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Help test the USF teching adjustment mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1553135357
Post History of sherlock
Thread: COH 2 is not a Strategy Game !!!13 Jul 2015, 01:49 AM
For someone with a lot of real friends and a real life you're spending way to much arguing with people on this forum. Your actions contradict your words quite strongly. In: COH2 Balance |
Thread: Sensible USF Changes 10 Jul 2015, 22:27 PM
Greyhound has had it's rof nerfed by 25% last patch and it wasn't stellar before that ever since they changed the canister shot mechanic. In: COH2 Balance |
Thread: Sensible USF Changes 10 Jul 2015, 21:42 PM
Quick update on recon because I knew there was another bug with it. The combat group needs 18 pop cap, if you have a sherman hitting the field that brings you over 82 pop cap, you'll get 1 at gun for 900 manpower and no squads. This bug also affects the the officers when you unlock tiers. So if you want to backtech to lieutenant and happen to go over the free pop cap required you'll unlock the tier but won't get the officier (this can be useful if you want to backtech but don't want the officier). Of course it's a rather niche bug which won't have an effect in many cases but it is something to keep in mind when choosing this commander. In: COH2 Balance |
Thread: Ostheer Artillery: 105mm, Panzerwerfer10 Jul 2015, 17:55 PM
How are both ISU commanders in the meta thanks to the Guard PTRS buff when only one of them has guards? (the other has shocks and no mark target) ![]() In: COH2 Balance |
Thread: Sensible USF Changes 9 Jul 2015, 00:39 AM
oh edit button, why do you have to be right next to reply :\ In: COH2 Balance |
Thread: Sensible USF Changes 8 Jul 2015, 22:44 PM
Could Forward Observers just become a Riflemen ability for like 15 munitions that increases sight range by 20 for 15 seconds? That seems the best. I think it should remain a passive. The whole commander is centered around the concept of recon, so giving rifles 7 to 10 more sight range wouldn't impact their combat effectiveness but provide you more battlefield awareness which is the point of the commander. Also adding 7 more sight range isn't as good as it sounds, it would give rifles the same sight range that pios have, the mg42s range is 3 more, so they would be able to just about spot an unsupported mg42 but would be suppressed by a supported mg42 before seing it, which seems a good mix. Maybe one could tie it to a munition upgrade (for example 30 munition to buy the recon equipment). It shouldn't become an active ability for the simple reason that it would defeat the entire point of a passive ability that allows you more map intel. In: COH2 Balance |
Thread: Sensible USF Changes 8 Jul 2015, 21:59 PM
Sherlock have you forwarded that information to Relic? I have reported these and a lot of other bugs during the alpha but I haven't seen them resolved until the end of the alpha. If I recall correctly I forgot to report the WC51 truck bug. Instead reported the priest bug, which I didn't mention here (forgot until now) (stops firing when it destroys a unit regardless of how many shots the salvo still has) and some other bugs. If you have any channels you can use to get this to Relic please feel free to copy everything. I could list quite a few other bugs which aren't exclusive to usf. If I asked Cruzzi we'd probably end up with quite an extensive list you could hand over to relic ![]() Talking about further bugs or oddities, I forgot to add the following when discussing the 50cal: The 50cal has 300 hp as opposed to the 350 of any other mg and only has 10 armour instead of the 70 (the dshk also suffers from this). This has the effect that the gun is destroyed a lot faster due to the fact that nades (25 penetration) will penetrate. This has been somewhat remedied by the last crew weapon change. @ Sherlock The "free" weapons will help them to cope far better in the mid to late game than vet 1 ever would (-25% ability recharge, which is basically the nade). I should have added however that the cp requirement should be lowered to 5. @Sherlock I've edited it as well and it looked ok. If there really is a problem with the speed of the animation then the animation should be fixed as well. There is no reason why a volk nade should have 0.25 wind-up and a usf nade 0.615 (more than double). In: COH2 Balance |
Thread: Sensible USF Changes 8 Jul 2015, 19:11 PM
This ability is way worse and restrictive than most realise. It only activates when in cover, not moving and not incombat. All three conditions need to be fulfilled. Rifles are completely inappropriate for this since they should be moving and fighting. Then comes the bonus which is negligible on a unit that doesn't have a good line of sight to begin with and last but not least, the ability is bugged. Every entity of the original squad is able to cast it however as the game progresses you'll lose all members of the original squad which you then replace by reinforcing, since reinforced entities do not get the ability you'll eventually indefinitely lose the ability on that squad. What should be done: 1) fix the ability 2) make it just a bonus to los of rifles without any conditions that prevent it from triggering. 5-10 sight would be good.
I don't like the random experience thingy. Experience should always be gained by doing something other than rolling a dice. My suggestion would be to make it a single airborne with even chances of getting thompsons, 1919s or bazookas for 400 (since you get the upgrade for free) and make them the same as the other airborne. At the moment the chances are 50% zooks and 25% thompsons or 1919. As it is now, the units are also bugged. They should receive passive healing at vet 2 like the other airborne which they do not. They also have 1 weapon less than normal airborne (3 thompsons, 1 1919), the thompson squad also doesn't get the tactical assault ability that normal paras get. Before relic changed the recon paras to be the same in vet as the normal paras they used to have better stats (accuaracy) and had a better formation (line instead of triangle). They removed the things that made them an interesting alternative and forgot to give them healing when giving them the same stats and vet. There is however something interesting about the thompson squad, although it only has 3 thompsons instead of 4 and no "tactical assault" the squad can equip an aditional 2 weapons like bars, which makes it a fairly potent squad. The combat group, not just airborne, is also affected by a bug. The combat group requires 18 pop cap, if you have anything qued that hits field and brings you over 82 pop cap, you'll get 1 at gun for 900 manpower and no squads.
They should also fix that the "withdraw and refit" ability which doesn't return the 75% of resources it should for the WC51 truck. I also would have at least 4 additions to the list which I can think of right now: 9. Fix the major artillery "rapid artillery" (one of the most amusing names in the game) For some reason they confused min with max. It would still terribly underperform for it's cost even if it was fixed, but at least we would know what it would be like as it was intended. ![]() 10. Fix the usf nade (rifles and paras) wind-up Not only is it not a multiple of 0.125 as it should be it's also more than twice as long as any other thrown nade (0.25) ![]() 11. Fix crew weapon reinforce for the 50cal and the pack-howitzer. The 50cal has a reinforce of 35 manpower (for comparison the mg42 22). The same goes for the pack-howie, which has a reinforce of 40. The population requirement for the pack-howie is also very high at 11 popcap. Reduce it to 9 like the isg. The pack howie also needs 3 crews to be moved. 12. Fix the 50cal. The 50cal has 300 hp as opposed to the 350 of any other mg and only has 10 armour instead of the 70 (the dshk also suffers from this). This has the effect that the gun is destroyed a lot faster due to the fact that nades (25 penetration) will penetrate. This has been somewhat remedied by the last crew weapon change. 13. Why was the m8 greyhound's rate of fire ninja nerfed by 25% last patch? Cruzzi uncovered this amongst other things: http://pastebin.com/d3ST0xr8 In: COH2 Balance |
Thread: Ostheer Sniper Op, When NERF ?7 Jul 2015, 20:45 PM
I like the 82 hp since stray mortars wiping a full health 360 mp unit is frustrating. This is the best idea I've seen so far. What is mainly frustrating is that the ost sniper has a very good chance to get away even when flanked due to the received accuracy. With this solution flanking as a counter works better and would reduce the frustration for the person pulling off a decent flank on a sniper while retaining the snipers survivability with regards to indirect fire. In: COH2 Balance |
Thread: Stug G vs. Soviet and Allied armor6 Jul 2015, 12:08 PM
This is incorrect. The differences in top speed between a sherman/t34 and p4/ostwind are negligible at best at 0.2. The panther's top speed is 0.1 (negligible, as noted) faster. Allied tanks are no better at flanking than axis tanks. If anything axis tanks are more effective flankers with the use of blitz. In: COH2 Gameplay |
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