As far as I know all resources and their incomes in coh2 are calculated in floating point numbers. They are only rounded to be shown in the UI, but the calculation is done using real numbers all along. So in fact there is nothing wrong with having a soldier use less than one pop, if the squad is cheap enough and if the editor supports it.
Still, I don't really think there is a need for that in the case of ostruppen. |
One thing is certain. If crocodile gets any buffs, its must be tied to highest british tech. |
It does cost lots of munitions to get the upgrades that make it anything more than a scout vehicle, though. |
The amount of vetoes are code attached to the amount of maps.
So there will be no way. We have no CM and do you think that Relic has the manpower atm to change the code/programm of coh2?
Even if they had manpower to do that, they shouldn't change that. Most people don't realise that having too many vetoes for said amount of maps can make matchmaker completely disfunctional.
That said, there is a way to add vetoes to the game: incorporate more maps into the map pool. There is only so many maps somebody can actually dislike and I think that everybody who really would like to veto half of them is simply misusing the veto mechanic. It is supposed to be a possibility to remove a few maps that you really cant learn, not a way to let player use the same build every game, forgetting about the differences between maps.
In my mind, if a map requires a specific strategy that would be a non-meta on other map, then it is a good map, designed with strategical variety in mind. |
Having duplicates of maps doesn't add variety mechanically. Sure, you get different visuals and all but summer/winter versions of maps that are almost identical or even worse than the counterpart don't add anything to the table. If there's two copies of a map I don't want to play, that takes up two vetos for me instead of one.
Voted Semoisky summer because of how choke-y and garrison-heavy it is, but it could have also been Road to Kharkov for how narrow and long it is and the disparities between the two sides, especially for the cutoffs.
You could argue that kholodny is pretty much identical in both versions. But why semoisky? Thanks to different resource layout and huge patches of ice, the 2 versions of this map play completely different.
Also, I don't remember "disliking" more than 2 maps at the time ever. From todays perspective, I can see that every time I actually vetoed a map was becouse I didn't know how to play on it effectivly with some faction. After you learn the map and use strenghts of it, you can have fun on every map in automatch.
Disclaimer: this doesn't apply to tournaments when close ballance and perfect map design is of utmost importance. That is why tournament usually use a subset of automatch maps. And that is perfectly fine and understandable. It should not mean that the maps that are rarely used in tournaments should be removed from automatch though. |
http://steamcommunity.com/sharedfiles/filedetails/?id=1280143624
*runs away*
Yeah, I know about these, but I'm pretty sure that author said he doesn't want to give them to devs for automatch use. Still, it would be great if we could add these instead of trying to remove existing ones. |
The maps in the poll are all pretty good and I would not like any of them removed. Of course some are better than others, but I think that automatch maps do not have enough variety as of now, which also somewhat breaks ballance discussions.
@mods, can I get an option to vote for "leave them alone"?
@OP There is no map that everybody vetoes, so removing one map won't give a free veto to everybody. If you really want more vetoes, the map pool should be increased rather than decresed. Problem is of course that it is hard to find automatch level community maps. Still, we should rather try to test them and eventually add the best of them to the poll, rather than removing already tested good maps from it. |
Thread: Panther24 Mar 2018, 00:09 AM
And had it's pop increased and combat blitz was nerfed and moving scatter was increased and moving accuracy was decreased and vet 4 range bonus was removed and sight bonus is now restricted to being stationary. Yeah it only lost vet 2 armour.
Wait, what kind of vet4? Are we still in ostheer subforum? |
Thread: M1021 Mar 2018, 20:13 PM
- I think I'd put it next to the Stuart, perhaps?
- It's akin to putting the Puma into T4 (Panther), or next to the JgPanzer4.
Who gets a puma when you can get a JgPanzer4?
Interesting, too, when they said they wanted more variety and then nerf everything out of
usability.
The m10 is a glorified puma with infantry crush. Which means it really should be in captain tier, but it would have to lose its crush not to be OP again.
I have a better idea though, that would improve variety and usability of m10 without the need for nerfs. Why not simply let it be a callin, but unlocked only after you build either major, or both leutnant and captain. That way it is not too early for its power, but it is also not locked behind very expensive major tech.
The sherman buldozzer should probably still be kept at major as it might be too potent when positioned like in my m10 proposal. |
Thread: Panther21 Mar 2018, 20:07 PM
the Rof buff was for the main gun. It's now more vulnerable to handheld AT and therefore less effective against infantry.
It only lost its vet2 armour buff. It's normal armour is still the same and it is more than enough against handheld weapons. With better gun it actually has a chance to reach its veterancy now, even if the modifier list doesn't mention armour buffs. Still, you are not and were never supposed to fight AT infantry with panthers, although it can kill AI infantry quite quickly.
The changes that were applied to panther are actually a huge buff. One of the most important ones, that is often forgotten, is lowering the spread of reload times from 0.9 to 0.4, which means it is finally easy to use stop micro with panther, as you don't have to guess the moment it will shoot. That 0.5 of second is enough to let you shoot on the move with all benefits of standing unit, without having to gain all your speed again after the shot. |