Unless this thing gets removed, there's no way to fix this, as it's tied to models. It probably has a will of its own, that's independent of the vehicle carrying it.
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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: [DBP] Known bugs/issues in DBP v2.019 Dec 2017, 10:09 AM
In: COH2 Gameplay |
Thread: [DBP] Mechanized Doctrine feedback thread18 Dec 2017, 16:20 PM
It's comparable to Soviet M5. IIRC correctly that one of the beefiest halftracks in the game. The M3 now also has a kickass MG which it can now use while reinforcing your troops. In: COH2 Balance |
Thread: Coh1 and Coh2 - The good, the bad and the ugly18 Dec 2017, 12:52 PM
Objectively, and without a shadow of doubt, CoH1 did the following things better: - Suppression mechanics - Infantry squad animations - Voice acting consistency - Better tank-combat system - Lack of a-moving LMGs - Infantry snares/Clown cars - No Tier0 infantry WFA factions CoH1 did suppression way better. Yellow suppression is really moderate penalties that aim to allow you to pull back and recoup; if possible, with red suppression meaning that the squad is out of the fight. In CoH2, suppression is too binary. If you aren't suppressed you can carry on and murder stuff from the front. If you get yellow suppression, you might as well consider that squad out of the fight. That's like a 0-1 transition, with nothing in-between. Infantry models seemed to have unique animations when shooting it out. Granted, jumping out of cover ruined good micro invested in getting the units into cover positions in the first place. However, even when the units would stay put, you would see, e.g., Volksgrenadier models lean left and right to avoid fire, PGren models doing barrel rolls; little things like that. In contrast, infantry models in CoH2 just stand upright throughout the entire duration of the fight like a candle, and cocking their bolt rifles robotically. With respect to voice acting, all CoH1 factions were amazing; each faction had a theme (e.g., Starship Troopers for US), and each unit had different voice lines, e.g., for night missions, rain, etc etc. EFA and Brit voice acting is great, with a more gritty outlook (e.g., Soviet female driver out-of-control scream). However, USF and OKW voice-line delivery feels too cartoonish and one-dimensional Tank movement felt more natural in CoH1. In CoH2, perhaps due to veterancy bonuses, some tanks have unnaturally high acceleration, etc. The armour/penetration system also felt better, forcing people to close in with medium tanks to finish off enemy tanks, rather than rely 100% on long-range TDs to do the entire job. LMG DPS curve has been a blight to CoH2, since it literally rewards players for a-moving their squads to the enemy. Infantry snares in CoH1 felt more rewarding, and were also (crucially) better balanced asymmetrically. Axis had access to the superior tanks, however only allies had access to any kind of snares. In CoH2, you can't really leave Axis without snares for too long, because they'll get wrecked by flamer clowncars. You also can't let allies without snares for long either, because they will get run over by heavy armor. Thus; everybody must get access to snares. Sticky satchel was amazing in that it both required actual flanking and skill to pull off, and that the RNG effects of the satchel seemed to scale with amount of damage previously sustained by the enemy vehicle. Snares in CoH2 are prevalent; literally everywhere and, most annoyingly, binary. You're just above 75% and got snared? That's 50% speed penalty; you've been repeatedly snared and low health? That's s till the same, (steep) penalty. USF and OKW teching still do a lot of things wrong. Even though both are supposed to support non-linear teching: - They let their T0 infantry for way too long without support (no early indirect fire for OKW = MG spam). This is the reason why OKW STG Volks have to be OP for a good portion of the early game. - USF Tiers aren't really self-sufficient (you can fix that by swapping AAHT with Stuart) - OKW Tiers have nonsensical trade-offs (healing vs Luchs rush), and then T0 is forced to provide everything, anyway - It's often prohibitively expensive to get both T1 and T2 up; especially for OKW. Soviets used to have this issue for their T1/T2 and T3/T4; somehow it got solved. Same for OST T3/T4 teching. It's high time this is also fixed for WFA factions. CoH2 did the following better: - Pathing - Smoke mechanics - Truesight - Multiple QoL changes (e.g., reverse button) - The fact that Relic, at least, tried to give units unique abilities (even copy-paste EFA Vet1 counts) In: Lobby |
Thread: [DBP] Mechanized Doctrine feedback thread18 Dec 2017, 11:34 AM
And like others said id just rather hve an ambulance usf have no other way to heal if your relying on m3 ht instead, it dosent heal right? Yes it does. It's 30MU for a triple-medpak drop (like the Sturmpioneer version). Medpaks heal your units much faster than ambulances do (2.5 times faster iirc?), and you don't have to be hugging your M3 the whole time either. Just get your squad up to full, grab a medkit and get out of there. In: COH2 Balance |
Thread: [DBP] Known bugs/issues in DBP v2.018 Dec 2017, 11:32 AM
Ok. I got this. Setting the reload equal to 0.125 (same as the new cooldown) fixes the issue and the animation looks flawless. Thanks! Can sometimes see Vehicle Target icon on enemy vehicles in FOW, dunno the circumstances that cause it The icon you're referring to is like Command Panther mark target or is it like IL-2 Sturmovik mark target ability? And what you're referring to is that you can see the mark target icon but not the vehicle? Or, did I misinterpret your report? In: COH2 Gameplay |
Thread: December Balance Preview17 Dec 2017, 13:45 PM
I'm referring to the massive -17%(?) Received accuracy that comes on top of everything else. In: Lobby |
Thread: December Balance Preview17 Dec 2017, 13:00 PM
Ok, replay now: This looks like an MG micro problem to me. The build-order is completely atypical. I don't know of anybody that ever builds their first MG after 2 grens and a sniper. Then, the MG is playing completely passive, firing at bad targets; e.g., vs garrisoned conscripts at max range, whereas it could have been used at other areas of the map, e.g., suppressing the rest of the conscript hordes. PS: YEAH, WE GET IT. Hit the Dirt is OP. We're already nerfing it for the live version. Do you have any examples of conscripts PPSh where Hit-the-dirt was not used? In: Lobby |
Thread: December Balance Preview16 Dec 2017, 17:03 PM
I have played 5 games with Denchicpsih as Sov vs Ostheer and Soviets have 100% winrate. We tried to find a counter for cons PPSH-41 spam, but we failed. Idk how it will be work with tier1 players, but that feels like new meta after patch and its looking better than penals+DSHK now. Hit Dirt has been on our radar for sometime. For live version we'll be reducing its effects to suppression immunity (same as before) plus a 0.9 received damage modifier and nothing else. Otherwise: - What makes Conscript PPSh that powerful in DBP? - How do you counter the Hit-the-Dirt/PPSh commander in the live version? The reason I'm asking you is because I'm under the impression that Conscript PPSh are at least weaker in DBP, due to Conscripts having worse received accuracy, and their abilities costing more. In: Lobby |
Thread: Some easy solvable design issues for December patch15 Dec 2017, 20:57 PM
Add moving OKW Opel truck to the 3rd line of squadshields with howitzers/etc to keep the interface clean. In: Lobby |
Thread: [DBP] Recon Doctrine feedback thread15 Dec 2017, 15:56 PM
That makes a lot of sense although it's a shame the passive Raid Tactics was ditched. There's a certain elegance to it and back capping light vehicles sounds like a lot of fun. IMO, I&R Pathfinders are a straight upgrade over Airborne pathfinders. Sure, 1 sniper rifle as opposed to 2 sniper rifles sounds worse on paper. However, in practice, the vanilla rifles have better DPS that will help knock the squad down to the required 50% health for the snipe. Also, having only 1 slot item means that Barfinders on I&R Pathfinders will probably be less likely to drop their weapons. So, if I&R Pathfinders really do turn out to be strictly better than Airborne Pathfinders, then it's worth making both versions a copy-paste of the new I&R Pathfinders. If, for whatever reason, it's decided that Airborne Pathfinders are actually more combat-capable than I&R Pathfinders, then it's probably worth keeping the two separate versions as they are currently. In: COH2 Balance |
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VS[CoA] Company of Bugs [CoA] Ancient Defender Cloud Mr Smith[TATUŚ] Blue Semtex® [TATUŚ] Black Dynamite [TATUŚ] G.dot ♨TEA.UP®♨ Sex CaptainCompany of Area Denials (feat: PIAT commandos)by: Mr.Smith map: Lienne Forest6-1,810
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