Here a vid from far 2015. I believe both tanks didn't changed much in AI department.
Comet got serious nerfs in the AI department since then. Gun range, gun scatter and, of course, crush.
Posts: 2636 | Subs: 16
Thread: December Balance Preview2 Nov 2017, 19:40 PM
Comet got serious nerfs in the AI department since then. Gun range, gun scatter and, of course, crush. In: Lobby |
Thread: Adding Forward HQ Abilities and Upgrades?2 Nov 2017, 19:19 PM
If I understand you correctly, you want to do the following: Soviets get a special squad that starts with 3 men. Every time you buy an upgrade from: - T1 - T2 - Or a converted ForwardHQ This will add a particular squad member to your squad. Given that there are 400 different ForwardHQ entities, you are asking if there is a quick way to add a researchable upgrade to each one of them, rather than go with it by hand for each one of them. Am I correct? |
Thread: Conscript's DPS in the new patch. 2 Nov 2017, 18:39 PM
Part of Vet3 received accuracy has been moved to Vet0 (0.92) and another part has been changed to an accuracy modifier at Vet3 (1.1). So, veterancy-wise, Conscripts won't bleed all the way to the end-game (due to earlier RA), and they will hit harder and more-reliably in the late-game. Unless I've done something wrong with the numbers, the DPS increase at max range should carry directly to their long-range trading capability. Worse RA will make closing-in costlier in the late-game. At the same time, molotov thrown speed should help compensate that. Molotovs are also meant to nudge the misaligned rifle-damage. Originally, the new Vet3 accuracy bonus was meant to be higher, but we're going conservatively until we can see which units will enter scope due to commanders rework. For instance, if Guards/Shocks receive a buff, patch-version Conscripts will probably work just fine. In: Lobby |
Thread: December Balance Preview2 Nov 2017, 15:15 PM
I like the ghost-bag changes. Ideally, yes. However, I don't think I can find a way to do this. Or, at least, that was a long time ago when I last tried it, and I don't remember if I exhausted all options. In: Lobby |
Thread: December Balance Preview v1.1 "T-pose" bug2 Nov 2017, 15:07 PM
Does this occur only when there are flamers/explosives involved, or does this also occur when those aren't involved? In: COH2 Bugs |
Thread: The Ostheer tech changes DBP ver 1.12 Nov 2017, 14:11 PM
The cost for BP1 hasn't changed. Therefore neither T3 vehicles nor T4 vehicles come out any cheaper the first time around. In: Lobby |
Thread: December Balance Preview v1.1 "T-pose" bug2 Nov 2017, 14:06 PM
Could you list which squads have this issue? We could give those squads the original AI. I've definitely seen this happen to Tommies. I don't remember if I've seen this happen to Pathfinders, and I've definitely never seen this happen to EFA infantry (yet). In: COH2 Bugs |
Thread: December Balance Preview2 Nov 2017, 12:19 PM
Yep. In: Lobby |
Thread: December Balance Preview2 Nov 2017, 11:03 AM
https://www.coh2.org/replay/65019/dbp-1-1-elite-armor-vs-nkvd Conscript changes are primarily about their late-game scaling, and helping them get there more reliably, rather than relying on RNG hits to get veterancy. In the early game, Conscripts are meant to be at the same power level as before, or even slightly weaker. The idea is that we want to force people to support Conscripts with something else, so that Conscripts can then support the rest of the faction later on. Whether you choose to build a sniper, or 1-2 penals or Maxims/mortars or elite infantry to support your conscripts, that is up to you. The change, however, is to avoid introducing conscript spam into... conscript spam. However, when Conscripts do get to later vet levels they can stand their ground and are on par with upgraded grenadiers (or at least that's the intention).
Yeah, it's on the changelog, under medic search radius or whatever. Elite armor commnader seems perfect, except for that tank commander that seems kinda underpowered, could be changed or change it for other thing? Unfortunately, in order for us to do any positive changes to any of the commanders, they have to be one of the 2-per chosen per faction. Though, it's a pity because only tank commander and emergency repairs (will be useful post repair-speed nerfs) are dragging the commander down. Tank commander would also become more useful if P4 didn't cost so much fuel. The repair speed didnt feel like a big change also but i had the mechanized engineers so maybe was because of that. Mechanized engineers do act like a free sturmpioneer squad, which is fine since you have to retreat your stuff to base.
There exists some possibilty. If you have the time and can grab somebody, we've very interested in the following matchups this week: - OST vs Soviets (no Mother Russia, no PPSh) - OST vs USF (try to see how hard you can abuse MGs vs USF with the smoke nade change, and try to see what the late-game looks like) Also, let us know whether garrison changes will require grenades to deal less damage to buildings. I have a feeling that buildings that can blow up instantly will stop really being used past a couple of minutes into the game. In: Lobby |
Thread: December Balance Preview2 Nov 2017, 10:37 AM
@Mr. Smith & Miragefla. Tested double tap abilities that I know of. You got the ones that were more publically known, but missed some that are not. Thanks for taking the time to test this for us
We only changed lethal abilities, since those are the abusive ones. Smoke shells should fire fast enough to operate similar to instant smoke screen, or the smoke mortar barrage. I might be wrong (it's been a while), but I think double-tap fixes do affect White-phosphorus shells, though (on account of it being a lethal ability)
We can't "fix" this any further. Double-tap fixes for click-and-target abilities simply added a long aiming time (during which the tank can't really move). Adding additional aim time delays means that you would never realistically see use of those abilities anywhere other than cheatmod.
Units with abilities that require them to change their weapon have a weapon disable modifier for 4-5(?) seconds (just like KV-8 flamer swap), during which they "reload". Armed with that knowledge, you should pop those abilities before you decide to make contact with the enemy. Perhaps, some of those abilities should be given a duration increase to compensate for the initial delay.
Noted. In: Lobby |
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