Nice article wit more screenshots:
Behind the Scenes of Hearts of Iron 4
http://blog.digitaltutors.com/behind-the-scenes-of-hearts-of-iron-4/
Profile of nigo
General Information
Register Time: 20 Nov 2012, 21:26 PM
Last Visit Time: 19 Nov 2024, 16:58 PM
Broadcast: https://www.twitch.tv/nigo_BR
Residence: Brazil
Nationality: Brazil
Timezone: America/Sao_Paulo
Game Name: nigo
Register Time: 20 Nov 2012, 21:26 PM
Last Visit Time: 19 Nov 2024, 16:58 PM
Broadcast: https://www.twitch.tv/nigo_BR
Residence: Brazil
Nationality: Brazil
Timezone: America/Sao_Paulo
Game Name: nigo
Signature
COH3 COMPETITIVE SERIES PACK #1
https://steamcommunity.com/sharedfiles/filedetails/?id=2961573188&savesuccess=1
https://steamcommunity.com/sharedfiles/filedetails/?id=2961573188&savesuccess=1
Post History of nigo
Thread: Hearts of Iron IV31 Mar 2015, 16:52 PM
In: Other Games |
Thread: Over nerfed Obers31 Mar 2015, 16:38 PM
+1 Katitof In: COH2 Balance |
Thread: (2 - 4) Einhoven country31 Mar 2015, 13:08 PM
congrats Spanky, you deserve that. In: Map Sharing |
Thread: Patch March 31st changelog31 Mar 2015, 00:24 AM
some of the LEAKS was real after all http://www.coh2.org/topic/32272/possible-leak-on-march-31st-patch-notes In: Lobby |
Thread: Relic: Round Two of the Community Maps Spotlight31 Mar 2015, 00:18 AM
@ Relic, what happened to ROUND 1 maps? http://blogs.companyofheroes.com/2014/09/09/community-map-spotlight/ I WANT In: Lobby |
Thread: Relic: Round Two of the Community Maps Spotlight31 Mar 2015, 00:18 AM
http://blogs.companyofheroes.com/2015/03/30/announcing-round-two-of-the-community-maps-spotlight-feature/ As many of you already know, the Company of Heroes 2 Community has several talented map-makers in its midst. Coming off the tails of a month where we’ve featured a few of our exceptionally talented modders, it’s time to also shine some light on these glorious map makers! They spend hours of spare time honing their craft, all so that their fellow players can enjoy even further content in the game. Our first Community Maps Spotlight was well received but we also received a ton of feedback regarding how we could further improve it. The most common and resounding theme was that you, the players, wanted to see these community maps in the Auto-match pool. Well… we heard you! I’m very happy to share that these five fan favorite maps will be added into auto-match with tomorrow’s patch. HUZZAH! Many have wondered why this took so long, and honestly – the answer is pretty straight forward. When we add a map to the auto-match tool, it needs to be heavily tested. This may seem simple, but it can be quite time consuming for us to pull QA folks off of internal projects in order to QA community maps. It’s been a while since our last Maps Spotlight – our team has been hard at work, and we’re getting closer to sharing just what that hard work is on! In the meantime, be sure to check out these maps. The selected maps and their creators are: (6 – 8) Sittard Summer by MonolithicBacon (4 – 6) Wolfs Lair by Chuck Norris (2 – 4) Bystraya Voda by Qvazar (6) Pavlov’s House by Nebaka (2 – 4) Einhoven Country by Spanky In addition to the community maps, our latest patch will also contain a few new maps and improvements to some of our existing maps that we felt could use some attention. New Maps in Auto-match and Custom Games: (6-8) General Mud (2) Angoville Relic Maps that Received Some Extra Love: (6-8) Hill 331 (2-4) Minsk Pocket (2-4) Moscow Outskirts (2-4) Semoskiy Winter (2-4) Semoskiy (2) La Gleize We also took a hard look in the mirror, shook our heads and removed a few of the ‘most vetoed’ maps from the Auto-match pool. As part of our efforts to constantly improve upon the game, we decided it was time to remove the ‘weakest links.’ If you’re a fan of these, don’t fret – you’ll still find them under ‘custom games.’ Only the strong will survive, and it is time to allow the newly added Community Maps and newly added Relic-made maps to shine! The three maps impacted by this are: faceoff at Rostov Hurtgen forest Semoskiy from 2v2 automatch If you have any questions or feedback regarding the community maps spotlight, the new maps, or anything else related to maps… let us know in our official forums. We’ve also decided to release the patch notes for tomorrow’s release a day early. You can find them right here. Thanks for reading! Stay tuned for tomorrow’s post, which will discuss our theory behind balance in more detail. In: Lobby |
Thread: Its official!!! Napalm joins in the Relic Defense Force31 Mar 2015, 00:14 AM
thanks Napalm. Hope restored . In: Lobby |
Thread: Patch March 31st changelog30 Mar 2015, 23:10 PM
March 31rst 2015 Update Please note that these changes will go live TOMORROW, at 3pm PDT. Our servers will be down for a full hour to facilitate this update. We’re trying something new in releasing the notes a day early, so we’ll see how this goes! Our latest update focuses on several areas, with special attention paid towards: Maps Balance Bug fixes Grab yourself a cup of hot cocoa, a swig of whiskey or another random beverage of your choice and settle in for some ever so exciting patch note reading! MAPS The following NEW Relic Maps have been added to Automatch and Custom games:
BALANCE For this update, we approached balance with three main goals in mind: To reduce the disparity of army balance between axis and allies
Reduce the amount of frustrating moments that can be caused by undesirable gameplay, including:
OKW SWS Truck We’ve seen ongoing complaints that the OKW SWS truck provides an unfair advantage to some players. We had our stats team pull in-game numbers related to this, in order to assess the situation and determine actual game impact. Not only can the SWS truck push units out of points and into unfavorable positions, it can also scout for the player with no real penalty. By reducing the speed, we have made it much more difficult to push around infantry.
Another common concern we’ve seen is that OKW’s default AA is unfairly advantageous when compared to all other factions that are required to spend resources to build AA.
The received accuracy bonus the Volksgrenadiers gained at Veterancy level 5 made them extremely durable. Durability was not one of the intended roles of the squad so adjustments were made.
To help facilitate our goals of anti-blobbing, we have decided to reduce the effectiveness of Panzerschreck at long range. It was previously quite easy to move a shreck blob into position and snipe vehicles. The reduction in accuracy at greater distances will ensure that in order to be effective, OKW players will need to commit further into enemy lines.
In examining blobbing and the current Meta, we discovered that the OKW Blob effectiveness was in large part due to the Obersoldaten. Their high DPS nullifies any infantry threat to the Volksgrenadiers. In combination with the Volks’ previous Vet 5 durability bonus, the Obers made the perfect meat shield. We feel by delaying the LMG with an upgrade, this should give players sufficient time to respond. The reduction in damage on the MG34 LMG was necessary, as it was killing units at such a fast rate it was far too difficult for other players to react.
These changes will help improve the responsiveness of the Raketenwefer, better allowing it to engage fast moving targets. The reload time has been partially increased relative to the amount of time reduced on aim time; however, the unit’s overall performance will be slightly higher.
The suppression on AOE will also help to improve its effectiveness against blobbing in a non-lethal way.
Allied late game had an exceptionally difficult time penetrating the frontal armor of the KT, which caused a significant amount of frustration for our players. Telemetry Data we pulled supported the need for change in this area, as it frequently and unfairly prevented any realistic allied comeback. By reducing the armor (to the same value as the IS2) it should make the King Tiger a little bit easier to damage. Its offensive power still remains deadly as always.
USF M10 Wolverine The M10 Wolverine is a capable tank destroyer, but too fragile in its current state given that it requires players to get ‘up close and personal’ in order for it to be effective. With an increase in health, the M10 will now be able to withstand one extra shot of direct tank fire.
The Jackson had issues dealing damage consistently due to its lower penetration. Our team has chosen to reduce the damage dealt by the M36 while also increasing the penetration; two changes we feel will offset each other in an ideal way. This will allow for the Jackson to retain its current role while also being a more consistent tank destroyer. This is an indirect buff to Wehrmacht Tier 3, in which every tank was hard countered by the Jackson in its current form.
We had found that the M8 previously had the ability and tendency to one shot kill a lot of squads with no way to counter it. By increasing the damage but removing its death critical on hit, we are aiming to give a more dispersed damage among clips of units without instantly killing squads. We have also made some adjustments to the default gun in order to compensate for the reduced effectiveness of critical hits. The Greyhound’s gun should now have similar stats to that of the Stuart.
Through research, we’ve found that the USF Mortar Halftrack has been one of the most lackluster mortar’s in the game, aside from its White Phosphorus ability. The most inefficient mortar in the game should now be in line with its other Mortar Halftrack counterpart.
The suppression on AOE will help the Pak Howitzer’s effectiveness against blobbing in a non-lethal way.
The HMC is a great unit but we have found that its squad wiping ability was consistently too high, wiping full squads with its first shot. With this change in damage AOE, you will see damage better dispersed throughout the squad without killing it outright.
SOVIETS Sniper With our goal to reduce and remove negative gameplay; the Soviet Snipers sprint ability has come up frequently in conversations. If the enemy has set up a flank designed to eliminate the sniper, soviet players were able to use the sprint ability to quickly get away at any time. This ability simply granted too much utility to the sniper.
There were two main issues with the B4 that we wanted to resolve. First, the fact that the B4 significantly hampered unit preservation, and second that the B4 has been over-performing in relation to the other howitzers available to our players. The additional damage dealt at Veterancy level 3 and the potential to combine the damage bonus from ‘For Mother Russia’ made this unit extremely lethal.
The previous modifiers resulted in unintended consequences such as a B4 having the capability to take out a Tiger tank in one shot. The modifiers have been adjusted accordingly to better align with our gameplay systems.
Our team determined that as one of the worst rifles/AT in the game, changes to the PTRS were necessary in order to make it a bit more sufficient at its role. Its damage profile remains the same, so damage will still be relative to current values.
The 120 is a great unit, however its combination of accuracy and AOE damage profile meant it regularly wiped full squads with its first shot. With this change in damage AOE, players will see damage dispersed throughout the squad without killing the squad outright.
WEHRMACHT Pioneers Our aim is to encourage positional play and combined arms, which the Wehrmacht faction tends to reply on more than any other faction. With an increase in sight (albeit still lower than pathfinders) we are allowing Pioneers to help spot for their HMGs and other support teams.
In analyzing statistical data, we discovered that the German sniper had one of the shortest average lifespans compared to its soviet counterpart. By increasing its health, we are compensating for a lack of other squad members that the Soviet sniper team.
Our aim here is to provide the Armored Car with an increased level of durability so that it may act as a better deterrent against light vehicles.
We’ve found that the MG42 has been slightly underperforming in the damage department. These changes are meant to improve its performance and thereby better align it with the other HMG teams.
Upon review, we felt that it didn’t make much sense that these heavy armored vehicles could move in and out of danger so quickly. We also found that it provided a negative gameplay experience for those trying to counter this. Similar to the changes made to the Soviet Snipers’ sprint ability, we’ve decided to tone down the effectiveness of blitzkrieg specifically for these three units.
BUGS
* Updated with generated BBCode - Janne In: Lobby |
Thread: Its official!!! Napalm joins in the Relic Defense Force30 Mar 2015, 22:39 PM
The last hope from the community is gone sad day for all of us.
Adeus amigo !!!! for orange tags out there: Its just a joke with the good old Bear. In: Lobby |
Thread: Relic: No Japanese faction in CoH230 Mar 2015, 20:13 PM
Even Korea or Peru? http://en.wikipedia.org/wiki/Japanese_diaspora We have more than 1.6 million. I can say that for sure In: Lobby |
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