I agree, the game is sadly more and more mirrored with every patch and expansion. |
From my experience, nades and cover are insanely inconsistent. But that's just me. Stats show that cover prevents damage.
Nades damage is consistent, its the cover that is directional. If the nade (any type of nade, not only rifle nade) is lobbed over green cover, all entities in that cover will take half damage. Its as counter intuitive as it gets but it works exactly like that. But if your squad is standing in cover but the nade is thrown from a flanking position, entities will take full damage and the squad is likely to get wiped. |
Problem is, this site has different upload screen
https://www.coh2.org/replay/upload |
You mean like superior armor, superior guns, superior blitz ability or secure mode?
What stats do you mean? On T34-76 for example.
I mean usability of the faction as a whole. Soviets never had any vehicle smoke, but they have always been most picked faction in tournaments (in most recent ones its slightly different due to the fact we have only 2 axis factions). And in all tournaments since the dawn of coh2 soviets always had over 50% win rate. In my own experience they were the faction I always had best rank with, when I used to play more. So even if you see some problems in soviet faction, its not due to the lack of smoke.
|
I would try in GIMP, its free and open source. If you need something super simple with free trial you can also try corel photo paint, it should be enough for this particular task. |
OKW has a lot of smoke. Ost doesnt have non-doc vehicle smoke, but once they get it they get it on every single vehicle. Sovs doesnt have vehicle smoke but they make up for it in other unit stats so its a non-issue. |
sorry for offtopic, but didnt kyle confirm more informations about the "brad and cuddle beeing fired" issue "soon" too?
I bet they think it is something that shouldn't bother us. They want to be seen as company not a set of individuals. So they wont respond. |
At first I thought the Tommie healing mechanic was tedious and an unnecessary micro burden. Now however, I consider it to be actually superior to other forms of healing. Once you learn to actually consistently use the ability, your potential field-presence increases dramatically. Got into a bad engagement and took a few hits? No worries, hide behind some shot blockers and patch yourself up. Did you have a Tommie squad in a building and it got hit by a mortar round or two? No worries, pop out of the building, activate the medic kits and your unit is good to go. Won an engagement but your unit is too low health to keep on the field? No worries, activate your healing kits and your units can stay on the field! It truly is amazing once you get the hang of it.
And you never have to retreat the sniper, that is what is really epic about this form of healing. |
I think you guys are forgetting people that actually have experience modding, those playing 1v1 and 2v2s exclusively probably have no idea on how to implement the balance changes while people like migra have different ideas and opinions on how balance changes would work and can be implemented since he's worked with the game engine, it will end up the same, 1v1 pros telling the balance guy to do this and this while the balance guy tells me that's not possible or it won't work or it can't be implemented and both parties will have to split up because they won't agree to each other.
In some cases you are right but in most cases ballance is about tweaking a number in unit stats. These stats are what competitive players know most about. But they not only understand stats, like many stat diggers do, they also can exploit even smallest changes in these stats due to their micro skills. That means they usually can see ballance issues before anybody else, so they are right people to ask about things to change. They also know best how tiny stat difference can change gameplay so they wont ever do nerf to the ground or buff into OP things like relic often did. |
Any public changes to the game ARE mods.
I'm not sure how you imagine this would work. It's not like Relic is going to push community developed code to their production branch.
Not really the code. Becouse in case of ballance no coding is needed. Its more like in the past there was a patch when community representatives decided what should be done and relic implemented it. Haven't you realised that relic is often like child in the dark room when it comes to ballancing? That's becouse they have developers, but don't consult best players. And that is what Mittens ment, that they should consult instead of doing random changes. |