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Post History of ShadowLinkX37
Thread: Switch abilities of LT and Capt28 Jun 2019, 18:11 PM
I could understand supervise, although it does fit more of a CPT role historically over the LT. "On me!" fits better with the BAR maybe though? In: COH2 Gameplay |
Thread: Do Allies retreating units get smaller target size?28 Jun 2019, 17:30 PM
Everyone gets the same retreat bonuses to RA, but different units have different RA modifiers, attacking units have different accuracy, moving accuracy modifiers on their weapons etc. So it isn't super clear cut, just know grens are pretty standard, while tommies suck while moving, and riflemen are pretty good. Nothing compares to the G43 on the move though. In: COH2 Balance |
Thread: Ostwind's penetrations27 Jun 2019, 13:22 PM
Can we throw in like a 10F increase to the ostwind in there? In: COH2 Balance |
Thread: Super AT Guns26 Jun 2019, 18:58 PM
Brace given to both, but brace is changed to a lower damage reduction instead of like 80%. Something like 40%, a point where an IL2 bomb drop won't outright kill it, but may leave them with 20% HP. Give scuttle to both emplacements so you can get rid of them and move them a bit without losing your resources or having them be so far back they're useless. Pak43 loses transdimensional shells. In: COH2 Balance |
Thread: Churchill + Jackson impossible to defeat without Elephants26 Jun 2019, 18:03 PM
Does the elephant work? Yes! Is it doctrinal vs nondoctrinal? Also Yes! Therefore IMO its a bad solution. In: COH2 Gameplay |
Thread: New USF doctrine is too good26 Jun 2019, 15:50 PM
I would've also rather seen the addition of the EZ8 instead of the bulldozer stuff. EZ8 is already fantastic, just not accessible. Kinda like how rangers were.... but then they got buffed... cause they weren't good... Kappa Powercreep of most new doctrines has been very prevalent though. OKW overwatch is a prime example. Nerf fast tigers first +1 In: COH2 Balance |
Thread: USF Riflemen kinda fix.25 Jun 2019, 22:06 PM
Problem lies in OKW, not in USF IMO. Because USF does very much alright against OST, but lacks the early power of volks + sturms. In: COH2 Gameplay |
Thread: How does scatter work (and some more stuff)25 Jun 2019, 21:22 PM
No worries about misinterpretations, we're here to help. Under the weapon profile find "range", open it and then open "distance". There you will see the reference distances for far/mid/close ranges. The hard capped distance is near I believe, although most near distances should be 0 except on a few weapon profiles. Most weapons follow a typically logical sense of ranges where mid is mid way between max and min distances. There are a few weapons who don't follow this sense, the firefly gun does not for example. In: Lobby |
Thread: How does scatter work (and some more stuff)25 Jun 2019, 17:35 PM
Accuracy and penetration are found under "weapon" in the mod tools attribute editor. You need to find the correct weapon, and usually the "mp" file which stands for multiplayer if I assume correct. For example if I wanted to find the panther 75mm cannon stats, I'd look under "weapons\west_german\ballistic_weapon\tank_gun\panther_kwk42_75mm.mp". Accuracy and penetration should be under there. Accuracy is multiplied by the target size of the intended target. Penetration is calculated as "pen/armor" = % chance to penetrate and deal X damage. Distances are measured by "close/mid/far" which can be found under "range". "angle_scatter" is deviation left and right of intended target while "distance_scatter_offset" is near and far scatter of the target. All these values have multipliers in the file as well so you need to look at that. Fog of war multipliers are in effect as well when FoW is there. Infantry damage is calculated similarly, only without scatter I think. Some weapons like the BAR, have a chance to reroll their shots at units in the vicinity should they miss. You take the accuracy of the weapon and multiply it by the target size, which is relativley close to 1 before received accuracy modifiers are applied. Then you have weapon damage. All models ingame have 80HP except snipers which sit at 82 to avoid 1 shots by mortars. Certain units, specifically shock troopers, have armor which like tanks gives a chance to negate damage. There's many more things to cover, but that's the basics of a few things and how they're calculated. I'm sure SneakEye or Vipper could give much more info than I. In: Lobby |
Thread: Zis gun bug- HELP25 Jun 2019, 00:33 AM
In: Lobby |
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