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russian armor

When will the update come out?

10 Sep 2019, 10:22 AM
#1
avatar of Monty1970

Posts: 37


Release date and month?
10 Sep 2019, 10:49 AM
#2
avatar of Katitof

Posts: 17875 | Subs: 8

32/13/2200
10 Sep 2019, 10:56 AM
#3
avatar of aerafield

Posts: 2977 | Subs: 3

10 Sep 2019, 11:32 AM
#4
avatar of BlackKorp

Posts: 974 | Subs: 2

"This will likely be the last mod preview for this patch. The mod preview feedback has been useful, and we feel the update is in a Good Spot™. There will be some minor adjustments prior to the official release.

We will be monitoring some of the more nuanced changes in this patch post-release. We feel certain items will be easier to assess once the update has been live, and more players are testing the changes. Problem items will be addressed in a follow-up patch.

We are planning to release the update in approximately two weeks time.
"

So this or next week.
10 Sep 2019, 13:16 PM
#5
avatar of WAAAGH2000

Posts: 730

I guess this week
10 Sep 2019, 13:29 PM
#6
avatar of Crecer13

Posts: 2181 | Subs: 2

I think the mod system is bad, the changes need to be taken right away to the live game. In the mod system: it is difficult to find people for the game, if you find people they are at a very different level of the game, so hard to understand is the problem of the balance or the result of the person’s game, the mod does not always reveal problems: for example, tiger spam after the last patch.

The balance patch needs to be applied to a live game, maybe for a few days at the weekend, in case of problems a quick backup.
10 Sep 2019, 13:36 PM
#7
avatar of adamírcz

Posts: 955

I think the mod system is bad, the changes need to be taken right away to the live game. In the mod system: it is difficult to find people for the game, if you find people they are at a very different level of the game, so hard to understand is the problem of the balance or the result of the person’s game, the mod does not always reveal problems: for example, tiger spam after the last patch.

The balance patch needs to be applied to a live game, maybe for a few days at the weekend, in case of problems a quick backup.


+1

Well, it does need to be bug tested off of the live version, but as for the balance, I agree
10 Sep 2019, 13:54 PM
#8
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

I think the mod system is bad, the changes need to be taken right away to the live game. In the mod system: it is difficult to find people for the game, if you find people they are at a very different level of the game, so hard to understand is the problem of the balance or the result of the person’s game, the mod does not always reveal problems: for example, tiger spam after the last patch.

The balance patch needs to be applied to a live game, maybe for a few days at the weekend, in case of problems a quick backup.


A) To see Bugs

B) To see if changes are fine or need more decrease or increase something on an unit

C) It takes a while to code everything and upload it to the servers and steam and so on.
That is nothing you just make every day.

D) Only 1 Relic guy works for coh2

E) In past there were no balance mod and bad stuff just came into automatch... Thx god this times are over


To answer the owners question. Very soon
10 Sep 2019, 14:06 PM
#9
avatar of Crecer13

Posts: 2181 | Subs: 2



A) To see Bugs

B) To see if changes are fine or need more decrease or increase something on an unit

C) It takes a while to code everything and upload it to the servers and steam and so on.
That is nothing you just make every day.

D) Only 1 Relic guy works for coh2

E) In past there were no balance mod and bad stuff just came into automatch... Thx god this times are over


To answer the owners question. Very soon


Can you ask this latest CoH2 guy about an advanced mod tool? With the ability to add new models, this is really for at least some development and maintenance of life for the game.
10 Sep 2019, 14:11 PM
#10
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35



Can you ask this latest CoH2 guy about an advanced mod tool? With the ability to add new models, this is really for at least some development and maintenance of life for the game.


you are not the first one who are asking this :/
10 Sep 2019, 14:15 PM
#11
avatar of Crecer13

Posts: 2181 | Subs: 2



you are not the first one who are asking this :/


This is really one of the main issues for the survival of CoH2, CoH1 is still an excellent base for modding, and we see a ton of mods that still support the game.
10 Sep 2019, 16:23 PM
#12
avatar of Grumpy

Posts: 1947

This will likely be the last mod preview for this patch. The mod preview feedback has been useful, and we feel the update is in a Good Spot™. There will be some minor adjustments prior to the official release.

We will be monitoring some of the more nuanced changes in this patch post-release. We feel certain items will be easier to assess once the update has been live, and more players are testing the changes. Problem items will be addressed in a follow-up patch.

We are planning to release the update in approximately two weeks time.


So this or next week.


There are a couple of units that weren't touched on this mod that were over-nerfed due to being OP in the past, the Soviet 120mm mortar and the Greyhound. Rather than changing the combat stats on these, would the balance team look at just setting the price, pop cap, and possibly timing to fit their current performance? I realize its late in the cycle but the changes to price/pop cap wouldn't affect balance.

For example, the 120mm now does the same damage as any of the 81/82mm mortars, slightly bigger AOE but significantly slower rate of fire. It would probably be worth using if the price and pop cap were the same as the LEIG (270/7). It still fires slower than the LEIG but the AOE is better so seems like they should be priced about the same.

On the Greyhound, the CP requirement makes it come out well after all of the counters to it are available. The fuel price seems a little high also. Timing wise, it seems like it should be Cpt or LT dispatched and start on a 2 minute cooldown. I use them sometimes around other armor for vision (like a 222) but they need vet to be helpful and that can be difficult when they arrive late.
10 Sep 2019, 16:28 PM
#13
avatar of Farlion

Posts: 379 | Subs: 1

10 Sep 2019, 17:45 PM
#14
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post10 Sep 2019, 16:28 PMFarlion
༼ つ ◕_◕ ༽つ Gib patch.༼ つ ◕_◕ ༽つ


FIFY
10 Sep 2019, 19:40 PM
#15
avatar of Farlion

Posts: 379 | Subs: 1



FIFY


The efforts have come to fruition.
10 Sep 2019, 19:41 PM
#16
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

10 Sep 2019, 19:43 PM
#17
avatar of Hannibal
Senior Moderator Badge

Posts: 3102 | Subs: 2

I feel like these are very good changes. Some points probably need reevaluation, but all in all a large step forward.

Great work!
11 Sep 2019, 11:01 AM
#18
avatar of Felinewolfie

Posts: 868 | Subs: 5

Yesterday! :)
11 Sep 2019, 13:57 PM
#19
avatar of Rosbone

Posts: 2098 | Subs: 2

Yesterday! :)

"Noooo. That didnt happen. I never had a patch. These are paid actors." - Duffman
11 Sep 2019, 17:39 PM
#20
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

jump backJump back to quoted post11 Sep 2019, 13:57 PMRosbone

"Noooo. That didnt happen. I never had a patch. These are paid actors." - Duffman


:rofl:
Toxic duffman as always Kappa
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