To be honest that is also the issue I have with that ability. It is a good ability by itself, but you absolutely MUST have an AEC for that. Even on a Cromwell it's hardly worth it.
At this point it could also just become a unit upgrade for the AEC. The faction just lacks some proper light vehicles for an ability in this specific design.
i remember a couple of years ago it was still possible to convert the uc into a command vehicle... fun times! and there was hardly a reason ever to use it on any other vehicle, apart maybe from the poor lategame survivability of the uc. i remember this combo was deemed too cheap and with too little drawbacks at the time, but then again the whole brit faction changed quite a lot since.
so maybe the whole uc-into-command-vehicle thing could be revisited again. would also help to give it some sort of utility past the lv phase. |
This is incorrect. Only certain weapon can suppress the rest of the weapon prevent the unit to recover from suppression.
Each squad has a suppression value. When the suppression value reaches 0.2 it gets suppressed, if it reaches 0.6 the unit is pinned.
If it drops to 0.15 it recover from suppression. If it drops to 0.5 it recover from pin.
A unit recovers suppression by:
0.008 per second
0.004 in red cover
0.02 in yellow
0.04 in green
The unit get a huge recover bonus after being out of combat for 7 secs.
interesting, i didn't know red cover affects suppression recovery, though it makes sense ofc. |
Now do the same, but make units enemies.
There is plenty of dmg reductions for friendly units.
this exactly. iirc friendly fire is usually only around 10% of the nominal damage. though ff multipliers are all over the place between factions, but that's another story. |
Thread: Abandon6 Feb 2021, 09:22 AM
it certainly is, and seems that way, no? what do other readers here think?
the severity floats between outright no compromise elitism by pip to lesser elitism such as the post by you to continue look down on rank 1000 players voices.
i'm the last one to look down on anyone raising their opinion here just because of rank. a valid point is a valid point - no matter if it is made by someone in top 50 or top 5000.
the reason i'm calling you out is because you constantly victimize yourself of being on the receiving end of some sort of evil conspiracy and refuse to even rationalize that the other side may have some valid points, too.
and, last but not least, because instead of providing some reasonable arguments yourself, you seem to think that spouting out dumb catchphrases like this somehow proves your point:
we shall prevail!
and vonivan >>>>>>>>>>>>>> hulk sulk
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Thread: Abandon6 Feb 2021, 06:43 AM
scrapping abandon ruins the game by removing one whole path of outcomes that coh is known for.
abandon is not some late addition, it is built from day one. the 7000 active remaining players are playing as it is.
i really hate it when elitism few come and dictate their bullshit. going as far as forcing abandon removal from automatch and comparing it to bugsplat.
thank god relic still has control
man, can you somehow get down from your 'elitism' trip for once and at least try to comprehend the arguments people bring up? abandon is neither a 'game-defining' or integral gameplay aspect of coh2, nor does tweaking (or removing, if tweaking turns out to be impossible) has anything to do with a small sinister circle of pro players wanting to destroy the game for the silent majority of the playerbase.
it's kind of puzzling to me how someone already flipping tables because of a mere 3% brummbär survivability nerf can be that indifferent to potentially losing a game due to same unit getting stolen and used against you. |
nice work once more
MMX makes my life complete. Mmmmmm, data.....
thanks a lot guys, hope you give it a spin!
as always, let me know if you run into any errors or inconsistencies...
in fact i've already spotted a mayor blunder with the MG DPS implementation (DPS not affected by the damage reduction multiplier) that will get fixed soon.
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Thread: Abandon5 Feb 2021, 02:53 AM
The main disconnect I see with defenders of current abandon is the lack of understanding in how impactful an abandoned vehicle actually is to a game and just how easy it is to recover when it happens. It's rare, but it absolutely removes any notion of skillful play once it does happen and flips the table sideways in a way that isn't fun for anyone looking for a good game.
[...]
The mechanic has no proper counter-play at the moment because often times playing around the chance of abandon is counter-productive to winning the game and when it does happen in a way you can't control it will always decide the game in the favor of the player who acquires the vehicle. It can be improved to be less game deciding with proper timing penalties and resource costs which for some inexplicable reason the "fun" crowd seems to be against despite the fact that it's a rare plague upon the game when it happens currently.
I think this sums up the problem with abandon (and moreso MGC for that matter) quite nicely. In its current form the chances to see it happen are so low and, concurrently, the effects so drastic that a mere ~1% odds coin flip can completely turn a game upside down. A number of good approaches have already been proposed earlier in this thread (e.g. adding a fuel/mp cost) that would tone down the impact enough to justify increasing the odds of abandon to happen. And, personally, I wouldn't mind seeing more abandon crits instead of less - but only if they're getting some form of opportunity cost attached and are no longer 'free win' cards for the opponent |
UPDATE 2/4/2021 It's been quite a while since I've last revisited the spreadsheet, but a revamped version with tons of new features is now available here!
- Complete overhaul of the calculator that now not only simulates the damage of main gun projectiles, but also offers a crude approximation of MG damage output. Ever wondered if that pintle MG on top of the PzVI is even worth the munitions? Test out how much of a difference it actually makes with the simulator!
To enable/disable or modify the exact contribution of MG sim, just set the percentages for the Hull, Coax and Pintle (if available) in cells Q2 : S2.
- Revamped Simulator tab that now calculates the average damage and kills dealt (total, by MG and by main gun) after each shot for each model in a squad over 100s or 1,000s of repetitions.
To run, simply set the desired values for distance, formation, RA, etc. in the respective fields and hit "Start simulator" (be warned, though, that the cell code is pretty slow, so starting with 100 iterations to get a crude overview is recommended)
- Graphical interface that allows quick and easy visualization and comparison of results in different plots.
Just run a simulation in the Simulator tab and import the results by clicking the big button in the lower left corner!
- New templates for rocket artillery and various off-map arty strikes
- A number of bugfixes, especially for the unit stats in the Data tab
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I too would love the JagdPanther in coh2... the sexiest AFV of ww2 imo
my thoughts exactly! it may not have a place in coh2 gameplay-wise, but damn... this is one of the most visually appealing and iconic tanks of ww2. would swap it against jt or ele any day. sadly not gonna happen though |
i mean, i'm old, too... but in these situations i'd usually get a new pair of glasses, or a bigger screen, haha |