EDIT: Found it and fixed it in the code below, leaving it up for reference.
I'm playing around with Autohotkey and this seems to be the most recent AHK-related thread. I'm trying to get the old "plot vehicle path" (Rightclick, then repeated quick shift-rightclicks while button stays pressed) working again.
However, somewhere in there, something seems to be causing "next idle builder unit" (comma key "," on my keyboard layout). So it keeps selecting my builder units instead of keeping my vehicle selected.
Here is my code, I hope someone can point out the mistake to me:
;vehicle special
$XButton1::
Send {Rbutton}
Send {Shift Down}
Loop
{
if not GetKeyState("XButton1", "P")
break
Send {Rbutton}
sleep 20
}
Send {Shift Up}
return
Profile of rofltehcat
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Post History of rofltehcat
Thread: How do you have your hotkeys setup?13 Aug 2014, 06:55 AM
In: COH2 Gameplay |
Thread: Schwerer Panzer HQ Firing outside of its range?13 Aug 2014, 06:47 AM
I did a quick & dirty test: A HMG34 has 45 range and the Panzer HQ has a range of 40. I set the HMG up next to the turret and checked at a spot roughly the same distance from both. Their range marks were pretty close to each other with the HMG being slightly longer, as expected. Unless the same applies for the HMG, the range markings seems to be correct. However, I think this may be (like most other flak-related problems) be caused by other limitations and traits put upon them. Elevation actually matters for flak weapons (unlike for most other weapons). Not just because some of them can't aim "down" steep enough and will also hit every little bump on the ground. But also because they have a much longer range against aircraft. I do not know how that range bonus is handled but I suspect it might be a possible cause. In: COH2 Bugs |
Thread: Green Cover13 Aug 2014, 06:29 AM
EDIT: According to Woof, AoE suppression only applies to actual hits. My bad, I thought it'd apply to the normal suppression amount. Ignore this post if you want, I'll leave it up in case someone wants to salvage any of it Afaik, it isn't. It is still good advice, though. It does not matter how often the MG hits, it only matters how many bullets it shoots at a target and what modifiers count against the target. The modifiers for different cover types (accuracy, suppression, damage, penetration) are different for many types. What you are experiencing is the result of vehicles not receiving cover boni. If it would only count hitting bullets, there would be double-dipping and the modifiers would need to be much lower. Example modifiers HMG42: Light suppression: 0.5 Light penetration: 1.0 Light accuracy: 0.5 Light damage: 1.0 Heavy suppression: 0.1 Heavy penetration: 1.0 Heavy accuracy: 0.5 Heavy damage: 0.5 With 0.1*0.5 = 0.05 suppression modifier, nothing would ever be suppressed in green cover because their suppression regeneration would pretty much cancel it out. (However, I can't give you numbers on the regeneration nor on the mechanics... there once was a very good article about it on the VERY old and since replaced coh1stats site, not probably lost forever. So I'm just assuming it works roughly the same as in CoH1, like most things in this game.) In: COH2 Gameplay |
Thread: Grenade balance12 Aug 2014, 23:42 PM
What about making Shocks' smoke grenade trigger a short (5 seconds?) cooldown for their grenade ability and vice versa? That way there would be a choice between suppression/damage avoidance and a high damaging fast grenade, placing the choice in the player's hands. It would also prevent invisible throws from inside the smoke screen. Other units with both abilities could behave the same. As an exchange example, the wind-up time for riflemen could be reduced, making the currently not often used grenade tech more desirable without making double-strikes too hard to predict. In: COH2 Balance |
Thread: Fix Luftwaffe Supply Doctrine medial supplies.12 Aug 2014, 14:17 PM
Overall I really liked the commander when it came out. However, I have not used it recently and do not know what changes have been made to it in the meantime. So my statements are mainly based on the effectiveness I perceived back then. However, much may have changed so my suggestions may be too severe. I think it could be nerfed but the nerfs should not be over-done because at least back then the commander did not offer THAT much else (and the meta has shifted a lot since then). My suggestions would mainly aim at differentiating the two effects, making the ability more flavorful and less of a "one button does it all" type ability. Of course in that form it'd be weaker but I don't think it'd be too weak. Some other buffs have a cooldown period in the form of their ability cooldown or even a weakness period. I think splitting up the healing and combat buff effects would be a good way to go: 1. If a unit takes damage while the healing effect is active, the healing effect stops. 2. After the combat buff ends, a unit cannot acquire a new one for x seconds. However, the effects can still be stacked. This promotes two uses: 1. Either use it out of combat to heal troops (use one packet at a time), taking into account that troops might not be able to get a new buff effect in combat. This way the packets last longer but their effect on combat is smaller. For their pure healing effect the price (30, doctrinal, takes a while to arrive) is ok, compared to a medic bunker (60, area-bound). 2. Use the packets in a more active manner for the combat buff, either extending the effects or stacking the effects. This way the units won't get much healing from the packets and the packets are used up quickly. That way their combat buff cost would also be a little more comparable to other buff effects. I still think they should also be usable by the enemy if you leave them lying around (incentive to use and defend them). I am also assuming that their buff effects are still stackable (which may have changed somewhen). In: COH2 Balance |
Thread: American mortar half-track sucks and shouldn't be 40 fuel12 Aug 2014, 11:40 AM
Don't forget one HT is shooting at squads with 5-6 targets and the other one is shooting at 4 man squads. I kind of liked the recent buff to the US HT and I think it is good because it adds something to the faction that it does not otherwise have in a very accessible way whereas Ost can get a mortar pretty much every game if they want, making the advantage between mortar HT and mortar much smaller. I think that the field howitzer can't really be compared to mortars although they partially share roles. I think its problem is the same as most US non-tank vehicles: You want your Sherman (or Stuart) ASAP and thus do not want to spend the fuel required for them. Other factions kind of share the same problem, although OKW and USF probably show this more because their AT guns don't really seem adequate to really combat medium tanks. In: COH2 Balance |
Thread: Assault Engineers and Vehicle Crews are Useless3 Aug 2014, 20:56 PM
I think Assault Engineers are quite fun to incorporate into US strategies and I was more or less successful when trying them. However, I think they should be treated as close quarters and flanking elite infantry. If they can wait behind a hedge or flank around houses, they are very effective. You still won't want more than 1 or at most 2 squads of them for that role, though. Their demo charges are also great, especially considering US otherwise has a lack of mines. It also helps them get to Vet 2 for the received accuracy modifier. I think when they are in the right situations they are pretty good but in other situations they of course get decimated. So they are pretty niche. Does that niche limitation make them bad? I do not think so. Rather, I think other US options are over-performing and/or are not properly limited to any niches. For example, Riflemen tend to do well in all combat situations and even the weapon upgrades tend to simply make them better at that instead of making them better close range or long range units. It is a bit like the Panzergrenadier situation: They are not bad on paper and they are not bad when used in the right situations. But everyone is just using LMG grens instead because they are performing well on all ranges and are easier to use. However, Assault Engineers' high damage potential also puts them in the same balance conundrum as Panzergrenadiers: If you buff them, you can quickly get a unit that just indiscriminately walks over all enemy units. I think this is one main reason why we haven't seen many PGren changes. In the end they also double as builder units, have demo charges (good utility for non-mine faction) and can repair. So in short: They are not bad, it is just other US options overperforming and invading their niche and changing them can lead to severe balance problems. In: COH2 Balance |
Thread: Garisonned MG Control1 Aug 2014, 10:39 AM
You have to drag a selection box over the house so you have the house selected, not the unit inside. You can then give it attack orders. In: COH2 Gameplay |
Thread: Patch: July 31st1 Aug 2014, 04:40 AM
Katyusha changes 22th: Katyusha Katyusha changes 31st: Ability recharge time from 70 to 110 seconds What it has now, compared to before the changes: + Much larger AoE damage area. + Much larger infantry-killing radius. + More rockets land near the target's center. - But a few of the rockets can also scatter more to the left and right (depending on katyusha distance). + Better damage against heavy vehicles. - Longer cooldown. To be honest, by stats the Katyusha is now better off than it was before. It has gained in power but shoots less often. I think people are just perceiving it as bad because they got used to its performance between patches. I also think people got used to using it "wrong": Its splash area and killing area before meant that it did not really matter how far from the target the Katyusha was positioned and vision did not matter as much. One could even argue that it scattering more was good to cover a larger area. However, I think that now it is better to fire it from medium instead of from maximum range and preferably with line of sight. People should give it more of a try in the new patch, I certainly will. Same for the Panzerwerfer, we'll see if that works out. In any case it won't help at all if nobody uses those units anymore just because they assume that they are now that much worse. Possibly I'm wrong with my stats interpretation but instantly writing it off as useless is bad attitude. In: COH2 Balance |
Thread: Patch: July 31st1 Aug 2014, 01:47 AM
I had no idea there was a problem with the .50 cal MG. Even if it was unintended it didn't seem to be affecting the balance. Yeah, about that... do I understand it right that it before had 25% higher accuracy and received normal damage whereas now it has normal accuracy and receives 25% more damage? If so, that was a pretty severe bug. I think the only reason why we didn't see more than 1-2 HMGs from US players was because the LT takes some time to come out and because rifles by themselves are already pretty good. Of course, nobody knowing about the bug probably helped, too. In: COH2 Balance |
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