I hear you Marxist, I feel the same frustration when I play against strafe on live. Honestly, it wasn't on our radar until post release, which is completely my fault for not spotting it. |
We are on it, as far as I understand its not a simple big fix. Hopefully we can resolve it soon. Personally, I find it really annoying too. |
It has a radius of 60, meaning the range is equivilant to the barrage radius of a 120mm mortar.
However, once the plane chooses its target it will follow said target until that strafe pass is complete. The Target is reset after each strafe pass. Only targets within the 60 radius can be selected. |
Accuracy lerps in the same manner. So if a weapon has 35 range it would do near accuracy at 0 range and lerp to the far accuracy at max range. So at the halfway point you would be at the mean of the two numbers.
Careful though, small arms typically have point blank enabled. In this case, near typically starts at 10 rather than 0.
Therefore,
If
Near accuracy = 1
Far accuracy = 0
Range = 35
Point blank = true
Then
0-10 = 1
10-35 = 1 to 0
35 = 0
Look up Lerping for an explanation on how it's applied. Basically just means the accuracy scales based on distance.
FYI, point blank ignores cover but not garrison. |
Not to mention increasing health would allow crews to eat a tank shell and survive, which would be undesirable from a design point of view. |
Dawn of War II was under THQ, COH2 is under SEGA. Very different companies, very different philosophies.
SEGA could have shipped COH2 back in March, but instead decided to give the team more time to try and finish up the game. After spending 27 million dollars, they made the decision to put more money into the game.
Just take a look at the Relic website under jobs. Over the last two months, I've seen more job listings than I have seen in the last 1 or 2 years combined.
As a consumer, that is a very good sign in my mind. Where THQ was cutting costs, SEGA is investing in the company ten fold.
With regards to balance, I know a number of you want instant fixes to elements within the game which are clearly ruining your experience, such as the strafing run, but there are pipeline limitations that prevent that.
I can confirm there are fixes in the pipeline but they take time to go through all the stages and deploy.
If any of you would like to talk about this in more detail, feel free to send me a PM.
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Keep in mind any changes to the Stug to improve its viability will inadvertently reduce the viability of the T34, which also seems to be a key concern within the community.
This issue is fairly complex unfortunately. |
Everything is setup correctly on both the Stug and 222 Scout Car.
I havn't read through all of the threads above, I have my morning meeting soon unfortunately. So I'll quickly post some notes which will hopefully clarify some things.
Visuals are defined with the munition type and projectile type, so if you want to change the visuals that is where you go.
Area effect impacts the weapon AOE values. Radius defines the radius of the circle, pretty self explanatory there. The distance far and near values are a bit more complex.
So lets say we have a radius of 5 and a far distance of 2.5 and a near distance of 1.25. We always set the distance values to 50% and 25% of the radius for far/near respectively, FYI.
In this case, the weapon will deal 100% damage from 0 to 1.25 range, 100-25% from 1.25 to 2.5, and 25% from 2.5 to 5.
Between 1.25 and 2.5, the damage value is linear. It lerps from 100% damage to 25% damage.
Hope this helps.
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Let me know if you have some questions on how things work. |
You make great points rtschutter. However, we didn't make the changes to address the Maxim vs. MG42 scenario. It was in response to German weapon team vulnerabilities. Namely, to snipers, tank shells, grenades, etc. More so, the cost of losing a MG42 is much higher for Germans than losing a Maxim for Soviets which compounded the issue.
We did consider the consequence of this change; flanking is now less punishing to the receiving playing. Note I said less punishing, typically you can still force a retreat and in fewer circumstances you can actually decrew the weapon team. If you do manage to do this as Soviets, you get the best of both worlds when you recrew that weapon.
I don't think the extra man has had a major impact on the balance of the MG42, all the same counters still apply. It does reduce the risk of using the MG42, so if anything I might argue that the tactics needed to defeat a well positioned HMG are harder to pull off than the tactics required to positioned said HMG.
That said, we had a very similar reaction to that of the community when we first started testing this change. However, after a few days of testing we begin to formulate new and effective strategies and tactics to take the weapons teams out. Quite frankly, if the German player builds a number of HMG's early on, they are leaving themselves extremely vulnerable to a number of hard counters. The M3 and 120mm mortar proved the most effective counter, Molotovs and the use of buildings were a close second.
If you are finding that the German player is garrisoning his MGs, I would suggest getting 1 Penal Battalion and using their satchel grenade. This typically knocks the entire building out.
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