-Reminder that you can see where people put explosives by hovering over the map with your own mines.
-You can see units inside garrison through FoW and in case of MG, see their arc.
-You can know what faction you are "facing" (in case of teamgames) through the shadows on the ground.
-Xp kickers show up through fow (specially good against SU, you know if they tech early on)
-Ambient structures get's destroyed and are displayed. Sound is also available and lets you identify where and which type of vehicles are in the zone.
That been said, and discounting the commander bug, he might or might not be maphacking but this is not the place to discuss this. That's Relic's job. enforcement@relic.com
Locking thread.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Soviet player with Brit doctrine19 Oct 2016, 18:45 PM
In: Lobby |
Thread: Strafing Run / Calliope 19 Oct 2016, 02:05 AM
But then only Infantry would have LMGs rack unlock, which is not good for diversity, On the contrary. Both EFA released their first 3 DLC commanders with just 1/2 abilities repeated (recon sweep, infiltration grenades n heavy fortifications). The strong point of Infantry was indirect fire with heavy rifleman support (mines/sandbags/1919). The appearance of Tactical support completely overshadow what was already a good viable commander. That's very good to know - So does it pin at all or is used more to deal damage. I have not seen a replay with it used effectively, and I certainly haven't been able to use it with any great result. This is a problem with several single strafe abilities. Best way to know the effects, it's just to download cheatcommand and do some test runs. In: COH2 Balance |
Thread: Strafing Run / Calliope 18 Oct 2016, 21:01 PM
Asking buffs for USF...MADNESS!! Speaking seriously, the ability is either overpriced or undertuned. Although prior to touching it, i would see other commanders receiving some love AND/OR removing 1919 from this commander to make it less appealing in comparison to infantry. In: COH2 Balance |
Thread: What is the Source of Veterancy18 Oct 2016, 16:12 PM
As it has been said before and putting it simple: -Doing and receiving damage gives you vet on a (75/25) basis. -Each squad needs a different amount of xp to vet and gives a different amount of xp when attacked. -As a rule of thumb, the more expensive a squad is, the more xp it will need to vet and the more xp it will give to the enemy. -Same applies to veteran squads. Each subsequent vet level, awards 20% more xp. -Only a FEW units (officers) gain xp through other units nearby. Some consequences of the veteran system: -Infantry vs infantry combat balances out mostly. Inf vs vehicles is a problem cause almost all vehicles have high xp values and the damage AT does is quite a lot, leading to fast vet. -Suppression platforms tends to suffer cause most of the time it's main role is not to do damage but rather "disable" infantry. -Vehicles doing AI roles, takes way more time to vet rather than when they are doing AT. Same can be said about heavy artillery. In: COH2 Gameplay |
Thread: October 4th Update18 Oct 2016, 15:56 PM
Rules states to moderate trolling/flaming posts, not stupid stuff unfortunately (in the sense of extreme balance/gameplay points of view). Even then, the forum politic has been laissez faire regarding posting. When i entered staff most people who are/were worth discussing with had either left the game or abandon the forums quite some time ago. The problem is not having people crying 24/7 allies/axis OP, but not been able to have a place to properly discuss matters in a serious way. In: COH2 Gameplay |
Thread: Allies weapon racks upgrade and USF smoke18 Oct 2016, 15:17 PM
The point is, that the numbers you show up and what i do differ. You say that they have "more" DPS at long range, when they do only have it at 25 (when entering mid range). As you say, as a general overview it's fine. The problem is when you try to represent it as exact values and "hard" evidence in a nice graph but the raw numbers are flawed. PD: there's also the focus fire tag which is impossible to account for the damage it secondarily generates (this is present on most SMG/AR/HMGs). In: COH2 Balance |
Thread: Hector´s way of fixing light vehicles and call ins17 Oct 2016, 22:12 PM
By raising their cost, you are making sure that no one ever builds them anymore and instead go for medium spam. In: COH2 Balance |
Thread: Hector´s way of fixing light vehicles and call ins17 Oct 2016, 20:43 PM
Doesn't that have more to do with infantry squad spacing though? The point is, they don't have great AoE to start off. Both the T70 and the Stuart. Notice that i'm not against a nerf to damage but having a damage cap is just a safety measure as to how squads move around (which doesn't go against improving squad spacing as well). Regarding aesthetics, it's not like you are limiting damage of something like Bulldozer, grenades, mortars, etc. It's weirder having units phasing through (infantry n tanks) or units surviving grenades to the face (heavy cover) than having either the T70 or Stuart hitting 2 models at a time. In: COH2 Balance |
Thread: Hector´s way of fixing light vehicles and call ins17 Oct 2016, 17:59 PM
If you have a full health squad and you stay long enough for any of this units (with decreased damage and AOE) to cheap down your models and health so they have to retreat without having any support units to stop the chaser, then that's your problem. The whole point is avoiding "lucky" shots which suddenly drops down the health of the whole squad to 50% or even just wipe its (in case of Stuart). This also helps when infantry squads are moving through cover or actually using heavy cover. In: COH2 Balance |
Thread: Allies weapon racks upgrade and USF smoke16 Oct 2016, 21:50 PM
Not sure if coh2.hu is perfect for talking about DPS on small arm fire for infantry when it just talks about averages with just "near and far" as options (which probably is just an average or taking a specific range as value). If this has been done correctly and is up to date, then it's way better. https://docs.google.com/spreadsheets/d/1LOYMDi_XR7rILsk6HbAZqGihsk22t-45C_6NbQEP-m0/edit#gid=0 Edit: problems with stats.coh2.hu - HU only shows DPS at longest/closest range. CRUZZ shows the entire DPS graph for all ranges PD: rip Cruzz dps website You could put more emphasis on reducing the long range DPS on some of the AR to differentiate them from LMGs. At first this should apply to BAR. Once some QoL changes are done to OKW, squad formation and unit call in, i could see the same treatment apply to IR STG and maybe FG42. Reduce DPS from range 25-35 from (6.03/5.17/4.37) to something around (5/4/3) Gren + LMG42 at (25-35): 17.99/17.03/15.98 Rifle + 2xBar at (25-35): 19.08/16.25/13.75 New Rifle 2xBar at (25-35): 17.02/13.91/11.01 If LMGs are limited to 1 from rack pick, i wouldn't mind BAR + 1919 as this requires teching and shouldn't be as effective with the new weapon profile (you are mixing a weapon which is better at close range and on the move vs something which needs to be static and at range). Rifle + 1x1919: 18.04/16.89/15.84 Rifle + duo weapon: 20.07/18.92/17.17 Bonus: In: COH2 Balance |
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