Actually, before you even try the suggestion before, why not take this one step further:
- Do NOT create a cloned copy; instead work directly on the original HQ
- Give it a high rotation rate, and make it trigger a victor target ability on itself
- At the end of the ability, reset the rotation rate to 0 permanently
The reason why you might want to avoid cloning the HQ is that the annihilation victory conditions (if you care about them) are probably tied to the original HQ.
Profile of Mr.Smith
Avatar Area
Posts: 2636 | Subs: 16
General Information
Signature
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:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: Rotating Starting Base Building?8 May 2017, 09:11 AM
|
Thread: Rotating Starting Base Building?8 May 2017, 08:54 AM
I cannot think of a real way to do this. The solution below will only work if there's a way to spawn entities with a given rotation. I cannot check, atm, whether this is possible Say, you want to fix the Soviet HQ. - Create a clone of the HQ - Make the original HQ invulnerable and invisible - Give an action-apply to the original HQ to spawn the cloned HQ with the right rotation - - - If spawn entity has no trigger for setting initial rotation, you can try the following: - Give the cloned HQ a very high rotation speed (over 9000) - Give the cloned HQ an ability that would force it to rotate to face a specific point (e.g., an artillery attack that fires 0 shells) - Test whether the ability works - To make this happen automatically, make the original HQ trigger a victor-target on the specific ability, at the desired direction - Once the ability has finished, give the cloned HQ a permanent rotation modifier of 0 I did something like this here, to tweak British 25-pounder initial rotation. You should be setting the victor-ability action in the action_apply_ext for your original soviet HQ. https://github.com/smithereenscoh2/qol_mod |
Thread: Penals op7 May 2017, 11:59 AM
Given how weak Maxim currently is, and how strong OKW infantry is, you need the best tools you can get. The reasons why people pick the DSHK are: - DSHK -is- OP (too much suppression, and too much damage at close-range) - The Maxim is objectively weak due to certain parameters that we now know, but didn't know while doing GCS - People have lack of confidence in the recently-changed Maxim - DSHK & Lend-lease is the devil they know DSHK stats mean that whatever loss of AI you would incur with upgrading to PTRS, you regain with an OP machinegun that operates similar to the Maxim. People did test PTRS Penals & DSHK a lot, even during WBP. Although we knew DSHK & PTRS would become a really strong combo (but weren't allowed to change due to scope), what really tipped the balance way off was the early-faust change. With early faust, M3A1 would strugle to be useful. From the matches that we've watched, this meant that you would lose map presence due to expensive penals & kubelwagen, and T1 openings were an uphill struggle against Vet5 complete dominance. Without early faust, it's hunting season for the M3A1. Thus, flamer-scoutcars becomes the goto no-brainer opening. Now OKW really has to fight for its life in the early game. You already have Penals that are strong in the early game. Moreover, you need to put some resources aside to survive a deadly flamer-car rush. This is not where we wanted to take balance (i.e., back to abuse meta). However, we were only allowed to make a binary decision (early faust vs late faust). Hopefully things will improve later on. For instance, people might not be playing strategies to their full potential, yet; that goes for both Soviets and OKW that have to counter Soviets. In: COH2 Balance |
Thread: Teamgame dominant meta7 May 2017, 11:37 AM
im not targetting only you when im talking about core units suggestions. It's cool mate. My mistake; I actually meant pre-WBP. Guards Motor was THE cheese pre-WBP, even though M4C abuse was already strong. In: COH2 Balance |
Thread: Teamgame dominant meta7 May 2017, 11:29 AM
I agree with you about the point changing non 1v1 meta stuff to get a best experience in 4v4 is legit argument. Let's focus on non 1v1 meta doctrine is ok. But suggestions about changing stats on core units are just irrelevant. What I'm actually proposing are high/highest-priority changes and none of this really affect 1v1 meta that much. I've also added a section for changes that will probably have to be enacted due to those units being overpowered in 1v1. - Sure; nobody has seen the Crocodile in competitive play for months. However, that's 100% due to the fact that you only used to see Mobile Assault/Arty Cover. The Crocodile was a 2nd grade cheese. However, post-nerfs, Crocodile is 1st-grate cheese. Again. This is similar to the DSHK vs Maxim situation (how often did you see DSHK's before GCS?). I would argue that you are now going to see the Crocodile as often as you see the DSHK. - Stugs will eventually have to get a nerf when OST T3/T4 gets rebalanced. - JP4 is already too strong for what you pay for it. Again, other changes in OKW will force us to change the unit. JP4 follows OKW-release type of veterancy even after multiple reworks when OKW has access to full resource income. All in all, I'm not actually proposing core-unit changes as a package for teamgame changes. I'm just providing a context about other things for which changes seem to be inevitable (and dictated by 1v1 balance). That way, we won't have people pointing out that they need the Elefant to counter the Crocodile, etc. Each of the 5 factions have (bigger or smaller) issues that hamstring their flexibility in 1v1. Hopefully, those issues will be hammered out over time. Given the rate we've been allowed to enact changes so far, that will require a certain depth of time. What I'm just proposing here is a small package of changes to keep 4v4 afloat while those changes are enacted. In: COH2 Balance |
Thread: Teamgame dominant meta7 May 2017, 11:11 AM
What you are describing here is a voluntary bias against 4v4. This bias claims that if we try to rebalance around 4v4 this will ruin 1v1's. This bias against 4v4 is usually supported by an excuse that perfect balance in teamgames is unachievable. While this is a good excuse we could use if we didn't even want to bother with making 4v4 experience more palatable, it's just that; an excuse not a rational argument. However, if you actually had taken the time to read the suggestions on the first post in the first place, you would immediately notice that: - None of the units up for rebalancing even appear in 1v1 meta - At no point do we try to make the affected units unviable for 1v1 (if we can help it) - We are merely trying to make them less ridiculous to 4v4 meta. Yet, 350 posts in, I have yet to be presented with a rational argument as to why the proposed changes would "ruin 1v1" or "be bad for 4v4's". And this is what irks me in the end; people don't come here to comment on potential changes to the game; they don't even bother reading the suggestions. People only here to reaffirm their own biases. In: COH2 Balance |
Thread: Teamgame dominant meta7 May 2017, 10:45 AM
https://youtu.be/P9OCWfm9al0?t=41m30s So I looked up. I looked at the entire scene, where the Elefant, for no reason, is ordered to move forward, to OVERPASS a T-34, effectively getting itself outflanked. To make the fail even worse, the Elefant turns its back towards the enemy front. In this case, the Elefant dies to a massive misplay, after it overextends and gets itself voluntarily flanked. The reason I got confused however, was that Brosras used the same strategy you proclaim as the cure earlier on: https://youtu.be/P9OCWfm9al0?t=27m48s The fact that the Elefant exists causes Brosras to commit the sacrificial T-34's to move in. He sends in 3 of them (not piecemeal as indicate), goes through an unmined flank and of course, loses all of them. By that point, the Elefant has already payed for itself, and I didn't even count the direct kills that Elefant scored. So, yes. Elefants do die to massive misplay and overextending. That's not a very reliable way to counter an Elefant though, is it? Is there another massive-attack vs the Elefant I missed? In: COH2 Balance |
Thread: Teamgame dominant meta7 May 2017, 10:06 AM
First of all. Can you actually link me to the point in the video where Brosras dives in and successfully managed to finish off the Elefant? The only time I see the Elefant getting assaulted is with 3x T34's, which are all lost in the process, and the Elefant is still alive (900MP lost vs 0MP). Secondly, the only T-34 dive that was successful was vs a King Tiger. The only reason this was successful was that nearby infantry did not even attempt to snare the T-34's, even though they had multiple opportunities to do that. Finally, the Axis team had a massive munitions float that they didn't use (e.g., to lay mines). Secondly, it's not just "some changes". When you try playing the other side (and not just Brits that are still stronger than Soviets/USF), you're going to see how the following things had a massive impact: - Mortar nerfs - Penal nerfs - Maxim nerfs - Cromwell nerfs - Land mattress nerfs Brosras' team did make use of all of the above (though, not very abusively). What really allowed them to win the game though was: north side in that specific map & calliope. In: COH2 Balance |
Thread: Teamgame dominant meta7 May 2017, 09:41 AM
Are you seriously linking a pre-GCS, pre-WBP match as if nothing changed in-between? Allies would simply not have this kind of map control. Allies are no longer dominant early-game; it's the opposite. Brosras already lost a ton of those T34s in previous attempts to take down the Elefant. He had to throw significantly more resources in to get the Elefant, effectively making a bad trade (720MP for an elefant vs 300MP per each T34). PS: BTW, the game was won by Calliopes/Priests/etc In: COH2 Balance |
Thread: Is there any logical explanation to 5 pop cap of Major?6 May 2017, 14:19 PM
There's a ton of over-pop-costed units for USF. You're supposed to make up for that with USF popcap abuse. Once we're allowed to fix USF popcap abuse, we can also strip down both Major/Ambulance and remove popcap values from both units. In: COH2 Gameplay |
609814609799609637609630609628609625609617609607609595609399
Latest replays uploaded by Mr.Smith
-
VS
[CoA] Company of Bugs
[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 Forest6-2,482
61171608325033349749
Livestreams
|
|
|
34 | ||
|
|
|
31 | ||
|
|
|
10 | ||
|
|
|
8 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.72362639.733+3
- 2.1757340.838+13
- 3.737341.684+4
- 4.2052543.791+12
- 5.628258.709-1
- 6.27557.828+12
- 7.1934634.753+2
- 8.319130.710+1
- 9.24666.788+14
- 10.15847.771+8
- 1.1046548.656+4
- 2.286130.688+3
- 3.384134.741+4
- 4.2446974.715-2
- 5.24285.740-1
- 6.390250.609+13
- 7.14848.755+15
- 8.17201056.620+1
- 9.364159.696+9
- 10.23775.760+2
- 1.1430530.730+1
- 2.1090428.718-1
- 3.684466.595-1
- 4.323140.698-1
- 5.585367.614-1
- 6.17486.669+5
- 7.189122.608+1
- 8.836475.638+5
- 9.352235.600+1
- 10.354197.642+1
- 1.627268.701+1
- 2.19661066.648-1
- 3.282266.515+2
- 4.468144.765+2
- 5.892478.651+6
- 6.127119.516-1
- 7.984563.636+1
- 8.222100.689+19
- 9.862407.679+3
- 10.26582002.570+2
- 1.2056347.856+12
- 2.23392.717+3
- 3.908360.716-1
- 4.1427559.719+7
- 5.35211257.737+3
- 6.21761.781+4
- 7.1068.930+10
- 8.905420.683+4
- 9.837426.663+3
- 10.1051428.711-1
- 1.1435762.653+2
- 2.581351.623+2
- 3.413188.687+1
- 4.17593.653-2
- 5.17177.690+1
- 6.716390.647-1
- 7.292100.745-4
- 8.1396818.631+6
- 9.471239.663+5
- 10.34941721.670+3
- 1.832390.681+1
- 2.25121553.618+14
- 3.172100.632+3
- 4.19485.695+2
- 5.245151.619-1
- 6.390198.663+1
- 7.212125.629+2
- 8.659464.587+4
- 9.773335.698+3
- 10.200105.656+7
- 1.11991013.542-1
- 2.959532.643+2
- 3.423224.654+3
- 4.16111022.612+2
- 5.237160.597+8
- 6.4219.689+7
- 7.13591.597+4
- 8.525404.565+1
- 9.123128.490-4
- 10.608557.522+2
- 1.79692976.728+1
- 2.416162.720+10
- 3.345161.682+4
- 4.791223.780+8
- 5.609262.699+6
- 6.1429249.852+13
- 7.18269.725+6
- 8.332226.595+12
- 9.1428546.723+16
- 10.48861112.815+1
- 1.559246.694+14
- 2.23459.799+6
- 3.2407766.759+11
- 4.330111.748+8
- 5.23431468.615+10
- 6.13744.757+7
- 7.876525.625+2
- 8.537243.688+10
- 9.825394.677+1
- 10.19471327.595+4
- 1.870295.747+2
- 2.24387.736+3
- 3.18769.730-1
- 4.842347.708-1
- 5.575316.645+31
- 6.378209.644+1
- 7.1008548.648+2
- 8.317234.575+2
- 9.5511.833+6
- 10.239123.660+1
- 1.20751504.580+8
- 2.41752086.667+5
- 3.686364.653-1
- 4.859535.616+11
- 5.9672.571-1
- 6.46422376.661+2
- 7.979450.685+7
- 8.463248.651-2
- 9.1557974.615+10
- 10.384171.692+2
- 1.502184.732+6
- 2.951221.811+12
- 3.592102.853+2
- 4.532168.760+4
- 5.20254.789+9
- 6.287125.697+5
- 7.1565563.735+6
- 8.1048188.848-2
- 9.22101176.653+8
- 10.13134.794-2
- 1.1181490.707+6
- 2.27841490.651+5
- 3.18775.714+7
- 4.28791.759+3
- 5.10131.765+2
- 6.337180.652+1
- 7.212106.667+2
- 8.525261.668+7
- 9.9226.780+6
- 10.955498.657+4
- 1.247142.635+3
- 2.11444.722+1
- 3.17269.714+2
- 4.36521184.755-1
- 5.770417.649-1
- 6.453165.733+4
- 7.12941.759-1
- 8.574406.586+2
- 9.343223.606-1
- 10.11967.640+3
- 1.11321138.499+4
- 2.1025765.573+1
- 3.19388.687+2
- 4.479294.620-1
- 5.483337.589+2
- 6.564375.601-1
- 7.825798.508-1
- 8.861721.544+3
- 9.519358.592+1
- 10.1039733.586+1
- 1.816139.854+4
- 2.47069.872+5
- 3.902305.747+2
- 4.244100.709+1
- 5.408214.656+3
- 6.347136.718-1
- 7.371195.655+1
- 8.742449.623+3
- 9.403289.582+1
- 10.12857.692+8
- 1.413212.661+9
- 2.437231.654+2
- 3.22461179.656-1
- 4.338154.687-1
- 5.286117.710+2
- 6.243162.600+6
- 7.1137936.548+2
- 8.228146.610+1
- 9.19589.687+1
- 10.23572.765+3
- 1.1677802.676+14
- 2.668189.779+11
- 3.16993.645+3
- 4.871324.729-1
- 5.16592.642+7
- 6.330128.721+1
- 7.12436.775+10
- 8.821492.625+5
- 9.13056.699-1
- 10.383267.589+1
- 1.20361757.537+1
- 2.26692284.539-1
- 3.244158.607-1
- 4.520341.604+5
- 5.13381.621+1
- 6.508411.553+1
- 7.14241373.509+1
- 8.476333.588+4
- 9.14275.654+4
- 10.191121.612+4
Data provided by
Relic Entertainment
Replay highlight
VS
-
cblanco ★ -
보드카 중대
-
VonManteuffel -
Heartless Jäger
Einhoven Country
Honor it
16
Download
2748
uploaded by XXxxHeartlessxxXX
Board Info
522 users are online:
522 guests
4 posts in the last 24h
7 posts in the last week
20 posts in the last month
7 posts in the last week
20 posts in the last month
Registered members: 64337
Welcome our newest member, bl555news
Most online: 4501 users on 26 Oct 2025, 01:00 AM
Welcome our newest member, bl555news
Most online: 4501 users on 26 Oct 2025, 01:00 AM

