I find that my SSD seems to make very little difference in load times. I had the game on my SSD but later put it on my normal 1 TB HDD and the load time doesn't seem to have changed a lot.
I'm unsure what that means for the bottle neck but load times are really strange sometimes.
Profile of rofltehcat
Post History of rofltehcat
Thread: Terrible Load Times - SSD - i7 - HD7950 - 8GB RAM19 Sep 2014, 00:44 AM
In: COH2 Bugs
Thread: Pathfinders17 Sep 2014, 22:36 PM
When I tested them, they didn't seem terribly efficient. Which is a shame, they are basically the US snipers (that work only on already damaged units). In theory they work very well with the HMGs (finish off suppressed/damaged units, spot for the HMG), AT guns (spotting for max range) and airborne (automatic weapons push units below 40%, pathfinders finish them).
I think they'd be better if they were pushed a little more in the direction of snipers. No idea how to do that, maybe increase range and slightly increase the hp% needed for the critical and decrease their damage. Maybe make them come later for that and airbornes earlier (lock upgrades behind tech).
Thread: Idea "Recon - Commander" - OKW16 Sep 2014, 12:07 PM
Don't give them ideas. It'll just end up being all infrared units and IR upgrades.
Example: IR NV upgrade for the King Tiger. ("Aim at the orange blob!")
Thread: A simple solution to have a more people playing allies13 Sep 2014, 20:56 PM
I don't think a guaranteed drop every 2 games is a good idea but the basic idea of increasing drops when players vary their faction choices is good and should be implemented in some form.
Thread: Are kubelwagens OP13 Sep 2014, 20:30 PM
I think that in its current role the Kübelwagen should not have the 50 vision range shared by scout units.
Why? Because with the recent changes it was moved more into the role of a HMG. HMGs have a quite large firing range. So large, in fact, that they can shoot farther than they can see (35 vision for infantry). This is afaik intentional, so they require a spotter to function to their fullest.
If the Kübelwagen had lower vision range, it'd be far easier to flank and would be a bit less effective at long range suppression (at least while without a spotter), similar to HMGs. Relying on a spotter for full efficiency would also mean it would be a less efficient harasser (drive into enemy lines, suppress/damage lone squads, drive out) and using it to harass would be a greater risk.
To allow it to spot for other units (like a Raketenwerfer) later on, I'd additionally (would be nice but not necessary) suggest to either:
1. change one of its vet boni to be the removed vision range
OR 2. add "additional vision range while stationary" to one of its vet boni
OR 3. move the vision range onto the vet 1 ability and remove/reduce suppression while the ability is active... this would be more interesting but possibly a balance problem. It'd basically switch into harassment/sniper hunting mode.
Thread: Feedback required for a guide13 Sep 2014, 15:25 PM
Omit/add units: Right now it seems to contain all the normal combat targets. I don't know if I'd add more.
Can you test not color filling the areas below the graphs? Maybe that'd clean them up a little bit.
One thing often done in academic papers etc. is to assign symbols to the graphs. So you could add a little conscript icon (or just square/star/circle etc) every 5 range or so.
This is especially useful for when color might be changed/lost by copying/printing and when the reader can't discern the colors as well as the author (for example, some people can't discern between green/red).
Logarithmic scale would also be possible but I personally hate reading them (and many people read them wrong/don't understand them).
Thread: Vehicle pathing 9.9 Patch10 Sep 2014, 23:13 PM
Tbh, plotting unit paths with lots of shift-rightclick (or an AutoHotey script) is probably still the best solution (by avoiding the pathfinding AI).
I wonder how the pathfinding AI works. Right now it seems to accept stationary turns as valid solutions because those are the shortest route when it could do a few more iterations and find a much faster route (without all the stops and stationary turns).
Thread: Panzergrenadier needs a buff 5 Sep 2014, 13:56 PM
Weaker long range LMGs and weaker long range DPS of riflemen would, however, mean that the US/Soviet units get closer to Ost units. This means they are also closer to Panzergrenadiers.
Lower riflemen long range DPS also means Panzergrenadiers can get closer.
I'd say Panzergrenadiers are certainly candidates to be looked at but doing so before other rumored changes could be just as devastating (judging by the overnerfs normally following overbuffs).
Another thing about them is that in some other threads it has been pointed out by people very familiar with the stats that charging in PGrens might actually be the wrong thing to do and keeping them in cover around mid-range might be a better use.
Thread: Action Items: Balance Feedback Required!5 Sep 2014, 13:48 PM
Long Range LMGs:
Currently, to take the LMG42 as an example:
Rof multi far:
Rof multi near:
Duration multi far:
Duration multi near:
This means it has a long burst with increased rate of fire when firing at enemies that are far away and it has a shorter burst with normal rate of fire when fighting close enemies.
This is completely counter-intuitive. One would expect the LMG-gunner to do short bursts of only a few bullets when aiming at targets far away, pausing to aim the gun again and compensating the recoil whereas at short range he could do a little more spray&pray.
Thread: Help with AutoHotkey script4 Sep 2014, 07:43 AM
4 Sep 2014, 05:13 AMcomputerheat
I used to keep Numpad0 bound to Q, which made me always write "con s0uads"
You can protect your chat entries with this:
It suspends your button remaps when you press Return and resumes your remaps after you pressed Return again (and sent the message). I only copied it myself, forgot from whom :/ You can find that block also in the script posted by Darkhangel.
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