Profile of miragefla
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Email: zventrsyn(aqg)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(aqg)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Eastern Front Armies Revamp 18 Jun 2017, 05:50 AM
I'll leave this question here: if FRP were to return/stay for whatever reason, how should it work? In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 16 Jun 2017, 18:56 PM
Missing notes: -Kubel is now OKW's starting unit. -Incendiary grenades now have a 0.375 fuse In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 13 Jun 2017, 01:30 AM
Note the object still needs to connect before the countdown begins. So far no AoE adjustments since WBP. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 13 Jun 2017, 00:25 AM
V1.6 Garrisons We have further adjusted the time it takes to degarrison and enter structures to reduce the ability to 'dance' in and out of buildings that allowed players to dodge grenades, even if they were tossed as the squad was preparing to enter the garrison. Grenades across the board have been changed however to deal less damage to structures to prevent cases where a single bundle could cripple an entire house. -Grenade damage against buildings significantly lowered -Load time for buildings futher increased to 1 (per model) -Max load time further increased to 3.25 (entire squad) -Unload time for buildings further increased to 0.5 (per model) Ghostbags We have made a change that coincides with the garrison changes to ensure players cannot ghost-bag entrances, causing the unit in question to get stuck. -Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct Repair speeds -Changes to EFA repair speeds completely reverted Stug-E The Stug E will now gain a machine gun upon gaining veterancy 1 to better suit its role as an AI support tank. -Gains pintle machine gun for veterancy 1 rather than TWP. Penal Battalion We have reverted some of the moving cooldown Penals have received, but we have adjusted the Homing Satchel to incentive the PTRS and its use on Penals chosen to become a light AT squad. -Moving weapon cooldown partially reverted from 1 to 0.75 -Homing satchel now requires PTRS upgrade -Homing satchel will always launch towards target, even if target runs out of range -(Manually aimed satchel can still stick to vehicles if it collides with the vehicle) Dshka AP Rounds We have increased the damage of Dshka AP rounds to better suit its position as a veteran ability. -Increase damage by 20% during duration Partisans We have removed the cost on Partisan weapons. Now they will only be hindered by a time delay, allowing infiltrated units to bring additional firepower should they stay hidden for a set amount of time as they wait for their upgrades. -Cost of upgrades reverted to 0 (free) In: COH2 Gameplay |
Thread: Playing as USF is unfun anymore12 Jun 2017, 17:45 PM
I can't find any info on this latest patch (not the Winter balance?), but these past few games, I've been having 4-5 man squad wipes as USF from single shot tank hits. Depends on what you get shot by and if you're leaving garrisons, light cover, etc. On Sherman E8, that thing will destroy other mediums thanks to having both a higher health pool, armour, and very good penetration. It can even threaten heavier tanks at shorter distances. It's mainly the rest of the doctrine affecting it. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 11 Jun 2017, 07:17 AM
Consripts are not a defensive infantry they are offensive that is their design and their purpose. The mod also completely fails to take into account that consripts have 6 men and grens only 4. Just make them 230mp and leave it at that. There are some good ideas otherwise for here (except for the elephant changes why??) but when I see something like this It makes me question the people making it as its utterly ubsurd. Note Conscripts are also easier to hit at 1.087 vs the Grenadiers 0.93 and saving 10 manpower does not mean much at all given how fast MP comes in at the start before the population begins to get rounded out. The reason for better performance at range and lowering of damage for accuracy is so Conscripts can actually force infantry off in cover to cover fights which they generally lose as their best range is not at short-range, but a weird 25m sweet spot as everyone out-dpses at both near and far. Conscripts, as they stand, are the one infantry unit that is probably the more reliant on RNG to win fights with a 16 damage rifle that only hits over half the time at point-blank. In terms of role, Conscripts can be considered utility/defensive troops when no-doctrines are around with their main offensive role being in the very early game before capturing vital areas and digging in, being an absolute pain to dislodge. The reason for this is because of all their abilities which either forces enemies to move so other weapons can have at them (molotovs and AT grenades) which works well with in protecting Soviet support weapons while they can build sandbags to turn fights in their favour. If they prove to be too strong, then they can be adjusted, though the rifle issue likely corresponds more with how vulnerable Grenadiers are when anything can reliably hurt their health due to the 4 man squad. On EFA FRP, there are no plans for them yet as we figure out what needs to be done with FRP in general. USF seems alright since its late game and frail, UKF Forward Assembly is easily nuked, but OKW Battlegroup is in a weird spot of being durable, especially on certain maps and is the favorite campground of the LE.ig before the Schwerer HQ comes out and locks down the area against infantry assault. In: COH2 Gameplay |
Thread: Scott shouldn't survive more than 2 shots.11 Jun 2017, 07:08 AM
The reason for its health is due to the fact it needs to operate closer to the front than typical artillery. It's very good fire support which could use some tweaking in its one hit kill radius against infantry in exchange for increase mid-far AOE as well as buffing its barrages so they actually recharge without waiting a year. This would mean the M8 would not be reliant on direct hits for either wipes or just damage against infantry. 400 health is fine given every other light tank/light-tank esque vehicle sits around 400 and all come earlier than the M8 Scott. Unless this thing starts firing 105mm rounds, it's not lethal enough, except on RNG hits vs clumped squads, to be incredibly light weight for its price tag, tier and general need to sustain fire over the sudden bursts that rocket or heavier shell based artillery can deal. USF does not need any more paper units considering their TD already goes up in 3 hits and USF has some of the largest target sizes for vehicles in the late game. In: COH2 Balance |
Thread: Eastern Front Armies Revamp 8 Jun 2017, 17:41 PM
Should be noted that Stormtroopers do start with a passive cloak and part of their cost is to infiltrate them in. While the Bundle is now on cooldown, they can still do sneak attacks with it later on. I'm not sure on giving them Ober rifles because while it's a kar98k, it's a very very good kar98k in terms of accuracy and damage output. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 4 Jun 2017, 20:55 PM
Ostheer already can't compete lategame. This patch will make it worse: Have you looked at the later patch notes where T4 has gone down significantly in price and you no longer need T3 or the fact we're focusing on EFA at this point, not WFA or Brits? Note the Panther will also vet up faster with the damage increase and will hit mediums more easily in standard tank engagement ranges. Brummbar still deals deflection on hit. PIV now has the pen advantage at range which is coupled with its stronger armour (180 vs 160 of most Allied mediums), the Stug G will pen Allied tanks 87.5% of the time at max range which quickly goes to auto-penetration the closer you get to the Stug G. Edit: We're releasing 1.5 early to help with some performance bugs that have been experienced. V1.5 Notes In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 2 Jun 2017, 22:38 PM
So if you have decided to kill partisans as a useful unit, why won't you fix it's veterancy, so that they at least throw Molotovs faster at the second vet? Have we though? Our main focus is to make them more geared to support/utility/harrasment rather than their main fucntion being a one trick pony that pops out of buildings that either decides games or falls off greatly because their squishness gets them killed later on. 1. We want call-ins to still be an option that can be deployed which can act as a possible comeback mechanic or you want to pay a little extra at this time to strengthen a component of your force. The system still needs adjustment, but I think it's preferable over cutting the mechanic out completely. 2. Wait until we get to OKW Revamp. The KT will likely not be as strong once something is done about OKW's snowball effect. In: COH2 Gameplay |
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