It sometimes happens for no apparent reason.
However you can't watch replays from before patch without them bugging out completely.
You can only in cases that any changes applied on a patch didn't change anything at all for the replay.
Thread: Are replays bugged after patch ?29 Sep 2019, 20:01 PM
It sometimes happens for no apparent reason. You can only in cases that any changes applied on a patch didn't change anything at all for the replay. In: COH2 Bugs |
Thread: 2020 CoH 3 is becoming more real by every day29 Sep 2019, 19:59 PM
Homeworld? In: Lobby |
Thread: Howitzer Ninja Changes29 Sep 2019, 02:01 AM
First part is correct, second part isn't. OKW and UKF releases begs to differ. In: COH2 Balance |
Thread: Poll: How are grens after the rifle buff?28 Sep 2019, 14:45 PM
FUN FACT, THE FLAME NADE is bugged and only does damage on the base floor so even vs garrison is not good Placebo effect. People will still leave the building ![]() In: COH2 Balance |
Thread: Poll: How are grens after the rifle buff?28 Sep 2019, 14:28 PM
OP, i think in general, that if a big change goes unnoticed (gren vet change for ex.) that it might been a right move all along.
Broken faction design from day 1 which up to this day we are still trying to fix. -Volks didn't force Penals to change. Penals were bad since after we left release of the game basically. Whether we like it or not, the whole Soviet/Easter front design of teching and building vs just unlocking tech which came with new factions, forced the status quo we have now. -Current Volks situation is a compound problem. OKW didn't get access to support weapons (mg34 doctrinal and ISG even more crappier than now against buildings but insane at sniping models) and struggled against garrison. They even had reduced munition income which made use of nades more restrictive. While FHT was great at those times, by the nature of the unit it wouldn't be as good as today P2 (which was on the latest tier) against maxim spam. Volks schreck was decent AI and let the unit vet easily. Volks blob kept vehicles in checked (even without snares) while late game vehicles sealed the deal for OKW. Basically it was a race on whether you hold ground and win late game or you were rushed down early on. 1- Volks are given a lava nade, because normal nade doesn't dislodge buildings. Stuka is too restrictive and hit or miss for the job. 2- 3- Volks get their schreck removed. They are given a faust + STG upgrade. This made Conscript obsolete against them (even more than before). They are still screwed against maxim spam, even with whole rework, with STG + lava nade and access to faster P2. At this point is on which Penals get reworked into Penals OP with flamethrower. Volks are the way they are because: 1- We are trying to balance 5 factions in an assymetrical game. 2- Only OH get's access in a timely fashion to units and tools to deal with any problem. Other factions are limited by field presence, tools and time and resources to acquire those. This means they will actually have to brute force it in some or other way. This makes balancing grens far easier than Volks who have to "heavy lift" and be able to tackle down, Conscripts, Penals, Maxims, Rifles and IS. In: COH2 Balance |
Thread: So where are we on Balance?28 Sep 2019, 13:28 PM
Attack the message, not the messenger. As i said in other post, if you found someones opinion outrageous (even if you might be right), why not just let the post go by at let it die in silence. By commenting you are just giving some sort of validation to his post. In: COH2 Balance |
Thread: Redesigning OKW truck 27 Sep 2019, 18:41 PM
I like the concept behind this idea, i would just make slight changes to it. T1 Truck: -Medic doesn't come for free. They cost 60 munition (equal to both OH/UKF bunker medic). For the rest i agree. T2: If there are teching upgrades as with USF, T2 cost can be brought to be equal as T1. My only concern is how fast a Puma might arrive into the field when the fuel cost of the tier is brought down by 20f. For consistency and simplicity sake, i think that a single upgrade for unlocking both P2 and Stuka should be made. Engineers are kept the same as now. Instead, if this kind of rework is possible, i would rather the Stuka be changed to work as a mortar HT with barrage only (flame kind) for the mid game and the HE shells be unlocked once the T3 is setup and some level of teching been unlocked. Then you could just upgrade the Stuka for a similar total cost as other rocket artillery. T3: Same as before. Make the tier slightly more expensive than now and the upgrade slightly cheaper. Let the Obers, weapon upgrades and JPIV arrive with first stage. Some doctrinal vehicles at this stage as well. IMO try to keep it a bit more simple. I also agree that the upgrades should not be lost, specially if you make the Schwerer slightly more expensive base instead of the teching upg. In: Lobby |
Thread: Rifles overperforming?27 Sep 2019, 18:24 PM
While i know this is less likely to happen compared to just adjusting a couple of values, this is my brainstorming for USF. 1- Keep the current Rifles or go a halfway through their current and previous version. "Oh shit, here we go again", rework time. All points with multiple options are meant to be taken as different alternative options or freely take some part of them and combined them. 2- Start by making the base HQ design feel less clunky and so big. Remove the unnecessary space and extra MG bunkers. Let people actually hide the ambulance. 3- Talking about healing. 4- Officers. Operation: less Rifles + Thompson, more unique units with not as much shocking value as they arrive. A) Lazy one. They arrive faster, slightly cheaper but they require to reinforce as they arrive with less models. B) Make them 4 models. Bring their performance and utility to similar levels as other doctrinal officers or what the major accomplish for USF. Ex: Combined arm effect with support weapons as an ability for the LT? There are plenty of abilities in game with not much use through factions, mostly on doctrinal units. C) I do like the reverse concept Vipper, but i think it's too much of a problem to implement (code, test, balance, etc.) In: COH2 Balance |
Thread: Inconsistencies27 Sep 2019, 16:03 PM
OKW: they still have flak bunkers as part of their base HQ defense layout. USF: on top of having a really stupid (gameplay wise) base layout, they have for some reason MG bunkers on it which only works on certain maps depending orientation. In: Lobby |
Thread: Rifles overperforming?27 Sep 2019, 15:54 PM
THAT SAID... we did bring up the idea of making officers optional back when we were organizing the USF tech revamp and Relic more or less shut it down. Any discussion is likely to go more in the vein of a thought experiment than an actual rework proposal, unfortunately. This is the most recent one. IIRC something similar was said years ago. In: COH2 Balance |