In my opinion the t34/76 should be the worst tank at fighting tanks, but should always penetrate the armor of light tanks and rear armor of mediums.
The Sherman and p4 should be equal at least at vet 0. The Sherman should exceed performance of the p4 in whichever round it uses. The at shells should be better than the p4 as well as the ai shells. The p4 should however should perform consistently at both without an ammo changing mechanic.
The t34/85 as a doctrinal unit should perform more or less identically to the p4, but enjoy enough penetration to the point of hurting panthers reliably. It may not need to share the mg stats of the t34/76 though. While im actually fine with it myself I think it's probably a little too much and it makes the t34/85 a complete replacement/upgrade.
The Cromwell is just too cheap and accurate. But I really can't speak to the British faction as I really have played more against them than as them. |
@Basilone. So Budwise is one of the very few ppl who are not good at the game but knows the game? gatcha. ill just write that down in my notepad.
it is obviously that you do wish well for the effort.
But you did not answer to wouren's question: what was the purpose? It was not to wish the team and the community well because most of it is just bashing the game/relic and talking about the good ole days(...that were actually better but still reminiscing the long gone time).
was it to ...
a. bash the game
b. bash relic
c. both a and b
d. reminisce
e. wish well with healthy skepticism.(scratch that since you just state "I dont imagine there will be many more patches after this." without any basis.)
I think your first post is valid but the sole purpose of it in this thread was to bash relic. After all, we all know the story; you and like minded people have shared the "two cent" regularly and frequently. So please, don't act like you really thought your post was to be constructive.
And what exactly is the point is trying to publicly call people out and insist that they admit something you believe to be true? What IS the point is expressing one's opinion? How am I asking this of the Editor in Chief of this website?
I think anyone making a statement that Relic needs to regression test their code is COMPLETELY valid. Nothing like community efforts being undermined through the introduction of old bugs and unintended side effects when things actually go live. (Or from the effects of the MAY balance patch, introduce entirely different things from the mod and wait months upon months to even address.) |
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The USF super mortar got nerfed.
Well, yeah. Sorta.
It's only a mod at this point. Seeing how the mortar changed from preview patch to live match, I'll consider the jury to still be out on that.
I was only explaining how the 222 ended up being so important to the metagame. A nerfed mortar alone should really realign much of the metagame, which is what my ultimate point was.
I know the preview mod has a shorter range ostheer mortar clone. (Why they didn't just clone the soviet stock mortar and maybe shave 5 to 10 range off it, I don't know. Or use a 60mm version that was supposed to have been implemented in the first place...) But I dunno, Ostheer is hardly a gold standard of a faction, it's just the closest to a coh1 faction in terms of tier teching. |
So i'll start with very basics, which are base sectors, structures, teching
I think this is one of the problems with trying to balance CoH2. Even basic things like teching and base structures are considered problematic still. |
You can include two states in a single toggle ability. For three different states, you'd probably have to make three separate abilities occupying the same UI position, with temporary upgrades determining which one is shown. It's more complicated, but definitely possible. Might mess up hotkeys, though!
It can work. It's tedious to create but it works. Every behavior state would occupy on slot (say, 31) and each would require a different state to trigger being dis pl ayed. So hold fire would appear when tanks only is enabled, then free fire would be set to appear on hold fire, and lastly tanks only would appear when the unit is on free fire mode. The trick is having the dependency for each trigger a status on the unit. (Free fire can't just be the default state without a triggering status. It'd effectively be a dummy ability.) |
I think that could work. I have something like that in my mod for Crocodile/AVRE. Though it is hard trying to convince the gun to engage the same target as the aiming-weapon.
This can be accomplished by increasing the value if I think 'last target' in target priority to a higher or equal value than suggested target. The idea is that the suggested target will always become the last target once move and stop commands are issued.
I'm not at a comp with mod tools to check, but I remember editing those values in such a manner did wonders for making turrets vehicles maintain targets while pathing. It's been quite a while so I don't kow how much those values have been changed since brits, if at all. |
See that's the thing though... I can't even tell you how many times I've seen players spam stug es to ill effect. I mean I remember watching high end players throw games like crazy because of stug e spam. Stug e spam shuts down infantry heavy play that doesn't adapt to anti infantry vehicles.
Usually what the issue is is that the stug e acts as enough of a crutch to bridge the gap until the tiger.
But again this occurs when the allied player refuses to deviate from heavy infantry usage, or invests in things like calliopes or crocodiles, etc.
What people are describing for the stug e is to effectively clone the stug from coh1 blitzkrieg doctrine. Honestly I think a stud could easily fit into coh2, but I couldn't say where or how.
I swear it's like gravity that the faction designs of the original factions of coh1 keep creeping in as superior choices for what we have to work with. |
This train came and left the station years ago. Relic has pissed off so many motivated outstanding community members over the years who spent hundreds of hours doing testing in private balance betas in private balance forums and all left frustrated and angry. Relic would then a year later gather up the next round of fanbois who didn't know any better and off they were to redo the cycle. Seeing as it looks that COH2 is coming to its EOL I imagine they want to put this game to bed like we did with 2.602 vCOH but they shoulda just helped ups make it amazing years ago instead.
I solute you guys I really do, but knowing stats and modding tools is how Relic balances this game in the first place and we all see how that works. Hell, if they had listened to us back in Beta we might be having a COH2 Dreamhack right now! Relic has had countless chances to do this right already and I think you guys are probably the last hope there is because I imagine most of the top level players have moved on, burnt out, or are just plain not willing to work with Relic again.
Yeah it is pretty unfortunate. I've involved myself in discussions since 2.602. I was the guy that fought for g43 suppression and aligning the center of pe halftracks correctly so they werent a nightnare for pathing. Ive tried to contribute to coh2 and ive even built multiple simple testable mods to break forum theorycrafting. 5 man gren squads, giving the m42 atg with an Ai shell, numerous iterations of 222s, formation and squad spacing, and many versions that offered alternative teching pathways for factions. First efa then wfa. And most of all tiered resource points so I could try and salvage the countless hours I've spent in worldbuilder.
My efforts in trying to engage relic has been futile as I've been completely ignored since 2.602. My efforts in the community has been resoundingly dismissive at worst, and ignored at best.
I honestly have no idea why I continue to be active. Sunk cost fallacy I guess. The infighting among the community for coveted communication with relic and 'prominent' status has been an achilles heel. |
I know the limitations of mod tools well. I've spent countless hours testing different ways to improve the pathing and clumping issues. Squad speeds (mostly due to facing and rotation), cover search radius, and yes, formations. Improving cover searching behavior I think would be one of the more effective ways of giving all squads a better chance to survive instagibs/4man+ kills.
And like I said, as unfortunate that the scope of the patch and the restrictions of the mod tools disallows any major fixes to the game, it means special attention should be paid to what can be changed. Honestly, making the USF mortar appropriate will rock the metagame in major ways alone. |