IB4 mortar gets assigned to a new commander.
IB4 mortar replaces 1919 on Tactical support company
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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: American Mortar - what happened23 Jan 2016, 02:05 AM
In: COH2 Gameplay |
Thread: Snipers rate of fire with cover/no cover22 Jan 2016, 21:08 PM
@JohnSmith Ok. Just to clarify, while we can say green cover is the best (as this groups from heavy cover up to garrison) it's important to note that certain bonuses only applies on heavy cover and not on green cover. For example: "The UKF Tommies's bonus is only applied when they are in Green or Yellow cover. Same applies for any cloaking abilities." "but units in buildings are generally considered to be in green cover." This is a case on which is different. Tommies, Sappers, Commandos, Sniper gain an additional *0.9 modifier to their received accuracy while in light or heavy cover. Garrison cover is not improved, and thus trenches aren't either. Same thing happens (or used to happen) with Osstruppen performance.
And aimed shot. In: COH2 Gameplay |
Thread: Calliope commander every single game22 Jan 2016, 19:46 PM
And players generally don't attack with the back of their Panthers towards the front-lines, nor do they leave the back of their tank towards the AT. Pathing changes want to have a word or 2 with you In: COH2 Gameplay |
Thread: Snipers rate of fire with cover/no cover22 Jan 2016, 19:43 PM
To clarify, there's only three types of cover (Yellow, Green and Red) with exceptions buildings. Cover works in direction. In simplest terms, that is, if the enemy troops are in cover, and you can draw a visual line that goes from your troops to the enemy troops and it goes through the cover they are using, the enemy is in cover. If not, the enemy's cover position has been flanked, and the cover bonus is negated. First of all: snipers do have 2.0 accuracy ("200%"). They do have different modifiers against cover and i'm not sure about the values against retreating squads. It used to be that sniper might miss squads with high values of RA. Regarding cover: First of all, you are correct regarding your description about directional cover. It's good to mention that there's also multidirectional cover such as the craters. Directional cover also accounts for explosive weapons, so if you behind green cover you can survive a direct impact from a mortar shell, rocket or nade. Finally, this is huge, non garrison cover is ignored at distances lower than 10. Actually, there are more things as each are treat differently. Red cover is not "not cover at all". There's actually neutral/default cover. Red cover actually debuffs your units (1.25 accuracy n damage, 1.5 suppression) You have halftrack cover, smoke, trench, water, bunker, emplacement. Mud, snow and ice, besides debuffing movement, have no actual penalization. In: COH2 Gameplay |
Thread: Popping out of buildings22 Jan 2016, 01:03 AM
I kind of get off on garrisoning common buildings so when they click in the fog of war they end up walking onto the map. Unfortunately you can know if a building is garrisoned or not. In: COH2 Balance |
Thread: Snipers rate of fire with cover/no cover22 Jan 2016, 00:44 AM
Really? Didn't know that, i wasn't experimenting with other snipers How about chance of hiting retreating squads? Is it equal for all snipers? maybe you can give some numbers? It should be equal. The difference against garrison comes from having different modifiers against it. In: COH2 Gameplay |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 20:50 PM
Again, I really don't get the instant dismissal due to me not playing axis, the points I gave are observations that are clearly over/under performing or simply broken. Maybe they are not as clear as you might think. *For example: you say that the ISG outranges other emplacements. I guess you are talking only about the Bofor on barrage mode cause the mortar pit outranges by 10 IIRC. The ISG gets further range when it's vet1 but only by 5. Also, it's 330mp (?) without the capability of retreating and been effective while firing behind hedges or houses in comparison to other mortars. Finally it's range at vet0 is comparable to the 120mm mortar. You want a long explanation, i'll give one. 1-Flame grenade: besides the point of needing side upgrades and which ones, the incendiary nade performance is fine. It cost around the double of a molotov while having the same performance. Difference is only on throwing animation timings. It can't kill full health models on impact as it lacks the damage to do so. That's the difference between it and a normal nade. 2-IIRC it's 40dmg. Not enough to wipe full health models. Only fix it needs is the fact that it interrupts retreats orders. 3-It's been discussed the possibility of sidegrades for OKW. No need to adjust performance. 5-Bias here. Allies offmaps as well as Axis offmaps are able to target enemy bases. It's a matter of normalizing behaviour. 8-This is where lack of play show off. "- Stuka: Slightly increase the time it takes for the rockets to land along with a reduction of the blast radius. Currently it's accuracy is perfect and it's damage is extremely high, where is it's downside? - Panzerwerfer: Remove pin/suppression, reduce damage, and greatly reduce accuracy the further away from the target area it is. - Katyusha: Reduce base scatter to bring it in line with the axis counterpart, reduce accuracy the further away from the target area it is, and increase the number of rockets fired in each salvo by 2." Stuka downside is that it's predictable on where, when and how it is gonna land. Only on "tunnel" maps is good or against slow reaction support play. The part about Katyusha and PW shows lacks of game knowledge. They are already innacurate at long range, specially into FoW. They also have different roles, as you want the PW as close as much, while you want the Katyusha at mid to long range (unless you REALLY want to destroy something specific). PD: PW and CalliOP mid and far damage profile needs to be adjusted. 9- This was useful on the days the truck was free and used as a unit itself. After adding a cost, there's no need to waste effort in implementing this. If it could be done with a simple click, sure, but i'll rather have Relic focus on something else. 10- Maybe this is a problem of game design at really low levels and teamgames (blobs been effective in comparison to effort) cause i can't agree with this "Now ask yourself this, and be honest, when was the last time you played against OKW and saw a Raketenwerfer? The reason is simple. Cloak, damage, suppresion and range. You need it unless you want your squads to get pushed and crushed by light vehicles or tanks. While you might get lucky hitting with a shreck/piat/zook, that's also a weakness as you can capitalize on squads who already fire a salvo before pushing with vheicles. PIATS been bad (or "different" at least) doesn't warrant a whole change on the infantry AT based behavior. I might only agree that xp gain could be adjusted by adding a debuff on xp gain on any unit who picks an AT weapon (besides AT rifles). 13- If the KT was scary as it used to be sure. With the increased cost and limitations, i'm not against the idea but i don't see it necessary at this moment. 14- Good micro Comets are way more scary than Churchills and i don't see a reason to limit either of them with their current performance. 15- You are a game designer. You know how many headaches would bring trying to implement this on the game. In: COH2 Balance |
Thread: Latch's 15 Suggestions To Balance COH221 Jan 2016, 15:07 PM
Nope. Play axis as see that everything is not so awesome. 1- Nope. Only thing to be address is the loop of death on the maxim. 2- Nope 3- #Upgrade 4- Replace with MG bunkers. Improve drastically Flak bunkers. Remove extra USF MG bunkers on it's base. 5- This is not just Axis. It could be adjusted across the board. 6- Nope 7- Meh. Not sure if really needed. 8- Mid/Far range on rocket artillery needs to be adjusted. CalliOP and "O"PW are the only issue. 9- Not neccesary. It was a good idea when the truck was free and used for scouting/pushing. 10- Nope. The only thing i might like seeing is a debuff on xp gained. AT weapon makes vetting far too "easy". 11- Maybe. You could make it as the scavenge from the commander ability to be able to do work as of now, but not the stock one. 12- Worth testing 13- Nope. 14- Probably nope. 15- Too much work to see implemented. Nope. In: COH2 Balance |
Thread: OKW stuka is OP - Nerf?21 Jan 2016, 14:43 PM
Or when you are on a map where there is no place to run (Troispoint/Ettelbruck). Stuka is meant for support weapons and predictable retreat paths. In: COH2 Balance |
Thread: Snipers rate of fire with cover/no cover21 Jan 2016, 14:30 PM
As far as i know garrison cover is diffrent in sniper play then green cover cause sniper have only 50% chance to snipe model in garrison. So to be fair-yes there are more cover types than just green/yellow/red 100% for UKF 80% for SU 66% for OH Someone should made a test with vet vet4 Obers inside a house vs UKF sniper. In: COH2 Gameplay |
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