The only QoL changes/bugfixes that we have included in this patch are the ones we are 100% certain that they work.
Unfortunately prioritise vehicles on infantry doesn't always work. This has to do with how said squads behave when garrisoning/ungarrisoning stuff. This behaviour seems to be hardcoded somewhere that only Relic can fix.
Thus, for WBP we went for the bulk of stuff we know how to fix. Thus, we can focus on fewer, but more difficult problems later on.
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					You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
			
					https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
							Thread: Prioritise vehicle for infantry?11 Jan 2017, 10:19 AM
						 
						 In: COH2 Balance  | 
							Thread: Winter Balance Preview Changelog10 Jan 2017, 22:28 PM
						 
						The attack ground capability for the AAHT did come at the cost of redoing the weapons. I guess I'll give the main gun the same degrees of liberty as the MGs.  In: Lobby  | 
							Thread: Relic Winter Balance Preview v1.4 Update10 Jan 2017, 13:33 PM
						 
						I understand you have nerfed Target weak point ability on Puma and Stug, and the equivalent on Stuart and AEC. I think that the ability would be a lot less frustrating for both players if we could change is so that the pak40 fires one and only stun-shot (with a longer grace0time even). At the moment we do not want to change too many things that are just out of scope. This is because if we add too much, we might be forced to give up many of the changes that we have already implemented. We have reached Peak Scope.  In: COH2 Gameplay  | 
							Thread: Balance for infiltration squads badly needed?10 Jan 2017, 12:22 PM
						 
						With the timer, you can always take the risk of trying to coordinate it with an actual attack. For instance, you can click the spawn button and then start moving your main force to the location as your squad is about to spawn. This could potentially allow you to silence a pak wall. Or you could potentially end up with a very dead squad. High risk, high reward.  In: COH2 Balance  | 
							Thread: Some QoL suggestions10 Jan 2017, 12:19 PM
						 
						It is possible to add a permanently-on prioritise-vehicles thing for models that carry AT weapons. However that thing stops working the moment stuff garrisons buildings. However, if we could give an ability to the open-top halftracks to do precisely that, this might fix things. I haven't tried. Unfortunately this requires too much testing, and I don't think we can include this just yet ![]()  In: Lobby  | 
							Thread: Balance for infiltration squads badly needed?10 Jan 2017, 12:02 PM
						 
						
 Apologies, I misread your post and thought you were referencing their manpower costs/upkeep (which already puts them in a much better place than the other units). In WBP, the G43 upgrade is now decent for Storms, and the Schreck upgrade is appropriately priced, since it also gives you maphax. The only upgrade that needs some cost knocking-down is the STG upgrade. As to the reason why Stormtroopers are so disadvantaged when they spawned, it's not that Storms need to make up for that. It's that the rest of the infiltration squads are bullshit. Timer is not solving the issue as mentioned above, it simply delays the moment you lose your squad from infiltration. If the timer is long enough and you still lose a squad, it means you have been camping that spot long enough. That means that you should have had enough time to apply whatever countermeasures. Currently there are no countermeasures. However, someday, flamer damage vs buildings will be fixed.  In: COH2 Balance  | 
							Thread: Relic Winter Balance Preview v1.4 Update10 Jan 2017, 11:27 AM
						 
						
 As much as we would like to, the final choice about what makes it to the final patch or not, is not ours; it's Relic's. For instance if we had plans of fixing the Greyhound, then announcing it to everyone, and then the fix would get canned by Relic, then everybody would get super-disappointed. People are already disheartened by the current state of the live game, and we don't want to add to that. 
 Pioneers are NOT 4-man Assault Grenadiers. The two mp40 versions are greatly different. Pioneers get shit combat veterancy, they don't spawn instantly to help you with map control, and they certainly don't have sprint or grenades. Their flamethrower and the ability to plant mines is good, but it's not your go-to combat unit. PS: The troll comment was not referring to you. The people I was referring to as trolls are people that post disruptive comments for the sake of posting disruptive comments, no matter if they are making an ass of themselves.  In: COH2 Gameplay  | 
							Thread: WBP v1.4+ light vehicle vet3 high score table10 Jan 2017, 10:19 AM
						 
						i think you meant the 251 not the 222 or else 222 also gets shared vet? No. It's 222. Even though it gets no shared vet, it does get significant combat bonuses, and we want to make sure that the bonuses are both sufficient and not too overpowering for when they arrive. 
 Exactly. Storms G43 are now very, very decent if you don't have enough munitions for the STG upgrade. They get the G43 + they already have Kar98's stock.  In: COH2 Gameplay  | 
							Thread: Relic Winter Balance Preview v1.4 Update10 Jan 2017, 09:49 AM
						 
						
 Even though the May Balance patch was influenced by the competitive mod, Miragefla had 0 input about which changes to include or how to implement them. There was no direct communication channel between Relic and Miragefla at that point. This is how we ended up with Flamer Penal blobs. This is how we ended up with turbo mortar. This is how we ended up with panzerschreck-free OKW with no compensating buffs (raketenwerfer, ISG smoke). This is also how we ended up with a pitifully small set of bugfixes/qol changes, even though Miragefla's mod was full of these. 
 This time, unlike the may preview mod, there is a very active 2-way communication channel with Relic. We write the mod, Relic has access to the mod and will have to implement it. However, unlike previous times, we will also be given access to a beta build, before it gets released in the unsuspecting public. This is the same procedure that was used for the last bugfix patch. Thus, if something is wrong, we will spot it and fix it before it becomes public. 
 The #1 annoying thing about mines was the door-mine thing. That's probably due to how stupidly fast squads enter/exit buildings, which was itself necessitated by the power of certain AoE weapons. To me, the new mines hit a perfect balance, and unless door-mine related issues are ironed out, I don't feel comfortable risking reverting to the previous state again. With respect to squad formations, we can do absolutely nothing about how squad spread out behind fences, etc. If a squad is clumped up behind directional cover a single shot from a light vehicle can harm/kill multiple models. This is why we reduced the maximum possible damage (near AoE). Making no adjustments to near AoE would result in blink-of-an-eye wipes every time a squad is hugging a wall. Wall-hugging is, incidentally, the most usual position you will find retreating squads in, as they clinch for dear life when they retreat. However, as you mentioned, squad formations affect how squads behave out of cover. To rectify this: - Vehicles that are good at chasing were given MG buffs (e.g., T70). That way they can deal damage to out-of-cover squads, without adding to the wipe-on-retreat potential - Vehicles without MGs and/or bad at chasing (e.g., Stug-E) had their AoE radius inflated - All AoE-oriented vehicles have had their far AoE/radius buffed Now, if we could find a way to make squads spread out behind directional cover, we wouldn't have to go through all this. However, we haven't found a way to bypass this issue. Thus, this is the only reasonable solution we have come up with, so far. 
 Thx. Do note that as of WBPv1.4 the bulk of the changes we wanted to make are there (this also means no more major bugfixes/qol changes). With the exception of the PTRS-free alternative, the only other changes people are going to see is fine-tuning of existing changes. This is where community feedback is crucial.  In: COH2 Gameplay  | 
							Thread: WBP v1.4+ light vehicle vet3 high score table10 Jan 2017, 09:27 AM
						 
						Soviet m3a1 feels about right. Took about 10 minutes to hit vet3, fighting most of the time near another squad. Never fausted, so no extra xp from that. Did the vet3 M3a1 make a noticeable difference, or were the stars just cosmetic? I had for the first time of my life a 251 reaching vet3 without the flamer upgrade. Does it count? Well, kind of. Nevertheless the 251 doesn't have any life-changing veterancy, though. (nor will it ever get, given how fast it can vet up with the flamers).  In: COH2 Gameplay  | 
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Latest replays uploaded by Mr.Smith
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											[CoA] Company of Bugs										
									
								
																																									
															
									
									
										
											[CoA] Ancient Defender										
									
								
																																									
															
									
									
										
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											Mr Smith										
									
								
																																	
									
										
											[TATUŚ] Blue Semtex®										
									
								
																																			
															
									
									
										
											[TATUŚ] Black Dynamite										
									
								
																																			
															
									
									
										
											[TATUŚ] G.dot										
									
								
																																			
															
									
									
										
											♨TEA.UP®♨ Sex Captain										
									
								
																						Company of Area Denials (feat: PIAT commandos)by: Mr.Smith map: Lienne Forest6-2,401 
61171608325033349749
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