Revamp vet 1 for the majority of the EFA factions.
Onto the tank itself:
T-34/76: Boost up its machine guns to give it more consistent AI power to make it better at guarding the support weapons and SU-76 and/or SU-85 against incoming infantry well the main gun deals with soft vehicles.
Or
Give T-34/76 tanks a bonus when fighting near each other to make them a pack tank where they are weak alone, but very effective in groups. It'd be like USF Radio Net, but the bonuses would be more noticeable. Probably limited it up to 3 tanks in terms of stacking the bonuses.
As for veterancy, if it really is a problem, I don't really notice as Vet 1 can be ignored for a ton of units, just move some of the requirements back slightly, though if it got the buffs above, it'd be dishing out more damage which means more experience.
Profile of miragefla
General Information
Email: zventrsyn(vfx)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(vfx)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: T34-76 Veterancy30 Nov 2015, 19:02 PM
In: COH2 Gameplay |
Thread: British mortar30 Nov 2015, 05:05 AM
One of the most worthless units in the game. I don't know. It's expensive, but as an Ostheer player, unless you got a lot of flame going on, the mortar pit makes a very large no-go zone and you really can't get rid of it unless it's a total rout or you somehow have clear LOS with a pak until the mid-late game when vehicles starting rolling about. In: COH2 Balance |
Thread: We are down to one VP. All hope is lost.29 Nov 2015, 23:15 PM
A very tough game on which sees a short base pin, hulldown, and suicidal mediums from both sides. In: Replays |
Thread: Possible to make artillery/arc weapons homing?29 Nov 2015, 21:44 PM
I've done that before and tried it once again. Projectile will arc when it does not roll a hit. When it does roll a hit, however, the projectile will home on and go in a straight line. Guessing there's no way currently to keep the projectile airborne whilst it is homing into the target until Relic allows us to editing/add new firing angles? |
Thread: Hope for USF AT-Gun?29 Nov 2015, 20:01 PM
Because the 57mm shoots faster, has wider arc and doesn't need to deal with as high armour vaules when engaging the faster Allied armour? Oh, and its vet 1 ability. Oh, I forgot, having two ATGs is better than one. And it makes for incentives to steal the other sides equipment, as Arby puts it. Soviets with a 6 man pak? Good luck clearing that. In: COH2 Balance |
Thread: Balance Preview Patchnotes28 Nov 2015, 21:44 PM
Yes, that 2 scatter horizontal and 2.75 scatter max value that also gets smaller the closer you get. Like 2 scatter really matters. Also you forgot the Assault Grenadier assault grenades with their whopping 20 scatter which is probably one of the worst grenade abilities in the game except for nuking tiny huts. Anyways, still hoping Obers lose their Vet 4 suppression and it gets turned into an ability like para LMG suppression. In: COH2 Balance |
Thread: Possible to make artillery/arc weapons homing?28 Nov 2015, 18:13 PM
So I've been wanting to get this to work for awhile, but to no avail so I'm here to ask other modders for a possible solution: Is it possible to allow for artillery weapons/weapons that arc (high_angle or lowest_non_collide_angle) to home onto units through accuracy while doing to their typical high angle arc or is that currently not possible? Been trying to make certain weapons home onto targets, akin to a Javelin Missiles top down attack. I've tried ignore shot-blockers, but it just ends up with the result of the projectile firing in a straight line to hit the target when it rolls a hit, bypassing any obstacle on the map via clipping. Edit: Mods, can someone edit the title to say "Possible to make artillery/arc weapons homing?" |
Thread: Miragefla's General Gamplay Suggestions and Balances Changes28 Nov 2015, 02:05 AM
So a timer when Goliath detonates right? Who knows. Depends on how the Goliath even works. For all we know, it could hit as hard as a rifle grenade and have KT movement speed. I can generally agree. A few points: 1. Even if the barrage was improved, it'd still generally be only ideal vs stationary/slow targets like weapon teams and OKW trucks and USF still lacks any real non-doctrinal indirect fire which the Major could fill. If we gave it a long cooldown that got better as he vetted, easy given how officers get shared xp, he'd be the USF's unique take on artillery. Also would mean the Major would be seen closer to the front and be more than a glorified retreat point. Do you want artillery for an assault or a retreat point? Range adjustments might be needed. And any artillery is generally bad news for OKW trucks or British emplacements, but that's why you bump up the cooldown to give pios time to repair if it was free. 2. I guess that's another way of doing it, though I dislike how even at max range that the leig and pack howitzer can land shots right into the lap of opposing infantry and weapon teams. 3. Guess it could be too good. Might as well go back to finding why for the timed AP shells to be better unless it just becomes a ZiS 3 when using AP ammo. Abandoned: The tank should always be immobilized! Engine Destroyed is pretty much the same effect, though immobilize could also work. Well put. I only disagree with the flame HT buff. It is fairly good as is, I don't think it needs to be more durable. Cost reduction I can agree with though. I don't think an armour boost would make it too good against anything except the Quad which already rips the 251 apart and even with a boost, it would still be forced back. I'm not asking for Quad levels of armour, but maybe a boost from 9 armour to 12-15 so it's a little more bullet proof. In: COH2 Balance |
Thread: December Preview Rear Echelons26 Nov 2015, 19:04 PM
Make the squad cost 180mp which in turn, brings their reinforce down to 22.5. Their DPS still isn't that good due to their poor accuracy at range until they're handed weapons. In: COH2 Balance |
Thread: inefficiency of panthers26 Nov 2015, 09:07 AM
I'll throw in my opinion of the Ostheer version of the Panther. Taking this from my general issues thread. I think OKW has it better as they have a stronger Panther and have it sooner than Ostheer, especially in the upcoming patch. Panther: Boost the Ostheer Panther's moving accuracy to make it more inline as a mobile tank hunter. Misses are very punishing with this tank, but it also generally needs to keep moving to be used to be used effectively and is one of its major advantages. Currently the Ostheer Panther sits at a 50% accuracy penalty while moving which is huge, even with its higher accuracy as it doesn't have ROF. Make it similar to OKW with their 0.65 modifier rather than the 0.5 modifier, especially since the Ostheer Panther needs far more resources to access. In: COH2 Balance |
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