Profile of miragefla
General Information
Email: zventrsyn(jcq)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(jcq)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: This shouldn't of happened.15 Oct 2016, 21:39 PM
Anyone who watched the twitch stream will understand. But there is no way anyone should come back from that. In: Replays |
Thread: Relic Oct 2016 Playtest Recruitment13 Oct 2016, 21:42 PM
Am I the only one in Vancouver aside from Dusty? D: In: Lobby |
Thread: USF Mortar Fix Idea11 Oct 2016, 21:07 PM
I still think it needs to be unique and not an 81mm clone so it doesn't overwrite the pack howitzer and actually fits the USF's concept. M1 81mm Mortar Changed the damage profile and stats to make the mortar closer to a light weapon meant to support and keep up with riflemen and other units while not overlapping with heavier indirect-fire units like the Pack Howitzer. -AOE from 1/0.5/0.25 to 1/0.4/0.15 -AOE distance from 1/2/3 to 0.5/1.5/3 -Cost from 260 to 240. -0.75 Windown from 2. -Can interrupt set-up time. -Veterancy 1 changed to WP Rounds. -Angle scatter to 7 and scatter max to 7. Barrage scatter max to 5. -Auto-fire reload from 4 to 2.8 -Minimum range to 20, maximum range to 65 for auto-fire and non-vetted barrage. It might seem better for a few minor changes, but it no longer nukes weapon teams like other mortars and it's easier to attack, yet it is also easier to get away and reposition on the field. Pretty sure I also reduced the pack-up time. In: COH2 Balance |
Thread: Balance suggestions for all factions11 Oct 2016, 02:31 AM
Except if it's role is to chase down tanks/vehicles with its speed and bully them to death, then it shouldn't have such terrible on the move penalties as it is penalized by misses due to its mediocre damage and low ROF. Can't say just hit stop as then you need to re-acclerate and you've got to be on point in timing a 7+ second reload for a unit that can't generally sight for itself. Doing that might actually let the prey get away. It's role in the Ostheer arsenal is awkward. I do believe higher accuracy and moving accuracy would help it in its role as a mobile anti-armour unit that Ostheer lacksand if you really want a change up, a slight damage boost so it becomes the go-to unit for Ostheer for dealing with advanced mediums and heavies while not breaking it vs the 640 hp units or 480 (Jackson). Might break it versus light vehicles/tanks where it'll two hit them. With those changes, it can hunt down mediums efficiently which many Ostheer units can't do due to their speed while it can kite heavies on the field while being durable. It still has flaws like its poor AI unless all MGs are facing and stationary, low ROF, late timing and an average health pool for cost until veterancy. Furthermore, it's still not great at dealing with multiple vehicles unlike StuGs or the pak wall in terms of killing an armour horde. In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions10 Oct 2016, 23:37 PM
Guess I could add it in a later version seeing as we do have those hardened bunkers. Likely will come once I make another pass at certain doctrines. Undocumented Change I forgot: ISU-152 To allow the ISU-152 to be less hindered by elevation, the unit will lob its shells in a similar fashion to the Brummbar/M8 Scott. AOE was modified to lower OHK radius significantly yet far AOE was modifed ensure the ISU-152 will always cause significant damage to infantry within its HE range. Penetration for HE also received a boost, though is still poor at engaging anything armoured. -AOE Far Modifier from 0.05 to 0.15 -AOE distance from 1.25/2.75/4.5 to 0.5/2/6 -HE Projectile E Projectile set to lowest_noncollide_angle. -Non_colldie angle set to 35 from 89 -Scatter max from 8 to 5. -HE max up from 15 to 30. |
Thread: Balance suggestions for all factions9 Oct 2016, 03:48 AM
Lol, Panther underperforms? Comet is better rounded and doesn't suffer the atrocious penalties while moving unlike the Panther which needs to face with all three MGs to get some respectable, if more consistent AI in. Furthermore, while Comet doesn't get as powerful veterancy it gets god-like WP shells that nuke ATGs and infantry and that DOT will kill. The Ostheer Panther in most cases doesn't offer much however, as T3 Stug Gs deal DPS much better, are cheaper, and the Ostheer Panther itself is terrible at its role at chasing/running down vehicles and any misses penalize it's long reload and mediocre damage. It's not even that great at killing heavies/advanced medium which is part of its role given it outranges them and has good penetration, but lacks damage. Ostheer Panther could use either all or a combination: -Better accuracy to help it hit units to make its low DPS matter(on-par with TDs) -Better moving accuracy to allow it to use its mobility to run down vehicles rather than missing most of the time and going for a long reload. -Possibly better damage to differentiate it from StuGs and make it excel at dealing with heavies/advanced mediums which are its intended targets. -Use the heavy tank voice-lines because there are Panther lines there. In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions8 Oct 2016, 05:36 AM
It's only just one line in the attribute editor for designating the files. Panther 'ma' was switched to 'ha' while Brummbar's 'ha' was switched to 'ma'. |
Thread: Miragefla's December Balance Mod Additions8 Oct 2016, 05:19 AM
Random addition: Panther and Brummbar have had their lines swapped between mediums and heavies. Panther uses the heavy tank lines which also include specific lines about the Panther. Brummbar uses the medium tanks which has specific references to 'Stupa'. |
Thread: Miragefla's December Balance Mod Additions8 Oct 2016, 02:53 AM
Please you probably copied it off me I've had this idea ever since complaints started coming about Troop Training, but great minds think alike. |
Thread: Miragefla's December Balance Mod Additions8 Oct 2016, 01:38 AM
A No model available sadly. Might change the cloak tanks, though if I could I would simply make it so shells can't phase through cloaked units. Also changes in-bound, mainly more OKW reworks of their vet: AEF M8 Greyhound An unwanted side-effect of allowing the M8 to fire its canister at a target position was how low the unit's actual AOE making it unable to deal damage vs anything that could even move slightly from the center of the blast. The AOE area has been modified to be far more consistent, though the OHK radius was slightly lowered. Penetration also increased to pen soft vehicles for the canister. -Canister Distance from 1/2/3 to 0.75/2/3 -Cansiter AOE from 1/0.15/0.05 to 1/0.5/0.35 -Canister penetration from 5 to 15. M3 Assault Group Prior undocumentated changes for armour and a slight lowering of cost to better reflect its performance. -Armour from 5.4/4.2 to 14/7. -Cost from 520/35 to 490/30. M20 Reduced the M20's requirements in terms of its veterancy due to its lack of raw damage output unless in dangerously close to other units or is fed XP via its crew from AT duty. Accuracy also increased at veterancy 3 to allow it to better combat vetted infantry. -Veterancy requirement from 880/1760/3520 to 660/1320/2640 -Veterancy 3 also provides 1.25 weapon accuracy. Riflemen Slight reduction in survivability to encourage use of other units and more supporting assets for the USF to allow Riflemen to close the distance, but still good enough to allow Riflemen to hold out late game. -Veterancy 3 Received Accuracy from 20% to 15%. Centaur Lowered the strength of the 20mm barrage ability significantly due to its ability to wipe out weapon teams in a single burst due to its high damage, aoe and rate of fire, even if they are in the process of retreating. -Centaur Barrage damage from 15 to 10. Ostheer StuG and Puma TWP Lowered the duration of the ability to not take units completely out of the fight if they are hit by the ability. It is still enough to prevent 1-2 shots from most vehicles and locks the turret. -TWP duration from 15 seconds to 8. Tiger Ace Added a fuel cost to the unit, but the penalty to income will remove itself after a period of time. This makes it harder to call-in an Ace to simply seal the game with an armada of tanks made prior, but also means a Tiger Ace that is alive long enough isn't a constant handicap after a certain period. -Fuel cost to 175. -Resource penalty inactive after 10 minutes or the Tiger Ace is destroyed. Elite Training Restored in a new form to Elite Troops doctrine. This ability now forces a player to engage to make use of it, but benefits the army as a whole. -Reintroduced where all units under the player's control gains 30% increased veterancy gain for the abilities duration. Timed ability with a 45 second duration and a 100 second recharge. 80 munitions. Ostheer Panther Increased the damage of the Ostheer Panther to represent its end tier of the Ostheer tech tree and to reinforce its difference from the StuG where the Panther is meant to tackle heavier vehicles and more advanced mediums. The OKW Panther still has the advantage of arriving earlier, better accuracy, superior veterancy and superior machine guns. -Damage from 160 to 200. OKW Vehicle Veterancy Rework The majority of OKW's veterancy 4 abilities have been modified to no longer provide raw stat boosts, but passives and or abilities that give OKW units an edge. Other units that have not yet been changed will undergo changes as new patches come. General With the reduction in raw stats at higher levels of veterancy, OKW units will no longer give as much veterancy to the other side when they reach these levels to better reflect what they have gained. -Veterancy 4 and 5 grants 0.1 to the unit's value rather than 0.2. This only applies to the units that have been changed so far. OKW Panther Panther hunt mode was given to allow the Panther some ability to engage tank destroyers at range in environment where there are simply too many AT vehicles and attacking/diving in or flanking would be unideal due to its lower DPS. While the Panther does lose a significant amount of speed, it is able to hold back in fights it would otherwise be unable to participate in. -Vet 5 sight bonus from 11 to 10. -Vet 4 modifiers changed to grant 'Hunt' ability. Panther losses 50% speed for 25% increased range. Toggle ability with a 10 second cooldown. OKW Panzer IV -Veterancy 5 sight from 16 to 12. -Veterancy 4 modifiers replaced with 'S-Mine Launchers'. This ability hits all infantry around the tank for a moderate amount of damage for 25 munitions. 3 second delay before it activates. Disables pintle-mg for 3 seconds. 251 Flak Half-Track -Veterancy 4 movement modifiers, 15% speed, rotation and 30% de/acceleeration moved to veterancy 2. -Veterancy 4 changed to automatic self-repair when the vehicle is stationary and out of combat. -Veterancy 5 increases sight by 12 when the unit is stationary. Panzer 2 'Luchs' -Veterancy 4 modifiers replaced with 'Light Mortar Barrage' ability. The Luchs can call in a light mortar barrage of twelve shells to the area. Low damage, but can be used in stealth. Range 45 and 40 munitions. -Veterancy 5 modifiers replaced with 'Suppressive Barrage' ability. The Panzer II will deal 50% less damage, but deal 0.09 suppression per shot to infantry. Toggle ability. Jagdtiger -Veterancy 4 modifers replaced with 'Full Power' ability. Increases rotation rate by 30% and de/acceleration by 20%. No cost, but the Jagdtiger will take engine damage after 10 seconds. Sturmtiger -Veterancy 4 modifier replaced with the Sturmtiger no longer be vulnerable to decrewing when the tank is reloading. Pak 43 -Veterancy 4 damage modifier changed to allow the Pak 43 to track targets in the fog of war when they hit a vehicle, similar to British Hammer tactics. Kubelwagen Moved its veterancy around and adjusted to be in line with other OKW units. Furthermore, the Kubel has had its veterancy requirements lowered for the later levels to allow it to reach those ranks. -Veterancy requirements from 530/1060/2120/2650/3525 to 530/900/1600/2250/2650 -Veterancy ranks 3 and 4 swapped around. -Veterancy 5 modifers changed to 0.75 addition to the units capture and de/rate for a total of 2. Jagdpanzer IV The reload modifier of the Jagdpanzer has been boosted to compensate for the lost of Vet 4 to match other TDs. The ability of the Jagdpanzer was designed with the idea of allowing the Jagdpanzer to allow other units to aid in destroying heavier vehicles without completely neuturing the other sides ability to fight back. The sight penalty was included to allow the ability to be useful to an extent against lighter vehicles. -Veterancy 4 modifiers changed to 'Shatter Defense' ability. This ability causes -20% sight and -33% armour on hit until repaired. 40 munitions -Veterancy 3 reload modifier from 0.9 to 0.8. |
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