The second issue is very simple and easy to fix. Light non-tracked vehicles have a ridiculously low 0.1 radius minimum turn radius in the pathfinding files, which when used will be that ridiculous 360 noscope turn ingame. There's no reason for it to exist, just remove that turn and they will behave that much better.
Don't really have a clue about the reverse thing, I think it might be some kind of bug in speed calculations because I have had it happen a few times when blitzing my axis tanks and generally see it happening on roads only with anything else, so it seems to require some kind of speed threshold to happen.
Profile of Cruzz
General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
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Post History of Cruzz
Thread: Weird insta reversing and slipping like on the ice.1 Mar 2015, 09:18 AM
In: COH2 Bugs |
Thread: Proposed Soviet Tech System1 Mar 2015, 08:57 AM
The first thread was ok, but this one is just plain insane... Everyone would do conscript spam to t70 rush. I honestly have no idea how you would be supposed to stop it as either axis faction apart from getting it to run over a mine, which a good player will almost never do. Maybe as OKW you'd have a slim chance by putting down mechanized and fuel transferring to a fast puma, but as ostheer you don't even have that. In: COH2 Gameplay |
Thread: SCC2 r2 cruzz vs Hon3ynuts g228 Feb 2015, 23:48 PM
gg In: Replays |
Thread: SCC2 r2 cruzz vs Hon3ynuts g128 Feb 2015, 23:47 PM
gg In: Replays |
Thread: SCC2 r1 cruzz vs Pagliarini g128 Feb 2015, 22:05 PM
gg In: Replays |
Thread: SCC2 r1 cruzz vs Pagliarini28 Feb 2015, 22:04 PM
game 2 gg In: Replays |
Thread: Vehicle Phasing, a How-To guide27 Feb 2015, 17:05 PM
What mod/tool are you using? CheatCommands Mod http://steamcommunity.com/sharedfiles/filedetails/?id=333763272 In: COH2 Bugs |
Thread: Vehicle Phasing, a How-To guide26 Feb 2015, 23:46 PM
1. Take any two vehicles. Big ones like Panthers, Elefants, Tigers are best, but this affects all, it's just a question of how easy it is. 2. Make vehicle A move. Rotating counts as moving, in case you are wondering. Make B vehicle move in a way that makes it collide with vehicle A. Click multiple times if you get temporarily stuck on A. 3. Congrats, you have phased through. Honestly this is pretty freaking broken. While the vehicle sizes have huge issues in themselves, this is clearly just the game engine completely ignoring the bounding boxes whenever move commands are issued and both units involved are moving. While this bug might be age old, that doesn't mean it should be revered and left at peace. ...and so as a tip, if you absolutely want to block someone with a vehicle, spam stop as soon as you block him once, and don't even try to move. Stopped vehicles act as reliable blockers, moving ones never do. In: COH2 Bugs |
Thread: Kappatch 2 26 Feb 2015, 23:24 PM
Small update again...well, actually a freaking huge one in terms of files changed, but the actual effects are really minimal and just taught me about a fun new "feature" in the engine that I will make a forum post about in a bit. #8 Balance: Ostheer medkits now usable on self and heal 56hp over 8 seconds (previously 40 over 10 seconds), but now interrupting the animation will also stop the healing. Soviet 45mm gun health to 350 (230), DSHK HMG gun health to 350 (300), .50 cal HMG gun health to 350 (300) Added 4% received accuracy modifier to assgrens (regular grens 9%). Reduced Ostruppen received accuracy debuff to 19% (25%) but added it to the Puma Ostruppen as well. All infantry grenade abilities have gotten their vertical traverse increased from 40/45 to 60 degrees so you can throw them to higher elevation. Panzerfusilier AT nade fire angle from 5 to 15 (matches other similar abilities) Weapon Consistency: USF weapon crew garand damage halved (16 --> 8) to match riflemen garand, other stats adjusted to compensate. Pathfinder Scoped Garand now reloads as often as rifleman Garand, winddown increased by 0.1 seconds to balance out DPS. Moving accuracy from 0.1 to 0.4 (rifleman garand 0.6), moving cooldown modifier from 1 to 1.25 (same as rifleman garand). Partisans use Conscript PPSH (slight buff at point blank range) instead of their half damage double firerate original ppsh. Ostheer weapon crew MP40 damage per bullet doubled to match Pioneer MP40, other stats adjusted to compensate Priest .50 cal damage per bullet doubled to 8, accuracy adjusted downwards (overall still a buff to the weapon, no reason it should be half the strength of other .50 cals) Walking Stuka forward MG damage per bullet from 1.75 to 4, accuracy adjusted downwards (as with Priest) Bugfixes: Changed vehicle pathfinding sizes to be closer to reality. Generally speaking nearly all vehicles are a lot longer as far as pathfinding goes than they were before, widths were only adjusted a bit apart from fixing a bunch of bugged values. Unfortunately this change has no actual effect on phasing, but solves a couple of minor issues like Brummbar not fitting anywhere (huge width value previously). And all was largely for naught due to a fun feature I ran into after already making the changes Actual numerical values of vehicle sizes here (second tab for changed values): https://docs.google.com/spreadsheets/d/1LpyKOpWTw58KCQeOtmE-xwObxblePZX8JB2Gxb-7efc/edit?usp=sharing Ostheer Luftwaffe supply drop now has an ingame model so you can hear plane sounds Assault Engineers now build Murican caches instead of Soviet ones (just lets rear echelons join in on building them, statistically identical). DSHK HMG, .50 cal HMG weapon priority to -100 (0) to match all other team weapons. No more pak sniperino on these squads hopefully. Fixed Puma Ostruppen veterancy to give received accuracy instead of armor Visual/Audio: Added Brew Up death animation to Ostheer Puma, Panther, Ostheer PIV & Command, OKW PIV, OKW Command Panther, M10, M36 Would you consider replacing T-34/76 with 85 in the main lineup? Without additional gating, as Panzer IV still maintains cheaper cost, better armor, better support abilities, better veterancy and better surrounding AT units not the least of which being Panzerschreck infantry? No, not as a straight replacement anyway. Not only would it remove a unit completely from the game as there is no point in getting t34/76 if you have straight access to t34/85s, the 800hp pool is too unbalancing early on due to easily being able to brute force through antitank guns with it. If I were to add them I'd require both T3 and T4 for them. In: COH2 Gameplay |
Thread: FHQ abuse in langres (lel)26 Feb 2015, 17:02 PM
I see you never went into gamereplays forums or GR chat ingame To be honest I'm not sure why you'd ever rage about FHQ of all things. That thing has so many foolproof counters it ain't even funny. In: Replays |
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