I'll watch the replay tonight when I get home.
The ISG needs to be cheap and strong enough to counter Maxims. That way we can buff Maxims above potato-level, so that it can suppress blobs, without resurrecting maxim spam.
We know that this might put Tommies on a bad spot, however that's a 100% Tommy problem, and it's called #BalancingWithScope.
I haven't had the chance to try this out yet. However, to counter ISGs as Brits in the FBP I would build a mortar pit or two (ISGs will miss the pits most of the time).
We know that you hate Mortar Pits, Donnie. However, all factions are on a tight spot with respect to strategic diversity, until we can be allowed to fix them.
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: [FBP] ISG vs brits #17 Aug 2017, 11:25 AM
In: Replays |
Thread: FBP Update v1.27 Aug 2017, 10:05 AM
hey Balance Team, Did you try combining 120mm mortar flares with hold fire on? This might help convincing the 120mm fire the flares. I'll have a look again at the 120mm. The issue with the Soviet howitzer is the guaranteed payoff on base bombardment picking up retreating squads, moreso than actually targeting units on the map. It was always extremely effective at this but with the AOE increase and the ability to fit it into a composition with much greater ease due to cost changes it's even better now. At Vet0 there's some tradeoffs between the ML-20 and LeFH. Those tradeoffs probably go away with the 2 shells the ML-20 gets at Vet1. We could rework Vet1 to something different, basically (e.g., make ML-20 fire slower, but Vet1 resets the reload time between to normal). Regarding base-barrages; would something like lower range help? (we can restrict howitzers from firing in bases, but that's counter-intuitive)
Let's break this up into two parts. With respect to when playing from ahead, perhaps, indeed the mortar pit is too durable, especially when upgraded. That's probably fixable by reducing the amount of hitpoints. We could also remove the barrage cooldown bonus that the upgraded mortar gets, so that you only have 1 barrage every 60 seconds to worry about. With respect to when playing on the backfoot, the only thing we can do is allow mortar pits to be built in base territory. Then, when you push the enemy out, you have access to smoke that you can use. However, such a change would be catastrophic for maps like crossroads, where a base pit can probably reliably harass mid. With respect to coming back on the game and establishing a foothold, Brits would normally have the 25 pounder barrage, if it weren't a complete garbage ability. However, that's called #BalancingWithScope, and we have to live with it. To be fair. In the live version, if you are on the backfoot, your pit would be most likely to explode to AT guns on Stugs that glance at it for even a second. The change, hopefully, makes it so that people can't arbitrarily prolong matches to the late-game simply by spamming sim city.
It's about having alternatives. It's also about having an early tool you can use to take down high received-accuracy infantry on maps where you can't or don't want to rely on the sniper. And it's also about having a vehicle that can move that can do that. In: COH2 Gameplay |
Thread: Squad-ai, Yes or No.6 Aug 2017, 11:20 AM
[size=1][/size] I'll need some help to figure all of these out. Would you be up for it? I also found some interesting move_types under tuning. Most move types have leapfrogging disabled, which is why squads move robotically across the map. However, does anybody know how to trigger a "user_control_move_type"? That's the only movement type that doesn't have leapfrogging disabled, and I would like to see how it feels. (tuning and move_types are unmoddable). In: COH2 Gameplay |
Thread: Squad-ai, Yes or No.6 Aug 2017, 10:11 AM
If anybody has any idea how to fix squad-ai (while avoiding gratuitous dancing) let me know, and we can work this out. Currently, I've no idea how this part of the game functions at all. But yeah, the current lack of movement from squads makes those early game engagements look super-boring for rifle-wielding squads. EDIT: CoH1 AI was annoying at times when you wanted to place your squads behind sandbags; they would just spread out and hop around, making cover impossible to use. CoH2 had some pretty atrocious squad AI back when, every time you would select a target, the squad would perform a little dance. This made guards/captain completely useless as AT platforms. The ideal solution would be something that makes individual squad members dance while the squad is moving (e.g., how bar riflemen in CoH1 would jump like wildcats for cover while the squad is moving). In: COH2 Gameplay |
Thread: Kick out 4vs4 maps6 Aug 2017, 10:00 AM
After the success of 2v2 crossing in the woods, it should have been evident why it's a bad idea to add 3v3 maps to the 4v4 pool (e.g., Redball, Hill 331). Also, Lorch assault probably needs a major makeover for the south section. I've no idea what it should look like, though. Maybe just replace the southern-most star with 1-2 territory points, and see how a 4-star map would look like. The cliffside on the south side should also be reduced to allow more room for flanking at the town. In: COH2 Balance |
Thread: FBP Update v1.26 Aug 2017, 09:37 AM
Mortar Pit Report: Cheers for taking the time for testing this to us! I hope the adjustments to AA make those platforms feel ok now?
It's true that you can harass pretty remote points with barrage. However, the whole point for this is that the enemy has all the opportunity in the world to side-step the barrage area. After doing that, the enemy is safe from your mortar pit fro 40-60 seconds (depending on the upgrade). If necessary, we can leave the recharge time for the mortars to 60 seconds, and let the pit mostly operate on smoke barrage for support.
That's good; just remember that you need to aim grenades dead-center, due to the new hitbox. LMG grens should also be doing a number on them.
Howitzers apply a fixed amount of bonus damage to emplacements, even if they barely touch them. Since we can't touch sim-city stuff, I think it's ok for howitzers to be a safe pair of hands to wipe sim city off the floor, for now. However, if we were allowed to do a proper rebalance of all emplacements, that bonus damage would be have been snapped off. Indirect fire is meant to be inefficient and unreliable vs mortar pits. That's because we want to desgin around the retardedness of artillery-spam which the current design promotes. Nevertheless, if we reduce the HP of the pit sufficiently, indirect fire could remain some sort of a soft-counter. Do note that due to the decreased hitbox size, it will now pay off to get line of sight on the mortar pit (for fog of war) and move your indirect fire closer to be more accurate. In the live version, you could barrage mortar pits from max range like it was nobody's business. Tank destroyers and AT guns are meant to be completely useless.
Target tables, yaaaaay! Before you mentioned that, I had absolutely no idea that an accuracy modifier vs emplacements existed (all I knew was that a lot of flamer weapons were dealing additional damage vs them). I'll have a look at the flamer weapons and see to that their accuracy and dot size are big enough to threaten the pits.
If the pit is too durable to all kinds of threats, then it's good news. We can trivially fix this by reducing the raw amount of HP. The fun begins when we make the pit becomes uneven to different kinds of threats. I haven't tested the pits enough. However, my original impressions are that even without brace, the pit seems too durable. (the only reason the pit might require brace now is fallschirmjagers and lava nades, tbh). Now, hitbox size and target size are two completely different parameters. Target size is what balistic weapons use in their calculations to attack. Ideally, the values should stay within 0.8 and 1.2. Anything higher than target size of 2 and bolt actions become completely obsolete, whereas short-range automatics will start sniping the pit from max range, which is less than ideal. Hitbox size is what affects the size of the mortar pit and determines vulnerability to AoE. We can't change it at will, and can only reuse hitboxes from other entities (in this case, we had to use the TM-35 mine, as it's the only entity that seemed to be able to get overshot by AT guns). In: COH2 Gameplay |
Thread: FBP: Mortar pit test5 Aug 2017, 15:18 PM
PS: Nm, it was upgraded pit In: COH2 Balance |
Thread: FBP: Mortar pit test5 Aug 2017, 14:30 PM
Thanks for the testing. Note that LMGs deal more damage at range. Therefore, ideally you would want to engage at 30-35 range with your LMG grens. My guestimate is that cancer commander will take about 2.4 times as long to kill with small arms without brace. With brace, the longer it takes to kill, the more braces you can put in. Note that we aren't allowed to reduce brace duration below 20 sec at this point. We also aren't allowed to reduce cancer commander armour bonus to anything below 100%. We'll have to work around this by changing HP, price and minimum range and barrage cooldown for the base emplacement. PS: How come you get so different results for the 2x executions of the same thing (your first 4 experiments). In: COH2 Balance |
Thread: FBP Update v1.25 Aug 2017, 09:52 AM
Guys, could you kindly take the Jackson discussion to this thread: https://www.coh2.org/topic/62610/fbp-m36-jackson-discussion PS: For anybody wondering: - the team weapons affected by vetgate/suppression bug are: MG42, MG34, Vickers, PM41, USF&OST 81mm mortars (basically all suppress-able weapons that don't suffer from the deathloop syndrome). - Stun nade bug affects all team weapons (including AT guns) equally In: COH2 Gameplay |
Thread: FBP Update v1.24 Aug 2017, 19:06 PM
I think the leig will be more spammable with that price, it is already with the live cost, imagine with that cost USF mortars are even cheaper than that at 240. However, I haven't seen anybody spam USF mortars ever since before WBP. Hint: it's the difference in range In: COH2 Gameplay |
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