Most of the frontal yolo-rush-type HMG takedowns in the late-game occur when an LMG blob a-moves through a bunch of craters.
The LMG blob will, conveniently, stop moving the moment it reaches max distance (that's where LMG power peaks) and, with the benefit of yellow cover, will vaporise the LMG crew.
I don't think the proposal will really fix that part, sadly. This is because LMG blobs are already stationary enough, and they will continue to benefit from yellow cover.
All LMGs are disgusting vs close-range infantry; not just double LMGs. Removing yellow cover from craters will only make LMG troops even more of a no-brainer than they aready are
The best way to address this is, probably, reducing the penalties to suppression that crater cover provides.
However, it's not all HMGs that suffer the same from it.
- The Maxpin seems to pin troops just fine, no matter the distance/yellow cover.
- MG42 has respectable suppression, it's just double LMGs that are killing it.
- It's the other HMGs that completely suck when yellow cover hits the field (hint: they are the ones that don't get suppression bonuses from their veterancy)
Sadly, only relic is able to add new cover types to the game. Otherwise, a mod could:
- Recycle an unused cover type
- Change every single explosive weapon in the game to generate the new cover type instead of light cover
- Change every single weapon/ability in the game that causes damage to set the dmg/suppression modifiers for the new kind of cover
All-in-all, it doesn't sound like a great deal of fun, and I doubt we are going to see this very soon.
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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: Remove yellow cover bonuses from MOVING infantry17 Sep 2016, 09:44 AM
In: COH2 Gameplay |
Thread: Tank Destroyer Time to Kill stats17 Sep 2016, 02:18 AM
I added the following to the list: - Max sight range / Max gun range indicator - Pershing - M10 - HVAP shells for M10/Jackson - Comet In: COH2 Gameplay |
Thread: Tank Destroyer Time to Kill stats17 Sep 2016, 00:05 AM
I've recently decided to run the numbers for some of the game's TDs, just to see what happens. I selected the following targets (all vet0): - IS2 - King Tiger - Churchill (they're all the same) - Tiger - Pershing (Vet0 Panther has only 20 more armour than Pershing) - Vet2 Panther (which is a seriously beefy unit) For each TD I show how many seconds are required to take the target down. This assumes: - The TD is stationary - The first shot is fired almost immediately after the target is spotted - The target doesn't break contact - The damage-chance takes into account: penetration, accuracy and scatter shots (vs targets' geometry) - For Brit tanks I assume everyone auto-researches the tank-commander upgrade - For the Firefly (tulip) version, I assume both shots land - For the Command Panther, I am assuming that Mark Target is always on (even though it only has 30 secs duration) - I do not take the gun range increases into account (I don't know how to apply it exactly, yet), even though that would affect penetration/etc The intervals I picked (min seconds max seconds) are such that the duration of 50% of the engagements will fall within that interval (25-percentile, 75-percentile). I am showing DPS stats for each TD at: - Vet0 - Vet3 (JP: Vet5; I assume that the ambushing shot always penetrates) - Vet0 x2 (2 TDs at Vet0, with Tulips/Mark-target (e.g,. a command panther and an ordinary panther) - Vet3 x2; similarly, what happens when you have 2x of the same TD hitting the same target I'm throwing those here, in case somebody's interested. Tank Destroyer stats (sight, max-range) Code
Time to kill is given in seconds - Lower is better!Stats at Max range:Stats at range 50 (Pershing is at 45)(note that the HVAP shells have a duration of 30 seconds and force a reload before the first shot. My calculation doesn't take that into account) How much time it take for 2+ <insert TD name here> to kill a target?I'll guide you through an example. Let's say you want to calculate how much time it will take for 2 Stugs to kill an IS-2. 1. Look at the tables I provided, and find how long it takes for 1 Stug to kill an IS-2 It takes between 55.50 and 72.50 seconds to kill an IS-2 with 1 vet0 Stug 2. Find the reload time for the TD in question at stat.coh2.hu It takes 4.13 seconds between subsequent Stug shots 3. Add the reload time to both the low-estimate and the high-estimate You get 59.63 and 76.63 4. Divide the numbers you found with the number of TDs you want to use Since we want to calculate for 2 Stugs, we divide by 2 and we get: 29.815 and 38.315 5. Finally, subtract the reload time from both the low-estimate and the high-estimate. This is your final answer. Thus, it takes 2 Vet-0 Stugs between 25.685 and 34.185 seconds to kill an IS-2 You can see that's even lower than half the estimate for 1 Stug. Tank destroyers with longer reload times will benefit even more from "blobbing" them together. My conclusions from this would be: - The Firefly probably doesn't need its Tulips that much anymore - We all knew that the Stug had insane DPS, and TWP on top of that. But holy batman, look at that! - It might be a good idea to replace that Vet2 defensive veterancy on the Panther with some offensive veterancy. In: COH2 Gameplay |
Thread: P.G.s a suggestion for a new vet 1 ability. 16 Sep 2016, 19:42 PM
I don't think it's a good idea to proliferate easy-to-access maphack-like abilities. Our machines are already paying a heavy toll to do that truesight thing. We should be having way fewer of that stuff; not more. Something that would very well fit the theme of the unit is Hull Down. However, this is already taken by a doctrinal ability In: COH2 Gameplay |
Thread: Crocodile Churchil vs axis Medium and Heavy armour?16 Sep 2016, 16:09 PM
The Crocodile is still very much worth it, though. The damage vs infantry it deals is simply overwhelming (due to a hidden, and uncontrollable 2nd flame weapon so OP that the devs probably forgot it exists). It's sort of like the dual of the Jagtiger: overwhelming vs infantry, underwhelming vs tanks (and infantry is way more important/prominent than tanks in smaller game-modes). In: UKF Strategies |
Thread: Crocodile Churchil vs axis Medium and Heavy armour?16 Sep 2016, 10:46 AM
Pretty much says it all in the title - The Crocodile cannon does half the damage of the ordinary churchill/cromwell cannon, and doesn't benefit from veterancy bonuses. - To make things worse, the Crocodile has the tendency to autorotate to face the target (so that it can shoot its flamethrower). Since rotation counts as movement, and movement affects accuracy, expect the cannon to miss a whole lot. - Finally, if things couldn't get any worse, you can't control the target of the cannon. This means any time the target uses smoke, the cannon will hang limply by the side. In short, the cannon is way weaker than having a single bazooka mounted on the chassis of the Crocodile. 1 stug will easily beat the Crocodile frontally. I have never tried it, but I would expect that the Crocodile will also lose to a single Panzer IV (however, it will take time) If somebody ever reported losing an unsupported Crocodile to a Puma, I wouldn't be too surprised. The cannon would be, actually, quite decent at softening infantry targets. Sadly, it will prioritise firing on the heaviest-armoured targets it can find on the vicinity. Don't rely on the Crocodile for anything else than anti-infantry duty. PS: If you want to try What-If kind of matchups, consider downloading Janne's excellent "Cheatcommands mod". You can look the mod up on the steam workshop. In: UKF Strategies |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 22:03 PM
I've no idea. I guess it's up to Relic to contact the modders, and get the fixes out of them. Otherwise it's up to the community people with ties to Relic to nudge them to look the right way. Since, to my knowledge, Relic hasn't yet made contact even with Miragefla, yet, I would say that the chances look disproportionally slim. In: COH2 Balance |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 19:17 PM
Other factions bugs aren't as funny as the Brits, because: - Brits are full of Brit abilities; this means that they are as fancy, as they are likely to break - Brits are the newest faction, which meant relic had had very little time to fix their abilities Anyway, here it goes. Off the top of my head, from funniest to dullest: General bugs OKW: OST Soviets USF In: COH2 Balance |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 15:33 PM
Apologies. My memory is so bad nowadays. I can't believe I actually forgot the following: - The UC actually receives no bonuses at Vet1, unlike what the veterancy text wants to make you believe - Due to the way it has been parametrised, the Vickers_K on the UC will deal inconsistent DPS depending on range. e.g., you might get lower DPS at range 29 than both range 28 and range 30 - UC Vickers_K seems to be inflicting a very tiny portion of its damage as AoE with radius 2. - Tactical Support Salvage engineers continue to benefit from improved cooldown/reload cover bonus at Vet1, despite of the equiped weapon (should be restricted to their Stens) - Tactical support savlage doesn't work on AEC. I also heard something funky happens when you use it vs Ambulances - (I haven't verified this) Vickers_K guns seem to never drop, making them the ideal choice for vet3 Tommies - Artillery Commander concentration barrage is usable in the base sector (that + pinpoint, instant airburst shells = gg) - Smoke raid seems to affect units inside vehicles (e.g., UC, gliders). When these units exit the vehicle, they don't show as transparent to the controlling player - Sapper Barbed Wires are not crushable by light vehicles (e.g., 222, Luchs) - The AEC can actually crush walls if you drive it next to them, even if pathfinding doesn't make it look like this - Tommies still have their old 35MP-per-model reinforcement cost when used to recrew team weapons (also applies to all other elite squads with that -20% discount to reinforcement: PGs, SPs, etc) - Commandos cost 2-popcap-per model when used to recrew team-weapons - The airlanding officer model has no received accuracy bonuses at Vet0, unlike its commando comrades (-29% received accuracy). It also costs more to reinforce (37 MP), and that can mess up the reinforcement cost for the rest of the squad (admittedly not as bad as Lieutentant/Captain squads, though) - PIATs are not able to damage decrewed team weapons, even if you fire them standing next to the team weapons. - Tulips will not only travel through buildings; they will also travel through terrain, making it highly likely that a rocket travels underneath the target when used against an elevation. - When it comes to abandoned team weapons, Tulips behave exactly like the T-34 ram; a Tulip will instagib any abandoned team-weapon it travels through (including Pak43, etc, etc) - Sappers can sometimes fail to setup their destroy cover ability, when the ability is used very close to the obstruction. - When a commando glider lands, the spawning commandos are instantly given a command to advance a few meters forward. This movement command can only be cancelled by a movement command, but not by a stop command. - Gliders can actually collide mid-air, which results in both crews (and the glider) being insta-gibbed. - Commandos ambush is bugged in so many different ways, I have to write a paragraph to explain it. - Comets actually don't have heavy crush, unlike Panthers In: COH2 Balance |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 13:46 PM
Off the top of my head, I can also think the following: - Sappers being unable to upgrade both Sweepers and Heavy Engineers at vet3 at the same time (however, they can do both at vet0, vet1, vet2) - Churchills/Comets can throw grenades on the move, if you know how to - Otherwise, it's impossible to cancel grenade throw on these tanks, making them sitting ducks for 3 seconds - Commando smoke grenade actually prevents them from using stealth - Commando ambush sprint will sometimes prevent them from using their weapons, even after stopping - Commando ambush will, sometimes, even trigger mid-combat - UC Vickers_k gun is uncontrollable, even though it's the only gun that suppresses - UKF can't call in new sappers if their T2 is destroyed (they can only make new sappers out of T2) - Firefly Tulips will also stun infantry (if they don't wipe it outright) - Vickers suppression is way too low vs yellow cover - Anvil Airburst shells have no travel time; i.e., they can land instantly the moment the flare is fired - Anvil advanced warning (territory point LOS) doesn't work - Hammer vehicle sight will fail to refresh the sight duration if the vehicle was "visible" when hit - Churchill Crocodile turret gun is uncontrollable. Even though the gun is actually decent vs infantry, It seems to prefer attacking vehicles, which it can't hurt (due to its pathetic 80 damage). - Churchill Crocodile has a 2nd, hidden, flamethrower weapon which is uncontrollable, and has been untouched by nerfs (high rate-of-fire, long range). - Tommies/Sappers/Commandos get 3 different types of Bren guns; but only if they pick them up from the racks. Picking a Bren up from the ground only gives access to the Tommy version - Hold the line is both bugged, and extremely OP if it ever manages to trigger - Artillery Regiment perimeter overwatch has no chance of ever working (guns need to reface to attack). Better disable the ability to prevent accidental loss of MU due to a missclick. - Bofors will continue to barrage, even if the garrisoning squad exit moments from the ability triggering - Command Vehicle ability will become permanently unavailable if the previous command vehicle gets abandoned (as opposed to getting destroyed) - Tactical support air supply will, very often, drop the AT gun at an inaccessible location, when used inside the base sector - The whole, Vanguard glider shenanigans (can't call in new officer until glider is destroyed. Can't call in new glider if previous crash-landed, etc) - Glider entities occupy a massive portion of the screen once destroyed, making selecting units inside that area impossible - Brit medics (like USF medics) will, sometimes, stop auto-healing nearby injured troops, making them a pain to micro. - Airlanding officer charge is so damn OP that its stats have to be a bug. Right? Obviously, many of these abilities will have to be toned down to make them balanced, once they are fixed. However, bugs are annoying, and they drive people away. In: COH2 Balance |
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