Just a simple question:
Katjusha fires 3 barrages with 12 rockets = 36 rockets and Pzwerfer 1 barrage with 10, is this correct?
No and Yes.
Katyusha is a 4*4 salvo
Pwerfer is a 1*10 salvo
Thread: Yep I'm going there, Panzerwerfer17 Nov 2014, 11:32 AM
Just a simple question: No and Yes. Katyusha is a 4*4 salvo Pwerfer is a 1*10 salvo In: COH2 Balance |
Thread: Radical Early Game Changes16 Nov 2014, 22:29 PM
M20 rush every game, every day. Not that now is different, but it would be coming 4 minutes earlier, RIP ostheer. Meanwhile the OKW fight back with a fucking enormous blob of fusiliers. And will win against anything except perhaps a well-executed multiple M20 rush. Soviets won't have the slightest chance against the fusiliers+mg34 combo and neither will a captain USF. In: COH2 Balance |
Thread: OKW Truck Placement Cancel15 Nov 2014, 09:07 AM
You always get a refund when you cancel. Percentage of resources recovered is the percentage of health remaining with no negative modifiers, so 100% back at full health, half back at 50%, etc. People really need to actually try things out before going off about shit they don't have a clue about In: COH2 Gameplay |
Thread: My wish for better infantry combat12 Nov 2014, 14:30 PM
You mean that awesome veterancy that gives it: Smoke at vet1 -20% scatter at vet2 Yeah, that's fucking amazing, I wish axis tanks had veterancy like that. In: COH2 Balance |
Thread: Make Old penal troop come back?12 Nov 2014, 07:47 AM
They might have had higher DPS, but they still didn't have enough DPS to compete with even a single LMG gren squad back when they were 360MP. Now that OKW is in the game with even more insane damage numbers on their infantry, the old price tag would make penals utterly worthless because all you're getting them for is the non-exploding flamer right now, the rifle guys are just there to suck up fire. Voting no. In: Lobby |
Thread: Correct numbers,stats of all units11 Nov 2014, 16:12 PM
or look at the files directly using the mod tools. Takes a bit of practice especially how modifiers are stored all over the place but will always be up to date. The stat files used by the tools are packaged with the tools, and thus can (and already were at release, the initial tool statfiles were from midbeta) be out of date. In: COH2 Gameplay |
Thread: Kappatch - A minor rebalance mod9 Nov 2014, 21:50 PM
You can do whatever that isn't making completely new commanders. You can replace every single ability in a commander, you can make commander abilities non-doctrinal, etc. There's an UI limitation in that none of the changes you make will show up until you are ingame and have chosen a commander, every commander ability list etc until then is hardcoded for now.
USF crit repair is stupid but not gonna touch it for now. There is no abandon risk on the emergency repairs any more than there is on soviet repair, ie it's the exact same 5% as normal. The code for the ability is messy but I'm pretty sure the heal amount on it is not correct right now.
They increase both damage and penetration, they'd be OP as hell as a passive.
Pretty much, which is why I want to give him more stuff as I like to think of him as one of the key points of the commander.
I don't think there's anything particularly wrong with PIV Js apart from them having no place in OKW's lineup due to the super easy access to Panther + KT they already have. Which is a really hard thing to fix... In: Lobby |
Thread: JU-87 Strafe shredding tanks.9 Nov 2014, 17:17 PM
JU-87 might deal a good amount of damage to allied armor, but it doesn't deny half of the map of all vehicle activity for an extended period of time like P47s. JU-87 targeting area radius: 60. Duration: 80 seconds P47 targeting area radius: 60. Duration: 80 seconds In: COH2 Balance |
Thread: Kappatch - A minor rebalance mod9 Nov 2014, 11:17 AM
Was gonna work a bit more on OKW elite armor (thinking of adding a small aura to the vehicle commander for some reload bonuses or similar) but want to fix the ober STGs so patching now 9.11.2014 patchnotes: Balance: Abandon now deals destroyed engine and maingun to the vehicle so they're not usable straight off. Does not apply to special sturmtiger reload abandon. Ostheer sniper has 8 more HP (survives one more shot against small arms, 33% increase in health against conscripts/guards, 16% against rifles) Riegel mines can now be laid with 222 as well. OKW base defences can not be sniped. Still vulnerable to grenades. OKW base defense penetration halved so they don't counter light tanks. Neither change applies to buildable flak emplacements. OKW Elite Armor Heat shell duration from 20 to 25 seconds, cost from 45 to 40 OWK Elite Armor Tank Commander coordinated barrage triggerable range from 35 to 45 Bug fixes/consistency: Ober STG upgrade works again (broke it ages ago) Fixed Major artillery refiring at all previous locations when major hits vet2 Increased penetration priority and removed short range priority on Stuart Shell Shock to make it target mostly vehicles instead of prioritizing infantry next to it. Made all wrecks destructable with small arms and flamers. Note: this just means you can remove the final 1% of health, armor values are unchanged. B4, Soviet Sherman wrecks can now be salvaged. Soviet salvage ability now works on USF mortar ht, M15, ez8, ez8 brewed, bulldozer brewed, m4a3 brewed. Modified wreck values for soviet salvage to be closer to current unit prices for values that were completely whack.
Yes, that'll happen. Thought one particular thing in slot item scripts would change that, but apparently it's a deprecated feature that doesn't do anything. So instead I could just add a lot of bonuses to the obersoldaten squad and make them use regular weapons. This will mean they turn picked up weapons into similar monstrosities as their own weapons are right now, but remanning with them will give the base weapons with no bonuses and any weapons dropped by the obers will be "normal" performance when picked up by other squad types. In: Lobby |
Thread: Kappatch - A minor rebalance mod9 Nov 2014, 09:38 AM
Obers cannot upgrade to STG44s now. Thanks, gonna fix today.
Yes, it's all a part of my master plan to secretly change everything. It's a freaking bug with how I changed the LMG34. I should've obviously tested that, but you know, people do forget things. It took 10 days for anyone to notice it, which might say something about how much of a priority that upgrade is to anyone. Or even more about how many people have even played a minute on this mod
Yes, I'll give it to 222s as well for now.
Yes, though because of the armor value small arms can still sometimes take a while to destroy them. But I don't want to turn minesweeping into the coh1 version of sweeper finds mine, one rifle/volk squad focuses down mine in 0.5 seconds, moves to next.
Armor is horrible on a sniper, better increase health, no RNG that way.
I don't really agree, both the Stug E and even the Stug G still have better anti-inf in the same role with the StuG E being markedly better against inf and the StuG G better against tanks, both having better veterancy and survivability than su76 (ignoring the range advantage, anyway). In: Lobby |
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