You can't make it a cover bonus unless you reworked all the weapon accuracy since most units get 30-40% more accuracy and will be shooting faster at higher levels. It means you can't really assault or maneuver unless you got things like smoke, etc, but that takes time to drop.
It'd just be far to lethal to leave cover.
The better solution would be to change the high RA modifiers some units get.
Profile of miragefla
General Information
Email: zventrsyn(lbz)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(lbz)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Received Accuracy bonus10 Nov 2016, 06:50 AM
In: COH2 Balance |
Thread: Competitive Edition Tournament 39 Nov 2016, 02:33 AM
Wait I think there is a little mistake under "Date and schedule": I think it's November 12th, and not November 10th It's 10th due to my own schedule which is set in stone. It's also why I swapped to King of the Hill for this format so people can drop-in to be part of the list of competitors. In: News |
Thread: Is white phosphorus necessary on comet6 Nov 2016, 02:20 AM
1/It is vet 1 ability. Thing is, when it does work it's instant death for things like pak guns who can't run out of the smoke. Just because something is buggy, which should be fixed, does not excuse how powerful it is since you can fire it from 80 in-game meters away and all for the cheap price of 20 munitions. In: COH2 Balance |
Thread: Is white phosphorus necessary on comet6 Nov 2016, 01:57 AM
Is it necessary for this tank to have this ability. It's already an extremely versatile unit as it is why give it an AT gun gib ability. The main issue is the abilities ridiculous range (80) and being the only WP DoT to actually kill off models rather than leaving them at 1. It needs to have its range to be the same as the Comet's own range and not have the WP kill so it's not death to weapon teams. In: COH2 Balance |
Thread: Losing31 Oct 2016, 22:55 PM
Where is the evidence? If they have the best units then why does the faction have to cheese in tournament settings with 1/2 of the core not being in play? In: COH2 Gameplay |
Thread: Su 85 Rotation rate is to slow26 Oct 2016, 04:45 AM
I think the nerf to su85s rotation from 20 to 22 was not needed they cant defend themselves anymore when other tanks run around them. they should get their rotation buffed back to 20 imo That's a buff. That increases the rate it turns. Most medium tanks have 30 for rotation while fixed-gun TDs are generally close to the SU-85's value. In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions21 Oct 2016, 17:04 PM
General Change Auto-Fire for Mortars and Light Artillery A slight change to the auto-fire of these weapons to reduce lethality when unmicroed. Furthermore, the auto-fire range veterancy boost to mortars has been removed. -Pack Howitzer and HM-120mm Mortar Auto-Fire from 80 to 70. -ISG, Ostheer, British, USF and Soviet Mortars auto-fire damage from 80 to 65. -Removed the range increase of mortars at veterancy 3. Projectiles Certain projectiles no logner collide with terrain, but will still collide with obstacles. Currently set mainly for AI projectiles. -Applies to Ostwind, T-70, Stug E, Jagdtifer Supporting Fire, ISU-152 Piercing Shot, Greyhound 37mm, Sherman HE Comet and Pershing Auto-Fire Grenades These grenades will no longer stun vehicles on deflection. -On-Deflected stun action removed. Population Standardization Certain infantry units now cost 1 population for their entities with the rest of the population moved into the squad itself. -Applies to Panzer Grenadiers, Obersoldaten, Fallschirmjager, Commandos, Assault Engineers, Rangers, Paratroopers, Jeagar Infantry. Officers have already been modified in prior patches. AEF 81mm Mortar (60mm Mortar) Renamed the mortar for the sake of differentiation and so player understand it is not your typical mortar that the other factions use. Unfortantely the 60mm model in-game has no animation so the 81mm needs to be used in terms of a physical object. -M1 81mm renamed to M2 60mm. Paratroopers Fixed an issue with the M1919 being unable to be repurchased if one is lost. -Paratroopers can now rebuy their M1919(s) if dropped. M15 AA HT Slight manpower cost reduction on the M15 AA HT. With it becoming more vulnerable to its counters such as the increased range of the 222 and improved AA HT along with buffs to units like the Raketen and weakening of the lieutenant as a front-line unit, the AA HT does not need to cost as much MP as a tank. -Manpower from 350 to 310. British Infantry Section Squad and Mortar Emplacements To improve the UKF's lack of proper indirect fire and the Mortar Emplacement's inability to move up that has also lost its considerable auto-fire range, Tommies can now request a mortar barrage at the target position of 8 shells. This requires the Pyrotechnic upgrade to function. 90 second recharge, but no cost. OKW Infilitration Grenades Increased the price of infilitration grenade. Previously they were too cheap and spammable for an ability that could saturate an entire area, particuarly when used by larger squads. If it becomes too costly for some units, a different variant will be made for 4 man squads. -Price from 15 to 25. Soviet Guards Can now rebuy lost weapons after their DP-28s have been purchased. This includes the PTRS and LMGs. -Guards can rebuy the DP-28 for 35 munitions and the PTRS for 20 munitions. |
Thread: Re-distributing the power of USF19 Oct 2016, 03:29 AM
1. Simply reduce the power of veterancy 3 by 5%. Rifles need to be strong once we remove the double LMGs because it's the only USF core combat infantry outside of doctrines unless you're attempting some sort of RE strat. Furthermore they need to get into a mid-short to be most effective. Grenadiers for Ostheer are never going to hold the line themselves, that's just how they are when you factor in they lack durability and their weapons don't deal consistent DPS, relying on those more RNG slow-firing rifle shots unlike MGs and ARs. They are utility and long-range DPS troops by mid-late game with other units supporting. The real infantry damage dealers are PGs who only need part of their vet 2 survivability at vet 1 and a need veterancy 1 ability in general. Once that changes, they'll probably stomp Riflemen except at the long-range engagements since their RA would be 0.568 vs the 0.635 of Rifles after the nerf and StGs are on-par or better than the BAR at shorter ranges (Also fix their reinforce on weapon teams plz). Volksgrenadier need some veterancy tuning as they have some very wonky things like very very low RA bonuses making their survivability miserable low where they can't utilize those DPS bonuses. Obersoldaten come too late, though if Obers do get veterancy they eat even vetted Rifles. 2. Use the CE mortar and adjust if that's too powerful. The unit should have been unique by making it faster to set-up/tear down and having probably the best rate of fire out of all mortars, but suffer from poor damage and range meaning it needs time to uproot and its not something used to knock down buildings unlike the pack howitzer. Adjust its veterancy to match other mortars and give WP or something for Vet 1. USF could use the mortar as grenades are honestly a terrible way to clear garrisons aside from knocking it down and that only works in EF maps because wooden buildings are terrible. Only flame grenades are good at actually stopping people from jumping back in. One could use smoke, to lock off a garrison, but the units will still be there. 3. Tone down its AI potential and maybe adjust stun to only lock the gun and sight with a slight movement penalty. Reinforce its role rather than being a generalist that can also shutdown armour. It's a light vehicle hunter with utility to support against tank assaults. There's no reason it should be a decent AI platform that can one-hit 1-2 models. The nerf to AI would also make Captain less appealing and LT tech is not that bad vs other lights, only suffering due to how stupidly cheap 222s are. ---- For all other changes and my opinions, see my CE patch notes on my thoughts.
I believe that was me In: COH2 Balance |
Thread: Hector´s way of fixing light vehicles and call ins17 Oct 2016, 06:24 AM
How much more utility, though? AEC has LOS at 50 and the Tread Shot when vetted (just fix its accuracy and tracking), Stuart can shutdown vehicles and tanks that attempt to charge in while T-70 can both spot and capture. Furthermore, all these vehicles can harass infantry attempting to capture to some extent. It may be the fact lights may be too expensive by the late game in terms of fuel (and manpower for a few) so maybe their prices could go down with fuel tech. If we're talking about the actual cars like M3 and M20, the former needs some sort of support upgrade so it can sit back when needed and to be dirt cheap by late game for use as a disposable scout; the latter needs to cost less manpower so it can be a cheaper scout that also plants those deadly mines to halt tanks assaults and a veterancy rate boost so it can actually vet up. In: COH2 Balance |
Thread: Hector´s way of fixing light vehicles and call ins17 Oct 2016, 00:12 AM
I don't think it'll take much to fix them. Honestly, just making the Stuart deal 60 damage to infantry and only AOEing 1-2 models maximum means the vehicle will be a less powerful generalist and also less no-brainer. T-70 just needs its AOE to no longer hit the entire squad by limiting it to 2 models. Still decent AI and can chase wounded squads down, but no sudden drive-bys that wipe out entire squads in 2-3 hits. The reason for only this change is that the T-70 arrives the latest of the light tank units and counters generally are on the field unless the Soviets have bled the enemy with minimal in return. If we're talking the combination of Penal and Guards, then just adjust Penal veterancy at vet 3 and the rate they gain veterancy. 222 needs a price increase, that's a given with its dirt cheap cost and the bug with its MG fixed. 250-300 manpower and 30-35 fuel with a working MG. Still would like to see the unit reworked to a skrimishers and less of the dirt cheap scouting generalist once changed. AEC just needs to have its cannon not really be able to harm infantry since it's mainly there to defeat vehicles and has a decently powerful MG. All these vehicles can then also be priced anywhere from 260-300 manpower. In: COH2 Balance |
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,150
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