That's good work!
Would you consider posting some of the stuff you did on the Bugs Forum section? Hopefully it will aid in the up-take.
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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
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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
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Post History of Mr.Smith
Thread: Miragefla's December Balance Mod Additions12 Feb 2016, 21:12 PM
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Thread: Smoke barrage for the leIG; what does the community?12 Feb 2016, 12:32 PM
Add smoke vet0 and recover AT/Piercing/i can't remember the name shells for vet1. It shouldn't be a barrage type rather than a change of ammunition like ISU. +1 The insane range at vet1 is a significant part of the reason why the Mortar emplacement stands no chance vs LEIGs: - High scatter makes it impossible for the Mortar Pit to home in on LEIGs - Leigs have no issue hitting back due to mortar pit size - The range allows LEIGs to stay near a battlegroup HQ, where they can reinforce with no downtime - The proximity to the base structure also makes it difficult for the OKW player to be punished for overextending Another, also significant, reason is that the Mortar Pit has no useful barrage ability. - Yes, I know that a barrage ability exists - Did you know that the barrage ability actually REDUCES the damage potential of the mortar pit? https://www.coh2.org/topic/47514/ukf-mortar-emplacement-barrage-bug-mortar-inconsistency (Before you flame me, I'm not defending keeping emplacement play into the game, I'm just trying to explain why a certain matchup doesn't work) In: Lobby |
Thread: [Patch] February10 Feb 2016, 19:06 PM
I am pretty sure that the current damage modifier is 50% (both from stats files and personal experience on the giving/receiving end) Cruzz must have been referring to the pre-Leigfest patch I mentioned (the one that annihilated the damage modifiers), and must have forgotten to update his post (Cruzz had taken an extended break around that point). Just FYI, if you want to make your grenades count, make sure that as many enemies are within 25% of the radius of the targeting reticule. That's the part of the blast radius where the grenade deals maximum damage. In: Lobby |
Thread: [Patch] February10 Feb 2016, 18:57 PM
You are correct in that I wasn't thinking much about infantry play when I posted this. I was thinking more about weapon teams, and how certain of them are already very prone to being yolo-rushed from the front. Grenadier riflenade pops to mind. Should all weapon teams receive a Maxim pack/unpack times as well to compensate? I don't see any reason why I would ever put an MG team behind cover anymore (if the damage reduction gets affected). Just to prove my point; try playing a game of Brits vs Ostheer and garrison an MG inside a trench (all models bunched up, No damage modifiers). When you see a grenadier approaching, you have two choices: - Instantly ungarrison your MG (and thus don't deal any suppression - what was the point of the MG again?) - Wait until the grenadier becomes suppressed, at which point you have a riflenade inbound at your location (and you're dead) (That's assuming you have a spotter nearby to allow you to fire from max range) I still fail to understand what's wrong with the current system that we have: - If you want your grenade to one-shot squads, you HAVE to flank - Otherwise, you stick where you are and use the nade to turn the odds to your favour. In: Lobby |
Thread: [Patch] February10 Feb 2016, 18:21 PM
Who said it's 75% reduction? All grenades have 50% reduction vs heavy cover and NO reduction vs garrison. This is why riflenades/etc can instakill some garrisoned MG-team members instantly. If you want to have NO reduction vs heavy cover, there would be no reason to use cover again; ever. The squad formation already punishes you for using cover by making all team-members bunch up (and thus make them a prime target for explosives). Relic already trialed this between TBF release and the Leigfest patch, and it was a failure for the reasons I outlined. PS: If you want to insta-gib an MG team that uses cover, you have to flank them first and THEN throw the grenade. In: Lobby |
Thread: Mattress10 Feb 2016, 10:40 AM
I'm not buying a rocket-artillery-based commander until Relic decides where they are headed with rocket artillery: - Either give all factions access to non-doctrinal bullshit-OP-level artillery (and destroy teamgames) - Or tone down all existing (and upcoming) artillery to reasonable levels. Relic has recently done the right thing once before, when they nerfed flamer damage BEFORE releasing the Firestorm commander. I have faith that they will do the right thing again, this time. PS: Assuming that the newest DLC commander is about artillery, it would be a nice gesture for Relic to revamp UKF base howies and the non-DLC Artillery commander. In: COH2 Gameplay |
Thread: Comet too inaccurate8 Feb 2016, 16:57 PM
Does someone know why relic didnt Gave them projectiles in the first place?o.O i cant find any reasonable reason for it I don't know why, but I can only speculate. My theory is that they wanted to implement "ultra-high velocity shell" effects into the game. If a shell is travelling that fast anyway, they might have thought that it wouldn't make sense to spawn/animate a shell anyway. The downsides are the following: - This seems to mess with how collisions are calculated in the game - It might also have something to do with the fact that non-penetrating hits share the same visuals as penetrating hits I base my theory on the following: - I remember watching one of those Relic sneak-peek casts about the Brits. When the devs were talking about the Firefly they were raving about the ultra-high velocity projectile physics they were introducing with the Brits. - IRL, If I'm not mistaken, the 17pdr, Firefly and Comet all fired the same projectile - In game, the 17pdr, Firefly and Comet all suffered from the missing-projectile curse for a long time I am not sure exactly when the 17pdr and the Firefly were fixed - this was mentioned in 2 separate patch notes actually. Nowadays the 17pdr and the Firefly do have a projectile. TBH, this thread belongs to the Bug Forums section ![]() #CometProjectileMatters In: COH2 Gameplay |
Thread: Comet too inaccurate8 Feb 2016, 16:06 PM
Close but no cigar. Attack ground vs infantry & weapon teams will work just fine. It's attack ground vs tanks which is broken. While it is possible to damage tanks, the odds are very slim (your shot needs to land directly beneath the tank; and even then, I am not sure how tank hitboxes behave). Basically, this means that you can hardcounter a Comet by popping smoke and standing still with your Puma/P4. #SmokeAndStandStill In: COH2 Gameplay |
Thread: Comet too inaccurate8 Feb 2016, 10:29 AM
Er - so do we actually have proof that its still broken (since it was patched earlier if I'm not mistaken) ? 1. Attack ground behind any tabk; the shot will just phase through 2. Attribute editor. There is no projectile associated with the weapon (relic did fix firefly and the 17pdr though; both of them were afflicted by the same issue on release) In: COH2 Gameplay |
Thread: Certain stealth issues (Commandos, JPIV, Luchs)8 Feb 2016, 10:24 AM
I don't think you are reading the file correctly, when it comes to detection range... As I mentioned in my post, I don't know whether the values I posted are the correct ones. However, I've tested this, and you need to be MUCH closser to the jp4 to detect it, than you need to be close to the luchs. I would say that the distance roughly cotresponds to the values I found, which is also why I posted them. Other units' detection ranges: - raketen: 10 (same as jp4) - commandos: 5 - Snipers: 1 (I am guessing the ovserver's detection radius cones at play here) All of these ranges seem to correspond to my actual experience with all of these units. In: COH2 Bugs |
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