I thought I would put this out here so I know what needs to be fixed and what I have missed.
Feel free to also put other bugs/wrong text that are currently outstanding.
As of 1.3:
-Churchill Crocodile for Tactical Support not priced correctly.
-Cavalry Riflemen Suppressing Fire not properly slowing targets.
Profile of miragefla
General Information
Email: zventrsyn(rpq)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(rpq)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Commander Revamp Patch - Bug List7 Sep 2018, 17:59 PM
In: Lobby |
Thread: Feedback for Commander Revamppatch5 Sep 2018, 15:10 PM
When did I defend it? I just gave DPS numbers which puts their MP 40 fairly close to commando stens. On Panzer Commander, i’m Not sure you can give it to the Jagdpanzer without modifications. It already has 45 sight in a cone. Giving it 55 sight would be pretty absurd without penalties - aside from it seeing everything in a cone. In: Lobby |
Thread: Stormtrooper changes3 Sep 2018, 03:03 AM
I will just leave this hear so you can continue the discussion with what their MP40s currently are: Stormtrooper MP 40: 0/10/15/17/20/25/35 18.69/18.69/7.14/2.449/0.717/0.1 In: COH2 Balance |
Thread: Small arm changes in (autumn patch).3 Sep 2018, 01:46 AM
Since the Stormtrooper MP40 is unique but was never mentioned, here are its current numbers. Stormtrooper MP 40: 0/10/15/17/20/25/35 18.69/18.69/7.14/2.449/0.717/0.1 In: Lobby |
Thread: Rear Echeleons need reworking.1 Sep 2018, 19:06 PM
Problem with Rear Echelon in the early stages is that Volley Fire only works if you are ignored or facing Ostheer Pioneers; the unit will die in most cases or be combat ineffective. Get into late game, the squad will disintegrate if they push the button and your better off just shooting with LMGs to BARs. Volley-Fire either needs to not have a RA penalty given it needs time to even ramp up, lower RA and faster ramp up time, or be changed so that let's say, enemy units under Volley Fire have their accuracy reduced by like 20-25% and are slowed to walking speed. The latter would mean Rear Echelon could support Riflemen and allow them to close the distance. What penalties the Rear Echelon would get could either be received accuracy or they need to keep the ability channeled or the debuff breaks. Furthermore, their damage is very inconsistent. Yes, they deal 10 damage per shot, unlike an M1 Garands 8, but your accuracy is only 0.403/0.288/0.23. The moment anyone steps into cover, say goodbye to your to hit anyone. I'd rather their damage get dropped and they could actually hit people or they could shoot slower, but for higher accuracy. Of course, this does mean they no longer are good counters vs the Kubel, but maybe just adjusting their moving stats. Also, it would be nice if USF can destroy their Fighting Position and get a full or partial refund; would help Rear Echelon to 'bunny-hop' and get more usage of their rifle grenades. After that, maybe reduce cost or just their reinforcement cost and then that's a decent alternative to Riflemen and you'd have a reason to build more to support Rifles outside of mass RE strats. In: COH2 Balance |
Thread: Sherman howitzer bulldozer7 Aug 2018, 18:49 PM
In: COH2 Balance |
Thread: Sherman howitzer bulldozer7 Aug 2018, 18:48 PM
If u want to see more of those dozers on the field, we should nerf the HE shells on the Sherman so that there is only 0.5 moving accuracy. The 0.75 should be only for AP shells as the mobility was only to help them flank tanks NOT infantry. So how does that sound? Not too good, I bet. Be grateful for what you have already. No, if you want to see more Dozers, you need a Brummbar AOE profile where squads are forced to retreat if they take a hit at full health like the reworked Brummbar. The Dozer's already expensive, has no ability to fight off tanks, doctrinal, has less speed and armour than the Brummbar, its veterancy 2 does almost nothing for it in the role of a breakthrough/assault tank with its only gimmick being heavy crush and the ability to wipe if you're lucky. In: COH2 Balance |
Thread: Remove the T34/76 model variant with the fuel tanks18 Jun 2018, 18:10 PM
Eh, just update the unit's shield icon since I would say those play a much bigger factor into identification than the model itself, it's the same for infantry. They stand out far more due to their solid red/blue colour and they float above the unit itself. In: COH2 Balance |
Thread: Crossroads Battle5 Jun 2018, 06:57 AM
I cannot preserve tanks to save my life. In: Replays |
Thread: Bring back two man/woman soviet snipers [poll]21 May 2018, 02:57 AM
I wish the Soviet sniper remained a two man unit. The basic rework I've suggested before in the past is simply don't let the sniper rifle transfer to the spotter and move the spotter's health to 80/82; sniper gets higher target priority in the squad as well. You still have that durability that other snipers would not have but you lose the sniper model, the only thing you have is being alive. The extreme rework would be making both their rifles act like a souped-up Pathfinder/JLI weapon where they deal steady damage at range and can crit wounded models. Possibly have them work like DoW II where they are a pseudo set-up team and then give them additional abilities since they're losing raw killing power. They would also receive better health in this version since they're vulnerable to full health units. In: COH2 Balance |
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Latest replays uploaded by miragefla
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,420
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