As the supression of maxim has been absolutely butchered in the notes, I would be for a muni costing supression increase ability. It should be effectively better than current maxim during that ability but can deal less damage.
Another idea would be a toggle between supression and damage mode - like shermans AP/HE rounds. That way you could use maxim as a defencive supression platform with little damage or change it into "assault mg" and boost its damage loosing most (all?) supression.
I would also support the ideas connected to maxims water cooled nature like ability that allows it to shoot constantly, not in burst for some time, or a centaur-like sweep. These abilities also should have some kind of drawback - for example the sweep could supress everything in the angle of fire but without damage and pin.
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Post History of ferwiner
Thread: Contest: New Maxim vet1 ability2 Apr 2017, 01:45 AM
In: COH2 Gameplay |
Thread: Volksgrenadiers Change2 Apr 2017, 00:23 AM
The problem with volks is that what WBP did to buff grens was to counter their counters and fix formations. It worked like a charm for grens but becouse volks are very similar to grens, it also buffed volks. And volks were already ballanced before the patch. In effect okw became really strong this patch and a slight nerf to volks would make it more ballanced. Changing veterancy requirements is one of possible choices. In: COH2 Balance |
Thread: Faust bug still ingame after patch31 Mar 2017, 14:33 PM
It's not completely fixed, but this is the best we could do at this point. Actually, is there some kind of list of units that trigger it? If so I would be interested to see it. In: COH2 Bugs |
Thread: New Commanders 201731 Mar 2017, 10:12 AM
All the necessery information is in your posts in this thread
I agree. But it would be cool if they could spare some time for us after the DoW3 release and initial patching process is over We don't actually even need new commanders, redesign of the old forgotten ones would be actually enough. In: COH2 Gameplay |
Thread: Could you please reinsert the UKF mortar pit bug?31 Mar 2017, 10:06 AM
Not really. If the brit doesn't use any emplacement boosting commander ability then the emplacements can be quite easily countered by mortars or ISG. Not to mention the flame ht. What I said above applies to team games of course for the reasons explained in my last post. In: COH2 Gameplay |
Thread: Could you please reinsert the UKF mortar pit bug?30 Mar 2017, 22:50 PM
Ostheer has huge problems once the first Bofors arrives to support the mortar pit. This hard counters every flame-ht or flame-pio. The only saving grace is the mortar-ht or your chances of losing are high. With a mortar halftrack your chances of beating the emplacement spam are like 99% though. Its just the correct counter. The pit is a real problem only in 1v1, where it can be build very close to the HQ and still have effective range. A pit in such placement may be uncounterable. In: COH2 Gameplay |
Thread: *To all modders* Migrating mods to post-WBP30 Mar 2017, 22:34 PM
@ferwiner The reason why adding another digit won't work is quite simple - these numbers are most likely being read as signed 32-bit integers and these range up to 2,147,483,648. Or unsigned but then the limit is only twice that. As far as I understand the problem the solution that would work in the way mod builder expects it would be to find the highest number of all uniqueid elements in the file and the highest number of the ones supplied by SneakEye, then take the bigger one. Next, it would be enough to find all uniqueid elements that have numbers equal to the ones on SneakEye list and replace them with succeding numbers starting from the one calculated before + 1. If so, then this is a very simple programming task and I'm sure can do it in some of my free time. The thing is though that I need to test it before giving it to you guys. For that I need a conflicting script from some really big mod, or even more than one mod, to make sure I know the structure of these files well and so there won't be any corner cases I won't spot. The one supplied by Olhausen is not good for that purpose becouse it uses only a single uniqueid tag. Btw If you want it done, please use the reply button when replying to me, otherwise I don't get the notification and may forget about the thread. EDIT: looks like relic just released a hotfix for your problems. So I'm probably not needed here any more |
Thread: new update, still spam better than mix.30 Mar 2017, 17:44 PM
Wait, how are we supposed to reply to a thread without opening post? Why is the post invised if its the first one? In: COH2 Balance |
Thread: New Commanders 201730 Mar 2017, 17:42 PM
It's not a joke but it has nothing to do with relic - just a commender designed by community that is never going to be implemented. In: COH2 Gameplay |
Thread: *To all modders* Migrating mods to post-WBP29 Mar 2017, 23:47 PM
can somebody link me some example of conflicting xml? I'm no modder by any means but I think that thanks to SneakEye post it should be easy enough to edit an xml the way you guys want it in a simple python script. |
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