C'mon man I thought coh2.org has a good relationshop with relic.
This thing will only divide the community even more if it's a mod.
Get this thing to Noun!
Connection problems etc are the real problem, though
Yeah I agree, thing is I feel like we shouldn't tamper with anything like resupply, only fix bugs. |
3)Problem: Snipers are too dominating. - just increase the recloack time. Right now its almost imposible to cs without a jeep/recon run.
3)Problem: Snipers are too dominating. - just increase the recloack time. Right now its almost imposible to cs without a jeep/recon run.
I think maybe making the first shot recloak take the same time as the second one would work, and removing squad ai means that your squads won't avoid shermans or m10s, stugs, panthers, and it might also effect bikes and jeeps. |
- Volksgrenadier reinforcement cost modifier back to 0.5x from 0.4x (24mp)
Why did you change the volks cost?
- Flammenwerfer minimum and maximum damage equalized at 30 (previously minimum = 35 maxium = 30, illogical)
Does this mean the pio and halftrack flamethrower do 30 points of damage ? |
Potential changes for next version below. Each problem will be addressed individually, one at a time.
Problem: Snipers are too dominating.
Solutions:
- Increase reload
- Change cloak mechanic (passive cloak like in CoH2)
- Buff the counters ie Jeep/bike
Don't think passive cloak would be that great since coh 2 doesn't have a jeep or bike so their snipers are more safe than in coh 1
Problem: Flanking is too risky, more efficient to camp and wait for arty, duller
Solutions:
- Reduce rifleman reinforcement
- Reduce riflemen upkeep
- Nerf mines (risky)
I think that flanking is fine as it is, never have any issues, unless I run 4 full squads of rifles into an mg, and that is pretty much my fault and not the game.
(I would recommend maybe a hold your fire button, if you really want to change flanking since that might be what tends to tell the wehr player Hey im flanking you.)
Problem: Armour doctrine sucks
Solutions:
- Buff pershing (easy one)
Depends on what the pershing would get a buff on, I have noticed it sometimes goes on a murderous streak killing volks or even grens at times, also armour doctrine calliopes fuck everything O . O
Problem: Units still jump out of cover
Solutions:
- Disable squad AI (feasibility issues potentially)
Might make arty dodging much harder, perhaps just adding a hold your ground button, since most mods have that.
Problem: XP kickers don't show after the last doctrinal unlock
Solutions:
- Looking into this.
Problem: Nebels can be fired instantly after being recrewed
Solutions:
- Tie cooldown to the weapon instead of the crew
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- Calliope can now be interrupted mid-barrage
Tommy if you add this, it mean that you won't be able to use stormtroopers to properly counter calliops, since the trick was essentially to wait until they started fireing before attacking, if they can interrupt they can easily escape, and we all know it is pretty hard to kill a sherman with only shrecks. |
It would also be cool if there was a way to change the hotkeys to what they are in CoH2. That would be the only thing I think was done better in CoH2 than in CoH1
Think that is the inverse gridkeys. |
damage is very high, but AOE is not. I would reduce it to 200mun and adjust balance from there. I guess it is more of an anti infantry kind of call in. |
Another thing that needs changing would be the bombing run, 250 munitions for no damage at all, and also easily avoidable. |
If the upgun was freakishly strong then more people would pick this even though it is a glass cannon. But that just isn't the case. The quad, which would mean 4 x 500 bpm .50 cal machine guns, doesn't even provide as much suppression as a single mg42 let alone doing much damage at any significant range.
No one ever really knows if it does damage at short range since it can be killed so easily by shreks, fausts, paks, etc... which makes it a very risky use of 25 fuel and 100 muni.
I'm sorry but the quad 50 upgrade, is Really damm strong, it can completely obliterate any infantry quite quickly, also the fact that it doesn't supress as much as a single MG42 can be an upside, since supressed targets take less damage, and since the rifleman do less damage to supressed and pinned units compared to volks or grens, also if the supression was increased to the same as an MG42, it would be completely overpowered since it can already supress a squad well enough to escape from one. |
Yeah, but how about leaderboards?
Leaderboards are already a drophack mess |