Prior to the Great Purge, we used to have Cuddletronic patrolling the forums subsection. Currently, there is no indication that Relic is still frequenting these forums (they might still be, but there is no clear indication).
If somebody from Relic is reading this message, could you provide a yes/no answer to the following questions?
1. Is Relic responding to the bug section of the official forums?
2. Is somebody from relic still checking the coh2.org bugs subsection? (or do you prefer we report all bugs solely on the official forums?)
3. If Miragefla fixes stuff, will Relic also include his fixes in the live version of the game?
- Relic uses stuff from Miragefla's mod
- Miragefla's mod also contains numerous bugfixes
- Miragefla frequently checks this subforum for bug reports (and if modable, he includes them in his balance mod).
4. If somebody happens to discover a serious exploit (which should not be made public), what is the best way to reach Relic about this? (I've once sent an email to Relicenforcement about an exploit but never got a response for it :3 )
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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://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: Where do we report bugs?27 Apr 2016, 12:56 PM
In: COH2 Bugs |
Thread: Grenade friendly fire bugged?27 Apr 2016, 12:48 PM
I am also completely in favour of full damage vs allied units. For instance, when the VPs are ticking late-game, you can currently use certain area-of-denial abilities to deny enemy troops approaching it, while your own units are standing on the damn VP. Take a moment and reflect how OP certain abilities would be, if they caused no friendly-fire dmg (luckily they currently do): - Coordinate with your allies to fire Stuka bombs/Air Superiority on enemy forces, while your units are fighting with the enemy troops. Giving full-damage to everything will: - Make game mechanics more consistent - Will force players to think before you decide to blast away As for the counter-griefing argument (applicable to ELO-hell games). If somebody in your team wants to troll, you have already lost the game. This is because: - You are one teammember short from the get-go - They could do much worse than kill your stuff (e.g., block pathways etc) In: COH2 Bugs |
Thread: Rear Echelon Squads27 Apr 2016, 12:37 PM
1. The Kubelwagen effect One of the most powerful feature of Rear Echelons is that they are the best early kubelwagon counter in the game possibly. Since the target size of the Kubelwagen is 14, all infantry shots are going to translate into hits (regardless of whether the firing unit is moving or not). This is because: - RE's have DECENT DPS, even though their accuracy is LOW. - Since their accuracy is LOW, firing against a bigger target (where accuracy doesn't matter), will multiply RE DPS by a bigger amount than other untis (e.g., Riflemen) Incidentally, this is why, if the kubelwagen/M3A1 etc catches you out of cover, you should keep moving. - While your units are moving, they don't really lose DPS (ok, there's the cooldown penalty, but it doesn't matter that much) - While the kubelwagen rotates (to face your units), it suffers a bigger DPS decrease than your units. 2. The abandon mechanic effect One of the most annoying things about the RE price hike (from 160 MP to 200 MP) is that USF does not have access to replacement vehicle crews. If you want to capture a tank/light vehicle, you have to dedicate an entire squad to that vehicle. Currently, the cheapest infantry unit for USF is the Major (160 MP), but you can only field one of them. It would be nice if a squad would step up to fill that role (if not the RE's). In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions26 Apr 2016, 13:52 PM
Anvil is unattractive compared with Hammer. A quick and effective comet tank with war speed, gammon, etc. Anvil Artillery is actually worth it now (airburst shells now deal decent damage vs Infantry, and have big enough AoE to blind tanks). Very situational, but it's worth the 45 munitions now. Miragefla also included the following fixes to artillery: - Longer flare range (included in the balance mod) - better AoE profile for the 25 pounder (not included in the balance mod) Miragefla also fixed a bug involving Advanced Warning (the thing that gives you vision over Strategic points). Currently that Anvil feature doesn't work at all. I hope it (along with the 9000+ other Miragefla fixes) makes it to the live version sometime soon.
Heavy Sappers are in a very weird spot (not necessarily bad) right now, but you shouldn't underestimate them. Their upgrade also gives them 2 armour (which works like -50% received accuracy). Heavy Sappers are godly at repairing, planting mines (2 second planting time anyone?) and building emplacements (10 seconds Bofors). I wouldn't mind if they lost the speed penalty, but their combat capabilities (especially the armour bonus) should also be toned down, otherwise they will roflstomp everything. This is because: In theory: - 1 Vet3 Heavy Sapper in a Trench upgraded with X LMGs (X = 1, 2 or 3) can beat X Vet3 LMG Grenadiers in Yellow Cover. I.e., 1 Vet3 Heavy Sapper with 3 LMGs can beat 3 Vet3 LMG Grenadiers (barely) - The best part is that the fight drags out for long enough for you to dispatch reinforcements, if needed, while 1 squad of yours ties up half the army of the enemy. - That is, provided you can dodge their grenades (that's why you need the trench (and not green cover), so that you can hop in and out) You can see that: - If Heavy Sappers didn't have any speed penalty, they would roflstomp anything. In fact, you wouldn't even have to upgrade them with further LMGs, as no speed penalty = you can run at Sten range and do the job. In practice: - WITHOUT upgrades, they only have one weapon they can use. That's maybe situationally useful as holdout infantry (won't win, but takes time to die & can safely retreat). - WITH weapon upgrades, you won't be able to use them offensively for anything (they will be expensive arty fodder) - Thus, you end up using them for their utility. - However, their running speed also interferes with their utility (e.g., you can't really use them to detect mines). (btw, there is also a bug that, when they reach Vet3, you can't upgrade Sappers with both Minesweeper and Heavy Engineer upgrade. The upgrades only become mutually exclusive at that Vet level. No idea why!)
If I had to put my finger on something that's wrong with the Churchill, it's the following two things: 1. It doesn't offer enough utility to the infantry (that it is supposed to support). Cromwell and Comet have smoke shells. However, giving low-cooldown smoke shells on the Churchill is going to make it a NIGHTMARE to take it down (bad idea!). 2. It gives off too much veterancy to enemy tank destroyers/schreck blobs. Its cannon is, at best, mediocre. Thus, you will never be able to chase the enemy down and make up for the veterancy you fed to them. However, at the very least, the reduced MP cost (Miragefla's mod) will allow you to field something else that can deliver the blows.
Given the changes in the mod, I don't think it might be necessary anymore. (Vanilla) Commando Glider has been buffed two-fold: 1. It's cheaper (450-ish MP now?) 2. It allows you to produce commandos for 350MP a-pop I'd say that if there is an issue, that's with the Vanguard glider: - You can only have one of them at a time - If that glider didn't make it down intact, you can't call another one - If you lose your officer and the glider is intact, you can't call another officer Any of the solutions here would work: - Give the Vanguard glider a self-destruct ability - Allow the Vanguard glider to train an officer for X (> 350 MP) cost - Make the Vanguard glider work regardless of how damaged it is - Self-destruct the Vanguard glider if it no longer functions (after you spawn the officer). |
Thread: people use strange logic on panzerschreck.25 Apr 2016, 15:31 PM
Rak + faust is a solid enough como. The issue is that its incredibly defensive I think this is the root of my concerns for the new OKW design. They have to have an aggressive option that sets them apart from other factions.
Soviets at least have T-70 (which is a better generalist than the OKW options) and (used to have) the Maxim spam. Both of these options are aggressive. In theory, Soviets also have the T1, which is supposed to be the aggressive tier. (however, none of the units are currently on par; and even if they were on-par, you would still be screwed over lack of AT -- vs Luchs/666 strats). T1 might become viable next patch, though. I really can't see what aggressive tools OKW has over the other factions (Axis and Allied), apart from their starting manpower bonus (which will be diminished due to side-tech upgrades). In: COH2 Balance |
Thread: Solutions to LMG blobs. 24 Apr 2016, 16:50 PM
1) A moving LMG blobs LMGs are currently god-mode at max range, and currently there is no trade-off for that (apart from the LMG cost). Thus, limiting mobility might be the way to go. If we go to extremes with this implementation, one issue I can see coming is that mortar spam will be too effective against LMG-reliant factions (UKF, OST). Other ways to achieve something similar are: - Increasing the aim time of LMGs (thus, darting in-out-of corners will be the way to approach the enemy). - Introducing some kind of out-of-cover penalty to accuracy for all LMG-totting squads that only affects LMGs (I'm not sure if this is doable) 2) Buying weapon for all squads. I'm not sure how well this will work in practice. On one hand we have a trade-off. On the other hand, an LMG-blobber will start blobbing even harder. (now with 2 LMG grens and one non-LMG gren for fausts). Now, suddenly, in order to counter that blob you also have to make a blob of your own. This is not dissimilar to Volks-blobs; the informed people will always mix a Sturmpioneer in for minesweeping. Since mines/demo-packs are OP and Sturmpioneers are expensive, the Volks-blobber will have no incentive to split their forces (because they will be punished otherwise). I guess it would be more fair not to nerf LMGblobs and blobs at all, but buff anti-blob tools - all kinds of artillery and some off-maps. One of the issues with overbuffing artillery (e.g., to CoH1 levels) is that it leads to extremely campy playstyles. Why ever put the effort to create an offensive? Just nuke the enemy from orbit from behind your own line. Your artillery will do the job for you, so that you never have to move! (Also some of the factions only have DLC-dependent artillery -- which is stronger than other factions' but still DLC). In: COH2 Balance |
Thread: Update on the 27th preview23 Apr 2016, 18:18 PM
I don't know if Miragefla actually has any say on what Relic decide to include in their balance patch. Otherwise the patch wouldn't look that incoherent. Do you? Now, regardling heavy rear armour nerf: 1. This is a move to the right direction. It promotes better combined arms. If you want to achieve a breakthrough with heavy tanks, you better support them properly. 2. I think that Axis are hit much much harder by this than Allies. The rear armour of heavies has been nerfed from 180-ish to 110-ish. Since most Axis weaponry has penetration values above, or near 180, these weapons never had issues penetrating the rear armour anyway. The only exceptions to this rule (if you look up penetration values) are P4's and Pumas. If Allies' heavy armour was more prominent, this change would reward people to build something other than Panther-Panther-Panther (for the simple reason that the P4 will fire faster than the Panther). 3. Some costs may need to be lowered to compensate (it might be unnecessary; theorycrafting). Since swarming heavies will, now, become the de-facto tactic, the heavy tank user should, perhaps, be given a discount. That way, they will have some resources to actually spend on supporting their tanks. Alternatively, some heavy tanks could trade some of their front armour for an increased HP pool (like the Churchills do). The rear armour nerf will ensure guaranteed penetrating hits, but the slightly-higher HP pool will ensure that taking out heavy tanks is not trivialized. In: COH2 Gameplay |
Thread: Why change the spawn system? 23 Apr 2016, 17:53 PM
1. If the main concern if that this delays units from being usable by 15-20 seconds we could do the following: - First, this one (actually, it would be nice if they could do this): If one of the concerns is not being able to use certain abilities while off-map, turn off the requirement flag and then test to see if it breaks anything. Done, can tell unit to repair while they are off-map. - Then, we could, literally, reduce the building time of all units by 15-20 seconds. That change would, literally, amount to the exact same result (except for the opening when you have enough MP to queue 1-2 units) 2. Secondly. I completely dislike how this change will ossify the game dynamics of 2v2 and above, for no good reason (that cannot be fixed by point #1) 3. The dynamic will upset the dynamics of base rushes. It will trivialize base rushes vs certain factions (the ones without snares at Vet0): - e.g., Brits. Just camp their AT gun spawn at the HQ. Done, now they are fucked. It will make base-dipping (e.g., to take out a sniper) extremely punishing. - e.g., you are chasing the OSTheer sniper in their base with your M20? - Too bad that the grenadier that -JUST- happened to spawn out out of thin air (the T1) just fausted you. 4. The current system gives equal opportunity to both the attacker and the defender. - If the attacker wants to overrun a base, they have to cover all approaches (thus, base-rushes are not trivial) - However, the defender is also not able to call their units out of thin air (thus, giving the attacker the opportunity to cover that flank, or if they failed to, to gtfo). In: Lobby |
Thread: Update on the 27th preview22 Apr 2016, 23:04 PM
Holy patchnotes update, Batman. Sexton buff! D: In: COH2 Gameplay |
Thread: Why change the spawn system? 22 Apr 2016, 20:42 PM
Now that I can see the bigger picture clearer, I would say that the change to the spawn system wouldn't really have a negative impact on big maps. It might have a positive impact though. 1. Over the course of the game, you spawn like 20(?) units? and maybe retreating some 200 times. Most of the time you spend walking you do it between your HQ and the point you retreated from. Match selection has already screwed you there anyway, and there is nothing you can do about it (especially with WFA factions). 2. As Inverse pointed out, the delay will only affect the first unit. Subsequent units will BENEFIT from it (provided you made the right strategic choice!). Thus, EFA armies actually get an advantage here! 3. (in 3v3+) The initial engagement where you have your first 2-3 units is crucial. The change might level the playfield a bit more. WFA already has their starting unit arriving fast. EFA gets their reinforcements a bit faster. 4. Although the delay will change, throughput will remain the same. Thus, the flow of units arriving will not change. Also, reread point #1. 5. Yes. Now you will not be able to spawn an AT/MG gun for your allies out of your ass There will be some choices to be made... In: Lobby |
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