I guess mortars are not dependable enough when money is on the line.
I'd like to see smoke barrage buffed somehow, so it lands slightly quicker. It's the most useful thing a mortar has in high level play. Maybe Mortars should have like x2 rotation speed when using smoke barrage.
Profile of JibberJabberJobber
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Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
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Broadcast: https://www.twitch.tv/jibberjabberjobber
Steam: 76561198090318538
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Post History of JibberJabberJobber
Thread: WC 2020 aftermath indirect fire support weapons 25 Nov 2020, 17:49 PM
In: Lobby |
Thread: CoH2 on 2020 Hardware25 Nov 2020, 12:37 PM
Nice. How did you manage to set the fps cap to 142? I thought you could only set it to 120 max. +1 In: COH2 Gameplay |
Thread: Dream QoL changes for Coh224 Nov 2020, 21:45 PM
I downloaded it from here: https://www.softpedia.com/get/Programming/SDK-DDK/Adobe-Flex-SDK.shtml So I can vouch for it personally, softpedia is a trustworthy site. In: COH2 Gameplay |
Thread: Dream QoL changes for Coh224 Nov 2020, 20:37 PM
I highly encourage anyone who has QoL ideas to jump into Attribute Editor and try to make them work and if you succeed, report how you did it to the balance team. It's really not that complicated, especially if you have rudimentary coding knowledge (it's not necessary but helps you understand the process), it's just really timeconsuming to see what works and what doesn't, which is why I assume these additions often don't make it to a patch. Here's how to get started: https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools Ideally we should compile a list of every QoL idea / bug that might be possible to implement / fix.
Maybe possible? I think how the set up arc looks is in ui_setfacing, but the short time I spent trying to tweak it myself didn't do anything.
You can allow certain wrecks to be crushed by light vehicles.
Possible, but don't think there's enough UI space left for it. Maybe if the ability is not displayed on the command bar, but as an icon on top of the unit portrait and that icon would tell you which button to press to reveal range.
Haven't tried it, but might not be impossible. More of a fix than a QoL, but the Stuka/Mobile Arty/LeFH/ML-20(?) bug where the firing is cancelled (before shots are made) but it still starts the CD. Perhaps locking the (initial) animation in might be preferable to losing an outright firing as it's on CD either way, assuming the CD thing can't be practically fixed..... Sounds like its fixable.
Squad behaviour like this is actually tweakable. For example how much range difference there has to be between the squad leader and other squad members, before the members get off their asses and catch up. Never tinkered with this, but it's likely you can make squads more responsive with some trial and error tweaking.
You may not be able to tell crews which vehicle to repair, but might be able to decrease the radius in which they 'search' for a vehicle to repair. In: COH2 Gameplay |
Thread: WC 2020 aftermath 22224 Nov 2020, 12:42 PM
Its timing is a too early with Osttruppen builds, otherwise it's fine. In: Lobby |
Thread: MG42 over performing 23 Nov 2020, 11:23 AM
You smoke before you move in, obviously. In: COH2 Balance |
Thread: WC2020 TourneyMode Mod Query17 Nov 2020, 13:24 PM
I wish i had an answer. I have no idea what the limitations of the mod are. If the 222 would be able to get out ONCE the glider is a wreck (so no longer a unit anymore), it would be fine. Light vehicles getting stuck in alive units is extremely rare (it did happen here), but them getting stuck in wrecks is common and a really annoying issue. For the second issue, you wouldn't have to change anything about the glider itself only its wreck and/or the 222's interaction with the wreck. In: COH2 Bugs |
Thread: MG42 over performing 17 Nov 2020, 12:32 PM
It's their worse retreat modifier combined with deathloop. They have 50% less received accuracy on retreat instead of 60% as (afaik all) other units. In: COH2 Balance |
Thread: WC2020 TourneyMode Mod Query17 Nov 2020, 12:30 PM
How would you fix it? Maybe give light vehicles very high damage against wrecks? Make wrecks of light vehicles and glider crushable by other light vehicles (if possible)? Giving ideas would help kickstart a solution. In: COH2 Bugs |
Thread: Pershing blows - USF Heavy Cavalry17 Nov 2020, 01:10 AM
Time to kill a theoretical 960HP 300 armor vehicle for JP4 and Jackson: Vet 0: JP4: 6/(170/300)*5 = 52.94 seconds Jackson: 6/(220/300)*6.55 = 53.6 seconds Vet 4/3: JP4: 6/(170/300)*3.523 = 37.3 seconds Jackson: 6/(286/300)*5.054 = 31.8 seconds Really the difference isn't that big. Jackson of course has a turret and very good mobility, while the JP4 has good durability and will clubber mediums harder with its reload speed. It feels the Jackson does much better against heavies, because it's better at taking pop shots against heavies where you take 1 shot and back out. In that case penetration and speed is more important than reload and durability, but it's not that strong a tactic to actually take heavies out, it mostly has a psychological deterrent effect against heavies. In: COH2 Balance |
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