
Company of Heroes, Opposing Fronts, Tales of Valor
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Michele ha dato il suo contributo 

Re: Company of Heroes, Opposing Fronts, Tales of Valor
Ciao
Disponibile on-line la nuova patch "CoH Beta Balance Patch "
per info click qui
http://www.gamereplays.org/companyofher ... _id=717307
Disponibile on-line la nuova patch "CoH Beta Balance Patch "
per info click qui
http://www.gamereplays.org/companyofher ... _id=717307
- Zannawhite
- Ultra-Violence
- Messaggi: 1701
- Iscritto il: 11 nov 2008, 13:36
- Località: Guelph ON
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Re: Company of Heroes, Opposing Fronts, Tales of Valor
Grazie per la news 
release note:
Generale:
* All medics' health reduced from 120 to 60
* Snipers' moving accuracy vs tp_infantry_sniper has been increase from 0.5 to 1.0
Americani:
* Crocodile HP increased from 636 to 700
* American mortar setup time reduced from 2.4s to 1.5s
* Tank Depot manpower cost decreased from 350 to 300
* Fixed a bug where the M18 Hellcat's range increase gained at Vet 2 was giving a shorter bonus than intended. Vet 2 range increased from 46.15m to 51.75m
* Fixed a bug where the M18 Hellcat could not be detected
* Engineers' suppression threshold changed to match other infantry, increased from 0.02 to 0.2
* Engineers' suppression recovery threshold changed to match other infantry, increased from 0.01 to 0.15
* 57mm accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
* Pershing manpower cost reduced from 900 to 800
Britannici:
* Forward Observation Officers barrage has had its delay between the smoke and the artillery increased from 2s to 2.75s.
* Kangeroo manpower cost increased from 240 to 300
* Kangeroo HP decreased from 650 to 550
* Kangeroo fuel cost increased from 10 to 45
* Sappers now have wire cutters
* Fixed a bug where Tommy reconnaissance squads did not detect camouflage units
* Staghound’s machine gun damage modifier vs tp_infantry changed from 1.75 to 1.5
* Staghound’s machine gun damage modifier vs tp_infantry_airborne changed from 1 to 075
* Staghound’s machine gun damage modifier vs tp_infantry_heroic changed from 0.85 to 0.75
* Staghound’s machine gun accuracy modifier vs tp_infantry_riflemen_elite changed from 1 to 0.75
* Staghound’s machine gun damage modifier vs tp_infantry_sniper changed from 1.5 to 1
* Staghound’s machine gun accuracy modifier vs tp_infantry_soldier changed from 1 to 0.75
* Staghound’s machine gun damage modifier vs tp_infantry_soldier changed from 1.5 to 1.0
* British Anti-Tank Gun Emplacement accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
Wehrmacht:
* Pak38 accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
* Axis Medic station's squad reformation body count increased from 4 to 5
* Officer build time reduced from 45s to 25s
* Stuh manpower cost reduced from 600 to 500
* Stuh CP cost reduced from 3 to 2
* Tiger CP cost increased from 4 to 5
* Pak38's camouflage shots decreased from 3 to 1 before revealing itself
* Grenadier's grenade distance_scatter_ratio decreased from 0.2 to 0
* Goliaths can now be detected
* Pioneers' level 2 and 3 vet bonuses have been switched
* Stug acceleration increased from 1.7m/s to 2.5m/s
* Stug deceleration increased from 2.0m/s to 3.0m/s
* Geschutzwagen will no longer have an MG until acquiring veterancy rank 2
* Geschutzwagen's damage decreased from 250 to 165
* Geschutzwagen's accuracy vs tp_vehicle_57mm_anti_tank_gun changed from 0.65 to 0.2
* Tiger manpower cost reduced from 900 to 800
* Assault Grenades now have the potential to kill units. Damage average reduced from 30 to 17.5
* Wehrmacht panzerschreck moving accuracy vs tp_vehicles_allies_m8_greyhound increased from 0.8 to 0.9
Panzer Elite:
* Panzer Elite Grenadiers with panzerschrecks will no longer drop Wehrmacht schrecks when killed
* Panzer Elite Panzerschreck accuracy vs moving M8 Armored Car increased from 0.7 to 0.9
* Panzer Elite Armored Car accuracy vs garrison cover increased from 0.4 to 0.45
* Panzer Elite Armored Car HP increased from 220 to 260
* Panzer Elite Armored Car detection radius reduced from 9 to 0
* Hotchkiss accuracy vs infantry increased from 0.5 to 0.6
* Hotchkiss' Stuka upgrade munitions cost decreased from 150 to 100
* Kettenkrad sight radius increased from 35 to 55
* Luftwaffe reinforce time reduced from 15s to 7s
* Fix a bug where the Hetzer had increased veterancy requirements. Now matches standard tank values.
* Panzer IV Stubby now has a targeting priority of light vehicles, then infantry, then tanks.
* Infantry Halftrack damage vs light cover increased from 0.75 to 0.8
* Munitions Halftrack can now reinforce units
* Schwimmwagen sight radius increased from 35 to 55
* Marder III accuracy vs tp_vehicle_allies_57mm_towed_gun changed from 0.65 to 0.2
* Anti-Tank Halftrack accuracy vs tp_vehicles_allies_m8_greyhound increased from 1 to 1.05
Colgo l'occasione per chiedervi quando siete pronti per un Contest a COH

release note:
Generale:
* All medics' health reduced from 120 to 60
* Snipers' moving accuracy vs tp_infantry_sniper has been increase from 0.5 to 1.0
Americani:
* Crocodile HP increased from 636 to 700
* American mortar setup time reduced from 2.4s to 1.5s
* Tank Depot manpower cost decreased from 350 to 300
* Fixed a bug where the M18 Hellcat's range increase gained at Vet 2 was giving a shorter bonus than intended. Vet 2 range increased from 46.15m to 51.75m
* Fixed a bug where the M18 Hellcat could not be detected
* Engineers' suppression threshold changed to match other infantry, increased from 0.02 to 0.2
* Engineers' suppression recovery threshold changed to match other infantry, increased from 0.01 to 0.15
* 57mm accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
* Pershing manpower cost reduced from 900 to 800
Britannici:
* Forward Observation Officers barrage has had its delay between the smoke and the artillery increased from 2s to 2.75s.
* Kangeroo manpower cost increased from 240 to 300
* Kangeroo HP decreased from 650 to 550
* Kangeroo fuel cost increased from 10 to 45
* Sappers now have wire cutters
* Fixed a bug where Tommy reconnaissance squads did not detect camouflage units
* Staghound’s machine gun damage modifier vs tp_infantry changed from 1.75 to 1.5
* Staghound’s machine gun damage modifier vs tp_infantry_airborne changed from 1 to 075
* Staghound’s machine gun damage modifier vs tp_infantry_heroic changed from 0.85 to 0.75
* Staghound’s machine gun accuracy modifier vs tp_infantry_riflemen_elite changed from 1 to 0.75
* Staghound’s machine gun damage modifier vs tp_infantry_sniper changed from 1.5 to 1
* Staghound’s machine gun accuracy modifier vs tp_infantry_soldier changed from 1 to 0.75
* Staghound’s machine gun damage modifier vs tp_infantry_soldier changed from 1.5 to 1.0
* British Anti-Tank Gun Emplacement accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
Wehrmacht:
* Pak38 accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
* Axis Medic station's squad reformation body count increased from 4 to 5
* Officer build time reduced from 45s to 25s
* Stuh manpower cost reduced from 600 to 500
* Stuh CP cost reduced from 3 to 2
* Tiger CP cost increased from 4 to 5
* Pak38's camouflage shots decreased from 3 to 1 before revealing itself
* Grenadier's grenade distance_scatter_ratio decreased from 0.2 to 0
* Goliaths can now be detected
* Pioneers' level 2 and 3 vet bonuses have been switched
* Stug acceleration increased from 1.7m/s to 2.5m/s
* Stug deceleration increased from 2.0m/s to 3.0m/s
* Geschutzwagen will no longer have an MG until acquiring veterancy rank 2
* Geschutzwagen's damage decreased from 250 to 165
* Geschutzwagen's accuracy vs tp_vehicle_57mm_anti_tank_gun changed from 0.65 to 0.2
* Tiger manpower cost reduced from 900 to 800
* Assault Grenades now have the potential to kill units. Damage average reduced from 30 to 17.5
* Wehrmacht panzerschreck moving accuracy vs tp_vehicles_allies_m8_greyhound increased from 0.8 to 0.9
Panzer Elite:
* Panzer Elite Grenadiers with panzerschrecks will no longer drop Wehrmacht schrecks when killed
* Panzer Elite Panzerschreck accuracy vs moving M8 Armored Car increased from 0.7 to 0.9
* Panzer Elite Armored Car accuracy vs garrison cover increased from 0.4 to 0.45
* Panzer Elite Armored Car HP increased from 220 to 260
* Panzer Elite Armored Car detection radius reduced from 9 to 0
* Hotchkiss accuracy vs infantry increased from 0.5 to 0.6
* Hotchkiss' Stuka upgrade munitions cost decreased from 150 to 100
* Kettenkrad sight radius increased from 35 to 55
* Luftwaffe reinforce time reduced from 15s to 7s
* Fix a bug where the Hetzer had increased veterancy requirements. Now matches standard tank values.
* Panzer IV Stubby now has a targeting priority of light vehicles, then infantry, then tanks.
* Infantry Halftrack damage vs light cover increased from 0.75 to 0.8
* Munitions Halftrack can now reinforce units
* Schwimmwagen sight radius increased from 35 to 55
* Marder III accuracy vs tp_vehicle_allies_57mm_towed_gun changed from 0.65 to 0.2
* Anti-Tank Halftrack accuracy vs tp_vehicles_allies_m8_greyhound increased from 1 to 1.05
Colgo l'occasione per chiedervi quando siete pronti per un Contest a COH

Aorus x570 Pro Wi-fI - Ryzen 2700X - RTX 2060 - G-Skill 2x16Gb. DDR4 3200Mhz. - 970 Evo plus 500Gb. - TG800-BZ - - Armor Silver modding
- Zannawhite
- Ultra-Violence
- Messaggi: 1701
- Iscritto il: 11 nov 2008, 13:36
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- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Ho letto cose molto interessanti
alcune non sono chiarissime perchè non conosco le esatte diciture inglesi delle truppe.

alcune non sono chiarissime perchè non conosco le esatte diciture inglesi delle truppe.
Aorus x570 Pro Wi-fI - Ryzen 2700X - RTX 2060 - G-Skill 2x16Gb. DDR4 3200Mhz. - 970 Evo plus 500Gb. - TG800-BZ - - Armor Silver modding
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Zannawhite ha scritto:Grazie per la news
Colgo l'occasione per chiedervi quando siete pronti per un Contest a COH
Io sono pronto

-
- Hey, Not Too Rough
- Messaggi: 42
- Iscritto il: 25 apr 2010, 13:04
- Località: Abruzzo ~ La patria degli arrosticini...
- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Zavide noi la sera ci troviamo quasi sempre. Se vuoi perdere qualche partita basta che ti fai vedere dopo cena online.

- pigro
- Ultra-Violence
- Messaggi: 1021
- Iscritto il: 11 nov 2008, 13:34
- Località: San Giovanni in Persiceto
- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Ci sono alcune cose che mi lasciano perplesso, ovvero i piccoli boost degli americani. Parliamo di una fazione che parte avvantaggiata e che domina nella prima parte della partita, dopo questa patch il dominio credo si estenda a tutta la partita. Per me stanno sbilanciando il gioco, io avrei fatto solo il fix dei bug...
* Crocodile HP increased from 636 to 700
* American mortar setup time reduced from 2.4s to 1.5s
* Tank Depot manpower cost decreased from 350 to 300
* Pershing manpower cost reduced from 900 to 800
Grande festa! I meccanizzati godranno ancora di più, visto che c'erano potevano aumentare il raggio di azione dei calliope
* Crocodile HP increased from 636 to 700
* American mortar setup time reduced from 2.4s to 1.5s
* Tank Depot manpower cost decreased from 350 to 300
* Pershing manpower cost reduced from 900 to 800
Grande festa! I meccanizzati godranno ancora di più, visto che c'erano potevano aumentare il raggio di azione dei calliope

Re: Company of Heroes, Opposing Fronts, Tales of Valor
Altre cose aggiornate
After playing several games with PE, I'm thinking that a few changes weren't necessary (and so do many others)
1. Muni HT reinforce
2. 220 > 260 AC health
First of all, revert these changes. Keep the other PE changes.
Now we are sure that strafe will be nerfed. It's kind of a related issue;
- strafing run now has a 2.5 - 2 second delay, with the plane sound playing
- strafing run now has 0.75 damage against soldier and sniper armor.
Not necessarily 0.75, just to keep it from being an instant kill button to snipers. Why? Because snipers are cloacked, thus move slowly. If they de-cloack to outrun the strafing run they can get counterniped much more easily (because of the 100& sniper accuracy)
Now for PE:
Most light vehicles will get +5% health or damage. This will hopefully make them more viable than usual Pgrens > AC > ATHT
- T1:
- muni HT gives slight heal radius. This heal is buffed once defensive ops is researched.
^Also one of Seb's ideas
- scout cars do +10% more damage
- vampire halftrack is cloacked while 'stealing', but is detected more easily.
Now I don't know if this will make T1 OP. The MuniHT has gotten a great buff, but if you compare it to an IHT you can see it's more 'support' and won't take over it's role. It will also be mobile and be able to lay mines, so it won't replace the FHQ.
- T2:
- infantry HT +5% health
- infantry HT +25% suppression
This suppression is to counteract the engineer buff, which will probably be reverted or nerfed. In this case you can make it +12.5%.
- T3:
- marders in lock-down have +25% sight and range
- marders have +12.5% turning speed when not in lockdown
I thought these marder changes were interesting. You can choose to make them into (very) long range AT, or you can use them more flexibly (so they don't get circle strafed as much), but with less range. They can still be circle strafed since it's more of an anti-tank weapon rather than an anti-vehicle one. Good player will use this range to their advantage though, to take out the m8 from afar.
- T4:
- light AT HT does +12.5% damage, has +5% health, costs +5 fuel.
I thought this to be necessary. A unit built to counter only one opposing unit (M8/ stuart) should actually be able to do that efficiently. This buff will not effect tanks as much, because the 37mm still has horrible penetration.
- Doctrinal:
- hetzers cost 500MP
- wirbelwind costs 500MP, does +25% suppression
- fallschirmjagers cost 375MP
Small changes, but should make these units more viable.
This may look like a big list of changes, but it is more to make UP units more viable rather than to buff already usefull units. I think these changes would open up a wide array of strategies, which has always been great with PE and their flexible teching paths.
- Zannawhite
- Ultra-Violence
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Re: Company of Heroes, Opposing Fronts, Tales of Valor
Leggendo un po tutte le correzioni, ho come la sensazione che vogliano fare spingere un po di più i veicoli,
la PE sembra quella che gioverà di più di questa nuova patch.
la PE sembra quella che gioverà di più di questa nuova patch.
Aorus x570 Pro Wi-fI - Ryzen 2700X - RTX 2060 - G-Skill 2x16Gb. DDR4 3200Mhz. - 970 Evo plus 500Gb. - TG800-BZ - - Armor Silver modding
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Per i veicoli di sicuro, d'altra parte ci sarà un motivo se non li uso MAI...
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Si , e i britanici sono i piu colpiti di questo "balance patch"Zannawhite ha scritto:Leggendo un po tutte le correzioni, ho come la sensazione che vogliano fare spingere un po di più i veicoli,
la PE sembra quella che gioverà di più di questa nuova patch.
* Forward Observation Officers barrage has had its delay between the smoke and the artillery increased from 2s to 2.75s.
* Kangeroo manpower cost increased from 240 to 300
* Kangeroo HP decreased from 650 to 550
* Kangeroo fuel cost increased from 10 to 45
* Staghound’s machine gun damage modifier vs tp_infantry changed from 1.75 to 1.5
* Staghound’s machine gun damage modifier vs tp_infantry_airborne changed from 1 to 075
* Staghound’s machine gun damage modifier vs tp_infantry_heroic changed from 0.85 to 0.75
* Staghound’s machine gun accuracy modifier vs tp_infantry_riflemen_elite changed from 1 to 0.75
* Staghound’s machine gun damage modifier vs tp_infantry_sniper changed from 1.5 to 1
* Staghound’s machine gun accuracy modifier vs tp_infantry_soldier changed from 1 to 0.75
* Staghound’s machine gun damage modifier vs tp_infantry_soldier changed from 1.5 to 1.0
* British Anti-Tank Gun Emplacement accuracy vs tp_vehicle_allies_57mm_towed_gun reduced from 0.5 to 0.1
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Questo dimostra che noi probabilmente non sappiamo giocare i britannici...
- Zannawhite
- Ultra-Violence
- Messaggi: 1701
- Iscritto il: 11 nov 2008, 13:36
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- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Io vado sempre di Kangaroo
e il Bren (pigro85 trema ancora al sol pensiero)
Se valutate che a me basta un Bren Vs un Panther avete già capito tutto

Se valutate che a me basta un Bren Vs un Panther avete già capito tutto

Aorus x570 Pro Wi-fI - Ryzen 2700X - RTX 2060 - G-Skill 2x16Gb. DDR4 3200Mhz. - 970 Evo plus 500Gb. - TG800-BZ - - Armor Silver modding
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Dopo bren vs panther ho da proporre una nuova sfida...Zannawhite ha scritto:Io vado sempre di Kangarooe il Bren (pigro85 trema ancora al sol pensiero)
Se valutate che a me basta un Bren Vs un Panther avete già capito tutto
sarei curioso di vedere come se la cava un Bren contro un Colossus...



Spoiler:
- pigro
- Ultra-Violence
- Messaggi: 1021
- Iscritto il: 11 nov 2008, 13:34
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Re: Company of Heroes, Opposing Fronts, Tales of Valor
LOLOLLonherz ha scritto:Dopo bren vs panther ho da proporre una nuova sfida...Zannawhite ha scritto:Io vado sempre di Kangarooe il Bren (pigro85 trema ancora al sol pensiero)
Se valutate che a me basta un Bren Vs un Panther avete già capito tutto
sarei curioso di vedere come se la cava un Bren contro un Colossus...![]()
![]()
![]()
Spoiler:

@zanna
Quando vuoi un'altra sfida idiota ci sono, basta decidere unità e mappa


- Zannawhite
- Ultra-Violence
- Messaggi: 1701
- Iscritto il: 11 nov 2008, 13:36
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Re: Company of Heroes, Opposing Fronts, Tales of Valor
SpettacolareLonherz ha scritto: sarei curioso di vedere come se la cava un Bren contro un Colossus


Aorus x570 Pro Wi-fI - Ryzen 2700X - RTX 2060 - G-Skill 2x16Gb. DDR4 3200Mhz. - 970 Evo plus 500Gb. - TG800-BZ - - Armor Silver modding
- JJ Calabria
- Ultra-Violence
- Messaggi: 884
- Iscritto il: 19 nov 2008, 14:19
- Località: Bologna
- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Vince il Colossus, obviouslyLonherz ha scritto: Dopo bren vs panther ho da proporre una nuova sfida...
sarei curioso di vedere come se la cava un Bren contro un Colossus...![]()
![]()
![]()
Spoiler:

'Nchiana!
- Zannawhite
- Ultra-Violence
- Messaggi: 1701
- Iscritto il: 11 nov 2008, 13:36
- Località: Guelph ON
- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Vorrei condividere con voi questa scena rivista in un replay dove è capitata una cosa direi ESTREMAMENTE RARA !!!
E' stata una partita giocata in una mappa custom, quando ancora si potevano salvare e rivedere i replay

E' stata una partita giocata in una mappa custom, quando ancora si potevano salvare e rivedere i replay




Aorus x570 Pro Wi-fI - Ryzen 2700X - RTX 2060 - G-Skill 2x16Gb. DDR4 3200Mhz. - 970 Evo plus 500Gb. - TG800-BZ - - Armor Silver modding
- JJ Calabria
- Ultra-Violence
- Messaggi: 884
- Iscritto il: 19 nov 2008, 14:19
- Località: Bologna
- Contatta:
Re: Company of Heroes, Opposing Fronts, Tales of Valor
Dalla faccina deduco che ti sia caduto in testa
!

'Nchiana!
- pigro
- Ultra-Violence
- Messaggi: 1021
- Iscritto il: 11 nov 2008, 13:34
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Re: Company of Heroes, Opposing Fronts, Tales of Valor
Che incazzo ieri la prima partita


Cmq si dovrebbe pensare di rifare un lannnino solo coh bello incacchiato con delle belle partite 4 vs 4, è un bel po che non se ne fanno
