I hope for a mod-tools upgrade including models Kreygasm
mod-tools upgrade including models Kreygasm
mod-tools upgrade
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The M10 was the best lawnmower in vCoH, bar none. See that zombie Gren blob? What blob?
Guess which vehicle is the consumate lawnmower in CoH2? Go ahead, guess. Make my day.
Then, once you've done that, congratulate the guy who had the microing ability, and the balls, to chase down and crush your entire a-move blob since you couldn't be arsed to lay down any mines, have any AT present, or to even pay enough attention to realize that said vehicle was even chasing your blob. |
-Knock Rifles down to 4 men,
-Force the player to click a button to deploy the AAHT and fire its 37 mm.
-Reduce the Jackson's range by 10 and change nothing else; this will allow Axis T3 to charge up to it and derp it much easier.
I'm serious. Just give these guys what they want and then wait for the QQ about how they can't get a single game ever as the Axis. Then we can finally explore some actual balance changes. But I'm utterly serious about my points--do it, let's see how far we can neuter the Allies before people start seeing reason. |
Works fine for me. Make sure you're clicking on the point itself and not the centimeter of dirt directly north-northwest of the flag. Well-trained combat troops tend to get turned around fairly easily, even in the face of massive flag poles with large colored borders painted on the ground around them. |
While the idea of that gave me a most normal boner, I'm regrettably reading that it only had 3 .30 cals make it to production and it didn't use a .50 (initial M3 Stuarts did have 5 M1919A4s, but it got reduced to three definitely by the time the M5A1 got made. Any variants that I could find which had a .50 cal had it in place of its gun turret)...probably because it couldn't fire them all off at once anyway, like you said.
I do agree with making it better against infantry with its MGs though. The less main guns squad-wiping the better, but that's no reason to keep the Stuart bad.
Many Stuart crews got rid of the pintle-mounted M1919A4 and slapped on an M2HB in its place. Jussayin.
The M3 and M3A1 are the same early model tank with the exception that the M3A1 used a welded cylindrical turret versus the M3s octagonal riveted turret (both of rolled homogeneous armor). M3s did have provisions for a .30 in each 'cheek' of the hull, but by the time the M3A1s started rolling off of the production line, they simply added armored plugs to the holes and stopped equipping the extra guns. Four men with a cannon and five machine guns makes for bad maths. And I do indeed speak English gooder. |
You seem to not know much about anything in regards to how these vehicles actually performed. Let me be a little clearer. The is2 could not penetrate the king tiger frontally, in a few situations where king tigers with poor quality alloys were used the frontal plate of a king tiger would eventually crack after a few hits. This has nothing to do with actual intended performance or faulty design. Its more to do with indirect means such as low resources for the german war effort. Do you also blame tanks for the countries inability to provide fuel for it as well?
Is2s did not penetrate king tiger tanks under normal circumstances. For gods sake learn a little something about ww2 before you try to argue balance in terms of historical nature.
Hey, captain Smartso, you forgot about the part where the KT's turret front (not the mantlet, the 'cheeks') is flat. Ergo, the IS-2 would quite happily wreck your shit with little effort. |
Didn't they come out and say that any sort of modding capability that was capable in CoH1 was gonna be implemented in 2?
Surprise! They lied. We can fiddle with the .rgds (abilities, entities, stats, crits, etc) and nothing else. Hurrah! |
Relic has forbidden us coders from tampering with bulletins, skins, models, FX (voiceacting, explosives, particle effects, etc), or commanders, because MUH DLC. So, right now, nope. Impossible.
EDIT: To the point that a lot of the above is no longer available for viewing or w.e with the CoH2 official modding tools. Skins and model file trees in particular have gone the way of the dodo. |
Mmmmmm, yes, vCoH uber alles. SIS strat best strat, mein gott I shot straight up the 1v1 ladder until I smacked facefirst into the lv 15 plateau. R/R/R/R/R/BAR/E/SY/TD/~10 minute Sherman. 5 BAR Rifle flanks in a rolling human wave, and mines EVERYWHERE.
Then there was the infinite fun of 4ES.
SayNoToKlaus was fun for a while, it actually made playing against PE fun.
BiB just to be a dickhole.
The Vet1 -> T3 Blitz fakeout of infinite fun.
PaK creeping.
Countersniping someone and having them drop soon-after.
Jeep/bike pushing. Christ, you nancies moan about truck pushing? Real men drove their jeep right up into your grill. |
KEK. The best part about the StuG having crap armor in CoH2 is that it had pretty damn good armor in reality. From Mein Soon(tm) to be Release Mod ))) (Yes, it's for the StuG IV, but from the front and directly astern it's the same layout and thickness as the StuG III Ausf G.
〈〈 Sd Kfz 167 StuG IV (a.k.a. Sturmgeschütz IV) 〉〉
Country of Origin & Manufacturer:
Handling:
Weight: 23.5 tonnes
Engine: Maybach V12 gasoline HL 120 TRM, water-cooled, inline
Horsepower: 300 hp (220 kW) at 2,500 rpm
Fuel Capacity: 660 litres (175 U.S. gallons) of 80 octane fuel
Range (Maximum): 210 km (130 miles )
Range (Combat Radius): 105 km (65 miles)
Transmission: Manual; syncromesh; 7 speed (6 Fwd, 1 Rv)
Suspension: Leaf Spring Suspension
Top speed (road): 38.624 km/h (24 mp/h; 10.729 m/s)
appropriate gear/total: 6/6
0 to speed time: 55 s (0.199)
deceleration time: 5 s (-4.8)
Top speed (cross-country): 14.484 km/h (9 mp/h; 4.023 m/s)
appropriate gear/total: 4/6
0 to speed time: 3 s (1.341)
deceleration time: 3 s (-1.341)
Top speed (rough terrain): 6.437 km/h (4 mp/h; 1.788 m/s)
appropriate gear/total: 2/5
0 to speed time: 1 s
deceleration time: 1.5 s
Top speed (reverse): 6.437 km/h (4 mp/h; 1.788 m/s)
appropriate gear/total: -1/5
0 to speed time: 1 s (1.788)
deceleration time: 1 s (-1.788)
Minimum 360 º pivot time (chassis): 15.25 s
Turret rotation rate: 14 º/s
Gun settle time (moving to stopped): 2 s
Collective field of view (crew cabin/vision slits): 120 º
Commander's copula: Yes
Field of view (main gun sight): 8 º (5x magnification yields 1000 m eff. spotting range)
Sights: Fixed ' + ', not adjustable for range
Armament & Ammunition Load: 1x 7.5 cm StuK 40 L/48 (63 rds), 1x MG 34 (panzerlauf) (4,750 rds)
Crew Count: 4 (Driver, Gunner, Loader, Commander)
Generated HP: 220 = 55 x 4
Cost (in-game):
Armor:
Type: Rolled homogeneous
Front: 77.142 mm = 56.875 mm ÷ cos(42.5)
80 mm + 80 mm + 30 mm + 80 mm + 75 mm + 30 mm + 30 mm + 50 mm = 455 mm
455 mm ÷ 8 = [ 56.875 mm ]
19 º + 50 º + 86 º + 11 º + 55 º + 69 º + 50 º + 0 º = 340 º
340 º ÷ 8 = [ 42.5 º ]
Rear: 37.138 mm = 32.571 mm ÷ cos(28.714) ---> 1.41
23 mm + 30 mm + 30 mm + 30 mm + 30 mm + 30 mm + 55 mm = 228 mm
228 mm ÷ 7 = [ 32.571 mm ]
67 º + 0 º + 15 º + 42 º + 77 º + 0 º + 0 º = 201 º
201 º ÷ 7 = [ 28.714 º ]
Front, hull down: 69.736 mm = 49.167 mm ÷ cos(45.167) ---> received pen 1.106, received accuracy 0.333, received damage 0.333
30 mm + 80 mm + 75 mm + 30 mm + 30 mm + 50 mm = 295 mm
295 mm ÷ 6 = [ 49.167 mm ]
86 º + 11 º + 55 º + 69 º + 50 º + 0 º = 271 º
271 º ÷ 6 = [ 45.167 º ]
Armor type/modifiers: tp_ge_sd_kfz_167
HP generated by armor thickness (front): 771.42 = 77.142 x 10
HP generated by armor thickness (rear): 371.38 = 37.138 x 10
Net HP: 3202.58
771.42 + 371.38 + 220 = 1362.8
1362.8 x 2.35 = [ 3202.58 ]
EDIT EDIT: And yes, this is basically OT but at this point I've just given up and accepted that the base game SUCKS and that mods are the way of the future. |