JU87 loiter (already present in v1, but not announced)
- Autocannon damage reduced from 60 to 40
- No longer causes criticals on vehicles (doesn’t affect CAS commander strafe)
Infantry awareness (222/251 vet1 ability)
- Changed hotkey from N to E (so as not to collide with handbrake)
Elefant
- HE barrage is now a fast-moving projectile that moves in a straight line and pierces all targets
- HE Barrage now has 70 range
- HE Barrage reload time per shot increased from 4.5-5 to 5.5-6.5 (fires 6 shots)
Target Weak point (affects Pak40, Pak43, Stug-G, Puma, but not Stug-E)
Added some QoL changes to make the ability more convenient to use.
Mode of operation (all variants)
- Turned into a timed ability
- The ability lasts for 12 seconds, or until the first shot is fired (regardless of whether the shots connects)
- Activating the ability activates a forced-reload sequence
- For most variants, the TWP shot deals guarantees penetration on hit, but deals half damage
- TWP causes the blind critical (lose sight / disable weapons) for 5 seconds
- Recharge time increased from 30 to 50
Pak40
- TWP cancels without refund if Pak40 relocates during the ability
- Cost increased from 30 to 35
- Additionally reduces rotation rate by 70% and speed by 60% (8 seconds)
Pak43
Similar to Pak40 TWP with the following exceptions:
- Deals full damage
- Maintains its vehicle-stun crit
- Also affects OKW variant
Vehicle TWP (Stug, Puma)
- The vehicle can relocate at will while TWP is active
Zis barrage
- Increase recharge time to 50 secs
- Reverted damage from 100 to 80
Panzer tactician
- Cost reduced from 30MU to 25MU
- Smoke duration increased from 8 seconds to 15 seconds (after the initial delay)
AI partisans
- Fixed an issue where it was not possible to purchase upgrade in enemy territory
AT partisans
- Reduced time it takes to upgrade panzerschreck from 30 secs to 20 secs
Stormtroopers
- STG purchase time reduced from 45 secs to 40 secs
- G43/Panzerschreck purchase time reduced from 30/45 secs to 25 secs
Molotovs
- Vet2 aim time increased from 0.625 to 0.875
ISU Concrete shot
- Added some aim time to the concrete shot to prevent double-tap abuse
-Fixed some graphical glitches with respect to the direction of the gun when HE shots were active
- Reduced turret traverse rate to normal attack rate
- Cost reduced from 70MU to 60MU
222
- Autocannon no longer deforms the ground (craters)
- This will prevent 222 autocannon from diminishing coaxial MG DPS
Assault Guards
- Reverted assault guards model to the caped-model version
Soviet FHQ
- Cost further reduced to 250MP 30FU
Tiger Ace
- Penalties reduced from -25%MP -90% (forever) FU to -20% MP -50% FU for 8 minutes
Profile of Mr.Smith
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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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(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: Eastern Front Armies Revamp 23 May 2017, 00:39 AM
v2 update: In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 22 May 2017, 17:49 PM
TWP (all variants) could use some QoL changes to make them easier to use. e.g., activate the ability and then you can fire one and only shot with it, but you have a longer time window to do so. We can't release all features at once, because it takes time to develop some of them!
The idea behind infiltration changes is that you are not supposed to spawn them exactly where the action is happening; you are supposed to spawn them even further behind, use their stealth to upgrade weapons (it doesn't take long), and THEN strike on the enemy. In the meantime, you can lay mines with them, and be annoying, etc. Then, once your hit succeeeds, you retreat, reinforce and try to stealth inside the territory again. The idea is that if we give infiltration units the right scalability features, they will become a viable long-term investment, rather than something you simply throw away to get a wipe. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 22 May 2017, 15:40 PM
You're already a high-ranked OST-only player; you should already have the answer to how powerful the Stug will scale to the late-game, despite the changes. Especially in-light of the mega-buffs to the Ostwind. If you can't figure that answer out for yourself, play some allies for a change for inspiration; especially USF and Soviets. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 22 May 2017, 14:35 PM
Penetration was already nerfed from 200/190/180 to 200/175/150. I don't understand what you're asking for. Stug fights vs 160 armour (or less) mediums most of the time. SU76 fights vs 180 armour(+) stuff, and it already deals reduced damage. Try both units out in the mod, and let us know how they feel. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 22 May 2017, 12:50 PM
We could try giving the Elefant an HE shell that goes through a straight line and pierces everything (landscape, buildings etc). The idea for the arc is to make the ability useful in hilly terrain. We can, however, circumvent that the same way Tulips do. Now, regarding the explosion impact effect, what effects would you use to make it look more realistic? In: COH2 Gameplay |
Thread: Creating ungarrisonable cover-based trenches22 May 2017, 12:45 PM
Spawning them around a central item works. Need to find a way to rotate the front trench section 180 degrees I dont know the default rotation for spawning entities. However, if the facing seems to be fixed: - Try to spawn an auxiliary entity that that will spawn the sandbags - That way you can use the auxiliary entity to control the rotation of sandbags when that occurs |
Thread: Eastern Front Armies Revamp 22 May 2017, 11:13 AM
Note that the penalties of the Tiger ace are no longer permanent. We basically want to make the unit less of a "shoot yourself in the foot"-tool. The kind of variables we're looking for here are: - Tiger Ace is, essentially, a Vet3+ Tiger that comes out instantly - There's a period of time during which your resources are leeched (to pay for higher performance you get upfront) - There's some initial costs involved to avoid Ace-cheese I think we should basically just adjust initial cost & penalty duration. Feel free to drop some values. While KT would feel like a good fit, this means we would lose out on another unit altogether.
It's completely fine that SU76 can hit Tigers. The new SU76 has 2 roles and 2 roles only: - Be an anti-medium tank (especially vs the Stug) - Occasionally barrage infantry It's okay if every single shot hits the Tiger. The pre-existing issue with the SU76 was that it would also penetrate every single shot. The SU76 was also hilariously inaccurate vs mediums making it bad for that role. If SU76 continues to cause issues, we'll just nerf its penetration further. Note that the SU76 now dies to 2 shots from the new Panther. Is there a reason why the SU 76 has higher penetration than the stug with these changes? It already has more range and AI capabilities and the stugs vet1 ability is useless now. SU76 deals 120 damage, compared to 160 damage for the Stug; also has lower HP/armour. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 21 May 2017, 12:52 PM
CAS loiter has been nerfed too. We just messed up the patchnotes :-) CAS loiter: - Autocannon damage decreased from 60 to 40 - No longer applies criticals to tanks (AT strafe retains criticals) In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 21 May 2017, 12:22 PM
I understand your concerns about changes making OST Doctrinal smoke worse than other factions' smoke. However: - Soviets don't have any similar ability - Similar smoke abilities will be nerfed to OST Smoke level once we know where OST Smoke should be (otherwise it's a pain keeping everything updated with each other) Here, we're trying to establish what the baseline should be. Once we have the baseline we will adjust the other factions around it. Do note that the majority of OST tanks received either minor or major buffs. You don't need an OP ability on top of that. We could make OST smoke a targeted ability (to be used offensively). However that would require time to implement. For the PWerfer we'll have to see. My gut feeling is that people won't bother with it in 1v1s unless it can wipe. Even though the Katyusha is balanced for Soviets, OST would never have a use for a Katyusha. My gut feeling is that getting rid of insta-suppression will allow a squad to dodge to the side of a barrage, if the player reacts fast enough. Current barrage means you lose control over the squad altogether. At the same time, suppression isn't that useful in 1v1's either. You just wasted a long barrage just to potentially scare a squad back to base? I wouldn't build a PWerfer for that. If the barrage remains problematic, sure, we can add a tiny delay between groups of rockets. e.g., making the PWerfer unload in 2 volleys separated by 0.5 secs each I could be wrong, however. That's why we're testing that idea. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 21 May 2017, 12:05 PM
Note that Conscripts do lose some overall received accuracy too (they are 8%? easier to hit at vet3 now). They, however, get their veterancy bonuses more progressively, rather than everything at Vet3. This might constitute a minor nerf to PPSh. However, we first want to focus on adjusting baseline conscripts (e.g., molotov thrown time), before we polish doctrinal conscript stuff. In: COH2 Gameplay |
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