Interesting stuff, good write up. Kind of showcases how bad zooks are, especially considering how often they just flat out miss regardless of their crappy penetration. I too would like to see the ptrs numbers just for the luls. |
Wow, Romeo, you're way more polite than I would have been. Seeing someone insult you like that out of their own ignorance is kind of infuriating though. I hope a mod locks this and bans that trash. |
I've never seen them do more than like 15% damage to a Kubel, even clustered. I thought they were bugged so stopped using them. |
Cruzz, fantastic work on this mod. I've been playing it with a friend lately but we mostly only have played bots to see what's different so take my feedback with a grain of salt. I love most of the changes and while many of them are only minor tweaks, the game remains true to it's core design but all around just feels better. I especially love the changes to many of the USF units and most of all recon company.
Some points of (hopefully) constructive criticism:
I'm not a fan of the most recent main gun destroyed change. I understand wanting to keep the mechanic but currently it kind of feels like it just replaces the death crits style rng mechanics you worked to remove. If main gun destroyed has to remain in, maybe just add it back to ram as a possible crit when the rammed target is below a certain amount of hp?
I love that you're working with guards but they still don't seem quite right to me. They feel very strong as a long range anti infantry squad now when upgraded (because of the ptrs change) but they seem almost too good in this role, especially vs grens and still not that great in their AT role. I know you don't want to make major changes but I'd like to see guards provide the soviets option for hand held AT while shocks remain the elite infantry AI call in. That said, sovs could use a long range infantry unit and Penals already overlap largely with cons so... Why not swap the penal carbines with the guard's rifles and give the dp upgrade to penals. Then you'd be free to buff guard's ptrs rifles in their AT capability without fear of them being spam able jack of all trade units. This would provide the Sovs with scalable core infantry as well as a doctrinal infantry based AT option that might actually help against anything other than light vehicles.
Anyway, I'm sure I'll have more feedback but I need to play more games (and I'm on my phone so this is tedious to type). |
How to win at coh2 as okw:
Step 1 build obers
Step 2 lol heavily
Step 3 ????
Step 4 profit |
Hey guys, I was wondering if one of you wonderful stat gurus could give us some numbers on what specifically the ability "Tactical Assault" for tommy gun paras does. I know that it makes them walk more slowly and it would seem as though their dps goes up and their survivability goes down but some concrete numbers would be nice if possible.
Thank you. |
I'd like to see something like:
60% destroy
35% out of control (only when no engine damage of any kind)
5% abandoned (only when immobilized or heavy engine damage)
That way you can still have the fun of occasionally stealing a vehicle but it will become an immediate point of contention as it will need reps before it goes any where and your opponent will know that. |
I agree, been thinking this would be a good change for a long time. Would give Ost a more reliable way to clear garrisons and add another form of reliable dps to engi/conscript builds. Maybe they haven't done this because they don't want to see pio spam 2.0 but with the way vet bonus are now and every factions access to early light vehicles, I don't see that being an issue. |
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I really like the change |