I think i found a better way to handle mines detecting & sweeping:
For detecting:
The detection radius of any minesweeper unit should be equal to 150 % the activation radius (blast radius for boobies) of the mine being detected.
Mines or boobies still in detection range of a sweeper unit should never activated itself. (Mines bug still need to be fixed)
For sweeping :
The time to sweep a mine or booby trap should be equal to the time of placing them.
The longer it take to place a mine, the longer it should take to remove it.
Booby trap should not be able to be detonated while being swiped, but won't be removed til the full time is spent.)
Comments ?
Thanks.
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Timezone: America/Montserrat
Game Name: voltardark
Broadcast: https://www.twitch.tv/voltardark
Nationality:
CanadaTimezone: America/Montserrat
Game Name: voltardark
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VoltarDark
Long live to COH3, the new king of all team RTS !
Long live to COH3, the new king of all team RTS !
Post History of voltardark
Thread: Scouting and flanking gameplay must return into the game !27 Jan 2015, 22:28 PM
In: COH2 Gameplay |
Thread: Scouting and flanking gameplay must return into the game !26 Jan 2015, 23:03 PM
Oh, instant suppress and killing a few models you say? If it would be implemented I see HMG spam is viable strategy in 4v4 as maps are so small that you can plug all holes with HMG and slowly push opponent to their base. What happen if you do the same (i mean you also garrison HMG) ? and then you build snipers or mortars to counter his HMG ? Who will be pushed ? Thanks. In: COH2 Gameplay |
Thread: Suggested buff for MG-4226 Jan 2015, 22:32 PM
The post above is a good example of my units worth more mp so i should be able to crush you that without considering the tactical situation that the terrain can dictate. I say that a HMG in yellow cover or more should be able to stop in it's tracks any blob of infantry coming at it within it's firing arc. HMG were made to do such thing. They still do it in real life. If that don't happen, then something must be change to make it happen again. It's why others units exist specifically to counter them. (again : Mortars,snipers, arty, tanks, smoke..) Intelligence, innovation and creativity must make a strong comeback in this game. The mindless boring frontal assault (aka blob assault) must go. Thanks. In: COH2 Balance |
Thread: Scouting and flanking gameplay must return into the game !26 Jan 2015, 22:14 PM
I think HMG should be more like Men of War HMG especially legendary german MG43 "Hitlers saw". Exactly. The fear of HMGs or mines must be bring back asap. Thanks for your comments. In: COH2 Gameplay |
Thread: Scouting and flanking gameplay must return into the game !26 Jan 2015, 21:48 PM
Then i guess you didn't play it as much i did to the very end... We were numerous enough to like it that the servers cost where too high... Sweeping time is important it add to the tension. But again minefield is a complex system and are not for all to luv. Only for those who did have interest with squad leader or panzer leader type of game. I mean tactically complex situation with tension. Not mindless rushing or outclicking opponents. Its rather outsmarting that we rather have... Thanks for your comments. In: COH2 Gameplay |
Thread: Scouting and flanking gameplay must return into the game !26 Jan 2015, 19:04 PM
Maybe you like more Starcraft ? not a lot of sweeping needed... I'm sure you don't. Let's be honest, COHO was more fun and popular the vcoh and COH2 together, yes they had a badly implemented revenue model that was way to early for it's time. But the gameplay was marvelous and fun ! I'm not preaching for a return to COHO, but for adjustments to Coh2 that would make the game more interesting and fun. So please cut the crap and help. In: COH2 Gameplay |
Thread: Scouting and flanking gameplay must return into the game !26 Jan 2015, 16:49 PM
Now, all i see when i watch any format of game, at nearly all level of play is the use of massive infantry blobs. Blobbing is had become so rewarding that is now the «defecto» way to play the game for a lot of people... You just have to add a mine sweeper engineer to your blob and it become impervious to mines and booby traps... With the truesight blobs can strike from the fog of war and kill any unit the meet before they have retreat. Scotts and zis and not bad, but not enough to change the gameplay habit. HMG must matter more, so scouting, flanking and combined arms tactic must return to the gameplay. The MP value of blobs is not an argument for saying that it's normal for 5 vet double shreck inf too win versus anything because they worth more mp then their target. It's very lame. Unit role(specialty) should matter more then number ( mp value) in certain situation. Exemples : The biggest at-guns should be able to (stop or kill) any (medium or smaller tanks) and slow/damage the biggest one. They were made to do that job cheaply. HMG were made specifically to be able to hold ground versus a vastly superior number of infantry. So 240mp in green/yellow cover > 5+ x infantry's squads, no matter what. Anything in the cone of fire of an HMG should be suppressed near instantly. It's why special units are made for. Get a sniper, get a mortar, get a tank if you can flank it e.t.c. Mine sweeping is a slow process, so any mines sweeping unit should move at least 50% slower then normaly to be able to detect mine and remove mine. So blobs would have to move slower to avoid mines. This game is not Starcraft, the more the game look like it, the less it's fan will like it (i really don't like Starcraft gameply). COH2 is a game where you should have to use your brain power more then you have to now. COH2 have the power to become as popular as COHO was. But you have to give the fans the mechanics and the gameplay complexity (more high then low) they like. The gameplay is not rock vs paper vs scissors style anymore it more like big hammer vs nearly anything win. So lame. Scouting and flanking gameplay must return because they are logic, fun and strategically rewarding. While bug fixing is a step in the right direction, the gameplay need more ajustments to really shine to its greatest potential. Thanks. In: COH2 Gameplay |
Thread: Balancing 3v3 and 4v4 without revamping factions25 Jan 2015, 17:11 PM
In 3vs3 or 4vs4 the balance is close enough that a team of good players working together with voice chat (mumble)... will nearly always win vs a group of independent players no matter the faction. But if both teams are on voice chat with equally good players then the Axis is be favored a bit. Then, the only light balance changes that i suggest are: - Reducing by 50% the range of all type of grenades when its thrower is suppressed.(for all factions) -Increase MG42 suppression by 15% at all ranges.(HMG on tanks too.) -Increase Maxim and US .50 HMG suppression by 5% at all ranges and increase their cone of fire 10%. - Increase the range of bazooka by 10% and increase its penetration by 10% at the same mp cost. -Vehicle should always get a critical movement debuff when hitting a dedicated AT-mine if it's not utterly destroyed. The severity of the critical should scale with the mine strength. -When an infantry unit is moving, it should get a long range receive accuracy buff (def. bonus) and an equivalent long range firing accuracy debuff. (att. malus). (Firing at a moving target while moving is hard, just try it). Balance, fun factor and realism were considered before the changes were proposed. Thanks. Comments ? In: COH2 Balance |
Thread: Suggested buff for MG-4225 Jan 2015, 16:19 PM
** Reducing the throwing range of grenades by 50% when the thrower is suppressed. (All type of grenades from all factions) ** It seem a good compromise. It would reduce the frontal charge capacity of blobs vs HMG. Thanks. In: COH2 Balance |
Thread: Suggested buff for MG-4224 Jan 2015, 17:33 PM
Hey guys. In this current patch, a lot of people feel as though Ost is underperforming in 1v1 and while there are varying theories on why that is and what to do about it, one of the things I see brought up often is that the MG-42 is not doing it's job well. I agree, and while I used to be of the mindset that a suppression buff was in order, I no longer think that. I support that idea and would like to improved on it with an 15% increase suppression speed for the mg42, and both the soviet's HMG at all ranges. Blobbing is still too rewarded... Thanks ! In: COH2 Balance |
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