Also if we want to change OF, they will probably need a complete redisign. |
As if 1 person plays coh competitively.
There exists no prize money worth mentioning it.
sheople.
First 15 minutes you don't even have enough ammo to lay mines.
200mp reloads my treadbreaker. For 260 I get a whole new unit with treadbreaking ability.
Not to mention the fact that they can kill engineers, mgs, mortars, and even sometimes countersnipe. |
Yeah I'm thinking what it might be like to have sweepers and flamers available. But then, that's 85 munitions attached to the weakest infantry unit in the game, and it'd be much tougher on Wher than US (although arguably that'd make more sense).
Increasing the radius of sweepers might be a good solution though, as it would increase the efficiency of sweepers.
At any rate, gonna work on snipers first.
Yeah I think working on snipers first is the best, and then slowly moving into other things. |
When you start upgrading the quad for the m3 it never made your units jump out of it, same goes for the wehr HT. |
New changes in v1.1 (18/11/13)
- RR upgrade time reduced from 45 seconds to 30 seconds
- Ranger veterancy from 12/24/44 to 10/20/40
- Jeep priority vs snipers = 100
- Jeep damage from 5 to 6
Oh I my pioneers will be happy to hear about this, and the bike, also volks aswell . My point being jeeps are kinda accurate already and durable, so more damage might not be the best idea.
- Motorbike priority vs snipers = 100
- Sherman smoke upgrade from 150mp/25fu to 100mp/15fu
- Sherman smoke ability from 50 munitions to 30 munitions
Hope this leads to more usage.
- Flammewerfer damage increased from 30 to 35
- Volk reinfocement lowered from 24mp to 22mp (reverted change)
- Rifleman reinforcement lowered from 27mp to 24mp
The rifleman reinforce will work great, vs PE and does make it so if a really bad flank happens, then you can recover a bit better.
- Upgrading to the quad on the M3 halftrack will no longer force out garrisoned infantry
Meaning now you can carry a engineer around to fix the M3, the cannon on if is already powerfull so I doubt anyone will be able to get close to the engies, not to mention if you place a flamer engi or a minesweeper engi, you can completely avoid mines or bomb rush an enemy position and kill everything.
- Sherman croc can now use tank smoke
Croc i feel is the tank that most needed the smoke
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Giving a LOS for rifles won't affect early game. As it would be a SY buff. I don't know at which lvl of it to put it tho.
The increased LOS would cost at least the SY build (150mp 50fuel). Or maybe the first lvl of SY.
The SY building always appears before the T2, so it would better to put the buff with the lvl 1 upgrade.
I know that mg gets a LOS buff at vet2 or vet3. So it would anyway takes the advantage on the rifle LOS, at some points. And it would make the support vet more relevant.. Right now, it's used for snipers or nebels only.. Who gets vet2/3 for his mgs ?
The FOV upgrade for the mg is at vet 3, seems a bit excessive to use that to counter something that only costs 150mp and 50 fuel, not to mention it would require you to get elite armour, which makes snipers even more effective in killing mgs, since when the gunner is killed, the guy who replaces him, stands still for around 3 seconds and doesn't retreat. |
- WEhr flamer HT range increase of 5m?
Makese sense since the standard rifleman with stickies can already normally sticky it, plus when you get vet 2 the upgrade will be a bit harder to use. |
Mortar, again, some may see it as a feature, but definitely worth considering.
Pretty sure mortar thing is a feature, since a mortar normally falls from the top and the engine has it's weakest armour on top, plus it is near impossible to hit a vehicle with a mortar. |
What's the point exactly ? I mean, not negatively, but what is the audience and needs this patch fill ?
Balanced casual games with friends ?
Tournament only ?
Hoping eventually everyone would use it even on automatch ?
Technical challenge, show possibilities and maybe hint Relic towards using it officially ?
I don't think relic might use this mod, since Tommy is hinting at changing things in game. |
Volks cost was upped back to how it was in 2.601 as a small nerf to Wher T1. I play to later combine this with small buffs to the US T1 to reflect Wher's slight early game dominance..
I don't tend to notice wehr having early game dominance, since rifles without upgrades if properly used can prevent the wehr player from branching out too much, plus nades, always force movement on the wehr player sometimes even retreat, and bars do quite allot of mp damage to volks, and their mp40s can normally be countered with a bar supression. |