
Profile of miragefla
General Information
Email: zventrsyn(suc)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(suc)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Miragefla competitive mod25 Apr 2016, 23:56 PM
I might of broke the replay recently doing some bug fixes. I've got to stop rapidly updating when I need to fix stuff ![]() In: Replays |
Thread: Updates on BALANCE PREVIEW MOD 25 Apr 2016, 23:15 PM
I always imagined the pack howitzer being a better barrage weapon, having range, better AOE, OHK radius, and just raw power. Mortar is cheaper and earlier, but must be used closer to the front, doesn't hit as hard, fires faster, is more mobile, and is worse against structures when it comes to destroying them outright. Of course I have no idea what the stats for the 60mm mortar will be. In: Lobby |
Thread: Updates on BALANCE PREVIEW MOD 25 Apr 2016, 22:59 PM
>USA now gets starting Mortar... And where is your MP going? If the USF is getting a mortar, they're hurting how many other squads and units they'll have on the field in exchange for indirect-fire. If it's early game, you could probably push the USF off the field if the mortar arrives before the officer as they are down a rifle squad. If we're talking mid-late game, reposition or counter-barrage. I don't think pack howitzers being on the field is death for Ostheer or OKW and that hits a lot harder. It'd probably be easier to make more rifles and spam smoke than to wait for mortar smoke and be down a rifle squad. Also remember, all of this is a Preview nothing is set in stone. For all we know, they scrap the changes and Sturmtiger rockets could be fired from the Kubel. In: Lobby |
Thread: Miragefla's December Balance Mod Additions24 Apr 2016, 15:32 PM
Tested the mod, the mobile assault flamer throwers for Brit sappers doesn't work. Will correct laer today when I get back to my main computer. Must of slipped through when the commander was added and I failed to add the flamethrower upgrade to my duplicate of the sapper squad as it did not auto-update with the mod editor patches, as to be expected. |
Thread: These OKW HQ nerfs are over the top24 Apr 2016, 08:34 AM
OKW is dumbest faction ever created with shitest design and any changes won't fix them unless completly remade. You removed pazerschreks from volks and give them stg's instead? Fine. Be prepared for 6 volks strat with double/triple pupchen support + Puma/Luchs. What's the point getting additional sturmpio or elite infantry like expensive Obers or Falls if you have cheap, basic infantry with powerful AI upgrade? They could receive somehow buffed MP40's but not StG's. Anyway, RiP Heal building. LeIG isn't real reason to go for it. HT is dead if you have doctrinal MG-42 and nondoctrinal MG-34. And I would like to ask you Miragefla, why you decided to put MG-42 instead? Imo Kubelwagen would be much better instead. And I could point out it more but I don't see the reason for it. To sum up, OKW need rework, not only changing units stats. I would like to see if they back to his old resource system but it's not balance sugestion but my personal wish. If you played the mod you would know, but I'll explain somethings if you haven't: 1. Volks are good early to mid game, particularly with the StG 44 timing, but they taper off greatly mid-late game due to their generally lower durability and even with veterancy their firepower isn't amazing compared to vet 2 LMG Obers or vetted Sturms at close-range. Every game I played, they generally needed to be supplemented by support weapons or elite infantry where they are relegated to defense/screening versus vetted Allied infantry and incoming armour. I had a game versus Tightrope awhile back where the Volks just simply did not cut it versus USF as they would lose in msot engagements unless it was Rifles coming around a corner versus a still squad. Obers on the other hand, once vetted could care less about their terminator veterancy bonuses if a squad decided to peak out of cover and were much better at wiping units. They probably also bled me less as they could trade effectively unlike Volks in the late-game. *Weapon also do not mean the stats are the same as others of its kind. PG and Sturm StGs are drastically different as are Guard and Conscript Mosins as are Volk and Ober Kar98Ks. The Volk StG is good at mid and retains the Volks DPS at long, but it is worse than an AG MP40 at short. 2.MG-42 was the simplest. I didn't want to remove the Kubel as that takes away an OKW opening which is unique in that it trades scaling for scouting and early map control. It can be changed if needed. Though Kubel should stay non-doc imho and be an interesting point-harrasment/scout unit with some AI power. 3. The current patch changes don't take note of the changes to OKW Battleroup HQ that I did which were a buffed ISG with smoke included to allow for assaults into support weapon heavy areas and improved flak HT while remaining the cheapest of the trucks. In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions24 Apr 2016, 08:10 AM
SU-85 You do know StuGs, Jacksons, SU-76, Jagdpanzers, Panthers, most ATGs, and other dedicated AT units are similar in terms of accuracy that are near 0.06/0.05/0.04. Remember the SU-85 lost its ROF boost at vet 2 and takes longer to fire stock. Why should it be so different? Its only advantage at that point would be penetration which would be very prone to RNG if it only had average accuracy and self-spotting. Furthermore, if the SU-85 even rotates it still takes that large 50% accuracy penalty. |
Thread: Updates on BALANCE PREVIEW MOD 24 Apr 2016, 07:59 AM
If the mines could be easily coded where they would always, only take out 50-60% of the squad's total health with 1-2 model losses every time, sure, but nothing in the Attribute Editor makes it that easy. It would need to be new code. In: Lobby |
Thread: These OKW HQ nerfs are over the top24 Apr 2016, 00:31 AM
You can bash my 1v1 rank, that's true my prefered faction is Ostheer, but it also discounts the game's I've played in tournament. I should play more in 1v1 ranked but the majority of my time since December has been taken up by working on the mod. Yes, the OKW trucks could use some adjusting in their side-tech costs, it's something I've been thinking about, but if you've looked at other parts of my mod, thinks like the ISG and flak track were made more powerful. 40 munitions is way too little for healing as you suggest, however. It's still a tech structure and allows you to place the schewer down when resource are available. In: COH2 Balance |
Thread: Guards are underpowered24 Apr 2016, 00:16 AM
They'll never be good as Panzergrenadier because they have completely different roles. Guards are a defensive infantry unit that should be used in conjunction with other units where they provide valuable firesupport while also having grenades for the times you need it. They won't kill armour, but they can deter the lighter vehicles, especially when using conscript sandbags. Button you probably don't want to be using at max range anyways, unless you really need to, but it still cripple's the vehicle combat effectiveness. They are a jack-of-all-trades unit. In: COH2 Balance |
Thread: Miragefla's December Balance Mod Additions24 Apr 2016, 00:09 AM
@capiqua 1. The Ostheer mortar is not an issue imhho. Furthermore, are you remembering to add wind-down/ wind-up? It's also Ostheer's only non-doc indirect fire until Ostheer reaches T4. 2. No need. Counter-barrage for the Ostheer indirect fire is really only effective for the lefh against stationary targets. Furthermore you need veterancy one and to buy the unit unlike the current Brit howitzers which are being changed. 3. I could, but that would be later. I don't want it to be spammed as it bypasses the normal barrages of most indirect-fire so you can do a double Panzerwerfer/LeFH barrage. 3b. No need to nerf the artillery officer since he needs to be moved to the front to drop his smoke barrage unlike the USF which just requires LOS. He's already a underused unit and all his abilities require munitions to use while only having mediocre firepower. 4. Not sure as I almost never noticed this ability. 5.Not sure if it's that much of an issue due to how many munitions it would be. Could maybe look into it. 6. Will look at dual weapons - I think you can't do that in the mod- though I'm not sure if it's really an issue. 7. I don't really mind. Also the radio silence on the active highlight. |
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