Profile of miragefla
General Information
Email: zventrsyn(hte)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(hte)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: Why maxim is trash29 Feb 2020, 23:04 PM
I would reduce its cost and work from there if possible. Perhaps back to 240-250 range to better represent its performance. In: Lobby |
Thread: Ostheer T4 Non-Combat Grenadier Buff Idea19 Feb 2020, 23:45 PM
What is the problem with the 5 men Grenadier in t4 again? Main issue with 5 men Grenadiers at this point is stacking on the LMG which would make it one of the strongest infantry units in the game since you'd have to chew through 4 models to reach the LMG and Grenadiers per model have good stats. This is on top of being a snare squad with rifle grenades. One the ideas we've been thinking of ideas, but it's not the easiest as it might stack too much power, but we will see what turns out. We've talked about things like faster cap speeds end game after T4 so Ost will start pushing the offensive; reinforce has been discussed, though there was talk about a global cost reduction on Ostheer infantry in reinforce. In: COH2 Balance |
Thread: Are they not fixing heavies?11 Feb 2020, 16:55 PM
Because the Tiger still hits you from a further range resulting in less scatter on top of already having a lower scatter value. This means the tank is more likely to hit in general particularly versus clumped units with a high chance of sniping model on direct hits to begin with. The Tiger also has a fast rate of fire on top of a larger AOE in general. In: COH2 Balance |
Thread: Are they not fixing heavies?8 Feb 2020, 20:45 PM
No. Damage is set at 1 for near so it starts at 160 then degrades. In: COH2 Balance |
Thread: Are they not fixing heavies?8 Feb 2020, 20:12 PM
This does not include scatter. Tiger (Live) AOE: 3.5 AOE Distance: 1/1.5/3 AOE Damage: 0.75/0.25/0.15 AOE Damage Values: 160/40/24 Tiger (Bug Fix) AOE: 3.5 AOE Distance: 0.25/1.5/3 AOE Damage: 1/0.25/0.15 AOE Damage Values: 160/40/24 Tiger (Adjusted for Possible Future Preview) AOE: 3.5 AOE Distance: 0/1/3 AOE Damage: 0.75/0.25/0.15 AOE Damage Values: 120/40/24 Brummbar AOE: 6 AOE Distance: 0.625/1.25/6 AOE Damage: 1/0.35/0.2 AOE Damage Values: 160/56/32 Panzer IV AOE: 2.5 AOE Distance: 0.625/1.25/2.5 AOE Damage: 1/0.35/0.05 AOE Damage Values: 160/56/8 In: COH2 Balance |
Thread: Are they not fixing heavies?8 Feb 2020, 19:46 PM
Do note we did test the adjusted AOE which have similar numbers, a Tiger is still generally going to snipe a model on direct hits and the shots to kill generally just goes up by 1. The main changes to the AOE just generally reduce the chance a squad losing all its health to one shot and we'll probably tighten up their distance for faster drop off up to 1m. Any other AOE adjustments would have to come from mid to far or the heavy tanks have their drop offs go faster from 1m to 2m. They're still going to be dealing at least 20-24 damage minimum if you get glanced. In: COH2 Balance |
Thread: Are they not fixing heavies?7 Feb 2020, 07:31 AM
I said this a million times. Unless they nerf the AOE of heavy tanks they will continue to be used in every game. This is especially true for the Tiger. That thing is just absurd at the moment. Considering the IS2 got a well-deserved armour nerf I can't understand why the Tiger, which is arguably even better in the current patch, doesn't get some sort of nerf. It just kills infantry too fast. They can make heavy tanks come at 15 CP and they still would be used almost every game. It's just super boring and repetitive. At best for heavy tanks is reducing the center damage AOE so it perhaps takes another shot to kill a squad and improve the consistency of damage being distributed with less spikes should the squad be close to each other. We did some tests and against a squad that even has some spacing, Tigers need generally 5-7 shots to wipe out a 6 man squad, which changes on spacing. An AOE change would be so damage taken past 1 meter is reduced with a tad reduction in further edges of the AOE. The AOE would also have a much harsher drop off from 0-1m. The Tiger's main gun might also be bugged in live as it has a greater OHK radius than it should have. If the editor is correct, its AOE distance is 1/1.5/3 rather than 0.25/1.5/3 which might explains its more chances of killing people. At the end of the day, though, heavy tanks need to still be effective versus infantry and do it better than their medium tank counter parts. We're still searching for how to properly delay them in smaller game modes. In: COH2 Balance |
Thread: WINTER PATCH v1.16 Feb 2020, 20:25 PM
I'm just going to keep saying this- To be honest on Grenadiers, I wouldn't even mind reverting it, but Grenadiers I believe in terms of damage output deal enough. Yes they will get swarmed by other units are there like the MG 42 and PGs to zone out units like Rifles or control units like Tommies. Their firepower is already very good and they can attack at max range. As for the WASP, the WASP needs to be closer than the Vickers variant, needs time to deal damage, doesn't have an instant suppress button and is more difficult to obtain. It needs that armor far more especially given its timing and lack of durability vs non-small arms. In: COH2 Balance |
Thread: COH2 winter balance mod - discussion24 Jan 2020, 21:34 PM
No piercing, as a setting goes through any neutral object in the world, regardless of what it might be flagged as, it's the exact same tag as the Pak 43. In: COH2 Gameplay |
Thread: Crossroads Slug Out and Paula BM23 Jan 2020, 02:53 AM
I didn't want to post this, but given how Paula constantly berated me throughout the game, I have no other option. In: Replays |
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Latest replays uploaded by miragefla
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miragefla versus Sotajdor: When in Doubt, Build more Mediumsby: miragefla map: Crossroads2-1,058
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