I'm not sure if I am right but I read something that the circle on the map is the indicator of the area where planes start tracking stuff. So if a plane "locked on" on of your tanks and you move said tanks outside the red circle, the plane will still bomb the crap out of them.
Beside that lock on system, its range indicated in the actual map is a lot larger than it is in the minimap. So if a unitt looks to be outside its range in the minimap, it can be detected by bombers |
Patchnotes say that the victor creeping barrage on the Sexton no longer shares a cooldown with the main barrage but a) “victor creeping barrage” is not a real thing and b) both victor barrage and creeping barrage appear to have separate cooldowns; or at least the victor barrage will not fire if the main barrage is on cooldown.
Valentine patchnotes say it’s supposed to be 7 pop now but it’s still 12.
If you actually call in valentine, it actually costs 7 pops.
It is just shown to be 12, which needs to be adjusted |
Well, stormtrooper mp40 has very good stat, it is not inferior to mp44. But yeah, I think they could give them free mp44 rather than this much powerful mp40. I liked the sound of mp44 firing. |
Well, i think it's anti-infantry ability is better than AEC, and that makes it much better option. And valentine doesn't require AEC upgrade.
I just want them to change the bugs that valentine still shows to be 12 pop as it costs actually 7 pop. |
I still think we didn't need to nerf manpower, fuel, and building time for officers at the same time. We could just nerf one of these gradually wiht constant monitoring. You guys change things too abruptly. |
Really I cannot understand why you added munition cost to HMG&AT drop. Airborne company requires a lot of munitions. paratroopers need at least 90 to upgrade their weapons, and 240 to P47 air support.
I think we can adjust their cost to 260/300mp, and drop 3 additional paratrooper crews who can reinforce near that antenna pathfinders can build. It was in COH1 as I remember. Or we can change them like supply drop in ostruppen doctrine. Spend 500mp, drop HMG, AT, and additional resources or medical supplies. |
I see the rational, I'll try and see with a couple more games.
A couple of things I noticed: all first light vehicles had their cost increased by 50 manpower with the exception of the m20 (which had a 100mp discount with v1 and now a 50mp discount) due to the change to Lt and Cpt cost in comparison to vanilla pricing. I don't think it is a problem, but maybe something to be further tested.
The M20 hits the field later now if one goes for a 3 riflemen start. The only build order that allows similar timing is 2 rifles, Lt, rifle, unlock, m20 which is a build that sacrifices a lot of map presence due to the high build time of the Lt and the delay of the 3rd riflemen due to the Lt tech as the third unit. I'm not sure if this is a problem either, but something that might require further testing.
With a couple of games, I like most changes. I think nades could be bumped up to 20 fuel due to the added utility of smoke and the increase in starting resources.
I think that's right. The light vehicle comes a bit late. It would be better if we raise initial mp and roll back major mp also |
I like this change. Just adjusting Lt/Cpt's cost to 200mp/30fu and lower major's mp cost would fit perfectly.
And for the utility car, adding free skirt and remove the bazooka, increasing 50cal penetration will be good |
I think we can delete bazooka and give it AP rounds ability 50cal has(and free skirts in exchange). I heard that bazooka crew can't receive armored company tommy guns. |
Sherman chance to pen p4 at max range: 56%
P4 chance to pen sherman at max range: 69%
Sherman chance to pen p4 at mid range: 67%
P4 chance to pen sherman at mid range: 72%
Sherman chance to pen p4 at close range: 78%
P4 chance to pen sherman at close range: 78%
Also, the sherman's regular rounds have roughly the same AI performance as the p4 (lower aoe, but also lower scatter). You've actually managed to act like the OPTION to switch to specialized anti infantry rounds is a downside.
OK, I think you're right in this.
anyway, what does damage all in hold means? does damage all in AOE radius? |