Are you able to look at the 'snap to' distance for cover, or is that a hard coded type of thing?
It's been ludicrously large ever since they increased the number of spots behind cover, causing a lot of problems with cover that's just outside a capture radius.
Profile of Cyanara
General Information
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality:
Australia
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality:
AustraliaPost History of Cyanara
Thread: Relic Winter Balance Preview v1.1 Update8 Dec 2016, 10:59 AM
In: Lobby |
Thread: CheatCommands Mod II29 Nov 2016, 11:41 AM
In: News |
Thread: Winter Balance Preview Changelog29 Nov 2016, 05:53 AM
I just tried the luchs and stug-e (the correct one) in cheatmod a bit. Both seem to deal damage in a very consistent manner, which is good. That said, both feel very weak in damage actually dealt. Even at point-blank their DPS just feels meh. Using them as long range harassers seems to be their role now since there's definitely no punishment for rushing either vehicle with infantry. Basically, they have no shock value any more. That's probably a very good thing, but it may take some excellent micro for them to stay alive long enough to pay off their investment. In: Lobby |
Thread: CheatCommands Mod II29 Nov 2016, 05:09 AM
There appears to be a bug with the mod spawning the single player version of the Stug e, unless you use the commander ability to call it in. It's a hilariously bad unit Hits maybe 1 in 50 shots. In: News |
Thread: Why patch should not overbuff/overnerf units anymore29 Nov 2016, 05:01 AM
Ah, cheers. That explains a lot! In: COH2 Balance |
Thread: Winter Balance Preview Changelog29 Nov 2016, 01:52 AM
just realized you nerfed Pgrens recieved accuracy... are you guys crazy? The most manpower draining unit in the game as it was... change it back Read again. Vet 1 now grants 0.84 received accuracy bonus Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total) They're saying that they have the *same* received accuracy bonus by the time they reach vet 2, but you now get half of it at vet 1 so that the squad is more likely to actually reach vet 2. It smooths out that stupid power spike. In: Lobby |
Thread: Why patch should not overbuff/overnerf units anymore29 Nov 2016, 01:12 AM
EDIT: Cruzz has advised that CheatMod spawns the wrong Stug e (single player), so please disregard the below videos. I'll try again using the commander ability instead. Ok, I just did a few tests myself. Videos will be edited in once uploaded. The 'good' news is that the live version appears to be just as broken, so it's probably not something you guys did yourselves. However, for that reason I can't understand why people think the live Stug-e is in any way good. I even tried attack ground and they still couldn't kill anything.
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Thread: Why patch should not overbuff/overnerf units anymore29 Nov 2016, 00:50 AM
lol, that's hilarious. I gotta try that out myself. In: COH2 Balance |
Thread: Filter 27 Nov 2016, 08:41 AM
I've just gone through the blog and none of the posts seem to say anything about how the servers actually work. Any mention of Steamworks is in relation to when they had to move the earlier games over from the previous Relic servers. I'm guessing you got that mixed up, unless you can provide a source. At any rate, you can see your ping to the server (whatever type it may be) in CELO, and I've only ever noticed it report a ping equal to from here to USA for me, even when playing against another Australian. I'm experiencing alot of this: https://www.youtube.com/watch?v=0WQh4f0bOS4 so maybe it isn't connection? I don't know how to resolve it. Running a 980 GTX with Decent Cable internet actually great internet Overwatch and SC2 have no issues. Since they got rid of P2P there's no way the other players should theoretically be able to cause lag for you anymore. Only your connection to the Battleserver should matter because the Battleserver runs a control simulation of the game at a (presumably) uninterrupted rate. That's why the game suddenly runs at a very fast speed until it catches up after an interruption. However, the game's engine is so poorly made that it can be hard to tell what's a connection problem and what's a performance problem. Those pauses are very common. In: COH2 Gameplay |
Thread: Winter Balance Preview Changelog27 Nov 2016, 01:08 AM
Apologies if this has already been mentioned somewhere (the comments on this patch are predictably accumulating fast), but I wanted to know whether improving mine suppression is something you are allowed to do? Most notably, the OKW schu mine still does not suppress at all (as raised in TheMachine's stream yesterday), and is probably the mine in most desperate need of it given that it can now only kill 2 members of the 5 and 6 man squads OKW commonly faces. This is compounded by OKW's inferior suppression options, and heavy munitions sinks. It pretty clearly falls under the 'bug' category, so I assume you'd be allowed to rectify it? I've also noticed inconsistent suppression values by soviet mines in the past, so they could probably be higher, although munition costs aren't as penalising for them, and the 2 model kill rate is much more rewarding against German squads. In: Lobby |
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Latest replays uploaded by Cyanara
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Einhoven Country
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