*bump*
Ever since v1.5 we've reverted ghostbag changes. Could anybody comment on the state of possible performance drops, and whether that revert has managed to address them?
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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: Game Freezes 28 Nov 2017, 14:11 PM
In: COH2 Bugs |
Thread: [DBP] Tank Hunter feedback thread26 Nov 2017, 13:59 PM
That requires a weapon change, and weapon changes can be very messy (e.g., double-shot) In: COH2 Balance |
Thread: [DBP] Tank Hunter feedback thread26 Nov 2017, 11:01 AM
Yep! Those remain. The bonuses are there to enhance zis gun in the stats that it's currently lacking compared to other AT guns (penetration/reload time)
You get something in the order of 10-50 FU and MU per wreck, depending on the class of the vehicle (from kubelwagen to King Tiger). We don't know how to correct that UI glitch that you mention though.
Bushes were already player-owned (for the camo effect). The fix was setting ghost-enabled to false. We'll probably remove hull down depression for the reasons you mentioned. An opponent can quickly verify whether a depression is hiding a tank by hovering over with their cursor. Unfortunately, I don't know how to fix the green-shield thing, short of permanently giving soviet tanks a yellow cover effect. We've given this effect to a few select soviet tanks. However, it's a bit painful to copy over the necessary values needed to every possible capturable tank.
I don't know of a way to add target-table damage that hinges on conditional requirements. The reason ATG damage was changed to reload was that damage was too weak (purposely below the 200 threshold to avoid 2-shotting lights). A reload buff on the tanks could potentially make them more deadly vs infantry, but we'll see. Perhaps, the most powerful aspect of tank camouflage is being able to gain a flank on an enemy with a turreted tank. From my experience with the commander so far, the commander is a bag of highly-situational abilities. Every time I've tried to use all of them at the same time, I ended up hurting myself more than I hurt the enemy. Perhaps the right approach is picking the right tools for the right moment, and try not to overdo it; sort of like the commando doctrine. In: COH2 Balance |
Thread: [DBP] Jaeger Infantry Doctrine feedback thread26 Nov 2017, 10:44 AM
Both are unlocked at 0CP. We didn't want to give pioneers ambush camouflage (flamers, lol) but, at the same time, we didn't want to remove sprint from them either. That's because Tobis would always haunt us. Sprint is also a good boost to keep the commander competitive to the G43-tiger commanders. In my games I've found it is extremely difficult to afford enough munitions to buy upgrades for everybody in time.
The CP requirement is supposed to tame the early-game impact the other g43-tiger commanders have (while also being strong in the late-game). Jaeger Infantry instead has camo and sprint to play with until 2CP.
Their loadout is 3 grenadier G43's and 2 grenadier Kar98's. They're meant to be a skirmish/scouting/support squad that can also pack a punch. Currently it's at 35 sight range, so I think we could change that.
Noted. It's intentional that the JLI squad is selected on double-clicking Grenadiers. This is because that's the only way to allow common abilities to show when you have grenadiers selected with JLI. This is similar to what we've done for lieutenant/riflemen.
We'll try again. In: COH2 Balance |
Thread: [DBP] Jaeger Infantry Doctrine feedback thread25 Nov 2017, 22:59 PM
Is it possible to fix the original ambush camo so it works when the squad has to turn in place to aim, not move? Ambush is already fairly strong imo when it works, the moving camo is unnecessary. In fact we added a special twist to camouflage. It now also works while your squad is moving. However, unlike other moving camo you have to ensure that your ENTIRE squad is in cover. This covers the rotation-feature-bug. It also allows the doctrine to scale better in the late game when there's a lot of craters. That's why it had to happen In: COH2 Balance |
Thread: Sov Mortar bug 120mm and 82mm25 Nov 2017, 22:55 PM
Does the bug still occur in DBP? If i remember correctly there's a fix there. In: COH2 Bugs |
Thread: Some easy solvable design issues for December patch25 Nov 2017, 21:16 PM
Mirage had a pass over most things on the list. I'm not sure how many/which are remaining. In: Lobby |
Thread: Differentiating between summer and winter25 Nov 2017, 18:39 PM
ok, so I found a fix for both of my worries. To prevent the bushes from appearing in the fog of war once revealed, I had to set: - ghost_enable to False To make the bushes share the same cloaked state as the tank, I created two sets of bushes. One of them is permanently invisible, and can never be revealed by anything, and the second one is permanently visible. Then I added a requirement action on the cloaked status of the tank, and the right set of bushes spawns accordingly. To preserve the bush-setting animation, I add visible bushes over time until the animation completes. This is wrapped in a timed action to make the "animation" bushes disappear when they are no longer needed. However, I still have one issue. When I playtested my solution on Westwall, the hack I found (ice or snow material requirement) doesn't work. What kind of material does Westwall use? |
Thread: [DBP] Jaeger Infantry Doctrine feedback thread25 Nov 2017, 10:14 AM
Just a thought but Rifle Grenade and Smoke Grenade on the Jaeger officer should probably share a cooldown to keep it consistent with USF changes. You might even want to consider some of his other abilities sharing cooldowns as well. We always intended to have shared cooldowns for rifle nade and smoke (like we did for bundle nade and smoke); we just messed up the implementation. In: COH2 Balance |
Thread: [DBP] Guard Rifle Combined Arms Tactics feedback24 Nov 2017, 21:28 PM
I think the two abilities holding this commander back are Hit the Dirt and PPSH What if the commander gave penals also access to ppsh and hit the dirt? We could try reverting the ppsh nerfs, and se how they feel with more expensive oorah and lower cons RA. Hit the dirt is tough, and ideas are welcome. In: COH2 Balance |
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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 Forest6-1,984
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