what about comets, mortar pit and arty cover?
There is a lot that this game needs in balanced.
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Thread: Things to consider for future patches1 Jan 2017, 01:06 AM
what about comets, mortar pit and arty cover? There is a lot that this game needs in balanced. In: COH2 Balance |
Thread: Things to consider for future patches1 Jan 2017, 00:14 AM
I know that the winter balance patch has a specific guidelines of the team is able to edit (Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling.) Anything more really could be too many variables that editing would give a large power creep. So once the dust settles here are some future things that could be taken under consideration. Also I used spoilers to prevent the dreaded wall of text. MOD NOW AVAILABLE: http://steamcommunity.com/workshop/filedetails/?id=836891753 Notes are here: https://www.coh2.org/topic/58432/%C3%86gion-s-alterations-2-mod 1. Call ins 2. Infiltration units Balancing Infiltration units ideas We do not need more squad wiping machines but they need to be able to scale in the late game. Here are my suggestions Partisans (SMG) Stormtroopers Fallschirmjagers Infiltration commandos 3. Pershing 4. Demolition Charges 5. Free stuff from teching 6. Ostheer Teching Now lets talk about the smaller changes that I a suggesting. I am not going to bother with adjusting the various extra commands for soviets and ostheer because there are too many commanders with the same abilities just mixed around. Perhaps this would where custom commanders would come in but that is way out of a possibility of this game. Conscripts Shock troops KV-1 All static Howitzers Ostheer and US: Stormtrooper's, and Paratrooper's Tactical Assault and Riflemen Fire it up US Assault Engineers US Airborne US Recon Support US Mechanized Company OWK Starting Unit OKW Salvage and Cashes British Royal Engineers British Infantry Sections British Field Recovery British Commando Gliders British Valentine In: COH2 Balance |
Thread: Conscript Upgrade Concept22 Dec 2016, 23:47 PM
The only way I see in changing conscripts in so they are more unique for when the soviets already have a large variety of infantry, is to make them more closer to ostruppen. It would also be more thematic with the soviets style. Would this be balance, it could be. Similar to ostruppen into panzergrenadiers. This could be conscripts into penals/guards/shocks/more conscripts. In: COH2 Gameplay |
Thread: Winter Balance Preview Mod Bugs & Ninjas1 Dec 2016, 18:58 PM
Is there anyway to allow these items to be built on top of mines. Then it will not show where the mine is when sliding over the mine. Sure it would allow people to build items on top of mines but the chance of doing it on accident in the middle of a field is highly unlikely. In: COH2 Gameplay |
Thread: Ægion's Custom Faction16 Nov 2016, 13:12 PM
Added in Demo Pioneers, Panzerjagaers, Knight Cross Holders, and Shotguns |
Thread: Cover table: damage modifier bugged?16 Nov 2016, 02:44 AM
Are you also using the cone AoE that starts on the firing entity, or just a circular AoE at the impact point? Asking because I noticed the option for the former exists, but Relic doesn't use it, and was curious if you were and how it was working out. I use circle, I just tried to use "pie," and it did not work. I set the angles to 10, radius to 1 and damage to 200. Then using cheat mod commands 2 I spawned a thick group of enemies. The result was only one model dying no matter where they were in the group with no additional damage. |
Thread: Cover table: damage modifier bugged?15 Nov 2016, 22:22 PM
Looks like point blank was the cause, I can make a work around but I can not really disable point blank because of onmi-directional cover such as a crater or a bush. A could be in arms length, in the same crater but cover bonus is still in effect. As much I try to test with numbers, it is hard to tell whether it is balanced or not since people use units differently. Right now the shotguns have a max range of 20, same as a flamethrower but they do reduced damage to units in cover, unless point blank is in action. They will also have a small aoe damage. The design of this weapon is to be a effective flanking weapon of enemies that are bunched up. Also if your were wondering about the animation/projectile, I used the Greyhound canister shot. |
Thread: Cover table: damage modifier bugged?14 Nov 2016, 15:05 PM
I am trying to make a shotgun for the game but to enable so it does not wipe out squads in cover, I was adjusting the cover table damage modifiers under the weapons tab. It seemed like when I was adjusting the values nothing was changing. Then I tried to even try to do ludicrous amount of damage to all forms of cover over but still the base damage was only applied. Is this a bug or am I doing it wrong? |
Thread: Veterancy levels11 Nov 2016, 22:21 PM
Darn, I wish I would have know this sooner. I did not know about this since I am pretty much self taught on modding. |
Thread: Veterancy levels11 Nov 2016, 19:40 PM
1. First Create an upgrade with the your desired UI info and cost. Do not worry about applying modifiers here. 2. Under ebps, go to your desired entities to be affected by the upgrade expamle: ebps\races\aef\soldiers\rifleman_soldier\rifleman_soldier_mp 3. Go to apply_action_ext and add a requirement_action 4. Under action table add apply_modifier_action. 5. Under modifier add armor_modifier. 6. Make your desired change, note default armor is 1. 7. Under requirement_action go to requirment_table. 8. Add required_player_upgrade 9. Set the player upgrade to the upgrade you made in the beginning. 10. repeat for any other affected squads desired for your upgrade. 11. add the upgrade to your desired building under the ebps tab. Now upon researching your upgrade all selected infantry will have an armor adjustment. |
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