When somebody is in the business of creating rumours, you should always be asking for some sort of evidence; not jumping on the rumour bandwagon. Otherwise, you're simply taken in for a ride.
Nevertheless, I still don't see any mention of "veterancy" or the number "5" in this thread.
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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:
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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: OKW back to stone age?12 Jun 2017, 09:53 AM
In: COH2 Balance |
Thread: OKW back to stone age?12 Jun 2017, 09:36 AM
Wait, they're even going to take away vet 5 on OKW units? Goddammit, Relic should never have handed balance over to the community. Guys, stop trying to radically change the game. [citation needed] In: COH2 Balance |
Thread: Eastern Front Armies Revamp 10 Jun 2017, 21:49 PM
Since this is a unofficial balance mod I would really like to see how the state of the balance would be if we got rid of the "call in" mechanic. Reason being that this mechanic doesnt bring nothing good to the table, basically all call in's are a cheesy way to come back to the game and call in's are limiting the commander options we see in games. 90% of the games players choose commanders that have really strong call in's in order to not tech or to just bring a really strong unit to the match without the need to tech for it. Good examples of units that are pretty strong and aren't call in's are the t-34/85 and the sherman easy 8 (I would like to add the king tiger since in order to have access to it you need to have all tech structures but at the same time you kinda "call it in" once you have those said structures). You can simulate what you describe by agreeing with the people on the lobby not to use call-ins without teching up to the appropriate tech level. Leaving the option inside in the mod means you can play whichever version you want. In: COH2 Gameplay |
Thread: OKW back to stone age?10 Jun 2017, 20:51 PM
That's not true. The first version of the EFA revamp mod did indeed feature a linear-tech Wermacht. However, that was because we wanted a steady backprop against which to benchmark Conscript changes. Starting from the 1st revision of the mod Wermacht tier structure is back to the original form; it's just that some costs that have been lowered here and there. (we're now on the 5th revision). In: COH2 Balance |
Thread: Bug with initial recharge for ability10 Jun 2017, 18:08 PM
Wow, that's pretty wacky that initial_recharge would only work with a squad ability. Recharge thing works even if the ability is under ebps. However, you won't be seeing the actual cooldown No idea why.
No idea why. The AI, sometimes, gets wacky with MG crews using their abilities. So far the AI has only been doing that with conscript AT nades. However, there are reports that the AI can sometimes also use bundle nades when manning MGs. |
Thread: Bug with initial recharge for ability10 Jun 2017, 17:15 PM
I don't know if you're still interested in this, however, here is how to completely solve the issues you brought up: - Set initial recharge to True for the abilities in question - Move the abilities from ebps to sbps Done! |
Thread: Eastern Front Armies Revamp 6 Jun 2017, 22:58 PM
Considering how the historical accuracy of the Elefant was on point
In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 6 Jun 2017, 12:22 PM
We can only go as fast as feedback from actual in-game experience would allow us to. We can't get timely in-game experience, when the playerbase for the mod is as thin as it currently is. On the other hand, spreading out too wide too soon (e.g., by doing all 6 match-ups at once) means we will be guaranteed to miss out on dominant strategies. This means that we would just waste an enormous amount of time and effort going back-and-forth if we want to investigate all matchups (and all possible strategies therein) at the same time. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 6 Jun 2017, 12:02 PM
1. And then, basically start all over again, when we bring Soviet infantry in line with OST, and make OST teching affordable, right? 2. I mentioned most complete; not most balanced. Both Soviets and OST have an enormous potential for cheese. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 6 Jun 2017, 11:48 AM
Balance doesn't exist in a vacuum. You mention that balancing OKW and Brits should be our prime priority. Sure, I agree, if we go for Relic myopic Scope-style balancing. However, bring those factions in line with what? Live-version soviet infantry, or live-version OST teching? Then, what happens when we get to fix Soviets and OST. Do we start all over again, and throw all the effort we put in addressing Brits/OKW down the toilet?. I value my time, and I don't like complicating things needlessly (e.g., by duplicating effort, WBP-style). Therefore, we decided to add the missing pieces to EFA first, before we even start considering WFA. What we're doing here, is we took the 2 factions that are the most complete (OST and Soviets), and we're adding the missing pieces, so that their core-unit line-up finally makes sense. We did this because: - That requires the least amount of effort to get right - The two factions are the most similar to each other - We need a solid baseline to balance other factions towards - Nobody will ever bother playing a balance mod, until there is one matchup that makes sense Moreover: - It takes an enormous amount of effort to get the mod going in the first place - It takes an even greater amount of effort to make adjustments to the mod, as necessary - If nobody plays the mod, then we would have simply wasted our time making it In: COH2 Gameplay |
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