mongalong247

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 182 total)
  • Author
    Posts
  • in reply to: 3.1.6 a – T34/84 portait #6710
    mongalong247
    Moderator

    Something we have found helps is verifying the game cache after an update.  Thats about as good of an answer we have and it’s not a bug that is isolated to Wikinger either.

    in reply to: AI won't attack in a thin map #6684
    mongalong247
    Moderator

    That sounds more like a map issue than an AI one.  Try the map with no win condition pack and no tuning pack and it should persist.

    The AI would do that on every map if it was broken, we should know… it used to be broken 😛

    in reply to: Win Conditions with #6682
    mongalong247
    Moderator

    It looks like they’re just adding copies of older versions when it is updating.  Best thing to do is to navigate to this folder:  Documents\my games\company of heroes 2\mods\gamemode\subscriptions

    In there you can delete all the files, then open COH2, go to the modding hub, manage tab and then press the refresh symbol at the top right and it will download everything again that you are subscribed to.

     

    in reply to: The Balance Issues Thread #6346
    mongalong247
    Moderator

    – Double click on a single Squad will choose all units, but not of one type.
    Quick note on this @tyranus – if we remove this, all group sprint/prone/grendes disappear too.  It’s one or the other, we’ve made it so all combat units are grouped together, leaving out basic engineers and snipers primarily.

    in reply to: The Balance Issues Thread #6314
    mongalong247
    Moderator

    Iron Will Style Hull down – needs to have some extra requirements – not moving for a few seconds, and the ability should take a few seconds to build.  This way it cant be rushed in, hulled down, then pack up and leave immediately.

    in reply to: M10 retrofit bug #6303
    mongalong247
    Moderator

    We need to make this so that when the ability is active the crew cannot be ejected, this way we will stop this bug from happening again.

    in reply to: M10 retrofit bug #6302
    mongalong247
    Moderator

    Did it disappear and then reappear? Or did it disappear completely?

    in reply to: The Balance Issues Thread #6293
    mongalong247
    Moderator

    [quote quote=6287]cough You really need to get rid of elite units don’t give a damn about a MG in front of them and still get in range with their flamethrowers. aka suppression. ASAP And I mean this bloody serious.[/quote]

    [quote quote=6290]I second ordo here. The only unit that should be able to break suppression is rangers with heroic charge. THATS IT.[/quote]

    Veterancy is too easy to get, if it was much harder to earn it would make the reward much more relevant.

    Right now this is how many points it takes to get to each level

    • Vet 1 – 800
    • Vet 2 – 1200
    • Vet 3 – 2400
    • Vet 4 – 3400
    • Vet 5 – 4600

    We can look to make levels four and five much harder to achieve to make these “rewards” much more valuable.  Or we can tone down the rewards.

    I know Olhausen doesn’t seem keen to eliminate the super soldiers, but I also know it is a source of contention for many players, especially because regular soldiers become null and void in the late game compared to these supermen.

    in reply to: The Balance Issues Thread #6241
    mongalong247
    Moderator

    In general, veterancy needs to be looked at for units like 502nd Jager, falls, Old crock, easy company, maybe rangers.

    There’s two ways of looking at this… one reduce the effectiveness of the veterency gained – no more “super soldiers” or alternatively, make those top two tiers a lot harder to achieve – making most units able to get to tier three with ease but the tier four and five is much more of a slog – effectively making the veteran guys really “earn” those last two stars.  The playing field will stay at the three star level for longer.

    in reply to: The Balance Issues Thread #6240
    mongalong247
    Moderator

    One of the things that I would like to see across all factions/doctrines is a raising of the total CP from 32 points to 40.  This will allow a greater flexibility in costing out the 16 abilities, as it stands right now, for every point you have over 2CP then you have one ability that MUST have 1CP.  There’s no way around it when there are 16 abilities and 32 CP to spend.

    Adding an extra 8 CP into the mix would allow for a variation of pricing among different doctrines for the same unlock – for example: PZ IV H/Sherman 76 can cost 1 CP for one doc and 2 for another.

    in reply to: UI suggestions #6239
    mongalong247
    Moderator

    We’ve already tried once, it’s on the to do list but it is proving difficult to implement.

    in reply to: Have your Say – Wehrmacht #6174
    mongalong247
    Moderator

    [quote quote=6169]I would love to see the vampir come back[/quote]

    For reference: http://companyofheroes.wikia.com/wiki/Funkwagen_Vampire_Halftrack

    in reply to: Goliath ability #6010
    mongalong247
    Moderator

    The control box was connected to the Goliath by a 650-metre (2,130 ft), triple-strand cable attached to the rear of the vehicle. The cable was used both for control and for transmitting power to the electric driven version. Two of the strands were used to move and steer the Goliath, while the third was used for detonation. Each Goliath was disposable, being intended to be blown up with its target. Early model Goliaths used an electric motor but, as these were costly to make (3000 Reichsmarks) and difficult to repair in a combat environment, later models (known as the SdKfz. 303) used a simpler, more reliable gasoline engine.

    650m cable, so they may have fairly good freedom of movement but they would have to be stationery to control it.

    in reply to: Next Army to be modded #5940
    mongalong247
    Moderator

    [quote quote=5938]It should be either Brits or WH, because Soviets are good enough as they are right now. I agree with Kitty though. After US arty there should be 1 patch solely made to balance already 2 existing factions (USF and OKW)[/quote]

    “After US arty there should be 1 patch solely made to balance already 2 existing factions” – already planned.

    “It should be either Brits or WH, because Soviets are good enough as they are right now.”

    If Wehr = two full Axis armies with one allies army fully modded to compete aided by UK (poor) and USSR (viable).  Most doctrines planned and can be modded fairly quickly.

    If Soviet = one Axis fully modded, one axis unmodded but viable.  Two fully modded allies armies with one poor UK faction to go with.  Soviets need all their doctrines to be designed still as these have been intended to go last due to being the most powerful of the Allied factions to date.  Expect no development for a while!

    If British = one axis modded, one unmodded, two modded allies armies that can hold their own vs axis + one powerful unmodded allies faction to support.
    All doctrines planned and ready to go, development can start almost immediately.

     

    in reply to: Sturmpanzer #5927
    mongalong247
    Moderator

    We also could have adjusted the price to better reflect the existing stats… but oh well.  Will see how it goes in testing.

Viewing 15 posts - 31 through 45 (of 182 total)