https://www.coh2.org/topic/21777/zis-3-tracking-ability-overnerfed
Basically, it gave practically the same vision as using focused sight (±75 maybe a bit less). Nowadays it's 49 (35 * 1.4). If we make it simple, it would probably be a 2.0 multiplier.
So he is not so far from the actual values, as the cost was increased almost to double as well. (20 > 35)
While we might think it was necessary on the Su85, it doesn't correlate with the power level of TWP as a vet1 ability. At that point, no one complain about it and we were still struggling with bugged TWP (OP when it worked).
Tracking should be detecting VEHICLES, not infantry beyond LOS. AND it should not be the SU85 vet1 ability.
Just for the lulz, a rough list of LoS.
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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: [May Patch] Remove the self spotting ability from the SU8516 May 2016, 21:11 PM
In: Lobby |
Thread: Forward Observation Post16 May 2016, 20:25 PM
Artillery cover should had been part of one of the skills from the FOP. Cost of building, resistance and cost of skills could then be adjusted. Been able to use Forward assemblies as FOP should be another possibility as well. In: Lobby |
Thread: Partysons interfering with the design and pacing of the game16 May 2016, 20:21 PM
Some infiltration units (Partisans and JLI) are extremely cheap for what they offer. However, as Miragefla briefly explained, the issue is more general, and has to do with infiltration units. I'll rather have this. On top, then you could balance the unit to be useful and cost effective besides just the alpha damage it could cause from spawning in. In: Lobby |
Thread: Bofors16 May 2016, 20:12 PM
... I'll start saying that the only change the current Bofor needs, is a barrage range reduction. Anything from 80 to 60/75 would do it. Cause this will make OH mortar "immune" to it's barrage. I also think that emplacements in general, besides pounder, should require more input from the player. Once you know where and when to build them, there's practically no difference between a rank 10 or rank 1000 player. Fixing the 2nd mortar from the pit but reducing auto attack to 100 (equal to 120mm and Leig) but leaving barrage range at 115 (as now) would be a good middle ground. IDEALLY we could also see light shells back (reduce damage but increase range). Having said that, what i'm saying is that you approach the problem from the wrong way. -First of all, it's the random issue. If you don't plan on carrying and trying to coordinate with your random teammate (remember that you are a random as well for him) your chances of winning are doom despite what type of opponent you are facing. When playing randoms despite of game, you are guaranteed losses which you can't do anything about it. -You purposely focus on the long game, when that is an alternative, not the only way of playing as axis. You say you can't beat it as OH without tanks, but what about the early game? Osstruppen, sniper, 222, FHT. Focus on what you can improve and do, rather than think that doing the same thing would work against all type of strats and opponents. In: COH2 Balance |
Thread: Why do brits have weapon racks?16 May 2016, 19:46 PM
did you forgot that dat was done when vet didn't work right ? Reinforced models didn't inherit squad offensive bonus (at that time, then they also screwed other def bonuses), so a squad which didn't lost models didn't lose vet.
Add EFA veterancy revamp and i'll be a happy guy In: COH2 Balance |
Thread: Why do brits have weapon racks?16 May 2016, 05:27 AM
AND this is why i advocate for a smoother transition of performance on PGs, from vet2 to vet1. In: COH2 Balance |
Thread: Why do brits have weapon racks?15 May 2016, 21:19 PM
ah ah ah First video Rifles vs PGrens, it will be 5 in total. Ontopic: faction design? Why they don't have snare on mainline infantry? In: COH2 Balance |
Thread: Bofors15 May 2016, 21:05 PM
This is the key. What are you doing while he is setting all those things. There's a difference on playstyle between how you should be fighting if no emplacements (how much units, fast tech, cancer commander on load out) and after emplacements. Neither is unbeatable (specially if you know what to veto). In: COH2 Balance |
Thread: (may preview post first update) okw early game15 May 2016, 20:37 PM
The title is a bit deceptive. Call it, AA HT needs some QoL changes and we are done. This thing relies on bugs to be useable that is not fun at all if you want to "properly" use it as it will bug out. In: COH2 Balance |
Thread: "Assymetrical" veterancy system 15 May 2016, 19:50 PM
1- As it has been explained before: if we talk about vcoh, it was "fine" on 1v1, anything above was broken. Veterancy also had different power levels. Brit/PE fomented blobbing, and you know the opinion of everyone about blobbing. Been different, doesn't necessarily mean BETTER. 2- P2W is bad. The problem is not the concept rather than the implementation. Elite: instead of giving x amount of XP for certain fuel + mp it should had been. -For X amount of resources, for Y amount of time, units gain Z% more xp through combat. It foments aggression and the opponent has tool to counter it (stalling). -Upgrade a unit: increase mp drain but unit gains vet faster. The point is, veterancy MUST be gained, not bought. Regarding the Tiger Ace, it should cost mp and fuel, no drain, more popcap, maybe start with the increased vet2 range and utility/aura/skills oriented. Industry: Toggle with a long cooldown upon deactivation. Coldtech: I will remark, the idea is not BAD. How they implemented it was atrocious. It was a half baked concept just to sell more copies. See it as "levolution". I'll like seeing it back IF: In: Lobby |
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