Captain On Me area reduced to 30 from 45 (to try target the suppression removal in particular more closely). Accuracy buff duration increased from 8 seconds to 9.
T34/76 ram now always stuns target (previously only on deflection). Minimum range of ram from 17 to 14.
Paratrooper reinforce cost from 28MP to 30MP (to slightly penalize massing up blobs of paras)
Recon paradrop no longer drops in an atgun. Cost from 900MP to 760MP. Note: it will still drop an empty box because removing it seemed to require redoing the entire ability script.
Recon paratroopers now gain access to Thompson Assault Move, Recon paratroopers now have 4 SMGs (but no more free slots), 2 LMGs, or 2 zookas, with 33% chance for each (previously 50% for zookas and 25% for smg/lmg)
USF Mortar HT: Delayed fuse barrage range from 56 to 80. AOE mid damage changed from 0.15 to 0.35 on autoattack/barrage/delayed fuse barrage (matches ostheer mortar halftrack). Scatter values reduced slightly for all firing modes except White Phosphor
LEIG cost reduced by 40MP
Pack Howitzer cost reduced by 40MP
Stuart from 320HP to 400HP. This makes it a bit more of a midpoint between lieutenant and major vehicles rather than just a different light vehicle. Stuart cost from 240MP to 280MP
StuG G target size from 20 to 17 to match jagdpiv. StuG G penetration increased from 110-130 to 130-150 (to make it a bit more AT-support again in the post-PaK nerf world)
Changed EZ8 requirements to accept either Major or Lieutenant+Captain (USF has too few options as it is)
Fixed ML-20 howitzer hardpoints, vet2 -15% scatter bonus now properly applied (also made it visible on the targeting cone), -25% recharge time for barrage no longer stops working at vet3, howitzer can gain damage buff from soviet forward HQ/for mother russia, -5% recharge & -3% scatter bulletins will no longer stop working at vet3.
The same issue applies to the LEFH, will change that in the next update.
Profile of Cruzz
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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: Kappatch - A minor rebalance mod2 Nov 2014, 14:11 PM
In: Lobby |
Thread: Kappatch - A minor rebalance mod2 Nov 2014, 08:26 AM
I potentially will for any unit I think only had value because of being able to bank MP and fuel for spamming it. EZ8 is not honestly not that strong, and heavily overlaps with the base sherman.
I do not consider spamming clicks to be tactical depth. Relic obviously did not want it to move team weapons either, because they specifically tried to limit it to not affect them with targeting in the ability file, but unfortunately for them the SCAR script they use for the forced move obviously does not take targeting into account. And we can't touch those SCAR scripts for now. So removing it is the only way to make it not drag all team weapons in range with it. Now keeping that in mind, what would you make this ability do without changing it to something completely different from what it was before? In: Lobby |
Thread: Kappatch - A minor rebalance mod2 Nov 2014, 00:24 AM
I really really hate abilities like fire up and heroic charge, at least smoke grenades require some planning and timing before you're suprpressed Just to make it clear, ability before: Free Remove suppression on all units affected, make all units ignore suppression for an additional 4 seconds All units affected move faster for 4 seconds All units gain 1.2 outgoing accuracy and 0.8 received accuracy for 8 seconds Gives units a move order towards captain that will cancel if they are given any order Ability now: 30 munitions Remove suppression on all units All units affected move faster for 4 seconds All units gain 1.2 outgoing accuracy and 0.8 received accuracy for 8 seconds I'll probably adjust it further later on, but I'd say it was more bullpudding before, both for the one using it because you suddenly had to stop all your units from going into a massive angry ball hungry for a grenade and the one on the receiving end if they were relying on suppression to do anything. In: Lobby |
Thread: Kappatch - A minor rebalance mod1 Nov 2014, 22:55 PM
The thing is, I consider this a buff. The forced move was horribly bugged, forcing all your team weapons to start moving towards captain, while all surrounding infantry rushed into a single grenade wipe range on the captain. Yes, the ability was free, and if you had godly APM you could micro new movement commands for the infantry before they managed to blob up on top of the captain. But for those of us without said godly micro it is now a very simple way to nullify suppression that isn't continuing (such as getting hit by a opel strafe) and gain a decent combat bonus for your units for a couple of seconds.
Do the math on how many ez8s you'd have to build to make up for major considering you now save 20mp/10f per EZ8 but have to buy a 240mp/90f major. Comparing USF to Soviet units is apples to oranges, plus the M4C has notably better damage output against many targets due to the faster fire rate. Comparing to PIV is also apples to oranges, plus the PIV comes with more utility and better anti-infantry performance in exchange for crappier penetration. In: Lobby |
Thread: Kappatch - A minor rebalance mod1 Nov 2014, 22:25 PM
2.11.2014.1 Tiger Ace sight radius from 50 to 40 (regular Tiger is 35), Tiger Ace callin cost changed to 720mp/100f Elite Troops stun grenades & Sturmpio blinding grenade no longer disable retreat nor stop units from leaving houses. Greyhound base gun damage from 40 to 80, aoe radius reduced to match Stuart 37mm. Greyhound cost from 280/40f to 280/50f. Greyhound canister shot changed from guaranteed kill on all infantry hit to flat 40-60 damage on infantry in a larger radius. Freely targetable instead of squad targeting. Has 1 accuracy so is penalized against hitting things in cover and in retreat. Removed forced move, 4 second suppression immunity from Captain's On Me ability, added 30 munition cost Easy Eight now requires Major (in line with other stronger call-ins), Easy Eight cost reduced to 380/135 Soviet 45mm can now garrison and retreat like raketenwerfer, damage from 80 to 100 (so that it doesn't take 3 shots to kill a kubel) Sure is frustrating to try work with the vehicle crit system.
I'm gonna give them the special attacks for lmg and smg once I get around to it. Probably also just gonna give them the second LMG/one missing thompson. In: Lobby |
Thread: Kappatch - A minor rebalance mod1 Nov 2014, 09:02 AM
Is there any potential for a fix that could stop recon thompson paras from dropping weapons they pick up like candy? I'm assuming being able to pick them up is intentional because they only have 3 thompsons. Not easily, would need a new squad & paratrooper type for the Thompson version (just copypaste, but makes for messy gamefiles), and the new squad would have the feature that thompsons do not pass around because they're tied to 3 specific models.
Yes, crit weights are easy to change, just involve changing a lot of files so I haven't touched them so far. However I've already changed flamethrower explode to only happen to the last guy in the squad, so the doubled chance for okw/aef only means less flamethrower drops, assuming the conditional works properly.
Will try that to see how it goes In: Lobby |
Thread: Kappatch - A minor rebalance mod1 Nov 2014, 00:10 AM
Quite reasonable, will keep in mind. Poll time: What to do with vehicle death crits? Currently the situation for (the vast majority of) vehicles is that a shot that brings the unit down to 0 health has these probabilities: 55% chance outright destroy 20% chance out of control 10% main gun destroyed 10% engine damage REAR ARMOR HITS ONLY 5% abandon Due to the engine damage issue, it effectively is slightly harder to kill a vehicle when firing at its rear because the chance of the death crits will be slightly lower. So anyway, what do you think should be done to these values? Conditionals can be attached to the crits to an extent, like "abandon, only if has crit x" In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 20:59 PM
You can give them slot weapons that will not drop and do not take an item slot, like how conscript ppsh are setup. These are always equipped over the base weapon, but will never transfer to recrewed weapons.
Also possible Had to do a hotfix because I had screwed up the partisan files so badly. 31.10.2014.3 Fixed the partisans, had forgotten to include a modified file in the previous patch so dispatch wasn't changed before. Changed way SMG weapon is applied so it should properly apply on reinforce now. Heavily reduced airplane crash damage. Experimenting with flamethrower explosion crit, flamers should no longer blow up if there is more than one member in the squad. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 18:19 PM
For partisans I would first try to leave them as they are, but get rid of their accuracy penalty, so they actually shoot bullets and not pea. Their weapons are just bad, not that they have some inherent accuracy penalty. I think being able to actually choose what flavor of partysan you get is pretty important, they might still suck but atleast you know how much they'll suck at the range you want to use them on now.
Afraid of it just turning into guard spam galore if I give the option to have 6 guys of them pewpewing with guard mosins and then give them more powerful dp28s on top of that. I really don't want to spread the axis meta over to the soviets as well In: Lobby |
Thread: Flamethrowers - Deathcrit and how much value it adds31 Oct 2014, 18:12 PM
Now having looked into it, you're right, the penal base flamethrower has no chance of exploding. The critical checks for flamethrower items equipped and the roks-2 (as opposed to roks-3 for engineer soviet flamer) is not one of them. If you pick up another flamer then penals explode just fine, which is probably where I had gotten the view that they explode. And on the other hand if you manage to score a penal flamer (can these even drop?) you won't explode ever either. Requiring only 1 member in squad left for the critical should actually work just fine. Might end up testing it in the mod. In: COH2 Balance |
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