Note that due to the changes to stealth, units cannot return to stealth while in combat.
For AT guns that's about 5-6 seconds iirc. Being shot at also counts as being in-combat. This is why your raketten couldn't stealth (there was a Penal squad shooting at it).
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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:
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Post History of Mr.Smith
							Thread: ...8 Jan 2017, 15:38 PM
						 
						 In: Replays  | 
							Thread: caen  penals vs falls8 Jan 2017, 15:36 PM
						 
						I watched that replay. Unfortunately we can't do anything to infiltration units. We can't change infantry flamer damage vs buildings either (to provide a possible counterplay avenue). The beginning of the match looked a bit silly with wipes everywhere, but it payed off in the end.  In: Replays  | 
							Thread: Some QoL suggestions8 Jan 2017, 13:57 PM
						 
						Icons minimap incorrect currently 1.04: I've just readjusted them for WBPv1.5. 250 looks a bit bigger, but not much, to make it easy to pinpoint this as a transport vehicle. Zis truck has the same size. I also shrunk Sexton by 8% to give it similar size to Priest. I don't know if both icons are too big, still, though. As a USF player, where most of my tanks are medium-size, I want to be able to tell where my Priest and Jacksons are, and ideally to tell them apart from shermans. Let me know if there's any other icons that need finetweaking. In the game, there are basically 2 types of minimap icons: - Default one, which is what medium+ tanks get, both live version and in the mod - Scout car ones (that looks a bit square. Normally it's only for 222, but I gave all reinforcementHTs the same icon) The icon sizes are governed separately by "minimap_texture_scale" which is under the sbps. If somebody wants to undertake telling me for which units to use the scout_car icon, and for which units to leave the default icon, please be my guest ![]() I think that the goal of the minimap icons change should be so that players can readily identify where their units are: - The bigger the stronger - Ideally, utility units (e.g., reinforcement halftracs/mobile artillery) should have the right icon size to make them easier to discern - The icon variety should reflect the variety of the faction. For instance, USF has mostly medium tanks, thus I made Pershing look bigger My guestimate is that there will be at least 4 versions to go. Thus, we have a lot of time to improve and perfect minimap icons.  In: Lobby  | 
							Thread: Winter Balance Preview Mod Bugs & Ninjas8 Jan 2017, 10:35 AM
						 
						Russian M42 crew is drunken and once they see some small craters (eg going through yellow cover created by mortar shells/tank rounds) they start to crawl like if they were in snow fering they drunk too much vodka and can hit the floor any minute. We haven't changed anything with respect to M42. So, that's a live-version bug. I'll have a look to see whether craters affect M42 movement etc, and whether this is related to the soviet sniper crawling thing. Here is bug outside of the WBP. I was experimenting with a weapons team style for USF. So I decided to use Cheap Team Weapons bulletin for well cheaper weapon teams. I noticed that while is says cost of these weapons will be reduced by 5% it only really does about 1 or 2%. I think the problem is that it only applies to the cost of the weapon itself and not the crew members. Most likely, that's the case. Can you please open a separate thread in the bug-section of these forums? That way it's easier to keep track of things. https://www.coh2.org/replay/58443/piat-op-tellar-bug We don't know how to fix Teller bugs using mod-tools alone yet. Thus, we haven't fixed it. We've found a reliable way to reproduce the bug is to place teller mines inside craters. When commet gets abandoned that second when it fires phosphorus shell, shell colides with comet and possibly killing it in that process. Shells will not collide with friendly vehicles, however they will collide with neutral/enemy targets. It looks like a bug, but this is how the engine works. Can't fix. Comet grenades are sticky to tanks (just like mortarHT delayed-fuse barrage). That's where the idea for sticky satchels originated from. --- Now, I appreciate all of you people reporting bugs to making sure they get fixed. However, this thread is reserved for WBP bugs only. If you are encountering a bug that's also present in the live version, please open a new thread in the bug-report section of this forums. Piggyback-ing irrelevant bugs in this thread means that if I ever forget your post, the bug will never get fixed.  In: COH2 Gameplay  | 
							Thread: WBP v1.4+ light vehicle vet3 high score table8 Jan 2017, 10:23 AM
						 
						In WBP v1.4, we've improved the veterancy gain of several light vehicles. This is to off-set the early-game nerfs those vehicles have received. For some vehicles we have even introduced the shared-veterancy mechanic, so that those vehicles can still have the opportunity to attain vet in the late-game, when their fixed-arc MGs wouldn't allow them to be useful otherwise. However, in order to balance this properly and make sure the timings are correct, we need some telemetry data. Thus, we need YOU! 
 For instance (this isn't actually true): Kubelwagen: - Managed to get veterancy5 by minute 20:00 - I kept the kubelwagen following a small blob so that it could siphon veterancy, even if that meant losing capping power - Vet5 kubeljesus suppression. 10/10, would vet again The vehicles we are mostly interested in are: 
  In: COH2 Gameplay  | 
							Thread: Some QoL suggestions8 Jan 2017, 10:14 AM
						 
						Icons minimap incorrect currently 1.04: thx, I'll have a look. With respect to HT250, I picked a small icon, since the universal carrier and the M3 also have a small icon (given that all 3 of them are transports). I also didn't want people to confuse the 250 for the 251 on the minimap. I didn't have the time to check all icons in detail in-game though, and I appreciate the time you took to do this!  In: Lobby  | 
							Thread: Relic Winter Balance Preview v1.4 Update8 Jan 2017, 10:09 AM
						 
						stuff This is, actually, one of the best ideas I've read in a while. 
 And that's precisely the reason why we gave 2-3 members of that squad short-range weapons that aren't effective much longer than cover-ignoring range. DUH! 
 Flamer Penals cannot sit in cover while you harass them from long-range with Volks. They don't have the effective range to do that with their ppsh. They either have to move back, or move forward. I'm not saying that Flamer Penals in current WBP are not OP (maybe they are). What I am saying is: - WBP flamer Penals are way more manageable/weaker than live-version Penals - There ARE ways to make the flamethrower work for penals in a non-OP manner, if we haven't hit the right spot already  In: COH2 Gameplay  | 
							Thread: Relic Winter Balance Preview v1.4 Update7 Jan 2017, 23:39 PM
						 
						
 The AT satchel is ZombiFrancis' and Firesparks' lovechild. We just got influenced one way or another, and now we joined those ideas together in a single button. 
 Relic wants to play it safe. Thus they restricted the scope to only stock light vehicles and overperforming doctrinal units. Probably they don't want another USF-mortar like debacle, and we respect that decision. We have changes lined up for 250, but we didn't manage to get them greenlighted. Any chance that Dshk and M4C call in will be patched? It's a pretty broken doctrine against okw. Call-ins are out of scope sadly, and so are Maxim/DShK. If something hasn't been touched so far in WBP, it probably won't be touched at all until the patch goes live. We are entering the 2nd, and final half of the WBP when we want to finetune the changes we have already made, as well as providing alternatives. If something is less no-brainer OP than UKF Airlanding Officer heroic charge, then it won't get greenlighted. That's because no-brainer OP UKF Airlanding Officer heroic charge changes weren't greenlighted either. If something is more no-brainer OP than heroic charge, then please inform me of that ability (even artillery cover has a downside, which is the munitions cost).  In: COH2 Gameplay  | 
							Thread: Relic Winter Balance Preview v1.4 Update7 Jan 2017, 12:44 PM
						 
						
 Oh that. I don't think any of us 3 has any good ideas about how to introduce another LMG blob into the game, keep it unique and balanced. Now, that would require far too much effort. We also have to save some ideas for Tommy LMG blobs too.  In: COH2 Gameplay  | 
							Thread: Relic Winter Balance Preview v1.4 Update7 Jan 2017, 12:17 PM
						 
						
 When I voted in the survey there was a checkbox about which upgrades/utility penals should have. If you leave it blank, I think it counts for no-upgrade Penals.  In: COH2 Gameplay  | 
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Latest replays uploaded by Mr.Smith
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											[CoA] Ancient Defender										
									
								
																																									
															
									
									
										
											Cloud										
									
								
																																									
															
									
									
										
											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 Forest6-2,399 
61171608325033349749
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