Elite Mod COH - Download and Changelog
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Permanently BannedPS: The AI is still ON. Snipers keep rushing in the bushes before they decide to fire, infantry is still running around haystacks. Apparently they don't hit the dirt anymore when an arty round hits near them.
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Btw by pushing units with jeeps/bikes you can dispers individual suqad members acros the screen, literaly. But at least my units don't jump out of cover. Will test it more in future.
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Meta seemed to be evolving once more; to be honest, I never think it truly stagnated.
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I just encountered missing texture bug for m10, will upload pic in few seconds.
Btw by pushing units with jeeps/bikes you can dispers individual suqad members acros the screen, literaly. But at least my units don't jump out of cover. Will test it more in future.
Cheers for that, yeah I discovered the M10 bug a few hours ago and been working on ironing out a few others bits with Kolaris before patching.
So here it is, version 1.3, featuring:
- Squad AI returned! (Wasn't working as intended, no obvious fix)
- Sniper antispam now works properly (Wasn't working as intended)
- Strafe has been reverted to regular damage, incremental accuracy and search radius but can no longer be used in a HQ sector
- XP kickers will continue to show after all doctrines have been unlocked
- M10 blue box glitch fixed
Posts: 419
- Strafe has been reverted to regular damage, incremental accuracy and search radius but can no longer be used in a HQ sector
that it cannot be used in HQ sector is not a good thing, but i understand it is necessary to fix the ability becoming buggy when used near HQ.
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I think people need to remember that airborne was used in the finals of one of the last 1v1 tourneys, back in February I think it was.
Meta seemed to be evolving once more; to be honest, I never think it truly stagnated.
But was it mainly used for the HQ strafe guaranteed squad kills bug that was fixed?
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I have joined up and look forward to trying the mod out
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It's very comparable to standard T1 start or for example 4ES strategy. If I'd give you a graph of that APF, you would see standard T1 start is a lot more used. BUT this doesn't mean 4ES strat is unviable or weaker than standard Rax start.
Infantry compliments very well with almost all builds and strategies that's why it's used often. Airborne has it's own specialties and Armor is about the lategame armored powerplay.
The bugfix on the M10 misfire is an indirect buff to Armor Company albeit very small. Other small buffs to US Armor could help aswell (plz price from tank depot from 350 to 300 again like in coho like in previous beta testing, maybe give some more potent vehicle veterancy etc ...)
Armor Company is a really strong doctrine in armor scenario's. If you want to buff it so it works in every scenario, it will mean it would be OP and picked over other doctrines regardless.
Btw anyone noticed how jeeps and bikes feel so good when chasing (AND TARGETING) snipers right now, even through enemy blobs of infantry? "Oh god Rocky you are so brilliant" Response: "Ye i'm gonna touch my own nipples now aw yea"
It still felt that snipers had a fairly large impact on the game Tommy and me played. As Wehr I still felt I was winning the mp war easily with my early sniper. And his dual snipers later, were just hurting the grenadiers a lot.
Well this is actually the way they should work, but I still feel they could use that last tweaking down by increasing their upkeep a little (it's more of a hidden nerf).
Besides that I would also give KCH a small buff for example. They are a natural lategame counter to the Sniper. But they are walking delicious XP points for riflemen, and if riflemen kill a couple of them they are vet 3 terminators before you know it. That's why I would lower the XP the death of a KCH grants.
On another note: just lower the research time of supply yard upgrade number 2. 90 seconds till it kicks in is truly truly outrageous. I'd also decrease time on demo charge. Can Le Aimstrong plz explain why he thinks it's so important to have a large timer on that thing.
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The HQ model (and other base buildings, but the HQ more than any others by a long shot) contains several entities (sprites, images, windows etc) which the game registers as target entities. Hence when an ability such as strafe is used which leans heavily on incremental accuracy to calculate total dps, one squad next to a HQ can be interpreted by the game as several squads.
I did not know that. Thanks!
Sounds like multiple squads between multiple base buildings would be at an even greater disadvantage.
I need to incorporate that more into my vCOH games.
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The HQ model (and other base buildings, but the HQ more than any others by a long shot) contains several entities (sprites, images, windows etc) which the game registers as target entities. Hence when an ability such as strafe is used which leans heavily on incremental accuracy to calculate total dps, one squad next to a HQ can be interpreted by the game as several squads.
I thought they removed incremental damage on the strafe, since now a single gren squad looses 1-2 guys, and when there are multiple they each loose around the same number each, because from what I remember a single squad would get insta killed, while multiple squads hardly took damage.
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