are: - is lining it shots better so that it avoids hitting ground - Costing less fuel (140 FU vs 160 FU) but more manpower - Firing a bit faster - (the Sturmtiger getting decrewed while reloading is actually an abusable bonus; not a penalty) Building-piercing shots - The Sturmtiger shot can go through buildings. AVRE cant Range 35 vs 45 That doesn't seem like a lot. However, 35 also happens to be the max sight range for 90% of the units you will be facing in the game. Being able to fire from the fog of war with an one-hit-wipe wonder is a huge boon. Imagine Soviet demopacks being able to randomly spawn beneath your troops. That's what dodging Sturmtiger rockets feels like. Targeting That turret thing. You would think it's an advantage. Well, guess what. it is impossible to control which way the turret is facing. This is because the turret has the stupid habit to chase after just about any squad that pops up. Damage vs Vehicles AVRE deals 440 damage or 220 damage vs vehicles depending on whether it manages to penetrate or not. Sturmtiger deals 640 damage and always penetrates. 640 is an important threshold, since it's just enough to one-shot medium tanks. In addition to that, the Sturmtiger shot also bestows stupid-strong criticals on the target: - Permanent immobilization - Main gun destroy - Engine damage - Stun (this is the only one with a limited duration; 4 seconds) Damage vs infantry The raw damage of the sturmtiger is enough to wipe everything in within 8-radius. This includes garrisoned troops. For AVRE, I need to check the damage criticals again. If there's no infantry-killing criticals, the one-hit-kill radius is about 5. The killing radius of the AVRE is also further diminished by cover/garrisons. Manoeuverability The AVRE, for a vehicle that needs to run up close has one of the slowest speeds for a in the game. King tiger max speed: 3.8 AVRE max speed: 3.9 Sturmtiger max speed: 4.7 Note that with the insane range of the sturmtiger, and the ability to shoot through obstacles, it need never expose itself to danger to fire. Durability AVRE has 1400 HP 240 Armour (all vet levels) Vet0 Sturmtiger: 1280 HP, 220 armour Vet2 Sturmtiger: 1440 HP, 242 armour In: COH2 Balance |
Thread: (Mr.Smith's) Quality of Life mod24 Oct 2016, 08:42 AM
v0.106 changes: A big portion of the effort gone in this patch went to: - UKF base howitzers QoL - Vehicle Crews & decheesing USF popcap abuse Next patch is probably going to touch the OKW truck system. USF popcap changes
Vehicle Crew reworkIt is possible to buy additional weapon crews at T0, after unlocking either the Captain or the Lieutenant. Price/Reinforcement cost equal to rear echelons.
USF officers
UKF base artillery changes
Command vehicle
Comet/Churchill/Pershing grenades
Comet/Cromwell/Greyhound smoke shells
Anti-infantry tanks & Terrain
Troop transports
B4
Some minor/unimportant bug fixes
-Ability that breack FoW, I've always seemed excessive like the recon 60 seconds, that breaks the essence of the game. This I think would you can take a look and decrease for instance: (to 30 seconds if allow animation and perhaps down of 80MU to 75MU). I have never ever really looked into fixing prices for recon before. I could have a look at it sometime down the road. My plan for Valentine/infraredHT/Kubel-Vet1 depends on what I can do with the mod tools: - Ideally I want to make their maphacking ray NOT go through walls etc. In a game with a resource-intensive true-sight system, that's beyond stupid. - If this isn't possible, I will simply tie this ability to a munitions cost (and drop the MP price of the IRHT significantly) My dream for InfraredHT is to modify its performance so that it is as viable to use in 1v1 as it is in higher game-modes. This means nerfing its ability but, at the same time, give it a very generous cost discount. I think this is one of the better mods, but at this point I think the changes are starting to become more than bug fixes to be actual balance changes. I have no problem with that, honestly. Too late, son. Now it's v0.106. Now. As a blatant sign of favouritism, and even though I hadn't planned on doing anything about the Valentine until the call-in meta fix (which should come after a half-assed light-vehicle fix (which should come after maphax rework (which should come after OKW truck system rework))): Valentine
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Thread: Different ability outcomes based on range?21 Oct 2016, 15:51 PM
I don't want to spoil too much about the QF25 barrage, yet (I will release the next QoL version sometime this weekend :megusta However, from testing, I've seen that it's more important for the shells to land at almost precisely the same moment, rather than having the first shell be fired as fast as possible. (apart from also looking way cooler, the first option makes shells more difficult to dodge. (Especially if you mix the freshly-reworked airburst shells I made for my mod, too) The only way to achieve the former is add a delay so that the howitzers have the time to align. However, if the first howitzer is facing the wrong way, it takes about 15 seconds to face the right direction. Is it possible to increase the rotation rate for the howitzers somehow, or is that hardcoded somewhere in the animations? No matter how hard I tried to fix the value at tracking, speed didn't seem to matter at all. |
Thread: Different ability outcomes based on range?21 Oct 2016, 15:12 PM
You could have the ability temporarily spawn an invisible entity at the targeted position. Then add two requirement actions with near_entity requirements: If the squad is within 20 units of the entity, use the smoke grenade throw. If the squad is not within 20 units of the entity, use the flare pistol. As the squad won't be moving and the target is a static position, it's fairly unlikely that both will execute! I hope so! On a similar topic, I am trying to fix the initial rotation of the 2nd Brit howitzer (currently it's always facing the wrong end of the map). I thought of a solution that works like this: - Building_2 finishes constructing (the 2nd base building) - Building_2 calls victor target on itself, forcing its own howitzer - Unfortunately this also changes the vertical direction of the howitzer, forcing it to point towards the ground. Is it possible to do something like this: - Tell the howitzer to point not at the building itself, but to a distance of 200 from the building (same direction though). That way the howitzer would pick the right arc Alternatively, even better, is the following even possible? - Tell howitzer_1 to report where it is currently facing - Use the reported location as the location that howitzer_2 to point to (again using victor target) Thanks again. I am going to use your advice to implement the most British of Brit abilities ever conceived! |
Thread: Different ability outcomes based on range?21 Oct 2016, 14:40 PM
I want to design a deploy-flare ability for an infantry squad, with an ability maximum range of 40. I want the outcome of the ability to depend on the range between the infantry squad and the target: - If the target is within distance 20, I want the squad to deploy a (fairly accurate) grenade toss - If the target is between distance 20 and 40, I want the squad to use their flare gun, instead My question for this is, how do you even design this choice? - Is it possible to link together two requirement actions so that the 2nd executes only if the first one fails (apart from inverting the requirements of the first action) - Is it even possible to introduce a range requirement, somehow? |
Thread: [Mod] Commander Rework21 Oct 2016, 13:12 PM
All of the doctrines look good now. The main issue with most of the doctrines in the live game is that, even when the doctrine comes with unique units abilities, they lack a coherent identity. E.g., what is supposed to be the preferred playstyle of UKF Tactical Support (except free recon and artillery cover spam). : - Zis truck (though, it would be nice with Sturmpioneer-like medkit crates) - Commissar - The entire tank hunter doctrine - Opel Blitz Ambulance RIP: - Recon paratroopers - Hull down (( - USF reinforcement HT ((((( PS: 1. Forward observers: It might be best to copy-paste the Tommy version of increased sight (vet1, under their cover bonus), than to rely on USF forward observers. The latter feels a bit wonky. 2. Elite Troops could use the King Tiger instead of Tiger I, if you want to keep it unique, without it being cheesy (I've seen the KT idea used in many mods already) 3. Unless Marksman flares also reveal camouflage, he will get picked off by the sniper quite easily 4. Is there anything special that the KV-1 can do animations-wise? - Carrying troops? - Throwing grenades? - Smoke? - Hull Down? - Make it shot/sight-blocking? Rather than leave the KV-1 as an ability-less block of HP, we might be able to at least impart it with some swag points. (No; auras don't count!) |
Thread: Doctrine Touchups: Really Long List20 Oct 2016, 18:31 PM
Buffing the non-meta things with raw stats can be problematic: - Buffing some of the neglected stuff enough will make them enter the meta - This means more variables you need to account for when balancing - This is already a huge headache right now with non-linear teching - Not to mention the debate about whether doctrinal stuff should be more efficient than non-doctrinal stuff (to make doctrines more attractive, and more defining), or less efficient than them (to promote an integration of doctrinal stuff into non-doctrinal stuff) In my opinion, the easiest way to address the vast majority of out-of-meta units is to simply add side-utility to them. Sure, competitive players will continue to shun said doctrines/units/abilities. However, those might still find some use in the hands of virtuoso players (e.g., Redwings). Or at least, some of those niche units will find use in 4v4, where discovering awkward combinations of units is the only way to remain sane (after you've grown bored of the Arty-Party meta). Having redundant units/abilities is not bad per-se. As long as the redundant abilities at least have an edge over the more meta abilities. For instance:
The big puzzles for me though are:
To make the long story short, if something looks exotic people will still use it, and they will love using it. That is no matter how unviable a unit/build-order is. Penals were still quite popular until their satchel charge bug, even though they were notoriously inefficient. Only when their charge broke (and thus, their only unique ability) did they completely begin to whither. Even before their buff, Partisans were still used, if only to get cool points. In: COH2 Balance |
Thread: Allies weapon racks upgrade and USF smoke19 Oct 2016, 15:05 PM
I am not sure if your calculations also consider the fact that the following are affected by range: - Aim time (ready and fire_aim) - cooldown - burst-duration - (maybe some other stuff that I forgot) I don't have a DPS calculator handy on the machine I am writing this post (I have one at home, though). From memory, though, the numbers for range-0 LMG riflemen and LMG-grens seem a bit wonky compared to their non-LMG versions. Also, Elchino already mentioned why it's a fallacy to only present min-range stats and max-range stats:
If you insist on only making conclusions based on those two extreme values, you will soon find that your conclusions will contradict actual in-game experience. For instance, vet3 PGrens can beat vet3 fully-upgraded Tommies in equal cover for any distance up to 25. That's a very generous distance. Yet, if you only only base your conclusions on max-range data, you can completely miss that out. I'm not arguing that vet3 riflemen are not bullshit. I'm only arguing that this is not the right way to show this. However, I don't agree with your conclusion that CoH2 should completely throw away the slot-item system. Yes, at the current state it's overpowered. Yes, it sucks that one faction (Soviets) has no access to this mechanic. It also leads to untenable situations where some factions are allowed to outspend their opponents to a state that they makes the opponents' investment worthless (double-LMG USF vs single-LMG Ostheer). The game has multiple aspects, some of which attract some users more than others (e.g., artillery, tank warfare, defensive play, logistics, tactical infantry play). I would argue that no-brainer infantry upgrades hurt the depth of infantry play, as much as auto-fire mortars limit the depth of artillery play. However, to completely remove infantry customization would leave infantry play in a state that is at least as poor, if not poorer than the current one. (Think of it as removing mortars from the game, than simply nerfing their auto-attack potency). IMO even double LMGs are ok, as long as they expose the squad to some kind of weakness that the enemy is allowed to exploit. In: COH2 Balance |
Thread: Re-distributing the power of USF19 Oct 2016, 14:29 PM
Against any decently-armoured target it's 2 zooks ~ 1 schreck. With each double zook volley causing about 5-10% more damage per average (nobody will stick around for that many volleys, where the reload frequency would make a difference). However, this comparison doesn't even take account for the number of slot items double zooks use, or the number of entities that need to carry them. It's the carrier that causes the issues, not the zook vs schreck discrepancy. In: COH2 Balance |
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