The tactical maps aren't very good to begin with. They are in a very low resolution and many things like little forests are a complete mess of grey blur.
I hope they can be replaced them with better versions once we have modding tools.
For better versions (for use in guides etc.) you can't even just extract them from the game files (with copernicus' sgaextractor) because those lack the sector borders. There is also a top-down "ingame" view of every map but those don't have visible sector borders either and they just end up being a big pile of white and gray for winter maps and a mix of brown and... brown? for summer maps.
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Post History of rofltehcat
Thread: Missing Buildings on Tactical Maps22 Oct 2013, 13:54 PM
In: COH2 Bugs |
Thread: German sniper survivability22 Oct 2013, 11:45 AM
I think in one of the last balance casts, PQ (or was it someone else?) said that they weren't completely happy with snipers so maybe there will be changes. But maybe I just dreamed that ![]() Overall, I think the use of snipers has already increased and now that the Soviet ones have the same rate of countersniping/MP drain, it isn't countered that easily. The camo is good but you need to move every 1-2 steps or else a precision mortar strike will ruin your day. The low HP without a second model is extremely weak to AoE damage and giving him 2 armor doesn't offset that because armor only works vs. small arms and because it is random, which means that sometimes he takes several shots without any damage and sometimes he just dies instantly. But people have been saying for ages that 40 hp simply isn't enough. In: COH2 Balance |
Thread: how to: Level 100 German Play21 Oct 2013, 14:02 PM
The manner of this thread should not ever be the way to complain about perceived game imbalances. If you don't know how to counter a strategy that you seem to be the only one to not be able to defeat, post the replay of said strategy, ask for possible counters and execute said strategy yourself a few times. At least to offered doing parts of this in some of your replies. Maybe I'm wrong and it actually turns out to be a balance problem once you demonstrate its use but currently I think you're complaining about something that shouldn't be a problem to counter. In: COH2 Balance |
Thread: Proposal for a small M3 armour buff18 Oct 2013, 23:49 PM
They probably just forgot the rear MG in some nerf. In: COH2 Balance |
Thread: Heavy crit on vehicles from nades and fausts 18 Oct 2013, 17:29 PM
It really depends. Some RNG is good because it adds variety and players can show off their adaptability rather than their flawless execution of prestudied strategies. But I really dislike powerful effects depending on random chance. Many abilities that have a chance to crit or fail have one problem: Their effect is binary. It normally happens in its full effect or not at all. For example take ram. Rather than have it utterly wreck the T-34 and have a chance to either a) fail or b) completely wreck heavy tanks, the ability should simply be a crew stun for both with its damage and stun duration depending on the armor value of the area hit. So for example a ram would always stun both tanks (e.g. T-34 always 10 seconds, Panzer 4 8 seconds, Panther 5 seconds, Tiger 3-4 seconds) and the damage done to both would also depend on the armor of the tank hit. (Of course with cooldown changes and some of the other conditionals of ram changed.) Or Panzerfaust/AT grenade: Rather than make them either fail or wreck medium+ tanks, the amount of movement speed reduction should depend on the armor of the area hit. So for example hitting a P4 from the back would reduce its speed by 50% (or whatever the current value for penetration is) but reduce its speed by just 35% from the front (numbers pulled out of my ass). Possibly with stacking effects up to the ability's full value for additional applications. Some effects are simply too powerful, too expensive and too important to be left to random chance. Other things like misses etc. are already random enough imo. In: COH2 Balance |
Thread: Heavy crit on vehicles from nades and fausts 18 Oct 2013, 15:22 PM
5% to get the heavy critical, 95% to get the light critical. Code
In: COH2 Balance |
Thread: Unused abilities18 Oct 2013, 15:19 PM
Good idea. MG42 AP ammo and the target weak point ability are great. Trip wire is severely underused, too. Maybe partially due to its long build time but other than that it is a very good ability. Merge is great, too! Smoke in general (other than tank smoke) is pretty underused imo. I think it would be better if the mortar started firing it faster, it takes a while to arrive and thus can't really be used as a reaction. You mentioned the Su-76 etc. tracking mode. It is great for the ISU-152 but the Germans also have a comparable ability on their Sdkfz 221/222 and 251 vehicles. For them, it displays infantry in a good radius on the mini map and when on the tactical map you can see their type/hp etc. This can be very useful for avoiding traps, general flanking and especially for flanking AT guns that are also revealed by the ability. In: Lobby |
Thread: Proposal for a small M3 armour buff18 Oct 2013, 14:58 PM
I'd say it is certainly a shock unit and also designed to be one, M3 flamer being intentional and T1 having less staying power/poor AT. However, it being a shock unit doesn't mean that it needs to roam around the map roasting everything as it once did. But if all they do is a slight armor buff then that probably won't be a huge problem. The current meta really doesn't benefit it: There are many more Grenadiers (or even Osttruppen) around than there used to be, fewer targets (MG42, mortar, sniper) and some conditions were changed. I think it is still a useful unit but its role has shifted. Now it is more about using it as a vehicle like the 221 to scout and harass infantry rather than only using it for (back then too strong) shock purposes. If there is an opening it certainly can still do a lot of shock damage (e.g. flank unguarded MG42). And it certainly is no longer the "always get THIS" unit. It used to be the single best option to go T1->T4 (partly due to T2->T3 weakness). In: COH2 Balance |
Thread: Proposal for a small M3 armour buff18 Oct 2013, 13:38 PM
I agree that the M3 may slightly struggle but I think this is primarily due to the way people use them. People need to understand that putting a flame thrower unit inside of the car and drive close to the enemy is a huge risk. This risk can and often does pay off, of course but people need to understand that it isn't the right thing to do in every situation. I'm sure that when used in conjunction with other units, it does fine: As has been stated in this thread, its DPS is very comparable to the 221's DPS, it costs less etc. The only reason it has fallen out of FotM is because the SdKfz 222's auto cannon hard counters it and because the buff of AT grenades and the Panzerfaust means the scout cars can no longer luckily survive two of those and will also die faster because it will require nearly 20 shots less to finish it with carbines. However, with guards in it the M3 counters the 222 in itself. So people going T1 will always either have to get guards or have lots of AT grenades around (with a good synergy to Oorah!). This is the tradeoff you take when going T1: T2 offers staying power and field presence whereas T1 offers high shock potential (M3 flamer, satchel throw) and units that can deal a lot of damage but also need baby sitting (all T1 units). Considering the M3 should never be hit by a Panzerfaust when used defensively and carefully -like a 221 scout car usually is- its stats and cost are very similar to the 221's stats while also offering additional power/features. The lower fuel cost may be accounted to the cost of the Soviet T1 building and the higher versatility of German T2. However, I'm still rather curious what and how they change it and I think small changes like a slight armor increase won't make it overpowered in the manner it was a few months back. I just don't want to see a return to the clown car days (see that comic guy's comic for that). In: COH2 Balance |
Thread: Make weapon upgrades consistent!18 Oct 2013, 13:13 PM
Horrible how? You mean to tell me that if a T70 gets that lucky kill on the PG carrying the panzershreck, you wouldn't like to get the chance to be able to pick up his weapon? Instead you want to have to wait to get 3 kills or kill the whole squad to get a chance for that weapon drop? Horrible as in: Those weapons are very expensive and it offers nothing to the game while having the potential to heavily unbalance it, inspiring people to forego existing and working game dynamics and even damage the core of the game. The current system has some randomness in it, especially with explosions but also limits randomness and lets you avoid the weapon drop by simply retreating on time (slight skill component). Your system on the other hand is based purely on random chance, not only for explosion weapons but also for small arms deciding to shoot some soldiers over others. The only skill component your system would have is a test of who of the two players can click all the weapons dropping everywhere the fastest. Some would call this "micro" (the worst kind of "micro"), I'll just call this whack-a-mole. This will also deincentivize the use of cover, positioning and support weapons just so you have a better chance of grabbing the weapon. And of course there is cost. This idea would require a massive cost decrease to reflect the increased risk as well as to make repurchasing the weapons possible. This change alone would completely overthrow balance and dumb the game down because people will either use even less mines etc. to prevent the enemy completely snowballing them with captured weapons vs. squads who lost their weapons but can't repurchase them whereas the other player can easily snowball into squads upgraded both with captured weapons and upgrades, defeat more units (potentially leading to even more weapon drops) and capture the map (leading to even more munitions for the snowballing side). It can be an interesting thought and maybe it might work for another game, but for CoH2 you could as well just suggest that support weapon crews turn into a useless "weapon crew squad" and need to manually recapture their weapon every time the gunner gets killed. It would lead to the same mix of destructive whack-a-mole gameplay. In: Lobby |
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