Can somebody explain to me how did we come to the misconception that having access to FRP magically makes your blobs more punishable to artillery than not having access to FRPs?
If anything, FRPs give you access to an additional retreat point you can use (the other being your base).
If your base gets barraged you have nowhere to go. If your FRP gets barraged, np: just deactivate FRP and hit mass retreat to your base.
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: Forward retreat points.6 Jun 2017, 10:48 AM
In: COH2 Balance |
Thread: Eastern Front Armies Revamp 5 Jun 2017, 19:14 PM
i'm against engineers getting vet by repairing. So what happens when WFA enter the mod? Do we remove Vet2 repair speed bonus from everybody, or do we give everyone some alternative to gain that vet? Currently, I can't think of any other way for Pios to gain vet in the late-game, if they haven't already. WFA engineers have no issue gaining vet even at that point, since they also double as combat units. Without giving everyone fair access to their massive +60% vet2 repair speeds, EFA is always going to be on the backfoot. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 5 Jun 2017, 13:50 PM
You are right. Basically, the SU76 has something like 50% less XP needed to attain a veterancy level compared to the Stug. For penetration, we'll have to see what a Stug-like penetration curve would look like. I Haven't looked at the scatter profile differences between SU76 and Stug. The scatter profile might also have something to do with SU76 accuracy. I'll try to see if something can be done about the barrage at close ranges. In the worst case, we can just increase the min range of the barrage. Playing with projectiles is a bit tricky. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 5 Jun 2017, 13:38 PM
The main issue behind SU76 might just be its vet2; in addition to increased damage, the SU76 also gains +30% accuracy, which means it becomes impossible to miss anymore. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 5 Jun 2017, 12:02 PM
Technically, the SU76 is 8.3% more accurate than the Stug at range 50. The difference in accuracy becomes narrower in different ranges. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 5 Jun 2017, 11:13 AM
After some more extensive 1vs1 testing here is a list of problematic units. The SU76 may very well be batshit OP atm. That's probably not because of its accuracy though; it has the same accuracy as the Stug. The SU76 deals reduced damage compared to the Stug (120 vs 160), and has fewer hitpoints, but it does have increased range and better mobility. If the SU76 continues to be OP, we'll just nerf its penetration further. Having the SU76 occasionally bounce vs a P4 from time to time at max range, is probably not going to be the end of the world. However, making SU76 bounce more often vs Tigers etc is the way to go. In the late-game, the SU76 has two jobs and two jobs only; countering medium tanks, and harassing infantry with the barrage. Live-version SU76 has garbage accuracy, which meant it would never be able to compete vs medium tanks, if we lowered penetration.
We can probably increase the reload time between shots in the barrage. That way, if the SU76 really wants to unload its gun, it should remain stationary for longer time. About survivability, it depends greatly on what Panther's role should be. With the current direction, SU76 gives a hazing to T3 builds to "incentivise" OST to lay off the T3 spam and build Panthers. Then, it's the turn of the Soviet player to lay off the SU76 spam and build an actual tank destroyer. Panthers (with their long reload time) being able to two-shot SU76's should be enough of an incentive for the Soviet player to stop spamming SU76's. At the same time, the SU76 should be decent vs medium tanks, otherwise people would probably altogether skip the unit.
Let's see what the moving DPS nerf does first. At the moment, we're still wondering whether people will ever buy Penals, when they could simply invest in Conscripts instead.
Wouldn't you say that locking Tiger behind tech would already solve the issue of Stug-E -> Tiger meta? The Stug-E is vulnerable enough to vehicles that you can easily counter it with a Stuart/T-70 nowadays. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 5 Jun 2017, 10:56 AM
The stream of XP you gain from repairing vehicles is small. Getting a fresh engineer back to Vet2 (which is the only vet that matters for engineers), will require you to spend about 3-4 minutes repairing tanks with that squad, or something. (Repairing tanks with multiple engineer squads means that each squad will, individually, spend less time repairing = less XP). You can't use repairs alone to get back to Vet2. However, those XP points will sure help you in the longrun. Rewarding aggressive play with engineer XP will achieve the following: - You're going to reward players that play aggressively trying to break pak-walls (given that pak-walls cannot finish off tanks) - You're going to incentivise the defender to have flanker tanks nearby to potentially pursue wounded tanks.
It's tied to BP3 not T3. Researching BP3 (to get your Tiger) means that: - You're 100MP/25FU away from T4 - You're 140MP/40FU from T3 Note that Stugs can no longer assist you that well vs heavy armour, and you're crutching on the Tiger entirely for that. In: COH2 Gameplay |
Thread: Forward retreat points.5 Jun 2017, 10:47 AM
Anything that narrows the window of FRPs will still promote the idea of human-wave attacks. Because, let's face it; if people blob, they're going to hit that mass retreat anyway. It's better to just get rid of that mechanic altogether, see how the factions perform without it, and compensate with something else if needed (e.g., ambulance speed, IRHT/Stuka forward reinforcement, medics for Brits, etc). In: COH2 Balance |
Thread: How to make shell explode without hitting the ground5 Jun 2017, 10:43 AM
Actually; remove the deathtimer/alive thing I told you earlier (i.e., set them to 0). Instead, look at the action-apply-ext of the projectile. There's something there that executes to make the shell visible. You could try wrapping that in a timed action (fire and forget: true) for X seconds, and see if that makes the projectile "disappear" after a while. |
Thread: How to make shell explode without hitting the ground4 Jun 2017, 23:39 PM
I know next to nothing about CoH1 modding. However, when I asked Nachocheese he tried to explain to me that airburst was implemented different between CoH2 and CoH1 Have a look at this mod: https://github.com/xxpatch/consmod And have a look at the projectile for the "elefant_airburst_barrage_weapon_mp" is implemented. I've set both deathtimer and life_time_while alive to 2 (still not sure which one does what). If your shell doesn't disappear fast enough, set that thing to an even lower duration (e.g., 0.5 secs). If that doesn't work, then feel free to copy what I did for the Elefant barrage: - I have one weapon that fires the visible shell (that disappears when it reaches above the intended target) - I have another weapon that fires an invisible shell that does the actual damage and the explosion visuals - Finally, I have a 3rd shell that fires once to coordinate the visible and the invisible shells In my case, the Elefant gun cannot aim high enough to cover all possible ranges. Therefore I had to limit the barrage to 60-70 range to make the visuals "believable". For your case, the "visible" shell and the "invisible" shell should share the same arc characteristics. The "visible" shell should die while airborne (you need to see how much time you need for that. The "invisible" shell will have to stay alive (but invisible) until it can collide with the desired target. To synchronize the shells: - Make sure that there is no randomness (min aim/reload/whatever time = max) - set collision to tp_sticky (so that neither shell will collide with anything on their way) |
614640614526614492614489614484614479614477614474614472614423
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 Forest6-1,988
61171608325033349749
Livestreams
20 | |||||
4 | |||||
3 |
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
- 5.818467.637-1
- 6.11952.696+3
- 7.484229.679-1
- 8.309178.634+7
- 9.567419.575-1
- 10.495335.596-1
- 1.346157.688+1
- 2.338104.765-2
- 3.897246.785+5
- 4.588254.698+10
- 5.698336.675-2
- 6.937584.616+3
- 7.273136.667+10
- 8.1509995.603+9
- 9.816477.631+2
- 10.12034.779+10
- 1.28401025.735+2
- 2.546194.738+27
- 3.506159.761+17
- 4.937376.714+7
- 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
- 9.244150.619+6
- 10.645393.621+2
- 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
- 2.675312.684+6
- 3.15140.791+3
- 4.379184.673+10
- 5.739305.708+1
- 6.236221.516-1
- 7.1702827.673+4
- 8.1474808.646+4
- 9.243215.531+3
- 10.970475.671+3
- 1.1089410.726+3
- 2.25979.766+10
- 3.35081729.670+9
- 4.2025686.747+29
- 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
- 5.746329.694+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
- 2.9316.853+16
- 3.695400.635+5
- 4.642336.656+8
- 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
- 9.679537.558-1
- 10.422316.572+2
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 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
- 5.1015554.647+6
- 6.981427.697+3
- 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
1234
uploaded by XXxxHeartlessxxXX
Board Info
787 users are online:
787 guests
0 post in the last 24h
8 posts in the last week
37 posts in the last month
8 posts in the last week
37 posts in the last month
Registered members: 49100
Welcome our newest member, Modarov
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, Modarov
Most online: 2043 users on 29 Oct 2023, 01:04 AM