So to clarify, does the victor target allow an Ostheer player to have all their on-field Mortars to attack, say, a Mortar Pit outside their range to bombard them safely? As someone who admittedly isn't a regular Ostheer Player, I'm excited about this change!
May the nerf-fest end and the fun restoring buffs (For all sides) begin!
It allows all artillery units to fire a barrage that does not share a cooldown with the regular barrage. Generally this barrage does have increased range it gains no veterancy bonuses.
Note the officer must get into range and it only affects the player's own units.
Five levels of veterancy should have never put OKW above other units after their initial change from the resource-starved faction to what we had in December 2015. It should have put them on-par, but give them additional tricks and abilities to help them out. OKW don't cost more than the other side as part of a random mark-up. Their cost is based on their performance in-game and has been adjusted to such.
You still have the flavor of veterancy 5 and you get things that most units either need an upgrade or doctrine to get. Paratroopers need LMGs to get suppression abilities. Obers get that as part of their veterancy package in Revamp that you can use to turn the tide without taking away any of their combat bonuses that they would get later on which are on-par with EFA.
Veteran Jagdpanzers are still lethal when attacking from ambush, but there is no justification for why that a level 5 Jagdpanzer should deal 400+ damage from stealth which is more than a Jagdtiger or Elefant.
more jadtiger nerfs who the heck complained about it...?? why is it being nerfed into oblivion
Because in tests and gameplay, that you have unlikely participated in, the unit can easily knock out ATGs, infantry and support weapons from a very far distance without ever needing to expose itself since its greatest enemy for its secondary, terrain, is no longer an issue. The ability still has less scatter than any sort of artillery-like ability of the sort ex: SU-76.
It is still the furthest range super-heavy TD with the most armor that can provide AI support.
Seriously!. So what? Each army will have to leave a squad at his fuel point for the entire game just to be sure there is no camo kubel sneaking around and leeching your resources?
And wonderfully the detection radius is smaller than the Siphon's one...
There is a giant sector highlight on the mini-map stating that it is happening. Furthermore, the Kubel is very easy to kill off now with basic firearms. And it moves as slow as a ZIS crew in stealth, if not slower. You also need to be in rifle range of the point so you have some room, but not a lot unless using terrain features.
True true (already mentioned speed though). Does target size even play a role in coh2 tank battles though? I know it did in coh1, but I have no idea about coh2
Target size does.
An accuracy of 0.025(most tanks) at max range will hit a Panzer IV (size 22) around 55% of the time before modifiers.
An accuracy of 0.04 (most TDs) at max range will hit the same Panzer IV around 88% of the time before modifiers.
Kyle answer Currently any balance mods that Mr. Smith, Miragefla or GGTheMachine are working on are not part of a planned or future balance patch for COH2. They are currently working on community balance mods out of their own interest and the changes in said mods are not intended for the live game (automatch).
When the time comes to work with the community on curated balance changes once again, there will be a clear distinction and communication coming from Relic around the initiative (i.e. the Winter Balance Preview).
(I obviously have no idea how skins work) but can't the 251 be easily skinned just like the walking stuka? Like, wouldn't it be the exact same thing, just without the rocket mounts?
Those two models are separate from each other and use different UV maps.
I have a question for M.Smith, are you sure Relic will allow them to remove FRP?
Do you know what scope Relic is agreeing on to be modify?
What this mod allows us to do is test changes that we have in mind and if needed, heavily modify or cut things out should it turn out to be a bad idea, busted, or in need of tuning. We do not need to keep all the files, but the mod would give of a list of ideal changes that could fit within a scope given by Relic and lays out the ground work of changes that would have some measure of testing by community members. That along with whatever we've taken from the GCS games would allow us to have something pre-prepared rather than scrambling and debating to figure out what changes should be placed.
I wonder if these things are technically possible in the game with out the developers help? Maybe it is also possible to increase the cost of reinforce at FRP or something?
Maybe modders will have to comment on exactly how hard this would be?
There is no easy way to adjust reinforce of units, that I know of, when they are near a particularly entity. There are likely work arounds, but we've been avoiding 24/7 checks and auras to avoid performance issues and adding more strain on processes.