
Profile of miragefla
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Email: zventrsyn(mwu)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(mwu)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Combining VCoH and CoH2 voice files?8 Mar 2015, 20:20 PM
Obviously, the best way to get things when we get the ability to mod sounds and speech is to make all the CoH 1 lines either an alternate variant like how Soviets can have a female/male or the Lieutenant having two separate VAs or make them all background chatter. We need more than four guys per factions ![]() In: Lobby |
Thread: Combining VCoH and CoH2 voice files?8 Mar 2015, 02:51 AM
Voices really depends. In CoH 2 the soldiers sound much less like action heroes or men who think they're kings of the world and maybe a tad bit less sterotypical (vCoH German medium/support tanks vs Ostheer medium voice). It may be the fact vCoH had more voicelines, but the majority of vCoH was repetition of the same line, but in a different variation which has sort of returned for the WFA armies. CoH 2, though, I find had much better background infantry chatter. Relic, fix it, I want to hear about the girl who could do it standing on her head or that Soviet guy whose balls allowed the Soviet Union to survive the German onslaught. Also, maybe because the voice studios are different this time around. VCoH was recorded in by a US studio, CoH 2 by a UK studio. Relic should also get Scott Mcneil to be a unit in-game though, he's in the same city they're in ![]() In: Lobby |
Thread: Lets talk Stuart7 Mar 2015, 03:37 AM
Give it 40-45 sight, increase HP to 400, make gun maybe have better RoF but lessen AOE and increase scatter to make it a light vehicle hunter/tank flanker rather than another light tank that's good versus infantry, lessen cost of the engine damage ability and increase penetration at mid to short range. Now you've got a vehicle that has some scouting ability, is a little tankier for its cost and timing, fits more into its role as a anti-light vehicle unit that, if it gets around back can put some decent hurt on tanks and no longer eats as many munitions. I know the USF tier structure doesn't allow for flexbility, but all if not almost all their light vehicles, aside from abilities are meant to kill infantry. I don't think the Stuart should be one of them. In: COH2 Balance |
Thread: Should PTRS be stronger?5 Mar 2015, 22:23 PM
I would like to see Guards come without weapons stock with the ability to either buy three buffed PTRS rifles and maybe holster them or upgrade to their DPS. The former doesn't make them totally teeth less against infantry while the later improves their AI and gives them Button(possibly improved). So no locking down light vehicles and killing it horribly like they did a while back unless there are multiple guards which means tons of munitions spent elsewhere (less mines). I've been testing some changes so far in the editor here's what I did, though no accurate numbers as I do not have my notes currently on hand: PTRS Penetration slightly increased PTRS Accuracy increased Deflection damage of 20 (so they're not absolutely worthless against heavier vehicles) Three PTRS Rifles for 75 munitions. Range increase back to 45 (thought could probably remain the same if I knew what to edit to stop their dancing)
Could easily make that Vet 1 ability not game breaking. I took the files from Hit the Dirt and it got this. Guard's Hold Position -10% increase in accuracy -10% reduction in received accuracy -Squad cannot move -Cool down between activation and de-activation to prevent simply toggling between the two every 5 seconds. -Can still be suppressed/pinned In: COH2 Gameplay |
Thread: USF Pack Howitzer5 Mar 2015, 03:33 AM
My guess is that no one in this thread has really played with the Pack Howitzer enough to know if it is actually good or not but actually called it in less than five times, tried to put it really far forward on the battlefield and forgot about it then got mad when it got wiped by a single infantry unit. It's decent, just needs maybe a few minor changes, not like crazy buffs. It's an ATG that blast infantry. I've been playing around with the AE and here's are my thoughts on possible changes: Pack Howitzer -Reload from 7.2/6.5 to 6.5/6.0 for auto-attack -Angle Scatter from 9 to 8. -Cost from 480mp to 440 MP -Fixed crew reinforce modifer. Should be halved like most other units. No need to tune AOE, tune squad formations. In: COH2 Balance |
Thread: VCOH Vs COH2 Meta5 Mar 2015, 03:25 AM
I feel that half of these are too much of the same thing with the only difference being one unit. Main difference was tech system which allowed upgrades to replace units for a lot of faction. Focus on tech or units, though Allies sort of have this as they have to unlock stuff. for Ost I could easily say this Grens --> PGs --> Tiger or Grens --> Half-Track --> Tiger. or Grens --> Pak --> Panzer IV or Ostruppen Spam --> T2 Also CoH 1 snipers were awful. There was no reason for cloaks in the open. Shoot, back-pedal with cloak and the sniper hunter were less to hunt and more to get LOS on them for another sniper. It's far worse than Soviet Sniper sprint. And the only thing really good about US WSC was the sniper. The other support weapon were so lack luster. (30cal may have had more damage, but Axis troops had higher HP values and could grenade it like grens rifle nade Maxims) Sure there are problems with the meta such as call-ins, but only a few players are willing to experiment away from it and to try and make it work. In: COH2 Gameplay |
Thread: Suppression and Ability Range Reduction4 Mar 2015, 08:51 AM
So I've been working on the tools to create my own sort of balance patch similar to what Cruzz did and I've been playing around a bit with a decent understanding, but where would I go to reduce the range of an ability if the user is suppressed? Would that be in the ability file itself and be in the actions section, or would it be something else? |
Thread: USF Pack Howitzer3 Mar 2015, 23:27 PM
It should be something that rewards skill and intelligent use of barrage. Not something that just sits behind your lines wiping squads with out any effort. Could just make the WP rounds free and increase its number of shells to give an incentive on using it over the regular barrage which can gib infantry, especially since WP rounds cause the weapon to fire in a high angle arc after the first shot due to lack of LOS. In: COH2 Balance |
Thread: Russian engineers3 Mar 2015, 20:23 PM
Other than upkeep/reinforce I don't get why we want to reduce the cost of Pios by 20 or 30. It's rarely worth it to build a 2nd engineer in any of the factions. Well, you generally need those repairs since EFA have mediocre repair speeds when only one squad is at it. Also, need for multiple sweepers, especially vs Soviets. In: COH2 Balance |
Thread: Russian engineers2 Mar 2015, 17:03 PM
Maybe in an older patch where the pioneers not only had better MP40s, but also Conscript accuracy at mid-long was even more abysmal than it is now, but unless you're distracting the cons and no one looks and shoots at the Pios they'll generally lose pretty badly and they bleed 25 MP per model. They are only really good at defending grens against the charge, but enemies can then shoot at mid-range while your pios only tickle them. In: COH2 Balance |
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