Regarding rangers, I notice that they tend to "dance" a whole lot more compared to other infantry. Is upgrading thompsons and forcing them to move constantly (to avoid dancing) the best way to use them? Would it ever make sense to use them without thompsons?
I've picked apart the wiki site a long time ago when I also started learning CoH1. It's an amazing starting point.
However, the wiki site seems to be too verbose verbose for my tastes. Also the descriptions seem to be too vague, I don't think I get a lot of concrete information out of reading it. I don't need so much an intro manual anymore; I need more like a reference manual I can read up on stuff I could use.
For instance, I've never seen CoH1 smoke (sherman smoke shell, mortar, creeping barrage, tetrarch, rifle nade) do anything to protect tanks or the like; though it is useful when advancing vs MGs.
Or, I understand that sherman upgun upgrade will make shermans worse vs infantry and better vs tanks. However, I need something more concrete than "better" to be able to make a decision.
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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
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Post History of Mr.Smith
Thread: Up-to-date unit guides for CoH1?28 Aug 2017, 12:32 PM
In: COH Central |
Thread: FBP source code27 Aug 2017, 22:46 PM
Note that some of the bugs fixed this time require some attention to detail. e.g., the ebps ability we game to MGs/Mortars to handle veterancy and suppression requires you to set the type of the weapon in question to coho_raid2 (can't create new types, so I used one that wasn't used by anything else) |
Thread: FBP source code27 Aug 2017, 22:21 PM
Here you go. FBP mod source code: https://github.com/xxpatch/sbpmod Revamp mod source code: https://github.com/xxpatch/consmod The reason I also linked Revamp mod source code is because this is that it contains all bugfixes we know so far (some were out of scope; e.g., USF popcap abuse fixes). Also Revamp the only mod we will continue updating from now on. If you feel like waiting for another week, we'll be pushing another update to the Revamp mod. On other hand, if you're only interested in locating and porting bugfixes for your mod, it will be easier to do this from the FBP mod, since it has fewer changes overall. |
Thread: Up-to-date unit guides for CoH1?27 Aug 2017, 22:15 PM
I've been trying to pick up CoH1. However, one thing that's vexxing me is that it is extremely difficult to predict how unit X performs against unit Y, until I've tried that combination. For instance; are Rangers any good at all? If so against which units, and when (if ever) do you upgrade thompsons? Which units deal damage most reliably vs 251 half-track and the Puma? If I want to avoid using snipers, which weapons do I use vs Vet2 Grenadiers? Is this the same for Vet2 Volks? Which units are bazookas good against; are they better than recoilless rifles at anything? If somebody has a link to something that describes the target-tables in play here, I would appreciate it. Thanks. In: COH Central |
Thread: Commando vet3 smoke on retreat.27 Aug 2017, 11:31 AM
Commandos get the following bonuses at Vet3: - Smoke bomb, which acts like normal smoke - Passive regeneration out of combat (equal to Volksgrenadier healing; aka 50% faster than Tommy heal) - -75% received accuracy on retreat It's quite a decent bonus. Too bad Commandos scale so bad. In: COH2 Bugs |
Thread: the Fall Balance Preview has been put on hold indefinitely.26 Aug 2017, 16:22 PM
Why don't you tell us precisely which changes you would introduce with each patch, if you were on our shoes. Even though it's unfair, you also have the advantage of knowing in advance what the scope lottery brought up for the GCS patch, while you're designing the WBP patch; we didn't have this luxury. Just to remind you, this is what we were given as a scope. Feel free to fill in the blanks as you want: WBP patch - Infantry scaling * - Light vehicles ** - Guards & Penals*** - USF mortar * You aren't allowed to touch OKW infantry or UKF infantry. You are also not allowed to touch underperforming USF infantry or underperforming Soviet infantry ** You are only allowed to change the following vehicles and nothing else: T-70, Quad (but not baseline M5), 222, Stug-E, Stuart, M15, Luchs, AEC. You aren't allowed to move vehicles around the tech tree. Also, you aren't allowed to touch USF tech freebies at all. You also aren't allowed to tweak tier prices. GCS patch You have to fix the following things without being allowed to touch anything else about the game: - Maxim*** - Cromwell - Comet - Artillery Cover - Landmattress - Command Panther - M4C Sherman *** Even though it's so freaking obvious that everybody is just going to spam DSHKs, you aren't allowed to fix DSHK's, because logic.
Well, if you try fixing 200 bugs, of course there will be 2-3 ones coming out? If your idea of maintaining a game is keeping all the bugs in, because you're too afraid to fix them, I'm sorry, I don't ascribe to that. In: COH2 Gameplay |
Thread: the Fall Balance Preview has been put on hold indefinitely.26 Aug 2017, 08:49 AM
For neither WBP nor GCS were we able to set the scope ourselves. We were just given a list of things to change. It's only FBP patch that we were able to set the scope ourselves; we gave Relic a list of 11 high-priority items, and we were allowed to fix the top 5 of them, kind of. For WBP, the scope was a bit more abstract (aka Light Vehicles and Infantry scaling). Despite repeated pleadings throughout the entire process we never managed to convince Relic to include call-in changes and OKW infantry; therefore the patch was already rigged to fail from the get-go. Nevertheless, at the end of WBP, Soviets had Maxim cheese and UKF had Cromwell/Comet cheese, so it's not like Vet5 would make a dent to either faction. Then, GCS came and we were given a very restrictive list of units we were supposed to fix. Everybody had already seen Cromwell/Comet nerfs a mile away and we were waiting for it. However, by the time we had finished WBP, we were considering it would be completely absurd to ask the team to touch maxims without doing anything at all about Conscripts or Volksgrenadiers (let alone the entire OKW infantry line-up). So, yet again, the patch was rigged to fail. A lot of mistakes were made in the process. e.g.,: - The unfortunate handheld AT bug - Being unable to convince more people to try out Penals (top player kept assuring us they never saw the point of going Penals anymore... when they could go for Maxims instead) - Failing to adjust Luchs moving scatter and accuracy vs vehicles in time (though this one was overshadowed by posts crying out that PTRS Penals would make Luchs irrelevant; lol) - Setting PIAT range too low (though that was before Cromwell nerfs, and amidst pagefuls of terrible off-the-mark feedback about enabling PIAT blobs) - Failing to realise we could have reverted some Guards nerfs to keep them relevant after GCS patch (WBP guards were balanced according to OP maxims) - Not pressing hard enough to completely lock M4C Sherman and Command Panther behind tech (the only two call-in vehicles in GCS patch scope..) - Failing to realise, in time, that the only people that bothered to test GCS Maxims were doing so with bulletins stacked (which may be bugged). However, given the restrictions of the scope, and bar those mistakes that are now easy to spot in hindsight, I don't think it was possible to do something more decent than this; we could have done a different kind of bad, however. In: COH2 Gameplay |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)25 Aug 2017, 22:33 PM
That's because 2 ISGs put out double the number of no-micro shells that the enemy HAS to dodge all the fking time (due to pinpoint accuracy), or die. In: COH2 Gameplay |
Thread: Unofficial Revamp mod (EFA & WFA & Brits)25 Aug 2017, 10:43 AM
Live-version ISG is useless when you have one of them. The moment you get 2 of them and more, it becomes retardedly OP, due to its insane auto-attack range, pinpoint accuracy, good rate of fire, and low shell travel time. If you combine this with other faction features, such as MedHQ retreat points and FlakHQ lockdown, you have the OKW sim city. All of these make the ISG a mega-camping tool one what is supposed to be an aggressive faction. The mortar pit also has these issues, which is why its autoattack range is lowered by a lot. However, there is no way, this is ever going to float if you don't also lower ISG's range at the same time; the mortar pit is stationary, ISG is not. In: COH2 Gameplay |
Thread: Coh2 vs Coh1 comparison24 Aug 2017, 15:38 PM
The entire British faction in CoH1 consists of: - The whole officer system - The Brit truck system - Kangaroos - Staghound abuse - A tiny unit roster, with only a handful of them even being remotely useful in the late-game - Awkward minesweeping (with tapping stop with Recon sections) - Inaccessible wirecutters - Complete lack of viable mobile AT - AT/Indirect Fire AND suppression being completely locked out on emplacements - Squads that get punished very hard for NOT blobbing (due to lack of veterancy, and enormous price disparity between Brit squads and Axis squads) The only thing that was done right with the Brits in CoH1 were the art assets, of course, and the pricing scheme that required you to preserve squads (no global upgrades, excessive squad costs) and skim new ones out of casualty stations. CoH1 was a game with 4 different ways to achieve veterancy and beef up your squads: bought veterancy (Wehr), kill-veterancy (USF), specialized veterancy (PE) and Blob veterancy with MU-based upgrades (Brits). The brit blob-veterancy system added nothing to the whole mix. Finally, for a game that's lauded for its commander design, the brit commander design is attrocious, with only 1-2 actually useful commander abilities per commander. In: Lobby |
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