Having tested it at 10 fuel awhile back at 0cp, it's definitely not a good idea as you end up with a situation where you can effectively fight it in the first few minutes. If it goes down it price it should go up in CP and be given abilities to allow it to scale into the mid-late game. Or it takes longer to call more trucks in.
Maybe OKW can deal with it as they have raketens, but Ostheer trying to deal with 2 dodge trucks with a rifle riding onboard on the cut-off in the first minute or so of the game that can shuffle in and out for repairs is very difficult to deal with and this is the time when your 3rd Grenadier squad arrives and you may only have the munitions for one faust.
Profile of miragefla
General Information
Email: zventrsyn(iti)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(iti)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Reduce Price of WC-5125 May 2016, 02:32 AM
In: COH2 Balance |
Thread: Out of control24 May 2016, 18:36 PM
Well if we want to remove losing tanks to tanks that should have died, just make the out of control critical disable weapons, but that's the only thing I would ever touch about that critical. I love tanks going out of control before they explode. Even funnier if they strike a utility pole and explode ![]() In: COH2 Gameplay |
Thread: Miragefla's December Balance Mod Additions22 May 2016, 18:53 PM
T-34 does have better penetration, but it's not an insane amount. Sherman is better at engaging anything of its size class or smashing the rear armour of other tanks with its RoF. You also have Conscript repairs in that doctrine. Penetration Sherman 76mm: 140/130/120 T-34/85: 160/140/120 Reload Sherman 76mm: 4.5/4.1 T-34/85: 6.3/6 AOE Sherman 76mm: 140/130/120 T-34/85: 160/140/120 AOE Sherman 76mm: 2 T-34/85: 2.5 AOE Distance Sherman 76mm: 0.5/1/1.5 T-34/85: 0.625/1.25/1.875 |
Thread: Miragefla's December Balance Mod Additions22 May 2016, 18:36 PM
First, great new changes. The revised Panther Mark Target will be great for other AT units when they take down heavy tanks (with the Command Panther in support). Plus, it does not increase the Panther's received accuracy, it increases the received accuracy of the targeted vehicle. How much though? The M4C is 380/135. It has less armour than the PIV, but it's also a very fast tank with a high rate of fire and 0.75 moving accuracy you can also get a pintle to boot. The 85 really only has AOE and health over the M4C. A lot of the call-ins/majority are appropriately priced when they do get their tech. Maybe slightly adjustments to certain ones, but not all call-in in general. ---- Quick addition to keep testing the Squad Leader upgrades: Conscripts - Experimental Added a squad leader upgrade to the Conscript squad to improve their effectiveness in the late game. This upgrade is available for individual purchase after the Mechanized Kompenya is built. -Can now be upgraded with a Serzhant who improves weapon cooldown by 15% and accuracy by 5%. Orrah grants 0.9 received accuracy when active with this upgrade. Squad leader is armed with a PPsH-41. |
Thread: Ostheer repair bunker upgrade22 May 2016, 17:50 PM
Make sweepers for Ostheer and Soviet Engineers bump up their repair speed to be on par with Sappers and Rear Echelon at 2.0 from 1.6. It's already hard to get a sweeper unit to veterancy 2 unless you want to make sweeping and building give squad XP which could also work. In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions21 May 2016, 22:38 PM
Let me see if i got it right. Yes. It is better to tech unless you really want that emergency call-in. Hi Mirage, I might lower it, but I don't think it should get absolutely no scatter penalty. 1.25 Would be as low as I would go. ---- Also major update and a little bit of testing with how do we modifying commander ability through weird ways. Command Panther Mark Target - Target's modifiers changed to 1.5 Damage modifier to 1.25 damage, 1.25 Received Accuracy and reduces the targets armour by 25% for its duration. M3 Scout Car Veterancy modified so the Scout Car can gain veterancy more quickly given its lackluster fire-support and survive more effectively when it gains veterancy. Fuel cost slightly reduced to 10 to match its price and performance. -Veterancy requirements to 380/760/1520 from 460/920/1840. -Veterancy 2 provides the M3 with -25% Receieved accuracy. -Fuel cost from 15 to 10. KV-1 Veterancy changed to be more unique to emphasize that KV-2's role as a support/meatshield tank used to anchor a line. -Veterancy 2 Horizontal Traverse Speed removed. Replaced by an aura that boosts nearby infantry, increasing accuracy by 10% while reducing received accuracy and cooldowns by 10%. 25 meter radius. -Veterancy 3 Reload modifier removed. -Veterancy 3 Speed and rotation modifier from 1.2 to 1.15. -Veterancy 3 allows the KV-1 to repair 1.25 health every second when out of combat and increase the tank's health by 160. Assault Guards Slight increase in their survivability with veterancy to make the unit more survivable against small-arms to improve their combat effectiveness late-game. Furthermore, they can swap between a single DP-28 or their three PPsH-41s. -Veterancy 3 provides -10% receieved accuracy. -Can swap between a DP-28 or their PPsH-41s on a 30 second cooldown. Revamped Doctrinal Abilities The idea of the ability rework is to make underused abilities or abilities that are rarely seen more valuable. To do this, abilities that are lackluster have generally been bundled with other assets to help make these abilities less confined and have a greater impact onn one's army. Furthermore some doctrine have gained experimental abilities for testing and generally go over the common five ability limit so they're added in without locking out other abilities common to the commander. Soviet Tank Traps To make this item more useful, the ability also grants the ability to build bunkers that can be upgraded with a DShK HMG and is bundled with the anti-personnel mines. Incendiary Overwatch Replaces the anti-personnel mines for Soviet Defensive Doctrine. -This ability targets a friendly sector. Enemies in the sector will be bombarded with incendiaries for a 60 second duration. Anti-Tank Gun Ambush The ZiS will now gain a first-strike bonus when using this ability as the ZiS cloak leaves the unit nearly completely stationary. Furthermore, the ability offers camouflage to the SU-76 which also gains a first-strike bonus. -First-Strike bonus for ZiS and SU-76 at 1.25 accuracy and 1.25 penetration. -SU-76 receives a 95% speed reduction when the ability is active and requires six seconds before the cloak activates. Must be purchased for 45 munitions. Ostheer Trenches Rather than just providing a single trench with the ability, it also allows Grenadiers, Ostruppen and Panzer Grenadiers to construct sandbags and wire to provide more defensive use. -Panzer Grenadiers, Ostruppen and Grenadiers are allowed to build sandbags and wire with this ability. Hulldown (Defensive Doctrine) Unique to defensive doctrine, Hulldown allows Panzer IV and StuGs to be camouflaged when hulled down and are in friendly territory to reinforce the defensive posture of this ability. -Regular Panzer IVs and StuG will be camouflaged in friendly territory when hulled down using the Defensive Doctrine. 2x accuracy from first-strike. Six second delay before the cloak activates. ZiS-6 Truck (Conscript Support Tactics -Experimental- 3CP) An Opel Blitz clone, this truck is designed to give doctrines with lackluster mid-late game with some ability to bolster their resources to tech to and produce stock units. Jaegar Light Infantry (Jeagar Light Infantry Doctrine - Experimental- 1 CP) Added a new unit to the doctrine to add more utility to doctrine that is heavily invested on munition upgrades. -Jaegar Light Infantry can be called from off-map for 310 manpower. This squad moves slightly faster than other infantry, has camouflage, and decaps territory 30% faster than most infantry. Only carries unique Kar98ks and can sprint. *0.9 Received Accuracy Base. Kar98K DPS(0/15/35): 4.3/3.8/2.9. 40 Sight. *Veterancy 1: Self-Healing when out of combat *Veterancy 2: Sprint duration increased by 25%, 50% first-strike bonus, +40% weapon accuracy *Veterancy 3: +5 Weapon Range, -20% Receieved Accuracy Forward Observers Riflemen with this ability can also launch flares to emphasize the ability and doctrine of being able to easily scout areas of the map compared to other doctrines. -Flares can be used by Riflemen when this ability is locked in. Riflemen Flares As Forward Oberservers is an improved version of this ability, Riflemen flares also offers the ability for a Rifle squad to purchase a Veteran Rifle squad leader. This ability locks out one slot item, but the squad gains improved accuracy with their M1 Garands. -Rifle squads can now purchase Veteran Squad Leaders. This upgrade improves the squad's accuracy by 10% and reduces weapon cooldown by 10%. This ability locks out one slot item. Leader is armed with Paratrooper M1 Carbine with M1 Garands stats except it deals 10 damage over 8 and has 55% long-range accuracy. 60 Munitions. Bug-Fixes -Infilitration Commandos not receiving the Hold-Fire Ability. -Ostruppen Reserves failing to spawn a second non-upgraded Ostruppen squad. |
Thread: LEIG needs a fix20 May 2016, 00:22 AM
You can only give the ISG a nerf to its range after: Mandatory -It can actually be able to damage ambient buildings and knock them down like other indirect-fire assets. Pick One or a Combination -ISG receives the ability to drop smoke rounds. -Make its AOE drop-off for mid and far less harsh so it can damage things through splash. -Bigger AOE so it's actually harmful to units that are slightly spread out. -Revamped veterancy. Why does this thing need received accuracy and speed with its range? Accuracy and range are the only things that really go for it. In: COH2 Balance |
Thread: Week 3 Update to the Balance Mod18 May 2016, 19:34 PM
Remember, infantry crush is completely separate from what a vehicle can crush. In: COH2 Gameplay |
Thread: Partysons interfering with the design and pacing of the game16 May 2016, 04:23 AM
The only issue is a more general issue of being able to pop out infiltrators whenever you damn well please. So either you waste time wiring and mining off every doorway or keep units in garrisons. If it was restricted to friendly or even neutral territory, sure, but not enemy territory. The 2nd and 3rd time you might not be hit as hard, but the 1st time on a building pop can be devastating as you haven't predicted your opponents lock-in, particularly vs support weapons. In: Lobby |
Thread: Miragefla's Highlights Cast15 May 2016, 17:54 PM
Bunch of new games posted that you can find at the front page: In: COH2 Shoutcasts |
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Latest replays uploaded by miragefla
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,289
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