The maplist is back! Leaderboards are reset, but can't tell if they're working 'properly' yet. Everything else seems the same but there's no changelog as far as I can see so it's difficult to know what to look for.
Edit: Changelog posted, quoted below for the lazy
Here's what's new in the CoH Beta.
CoH1 currently uses Steam matchmaking and leaderboards and has no arbitration. With this new release the arbitration, matchmaking, ranking and leaderboard systems used by CoH2 have been implemented for CoH1. What players should experience as a result is:
• they should be consistently matched with players similarly skilled to themselves
• that the results of matches, including any disputes, is secure and is viewable in game
• players can be confident of their in game leaderboard rank
• upgraded networking system to improve game responsiveness if your opponent has a poor network connection
Known Issues:
• Tips of the day may be placeholder and are not localized
• Game recording and replay is currently non-functional
• Panzerkrieg 2v2 Automatch is not functional
Sounds like we're back in business! |
Going back to the point that everyone always moves their Sniper - what if they had a reason not to? You made it sound like the Countersniper had a choice whether to shoot at a moving Sniper or not. What if we made that an actual choice? Like moving your Sniper after a shot gives you that 50% miss chance, but it also had penalties attached. Maybe longer cooldown between shots, lower accuracy, or longer cloak time (so units other than Snipers have a shot at killing it).
I think you might be on to something here.
Additional options are almost always a good thing, as long as the positives and negatives are balanced. I could definitely imagine a longer cloak time being a feasible trade off for moving after firing- a good player will use that longer cloak time to guarantee at least a chance at getting the countersnipe, while alternatively a good player will also be rewarded for being quick when taking the first shot at a stationary sniper.
As for coding feasibility I'm sure it's possible, but not quite sure how I'd go about it off the top of my head. |
The MG and Mortar have the problem of time to retreat.
Often you push retreat, but in that moment the firing crew member dies. Then it takes time till the second crew member moves to the firing spot. By now the Mg/Mortar hasn't retreated for 2 Seconds.
He is finally there and the demount process starts. While that another men dies and with only 1 crew member left the third commits suicide. The Mg magically dissapears now, althought I stopped the retreat seconds ago.
Bad explanation, but I think everybody knows what I'm talking about anyway.
That happens with mortars but not MGs, they'll stay alive until all squad members are dead. And honestly I consider it a feature that it takes some time for the secondary gunner to replace the dead (main) gunner- a good player will snipe the gunner and use that opportunity to rush the MG. |
Hi Tommy. This Mod is a great idea. Thanks you put work into this, it´s much appreciated.
I really like the bug fixes so far but i am not sure about the balance changes. Is it an option to keep the balance as it is and stay at fixing bugs for the moment (Staghound MG for example)?
Only the best CoH Players should try to fix the balance (my twot cents), i am not good enough to be one of them so it´s hard for me to accept and understand the changes you made. I agree, Snipers are a issue but for exmaplae changing the refresh costs, i don´t know.. .
I'll just quote myself.
- Yes, the game as it stands (2.602/Steam) is pretty darn good. The balance is great. The core game design is brilliant. However, some strategies remain the 'go-to' while others fall by the wayside and are consistently rendered useless. I'm not talking about niche units, I'm talking about downright unused ones, that really have little purpose. The officer is one of them. The M3 is another. The croc is another. And so on. In a perfect world, EVERY unit would have a purpose. Not every game, and not in every situation, but it would be useful in at least some way. That's what I want to do with this mod.
- Secondly, and crucially, I'm going to be as clinical as possible in my approach to changes. The first, and biggest issue to tackle, is that of snipers. So until snipers are working just the way I/we want (and for that, I need people to report playing experiences ^^), that's going to be the primary focus of change. After that, I will draw a line under snipers and focus on something else. Of course, changes to X unit and mean a change in Y unit, so further small adjustments may need to be made to, for example, snipers, even after we've officially branded them 'fixed'.
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I just did a quick skirmish to see what OMCG would give me.
I got a Wolverine, a Rifleman Squad, a Ranger squad and a fully upgraded M8.
It's been a while since I called OMCG, but I don't recall M8's coming with a top gunner and skirts included. If this is a new change, I like it a lot. It would be interesting to see if you could get tommy-upgraded rangers as well (instead of fully upgraded M8, so its still 100muns).
Dunno much about the mechanic itself though, could someone explain the gist of the code?
That's been in since 2.602 (2011)
This mod buffs OMCG (minor change, see patch notes for detail) so I'm not planning any further buffs. |
Would you put the date of the latest update at the top of the OP, please?
Ahhhh, I'm excited to try this out!
Done. |
Less chat and more play as said by nobody ever. Except me, now.
I want to be able to host Elite Mod tournaments, Elite Mod challenges and various events, but I can't do that if nobody is playing it!! (note: going in game and autoing/setting up a basic match and waiting for someone is unlikely to get you anywhere, at the moment it really is a case of finding someone else to play with, then going in game) |
Guys, keep it on topic please.
I think Tommy doesn't really want to add a new unit/upgrade. Besides, the flamer upgrade has its uses.
This !
The flamer HT is a niche unit but certainly has its place. Even if a mathematical equation proved it to be somewhat underpowered, it's below a low-level issue.
Right now I'm really looking for feedback on the sniper changes. |
I have no plans to change Rapid Response, it's a well balanced and well used ability. I reject any notion that it's some kind of scrub ability for this reason:
It makes snipers build ridiculously fast and it's a good situational ability. Not everything can be super useful. It has its niche.
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The HQ model (and other base buildings, but the HQ more than any others by a long shot) contains several entities (sprites, images, windows etc) which the game registers as target entities. Hence when an ability such as strafe is used which leans heavily on incremental accuracy to calculate total dps, one squad next to a HQ can be interpreted by the game as several squads. |