thanks for the vid, amazing amount of detail. I wonder if LVs losing mobility bonuses is contributing to how it feels like the pathing is "worse" this patch.
M3 and 251 should get the suppression at vet 3 like the 250 does. M3 also has crazy vet requirements because it doesn't change based on version/ upgrade like the 250 does. I think the 251 has about half the requirements.
I was kind of hoping it would show how much the Veterancy bonuses inreract with DAK Armory upgrades too. Other than that, hoping the Lught Vehicle rework that was originally planned for last patch now for Feb addresses some of the issues, and maybe it goes for all vehicles rather than just LVs.
Tread shot not getting the damage bonus doesn’t seem like an oversight. It’s an attack on the treads, not targeting the tank hull itself, so why should it do the same amount of damage? Also I wonder how a vet 3 flame panzer will do against Ranger blobs, will be great to see.
Wouldn't increasing the ability range of an artillery unit also indirectly reduce it's scatter since to shoot at the same point it would now be considered further away from max range? And wouldn't this mean that artillery units that get both ability range and scatter are able to double dip scatter reduction bonuses? Not saying its unbalanced or balanced(some units may be balanced around it), but I did want to point it out.
No I do not believe the scatter system works that way. It is an angle side to side and a distance forward and back which get multiplied by the range. Increasing the range only gives you the option to shoot further. A lot of units have the far range for certain stat = to max range. When you increase the max range from vet, they just use the old far value stretched out further. The far value doesn't get reset to = the new range boosted max.
I didn't include it in the video but I did a test with the Jackson in COH2, starting from a standstill vs at full speed. IIRC the difference was around 6 range instead of 4 like I demonstrated in this video.
Yeah you are right it doesn't look like it fires any faster at vet 2. I tested a lot of things but I didn't verify that every bonus was actually working.
relic needs to step up their game, i was actually looking forward to the vet overhaul but it feels like a half assed feature put together on a day. Like that accel. boost... did anyone think this through?
Relic balance team has been waiting for you to do the hard work. /s Great video!
I also imagined them taking notes like, oh yeah somebody should fix that
@@yangkx I'm 99% sure that's true
some of these bugs make me think the COH3 code base is one big spaghetti mess, like the easy8 hvap rounds cooldown and icon not syncing up
Mate this is fantastic work, exceptional efforts! They should hire you!
Love the new intro!
Anchors away :D
thanks for the vid, amazing amount of detail. I wonder if LVs losing mobility bonuses is contributing to how it feels like the pathing is "worse" this patch.
That could have something to do with it.
nice, iv been waiting for this
thank you for the thorough breakdown sir!
Thank you Tightrope!!
Relic hire this man already
M3 and 251 should get the suppression at vet 3 like the 250 does. M3 also has crazy vet requirements because it doesn't change based on version/ upgrade like the 250 does. I think the 251 has about half the requirements.
I was kind of hoping it would show how much the Veterancy bonuses inreract with DAK Armory upgrades too.
Other than that, hoping the Lught Vehicle rework that was originally planned for last patch now for Feb addresses some of the issues, and maybe it goes for all vehicles rather than just LVs.
Tightrope should get payed by relic at this point. Doing the LORDS WORK
Tread shot not getting the damage bonus doesn’t seem like an oversight. It’s an attack on the treads, not targeting the tank hull itself, so why should it do the same amount of damage? Also I wonder how a vet 3 flame panzer will do against Ranger blobs, will be great to see.
Wouldn't increasing the ability range of an artillery unit also indirectly reduce it's scatter since to shoot at the same point it would now be considered further away from max range? And wouldn't this mean that artillery units that get both ability range and scatter are able to double dip scatter reduction bonuses? Not saying its unbalanced or balanced(some units may be balanced around it), but I did want to point it out.
No I do not believe the scatter system works that way. It is an angle side to side and a distance forward and back which get multiplied by the range. Increasing the range only gives you the option to shoot further.
A lot of units have the far range for certain stat = to max range. When you increase the max range from vet, they just use the old far value stretched out further. The far value doesn't get reset to = the new range boosted max.
I really hope the acceleration boost they added way back that you mentioned gets removed. Tanks are too speedy in COH3.
I didn't include it in the video but I did a test with the Jackson in COH2, starting from a standstill vs at full speed. IIRC the difference was around 6 range instead of 4 like I demonstrated in this video.
Nebelwerfer does not receive a RoF bonus from vet 2
Yeah you are right it doesn't look like it fires any faster at vet 2. I tested a lot of things but I didn't verify that every bonus was actually working.
relic needs to step up their game, i was actually looking forward to the vet overhaul but it feels like a half assed feature put together on a day. Like that accel. boost... did anyone think this through?
Hopefully they fix a lot of the oversights after this video. Can't believe relic still has a lot of game breaking bugs and oversights...
First thanks 🎉
they need to bring back CoH2 support. Way more active players there anyway, lol.
No.
Coh3 has more multiplayer people in it than coh2 so that would make zero sense