Let's conveniently ignore the squad formations buff and the stealth QoL buff that the raketen received, and let's focus on the bulletproof crew, right?
Profile of Mr.Smith
Avatar Area
Posts: 2636 | Subs: 17
General Information
Signature
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: Fall balance patch - Raketen nerf25 Jul 2017, 10:24 AM
In: COH2 Balance |
Thread: Fall Balance Preview: Scope Additions24 Jul 2017, 15:35 PM
For anyone interested I did a little test regarding volks and their damage done to a fully upgraded mortar pit. (no advanced emplacement commander upgrades used) That's a very good piece of research. However, lava-equipped infantry is not the norm; it's the exception; the true benchmark should be (LMG) Grenadiers. As I stated in the original post, the only reason you even need brace vs infantry is because of lava nades. Remove brace and nerf lava nade modifier vs mortar pits, and the pit is already OP vs infantry. Hence armour would also have to be reduced; which is what we have in the revamp mod. Enormous target size also skews infantry weapon effectiveness, punishing high-accuracy attacks (e.g., bolt actions) and heavily favouring automatics. Thus, target size would also have to be reduced to something around 1 (which is what we have in the mod). The only way for OST infantry to have meaningful interactions with the pit is panzerschrecked equipped pgrens. That's a massive investment to make, and it's beyond wrong, in terms of counters. There's absolutely no need for mortar pit brace to affect anything other than off-maps; and that's only because offmaps have specific modifiers to deal extra damage to mortar pits... because of brace. The only reason brace exists is due to the following design process: - Pits are immobile, therefore brace seems like a good idea to put them on-par with mobile assets - (Permanent, release-time) Brace makes emplacements too durable; therefore, let's buff a ton of flame attacks/offmaps to specifically counter braced mortar pits - Suddenly, unbraced mortarpits are too weak vs lava nades/off-maps, since pits were given access to brace This is a vicious cycle, and it doesn't have to be this way. In: Lobby |
Thread: Fall Balance Preview: Scope Additions24 Jul 2017, 13:22 PM
I'm always willing to change my mind. However, imo, the point of emplacements is to force the other guy to attack at somepoint (since emplacements can't move), or to focus on a different area of the map (since emplacements have a smaller range). What emplacements shouldn't do is force players to attack with particular, slow-moving/situational units (e.g., panzerschrecks, AT guns, tanks), or reinforce an indirect-fire arms-race that will always end in a shitshow. Low-lethality, short-range pits would be useless vs MGs. Low lethality, long-range pits would be just as annoying as before when you go sim-city mode. About the revamp-mod mortar pit? Any sort of evidence that proves that it is no better than live-version/FBP mortar pit mechanics in terms of gameplay/player frustration/faction synergy. For both live-version and FBP mortar pits, you cannot build mortar pits in open ground. That's because the massive target size means that the mortar pit will get wrecked by Stugs/AT guns etc. This means you need to find a suitable shotblocker to place them behind. For live-version mortar pits, this restriction doesn't matter, due to 120-range autoattack. For FBP mortar pits, the restriction will matter a lot more; the mortar pit will only be able to control an area of 85 range around it; for anything beyond that, you require a 40-60 second barrage which can easily be dodged. This means the shotblocker requirement even more harsh than before. We can't buff mortar pit target-size/hitbox, obviously, without nerfing brace, because absolutely nothing would ever be able to kill them, ever. However, without fixing target-size/hitbox we have mortar pits (and the entire Brit indirect-fire department) that is completely map-dependent. Nevertheless, in both cases (FBP and live), if the map does have a shotblocker at the right distance, the mortar pit will remain immortal. Especially when sim city commanders are involved. Emplacements shouldn't be immortal; they should be kinda-replaceable. The ideal solution for the pit is one that: - Doesn't require sim city for the pit to be useful - Punishes players heavily for going sim city In: Lobby |
Thread: Fall Balance Preview: Scope Additions24 Jul 2017, 11:13 AM
All TWP abilities have been turned into timed abilities to prevent the issue of doubletap shooting, but to also allow them to make easier to aim. That's not possible to do with Stug-E, due to its curved projectile. The pintle MG is there to act as a placeholder of sorts. In: Lobby |
Thread: Fall Balance Preview24 Jul 2017, 11:10 AM
We didn't forget about FHQ; the scope did. In: Lobby |
Thread: Fall Balance Preview: Scope Additions23 Jul 2017, 09:56 AM
I am referring to the precise changes in revamp mod: - Brace effectively removed - Durability vs indirect fire increased - Durability vs small arms fire radically decreased In: Lobby |
Thread: Fall Balance Preview: Scope Additions22 Jul 2017, 13:48 PM
Its fine if the mortar pit can reach things, its fine if it can survive arty... the problem is that atm the opposing player cannot afford to allow the mortar pit to survive because it is so incredibly deadly! The mortar pits ability (with a little RNG on its side) to two or three shot entire weapon teams or squads is the problem. Lower its lethality and all the associated problems of the mortar pit are immediately mitigated to some degree. Lowering lethality won't solve anything If you lower lethality, the pit is just going to get wrecked by mortars/ISGs. The moment you hit brace, the pit is dead. Unless you have a 2nd mortar pit. Hello sim city. Unless you transfer the mortar pit to the USF faction, tommies won't cut it to attack enemy indirect fires. In: Lobby |
Thread: Fall Balance Preview: Scope Additions22 Jul 2017, 11:22 AM
Bofors doesn't really need brace either. It's a generalist defensive structure that allows The single #1 reason Bofors requires brace is super-range ISGs in the live version. In both mods (revamp and FBP), ISGs will have to move close enough to the Bofors to fire. This gives the This allows the British player to screen enemy indirect fire with their bofors, and hammer the mortars/etc with mortar pits that are further behind (though, with barrage and smoke only). Of course, the goal of Bofors is not to be immortal; it is to eventually die, after having delayed the enemy enough. In the meantime, the Bofors can still afford to be annoying by fending off light vehicles and supporting frontline troops with suppressive barrages. 17 pounder is already beyond useless and will require a massive overhaul (see revamp mod), to get at least one niche. For the time being the 17 pounder is an annoying punchbag to kill and nothing more. Thus, nerfing brace from 17-pounder will at least serve as a benevolent warning for people to stop throwing their resources on such a useless unit. i agree with everything smith says. but i dont agree with inf killing it within a few secs. they should be more effective but not crazy effective to where they die to fast. cuz ppl wont go support weapons at all they will just blob to ur emplacements making them useless.if a unit does damage to the pit like it would a fuel cache then maybe cuz it take a little while to hurt it If your emplacements/indirect fire already managed to draw the enemy infantry to your lines, emplacements have already done their job; just your your MGs/infantry to dispatch the enemy. If you build too many emplacements and had no support troops to fight the enemy blob; well, that's your problem. You shouldn't have gone Sim-City. The single #1 failure of live-version emplacements is that they keep infantry away, which means that there's no synergy with defensive-oriented Tommies. In: Lobby |
Thread: Update on map pick statistics22 Jul 2017, 10:35 AM
1) Wooden garrisons crumbling down like leafs to grenades is the logical conclusion for having designed garrisons that are so difficult to contest. Nevertheless, garrisons getting insta-gibbed looks stupid, from every possible perspective. If garrisons could trade hands easily, you could easily increase the durability of wooden garrisons to that of double-story stone buildings, and it still wouldn't matter. 2) Grenades take longer to aim and throw than it takes to leave a garrison. Therefore, if you ended up with a grenade under your squad, it's your fault for not paying attention to your garrison early enough. Garrisons are not supposed to be safe havens. They are supposed to be durable cover that can trade hands. (Of course, Bundle nades/gammon bombs would have to be nerfed to a balanced state for this to work) 3) Doing this means that you are making it even more difficult for the attacker to steal the garrison. If you know you have 3 seconds to spare before anybody can contest your garrison, you spread out, dodge the grenade, then head back and regain your garrison. With the old (CoH1) system, the attacker wants to force you out of the building, while having a squad of their own nearby to occupy the garrison. While executing the de-garrison command, you lose control of your units: - If you order your units to go too far, the enemy can steal your garrison - If you order your units not to go far enough, you can get wiped by the door nade In: COH2 Gameplay |
Thread: Update on map pick statistics22 Jul 2017, 10:16 AM
Garrisons being dominant is 10% a map error and 90% game design error. All factions actually get access to tools to clear buildings (flamers, flame vehicles, lava nades, grenades, snipers, mortars, indirect fire, 25-pounder barrages). Unfortunately, many patches ago, it was deemed a good choice to allow infantry units to instantly hop-in hop-out out of garrisons. Thus, we're stuck with garrison hoping abuse which completely nullifies most of these counters. Old system: you could surround the garrison with 2 infantry squads, throw a grenade at one of the doors and force the squad out. If the enemy wanted back in again, one of the following could happen: - You could steal the garrison while the enemy squad is unresponsive (while unloading) - The enemy could get back in. However they would be forced to spend at least 4 seconds outdoors, with no cover, getting shredded with the flanking squad - You could follow up with an additional grenade New system: Just click fast enough and you will be able to keep the garrisons for 30 seconds longer than you would normally deserve, allowing you to reinforce the garrison. In short, the old system created some interesting counterplay to besiege garrisons. Most crucially, it allowed garrisons to change hands, and all factions had the tools necessary to do it. Allowing garrisons to change hands easily makes the early-game building rush a bit less cancerous to deal with; especially for the factions that don't start with Tommies/Sturmpioneers. Before somebody plays the "micro" card, should you be guaranteed an 100% chance to dodge incoming projectiles every time you give a rotation order to the tank? Cause that's exactly what's going on with garrisons and grenades/mortars at the moment. In: COH2 Gameplay |
622277622168622146622129622126622032621961621938621934621931
Latest replays uploaded by Mr.Smith
-
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 Forest6-1,986
61171608325033349749
Livestreams
1 | |||||
203 | |||||
38 | |||||
28 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.1772443.800+4
- 2.520216.707+17
- 3.68672504.733+2
- 4.1534535.741+3
- 5.388251.607+9
- 6.16160.729+6
- 7.216126.632+1
- 8.517330.610+1
- 9.251139.644-1
- 10.368196.652+6
- 1.2174901.707+4
- 2.11924.832+2
- 3.26988.754-1
- 4.26389.747+3
- 5.446297.600+1
- 6.284124.696+12
- 7.224107.677+3
- 8.214109.663+1
- 9.16258.736-1
- 10.957512.651+6
- 1.1460740.664-1
- 2.466195.705+15
- 3.426130.766+2
- 4.358218.622-1
- 5.474216.687+4
- 6.818467.637-1
- 7.11952.696+3
- 8.484229.679-1
- 9.567419.575-1
- 10.495335.596-1
- 1.354170.676+1
- 2.346157.688+1
- 3.338104.765-2
- 4.897246.785+5
- 5.588254.698+10
- 6.698336.675-2
- 7.937584.616+3
- 8.273136.667+10
- 9.1509995.603+9
- 10.12034.779+10
- 1.28401025.735+2
- 2.546194.738+27
- 3.506159.761+17
- 4.934376.713+4
- 5.1360445.753+14
- 6.1715873.663-1
- 7.917379.708+4
- 8.535310.633+24
- 9.631379.625-1
- 10.1333506.725+5
- 1.30571503.670+28
- 2.340175.660+5
- 3.251123.671-1
- 4.22273.753+5
- 5.529386.578+4
- 6.855493.634+6
- 7.177101.637+5
- 8.1308788.624+3
- 9.449333.574+3
- 10.21801362.615+3
- 1.781375.676+10
- 2.478284.627+1
- 3.434170.719-1
- 4.16556.747-1
- 5.357265.574-1
- 6.10531.772-1
- 7.480243.664+1
- 8.25490.738-1
- 9.643391.622+6
- 10.244150.619+6
- 1.346135.719+1
- 2.730386.654-1
- 3.322177.645-1
- 4.936700.572+3
- 5.1256742.629+10
- 6.656488.573-1
- 7.446351.560+8
- 8.460320.590+2
- 9.578390.597+8
- 10.266156.630+1
- 1.1833774.703+9
- 2.477220.684+15
- 3.73682731.730+4
- 4.1383535.721+2
- 5.4172939.816+19
- 6.576283.671+8
- 7.394121.765+2
- 8.657206.761+12
- 9.583324.643+1
- 10.14962.706+10
- 1.1479640.698+1
- 2.20349.806+6
- 3.16121158.582+2
- 4.698436.616+4
- 5.663345.658+9
- 6.526285.649+3
- 7.17768.722+3
- 8.19011281.597+5
- 9.667255.723+4
- 10.378206.647+3
- 1.488177.734+6
- 2.506212.705+8
- 3.646294.687+4
- 4.24669.781+1
- 5.698308.694+3
- 6.255115.689-1
- 7.842381.688+1
- 8.1183850.582+1
- 9.306154.665+1
- 10.526233.693-2
- 1.422176.706+6
- 2.338155.686+1
- 3.675312.684+6
- 4.15140.791+3
- 5.379184.673+10
- 6.236221.516-1
- 7.738304.708+1
- 8.1702827.673+4
- 9.1474808.646+4
- 10.243215.531+3
- 1.25979.766+10
- 2.35081729.670+9
- 3.2025686.747+29
- 4.1087410.726+1
- 5.603164.786+4
- 6.396150.725+27
- 7.694282.711+3
- 8.18988.682+12
- 9.19930.869+8
- 10.179102.637-1
- 1.26471442.647+3
- 2.276165.626+3
- 3.460191.707-1
- 4.18493.664+1
- 5.745329.694-1
- 6.402175.697+11
- 7.7421.779+2
- 8.285128.690+8
- 9.191111.632+5
- 10.479202.703+3
- 1.30911001.755+5
- 2.642336.656+8
- 3.9316.853+16
- 4.695400.635+5
- 5.346148.700+5
- 6.255101.716-2
- 7.446162.734+6
- 8.687234.746-1
- 9.1160710.620-1
- 10.205112.647+5
- 1.12191049.537+3
- 2.403313.563+2
- 3.851721.541+5
- 4.15865.709+5
- 5.332246.574-1
- 6.13887.613+3
- 7.463299.608+2
- 8.482333.591-1
- 9.679536.559+2
- 10.422316.572+2
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.272108.716+23
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
- 1.20141083.650+9
- 2.569354.616-1
- 3.427271.612+2
- 4.1676922.645+1
- 5.10136.737+4
- 6.434208.676+3
- 7.11649.703+7
- 8.189101.652+1
- 9.20968.755+7
- 10.288121.704-1
- 1.754286.725+2
- 2.21590.705+18
- 3.16948.779-1
- 4.603178.772+3
- 5.981427.697+3
- 6.1010554.646+1
- 7.324127.718+12
- 8.359155.698-1
- 9.1426713.667+1
- 10.36059.859+2
- 1.568415.578+2
- 2.776618.557+6
- 3.232122.655+2
- 4.398285.583+1
- 5.311206.602+2
- 6.194157.553+10
- 7.13347.739+3
- 8.239169.586+5
- 9.250135.649+1
- 10.197159.553+1
Data provided by
Relic Entertainment
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1233
uploaded by XXxxHeartlessxxXX
Board Info
993 users are online:
993 guests
0 post in the last 24h
8 posts in the last week
38 posts in the last month
8 posts in the last week
38 posts in the last month
Registered members: 49082
Welcome our newest member, 23winlocker
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, 23winlocker
Most online: 2043 users on 29 Oct 2023, 01:04 AM