2018.10.05 19:39 DBT Skills
2015.02.27 22:42 apotero Support for those with nasty, cruel, toxic, abusive MILs & moms
2024.05.19 04:24 JAV1L15 New Skirmish UI (DC Window)
2024.05.19 00:29 Wonderful-Sir250 My game keeps randomly crashing and the crash report pop up isn't telling me which mod is responsible for the crash. I suspect its war and ai tweaks and/or Europe map project but I can't let go of either of those mods. Can you help me find what mod is causing the crashing or find a compromise.
submitted by Wonderful-Sir250 to Bannerlord [link] [comments] |
2024.05.18 22:30 malcolio DRAFT - NTW in Alphabetical Order. Chapter 1: Alsace-Lorraine
https://preview.redd.it/urzvrkw9ga1d1.png?width=1904&format=png&auto=webp&s=928b14fee0aa32d4158070e2f84e9bafa5fbd195 submitted by malcolio to u/malcolio [link] [comments] (Thumbnail) Seven years ago I started posting a writeup of playing a game of Empire: Total War with the challenge of conquering every region in alphabetical order. This was inspired by someone trying to play Crusader Kings in alphabetical order back in 2006. After 75 chapters, with about 2,600 images and just a silly amount of text, I completed the game and swore off touching another Total War game for some time! I’m now back, to try and achieve the same goal of conquering every region in alphabetical order but in Napoleon: Total War. I’ve never finished a game of N:TW before, so it will fun to see what this more focused and refined(?) version of E:TW will be like to play. As with my last playthrough, I’m using DarthMod and playing on Normal/Normal difficulty. I have no idea if those settings will make this challenge too easy or impossible, let’s find out! Napoleon Bonaparte’s stats and the 11 regions I have to sell off before I can start this challenge. There is a vast quantity of books studying the life of Napoleon Bonaparte, but what none of them will tell you is that he had a passion for the alphabet just like King Louis XIV. So obviously he was forced to sell off every region of the French Empire so that he could conquer the entirety of Europe in alphabetical order. Unfortunately if I lose France I automatically lose the entire game, so I’ll need to unofficially keep hold of that, but otherwise I first need to trade away Alsace-Lorraine, Aquitaine, Bretagne, Corsica, Hannover, Normandie, Pays d'Oc, Picardie-Champagne, Piedmont-Liguria, Provence, and the Southern Netherlands. At the moment the French Empire’s prosperity is spectacular, its prestige sublime, but that’s going to take a bit of a hit… The French military units in those region capitals will soon need to vacate, most are just militia and basic cavalry, but Strasbourg has a decent sized force led by Napoleon’s brother-in-law Joachim Murat. The French Imperial Army, scattered across Alsace-Lorraine, Northern Italy, and Hannover The rest of the Imperial Army is along the empire’s eastern border. Napoleon himself commands the largest army to the west of Strasbourg, close to two smaller forces led by Marshals Michel Ney and Louis-Nicolas Davout. Over in Northern Italy a detachment led by Marshal Jean-André Masséna guards the border with Austria, and in isolated Hannover a similar-sized group guards the city with Marshal Jean-Baptiste Bernadotte as its commander. The two French fleets, one off Portugal and the other near Genoa, and the flagship Scipion. The French Navy has just two fleets. The Atlantic Squadron is currently stationed near Portugal, Admiral Pierre-Charles Villeneuve commands the immense 122-gun Scipion, two 3rd rates, two 4th rates, and frigate. The Mediterranean Squadron is near French-controlled Genoa, led by Vice-Admiral Victor Durand it consists of just two frigates and a corvette. Soon the French Empire won’t have any ports that need defending or to repair ships at, and my income is about to nosedive, so I think it’s time to do something reckless… An outnumbered French fleet is defeated by Britain’s finest, but not without scoring a massive blow against the Royal Navy. Admiral Villeneuve is told to take his fleet north and engage whatever enemy vessels he can find, to sink as many ships as possible even if it risks wiping out his own. It doesn’t take long: in the Bay of Biscay the Atlantic Squadron bumps into none other than Vice-Admiral Nelson and a huge British fleet. The two commanders had previously fought at the Battle of the Nile as Rear-Admirals, and in reality weren’t due to meet for another 10 months at the Battle of Trafalgar. The British fleet greatly dwarfs the French, with Nelson commanding his own 122-gun Heavy 1st rate, a 1st rate, two 2nd rates, and three 3rd rates! I auto-resolve the battle, resulting in an expected defeat. Villeneuve survives on board a battered Scipion, with only a 4th rate for company, but somehow his squadron managed to sink every British vessel except for Nelson’s Rose! The Royal Navy has suffered a pyrrhic victory, my navy upkeep costs have gone down by more than 1,000 gold, and what remains of the Atlantic Squadron flees south to join up with the Mediterranean Squadron next turn. Parts of the French Empire are sold off, ready for them to be retaken in alphabetical order with the rest of Europe. With those naval manoeuvres finished I start haggling with other nations to remove eleven French regions that are stopping me from starting my alphabetical challenge. I sell each region to a different ruler, to get as much cash from the sale and to stop any one nation becoming too powerful. I try to give territory that is towards the end of the alphabet to my allies, and those towards the start to my enemies, to prevent having to backstab my friends until I’m already forced to destroy them anyway. While cash is important I also barter for as many technologies as I can: one technology can take 7 turns to research, gaining them now will pay dividends in growing my economy and strengthening my armed forces. The main achievement of these region swaps, apart from losing all my income and making me only one region away from defeat, is completely changing the United Kingdom’s foreign policy: by letting George III have both a personal and political union with Hannover I convince the British Empire to abandon all of its allies, and instead join the side of its centuries-old nemesis. That recent battle in Biscay didn’t seem to matter! Along with becoming friends with Prussia I now feel less worried that Paris might be immediately marched on, though it’s hard to tell how long these new alliances will last. The first unedited screenshot of the game. France is exempt from taxes, to help pretend it doesn’t exist, which doesn’t help the Empire’s negative income. After all those region swaps I now only control France, as mentioned before I can’t remove this territory without automatically losing the game. So to try not to benefit from being forced to keep France I’ve set myself the rule that I cannot build anything there, cannot research there, cannot recruit any troops from Paris, and the region is exempt from taxes. I keep a company of Grenadiers à Cheval and two artillery batteries to defend the capital, together they cost 546 gold a turn in upkeep so Paris is losing me money! Right, the game is now set up to start my challenge of conquering Europe in alphabetical order (sort of, ignore France). Which region do I need to capture first? Alsace-Lorraine. Only just traded to the Austrian Empire, it is surrounded by French armies including one teleported from Hannover. This is Alsace-Lorraine. Two images ago it became Austrian, in exchange for 5,530 gold and two technologies that would have taken me 14 turns to research. Unfortunately for Austria the region is surrounded by the bulk of the French Imperial Army, so the question isn’t how will I immediately conquer Alsace-Lorraine but can I do so without losing a single soldier? The full might of the Imperial Army is amassed against Strasbourg, defended by a small number of Austrian infantrymen and some armed civilians. Marshals Ney, Murat, and Bernadotte link up to immediately attack Strasbourg together. The full stack of units is supported by further armies commanded by Napoleon and Marshal Davot. Protecting the city is just five companies of Austrian line infantry, supported by hastily-armed citizens. Alsace-Lorraine is captured, denting the expected deficit and allowing resources to be spent on improving the French military and economy. It would be insanity to resist such an attack so the small Austrian infantry detachment wisely surrenders without a fight. Unfortunately, yet again, there is no battle to see here! I choose to peacefully occupy Strasbourg and immediately start the construction of basic roads, a cannon factory, a musket manufactory, and an iron mine, plus a cantonment to replace the local tax office. Until that’s all built I can’t actually recruit any more soldiers, cavalry, or artillery (as I’m ignoring France existing). So avoiding a battle is boring but the troops I have are priceless! The people of Alsace-Lorraine are unhappy under French rule, despite being Austrian for less time than it takes to read this sentence. Luckily I need to keep a large garrison here anyway to protect against my enemies to the east, and I also lower taxes a little to keep the region’s population and wealth growing, so the newly conquered population should be content for now. OK, so far this challenge seems ridiculously easy, I captured my first region immediately without a single casualty. What’s next? Aquitaine. Until very recently French, traded away to the Russian Empire. This is Aquitaine. Like Alsace-Lorraine it was part of the French Empire but quickly traded away, this time to Russia, and like Strasbourg an enemy force has magically popped into existence to guard the region’s capital. Unlike last time though there are no doom stacks waiting, ready to steamroll the city. What I do have is a random collection of units which originally guarded Bordeaux, Rennes, and Toulouse. A force of two companies of Chasseurs à Cheval (light cavalry) and two cohorts of the local National Guard is led by Captain Alexandre de Rosée, who waits for a company of Chevau-légers Lanciers (lancer cavalry) and another cohort of militia to reinforce him from Bretagne. Combined, this ragtag group of misfits should be enough to win against six battalions of Russian infantry squatting in Bordeaux. So attacking the city will need to wait until next turn, but before we move to Late January 1805 I have a few chores to do… The French Empire is leaps and bounds ahead of every other nation in research, but this has ground to a halt until a college can be acquired. One task is to think about researching new technologies. Most nations begin with all technologies locked, some are lucky to have already researched one or two when the game starts. France is luckiest of all with three technologies already researched: Army Corps Organisation, Conscription, and Division of Labour). Thanks to those earlier region trades the French now also understand Classical Economics), Fire and Advance), Improved Coppering), National Debt), and Public Schooling. Those technologies provide various small economic and military bonuses which will take any other nation at least 50 turns to research, so I’m at a significant advantage on turn 1. However with my self-imposed rule of ignoring the existence of France I cannot use Orléans to start researching any new technologies, instead I send my two gentlemen east towards the first region which will provide a college I can use. It will take more than 10 turns for François-René de Chateaubriand and Jean Rapp to reach their destination, in the meantime my enemies will have unlocked a new technology each, and I have to hope the college they’re travelling to will be controlled by the French Empire by the time they arrive! Charles-Louis Schulmeister, French spy extraordinaire, joins them on the journey. The French Council of State sees the appointment of a Keeper of the Seals, and new trade deals dent an expected deficit. One other job to do before ending the first turn is to review who is running things. My starting ministers all have decent stats except for 3 star Keeper of the Seals Claude Ambroise Régnier. I replace him with a string of candidates until one, Oliver Molyneux, arrives with the Stallholder trait which give him a total of 4 management stars. That one extra star means the cost of repressing unrest in my regions is 3% cheaper, and that repression now has a +1 bonus. Small benefits like that could make or break my game in the long run! Selling off all my regions severed all my trade routes. I re-establish all of them except the one with Spain, as I no longer have a sea or land connection with the Iberia Peninsula. Instead I create a trade agreement with the Electorate of Hesse-Kassel, worth 300 less gold than the Spanish agreement. Overall my trade income has dropped by 1,100 gold since I started this game, but at least I’m now only going to lose 2,880 in gold per turn! That's the draft of this first chapter for now, this will be taken down when I start posting chapters on the Total War subreddit. |
2024.05.18 20:57 Chazzerb7 Had this for around 7 years now, all work has been completed by myself through the use of YouTube. My favourite mod so far is the air suspension, what's your favourite mod to yours?
Exterior: Full respray in VW pure grey. Custom garage vary front and rear bumpers, firefly skirts. Rolled arches Airlift v2 management using meisterr shocks and airmext bag over coil conversions. Work emotion kiwamis 15*8 et5 on advan ad08 195/50/15 tyres. Smoothed ducktail. Jassperformance low profile headlights, moss turn signal intakes with switchback LEDs. Jassperformance relocated number plate Jassperformance reinforced frame rails. Carbonmiata hardtop rain rails Hardtop spoiler. Aftermarket wingmirrors. Cgfab rollcage Mx5parts dual exit exhaust Fog light relocation Rear jacking bar Custom rear lower drop control arms submitted by Chazzerb7 to Miata [link] [comments] Interior: Raceland half bucket seats Nardi classic perforate leather 330mm steering wheel NRG short hub Wearelikewise ghost shifter Perforated leather shift gaiter JVC android auto headunit Custom 3d printed ashtray phone cradle Dasai mochi v2 Parcel shelf mounted colour matched air tank Custom read deck speaker panel 2 x 6.5 component and 2 x 6x9 coaxial speakers Misc: Jassperformance brake stopper Ally rad Custom radiator slam panel Gravity performance short shifter Future mods (bought not fitted): Rx7 rear diffuser grafted to rear bumper Turbo kit - td04 and megasquirt ms Engraved engine rocker cover |
2024.05.18 17:09 pkd88 Events @ Hualapai Mt Park
2024.05.18 15:32 Gambit-Accepted DAK Battlegroups And DLC Ideas
With the recent additional content for DAK, I’ve had a lot of ideas poking around in the back of my head about new battlegroups that could be developed and other related ideas for DAK. Having a creative bent of mind, I decided to do a write up of these ideas for publication, ideally to influence what comes out later, but mostly for my own enjoyment. This is what this post contains. submitted by Gambit-Accepted to CompanyOfHeroes [link] [comments] The perspective I’m coming from in this post is that, to me, it would be non-sensical for Relic to develop another sequel to Coh, as the release of Coh3 has demonstrated that you have to compete directly with the predecessors, leading to schisms in the playerbase. Moving to Coh3 made a lot of sense, as the technology required updating, but now that that is done, I feel doubling down on DLC for Coh3 in terms of new factions, battlegroups and content is the way to go, unless some fundamental technology leap happens in the next 10 years. Coh3 should be treated as the ‘platform’ on which Coh is developed. Even if we have to wait another 5 years for another faction, this probably makes the most sense. This way, the effort that would go to porting functionality to a new game, can be spent on creating new content and new features for the already existing game. In terms of the design of the battlegroups, I wanted to make them thematic, different from existing battlegroups, unique and mostly historically accurate. The interesting aspect of DAK battlegroups is that you have a limited pool of units to work with. Without further ado, here are my battlegroup ideas: https://preview.redd.it/ln47ig1ct61d1.png?width=1308&format=png&auto=webp&s=931bc2205f9585526dc0543c3b24fb7f15611ccc Central Idea: Logistics, augmenting Halftrack Deployment System. The battlegroup focuses on mobility and efficient resource expenditure. Opel Blitz Fuel Truck: The Opel Blitz Fuel Truck should have two effects with the lockdown, when locked down on fuel, it should increase the rate of fuel supply, probably by more than a normal cache, however when locked down in base, it should reduce fuel cost of the vehicles in the selected structure, so kind of like officer supervision. This would encourage more active micro management of the unit. When it dies it should have a large AOE explosion, meaning friendly units should avoid it and also that it can be driven towards enemy units, kinda like a less efficient Goliath that you can't manually detonate, I can’t see this being anything but ludicrously fun. You really could go nuts with the audio design on that. Top Up Vehicle should be an ability that can be targeted on friendly vehicles. Once done, the target vehicle has faster speed, acceleration and deceleration for a fixed distance. Note this is a fixed distance, instead of time, so if the vehicle doesn't move, it won't 'expend' the ability. Recharge Halftrack Deployment: This feeds into DAK’s tempo playstyle by allowing you to muster units rapidly. The situations where I see this being useful are early in the game when you want to get double call ins early to build out your composition at a discount or later in the game where you’re trying to mass late game armour quickly. For instance, calling in a P4 as a stopgap measure before calling in a Tiger 90 seconds later, especially if you build up a bank in the lategame. Panzer III Munitions Supply Vehicle: Largely self explanatory, its like the Munitions Store for US, except mobile and provides different buffs. I could see this unit being coupled with ATGs and LeIGs being strong, as well as recharging snares faster, it compliments that infantry and support weapon playstyle nicely. The unit also can drop MG42s and Mortars, which give DAK manpower efficient access to more team weapons, diversifying potential builds. Vehicle ROF Ability: Self explanatory. Could see it being strong on Marders, Tigers and Stug Ds. You could make this a global ability but here I’ve stuck with a unit ability. Ability/Upgrades Discount: This essentially makes Unit Upgrades and Unit Abilities 50% cheaper for the duration. Its thematically appropriate and potentially a strong ability. If you could pair this with the Panzer III Muntions Vehicle, grenades would be cheaper but also recharge faster, although this combination could apply to a whole bunch of different things. Strategies where you rush this ability to ‘mass upgrade’ MG34s on the PGs could be a thing, although you’d need a fair bit of munitions banked up. One thing that could be experimented with is applying this to mines, where you could pop this to spam out mines, depending on how expensive the ability is, the calculus might add up. Panzer I Command Tank: Feeding into that tempo style again, this early game vehicle would have roughly the potency against infantry as a 250, albeit with better armour. However, the main appeals are the capping and mobility bonuses, these would allow you to rapidly gain map control and would give you an edge when switching sides of the map. For flanking manoeuvres, this would also come in handy, one combination that would be strong would be your vehicles ‘Topped Up’ with the mobility bonuses from the Opel Blitz Fuel Truck and your infantry buffed by the Pzr I Command Tank, meaning your forces can get off flanks or respond to threats much faster. Withdraw & Refit: Again interacting with the Halftrack Deployment System, this allows you to trade in vehicles that are not needed for resources, exactly like with Brits. I could see this being useful when you want to get rid of 250s that you have spare. Panzer III S-Mine Launchers: This would be an ability on the Panzer III that allows it to launch S-Mines. I could see this being implemented in 2 ways, either exactly like the Tiger S-Mine launcher ability, which would be really strong for flanking AT Guns or chasing down squads, or if that’s too strong, more like the grenade ability on the Sturmtiger in Coh2. Again, this synergises with the Panzer III Munitions Vehicle and the Ability/Upgrades Discount ability. Panzer III Side Skirts: Self explanatory, improves the armour and health of your Panzer IIIs after a unit upgrade is purchased. I wouldn’t be in favour of this being an instant upgrade to all units. This would again synergise with the Ability/Upgrades Discount ability. Lorraine Schlepper Mobile Artillery: Finally, mobile artillery, not unlike the Wespe, giving DAK another tool in the box at their disposal. https://preview.redd.it/japhac3bt61d1.png?width=1496&format=png&auto=webp&s=3e701d51062abcefb4181342300ec17de4d2fcf1 Central Idea: Fire, anti-cover. It would be strong against team weapon camp gameplay. Incendiary Grenade Assault: Its essentially the exact same as the Assault Gren grenade assault, except Panzer Grens have access to it and its better at denying cover. So I see this being useful when you want to dislodge infantry in cover or make a Team Weapon move, as they won’t be able to jump back into cover or move back. Detonating Shot: This ability is available for; Paks, Marders, P3s, Tigers, P4s, Stugs, Flak 36s. While active, if you land a kill shot on a vehicle, that vehicle will blow up causing AOE damage to nearby units. How good this should be will need to be tested. The basic counter play would be just to split up your units, but that requires micro. On the flip side, using the ability well also requires micro and good timing, so there’s a skill factor involved. This ability can also be used on ATGs and Indirect fire units (including emplacements), and if you land the kill shot on these units while the ability is active, it not only explodes but also, importantly, destroys the weapon outright. So you wouldn’t need to focus the decrewed weapon afterwards. This is pretty strong against team weapon play. Indirect Incendiary Rounds: Exactly like it was in Coh2 for the same units. It also applies to the 254 Artillery observer. All of these barrages are good for area denial and also killing off emplacements. 21cm Nebelwerfer 42: A heavier version of the Nebelwerfer, relative to Wehr’s one. This would have higher alpha damage on it’s shells and the flame dot damage to boot. Only 5 rockets though. Incendiary Creeping Barrage: Self-explanatory, area denial tool, good against team weapons and emplacements. Strong for denying VPs. Double Flamethrower Panzer Pios: Strong upgrade naturally, but expensive. In order to get the double flamethrowers you need to buy each flamethrower for 50 munitions. It makes the squad a massive target. Flammpanzer I Assault Group: This is very much a shock callin, you’d get this to drive your opponent off the map in the early stages of the game. Relative to the L6/40 with the flamethrower upgrade, this would be more potent as it retains the coaxial MG. Relative to the Flammpanzer III, it would have less health but come earlier. Combined with the Panzer Pios, it’s a strong power spike which would be especially good on urban maps. Inspired Assault: Exactly like it was in Coh1, it was an interesting ability. Sd. Kfz. 233 Armoured Car: In the great pantheon of DAK light vehicles, where does the 233 fit? It would be most comparable to the Stummel and the Scott, being effective against Team Weapons and Camp playstyle. Unlike the Stummel, it would be more effective at short range, as it retains an MG42 and has the canister round, as well as having more health. Relative to the 8 Rad, it would be worse at chasing infantry on retreat (although you already have the Flammpanzer I), but it would be far more proficient against units at range, units in cover and team weapons. Relative to the StuG D, it would be faster, cheaper and require less teching, but would have worse armour. Heavy Incendiary Bomb Drop: Extremely good against team weapon camp, emplacements and units capping VPs. Could potentially neutralise points like the Dive Bomb in Coh2? https://preview.redd.it/aipq57z9t61d1.png?width=1020&format=png&auto=webp&s=0bba7347d9d2321fca701d0e1b97fac68f4d1a0f Central Idea: Heavy Team weapon play, this battlegroup is the only one that ‘goes against the grain’ of the DAK traditional playstyle by offering you more of a camp based strategy. 250 Reinforce: Essentially a utility ability that congeals with the rest of the battlegroup. Although I could see it being useful in combination with Assault Grens as well. Pak 36 ATG: Light ATG, effective against Light Vehicles. Unlike the Pak 38, it requires no tech, so you can get it early and allows you to tech T2 while still having ATG support. The Stielgranate 41 shot improves it’s penetration against vehicles, although at the cost of munitions. Tobruk Bunkers: Variety of emplacements, lots of photos of the DAK using these in WW2, hence the origin of their name. For defence in depth, these are going to be strong, you could have one of the Panzerturms in the back to prevent light vehicles or infantry from breaking in. The 360 Bunker is not fundamentally different from the Wehr AA piece, however, to make it more skilful, it would be cool if you have to manually switch the firing arc. Flak 37 AA: A larger and more powerful AA than the Wehr Flak 30. This would be more effective against light vehicles and infantry, although could be made slower to move around, and have slower pack up and setup times, to balance it. My thinking is something like the speed of Pak 40s in camo would be slow enough to make indirect highly effective against them. It would encourage using them in conjunction with a tow vehicle, moving them around the battlefield quickly would be impossible without a tow vehicle, although not strictly necessary. Rapid Suppression Barrage: This is mostly a standard off-map, except that the shells also cause suppression. My thinking with this is that it should cover a broad area, with a relatively short delay between each shell, with each shell having a large AOE suppression. Perhaps the effect would be best compared to the Nebelwerfer from Coh1, minus the flame. What you essentially use it for is area denial and forcing off squads. MG131 HMG Team: Essentially a ‘premium’ HMG team, the same way the MG42 and DSKH were considered premium in Coh2. Its suppression and damage would be far better than the MG34. It should perform relatively well against light vehicles, like the .50 Cal did in Coh2. The HE rounds ability I see performing better against units in cover, potentially even allowing you to perform cover suppression. Sd. Ah. 52 Supply Trailer: The Supply Trailer requires some explanation. My thinking with this is that its a brand new unit type, which loosely can be defined as a support weapon. How it works is that infantry squads can crew it, push it around, vehicles can tow it, etc. When in a position, it provides an aura which in this case gives nearby units additional construction options as well as increasing pio construction speeds and giving vehicles the ability to hull down. However, the unit shouldn't require pop cap and moreover, you can actually manually decrew it and it will still provide you the benefits. So for example, let's say it spawns in your base and you want to setup a strong point, you can crew it with a squad, wheel it over to a house near the frontline and then decrew it. Units within its vicinity would still be benefiting from the aura. When you want to move it, recrew it again, or tow it, to a new location. The beauty of this dynamic is that your opponents can steal these units from you like an ATG, so while they don't take up popcap and would be relatively cheap (say 100 to 150 manpower), you're still incentivised to protect them. You can also attack move them with AT guns etc, would be interesting to play around it. I think it would make for an fun dynamic, but would need to be coded from scratch. It also indirectly makes tow yet more useful. With this trailer specifically, it’s aura will make the area around it a point where you can dig in. Multiple squads would be setting up sandbags, vehicles would be able to hulldown and it can also distribute medical supplies. Off-map Mortar Creeping Barrage: Fairly straight forward light off-map. Hold The Line: This allows you to hold onto territory easier. A global ability, while in capture circles, your infantry will be hardier. Moreover, they can also reverse the capping progress of your opponent when you contest the capture with your own unit, although you can’t use this to capture territory that is contested. This will be really powerful in VP wars. 15 cm sIG 33 Heavy Infantry Support Gun: The star of the battlegroup. This would be like an LeIG but dialled up to 11. It would have 110 range direct autofire (so like Free Fire Drills), but with a slower ROF. The team would be able to move it around without tow, but like the Flak 37, it would be incredibly slow, like a Pak 40 in camo. The demolition shot would have a much shorter range, like 50, but be incredible against emplacements, although if you manage to get vehicles or team weapons it would be deadly as well. The trick shot nature of this should make it easier to avoid. So kind of like a Sturmtiger but much easier to notice and dodge, while also being less powerful. Realistically you would need to use tow to get it around, but its not strictly required. https://preview.redd.it/4yg3itn8t61d1.png?width=1012&format=png&auto=webp&s=bb6f1e7b2a4c8d145cfe231db303b0474c33d4e9 Central Idea: Vision, having awareness of the battlefield and executing flanks. Conceptually this battlegroup is the opposite of Battlefield Espionage. Horch 108 Recon: A heavy ‘ultra light’, which sounds like an oxymoron, but to put this on a scale, it would be better than the Krad as a harassment tool, but not as good as the 250. However, the 250 can’t cap and this can, whereas the Krad is cheaper, faster and has more vision while stationary. So there are trade offs to all 3. The Flak 38 gives the Horch better scaling than the krad. Relative to the Dingo, the Dingo should win, but one would expect the fight with the US Jeep to be more even, if not slightly Horch favoured. Forward Observation Posts: These are equivalent to the battlefield espionage beacons, except they’re focused on providing LOS. You set them up with infantry and they can be faced to an area to provide sight. I could see these being super handy on the edge of the map, overlooking a flanking route. Sd. Kfz. 263 Panzerfunkwagen: The Panzerfunkwagen would be a solid sight tool. The MG would be roughly as good as a 250, so you might want to use it aggressively early on, but you’d mostly be using it as a mobile sight platform. With cautious movement, you would be able to spot your opponents forces from camo and the Mark infantry ability should have a short cooldown and be free. You’d mark several units and they would make they more vulnerable to small arms. This would reward active micro management. Timed Infantry Sight: Amazing for executing flanks, you can detect enemy units before they see you. This should make getting around MGs and picking your engagements far easier. Panzer Commander Upgrade: Exactly like Coh2. Suppressive Fire: Gives various units access to a suppressive fire ability. Coupled with the sight abilities, you can trigger this before an opponent’s unit comes into range. Sd.Kfz.6/3 AT Halftrack: Weaker than the Marder in terms of health, the ATHT has the benefit of providing mobile AT without needing to tech T2. The ranged shot works well in conjunction with the sight tools allowing you to get off shots against more powerful vehicles without taking shots in return. Temporary 222 Recon Group: Double 222s arrive off-map, they are in your control and you can use them how you please. However, after 75 seconds, they turn to AI control and leave the battlefield. By the time they reach the front, you’ll have roughly 60 seconds to ‘go nuts’ and do as much damage as possible. They don’t require manpower, fuel or popcap. This feeds into DAK’s tempo, all-in playstyle. So I could see a player building an 8-Rad and then using this ability, using the sight tools to determine where the ATGs are and then going all in, the 222s are relatively expendable. The 222s should benefit from the armoury upgrades, so in the lategame you could use this ability to jam captures or sneak off to grab a VP. As an opposing player, mines, hand held AT and snares are your friends. 222s should basically require 1 snare to cause engine damage. Some people have said they don't like temporary units, I haven't seen a good argument against them yet. Bf 110 Autocannon Heavy Strafing Run: A heavy anti infantry strafing run, akin to the IL-2 strafe in Coh2. It would also be of variable length. Let's say X is your first click and Y is your second, which marks the end and direction of the run, the default run is diagram A, but you can drag the cursor of point Y as far as you want, with a maximum of either 35 range or when you don't have enough munitions banked up for the run. This gives you the flexibility of deciding how much you want to spend and where it will land. A well placed strafe on retreat could be devastating. The cursor should highlight the munitions cost as you drag from point x to point y. Me 210 Light (SC50) Bombing Run: This is a much lighter bombing run than the US carpet bombing. It should be single line and relatively fast, the damage of the shells should be roughly equivalent to 5.5 inch artillery shells. https://preview.redd.it/qi30nfn7t61d1.png?width=1417&format=png&auto=webp&s=200547a5ba6b66003c79100161f2613bc96b8c4f Central Idea: Map presence, retaining position. The battlegroup was inspired by the invasion of Crete. Luftwaffe Ground Forces: Somewhat similar to the Coh1 equivalent, they would be a fairly weak combat squad with lots of utility. In this case, they would have various construction options as well as being able to heal squads. L.P.Z. Light AT Mines would be more spamable than your standard mines, would be cheaper and only detonate on vehicles. If the vehicle is on less than 80% health, it would cause an engine crit. As an alpha damage, probably 75% of the standard mine would be sufficient. It would require 2 of these mines to detonate on a full health vehicle to engine crit it basically. Dosenmines are essentially like S-Mines and would be planted in patches. The M30 Drilling Shotgun Shot ability would be targeted on a squad and would have short range of about 5. You’d more or less use it like you would a grenade, except it like a throwing knife and the Sniper Shot ability, it can’t be dodged. More than likely, you’d get just one of these squads to augment your composition, with PGs as the mainline. DFS 230 Glider HQ: Essentially a standard glider, you can drop it in to provide in field reinforcement. However, this glider can also heal nearby squads and recrew team weapons. In addition, the DFS 230 has roof top MG15 upgrade, which turns it into something akin to a light MG emplacement. So there are a few ways I see this being useful. One would be to drop the glider so that it covers your cut off, upgrade the MG and it will make it much harder for your opponent to cut you off and you’ll get infield reinforcement with healing. Maps like Famonville and Road to Tunis, this would be immensely useful. Another use would be in intense VP wars, at the end of the game you want to secure a flank VP, you drop the glider in and upgrade the MG, in many ways its like an auto build, quick deploy MG emplacement, that can also reinforce. Great for map control. 250 W/ Flak 38: Fairly vanilla, like the other 250 callins except with a Flak 38. The Flak 38 would have identical performance to the Flak 30 of Wehr, one way to differentiate them would be to give the gun shield heavy cover properties, but reduce the unit to 4 men to compensate. Ju-87 Multi Vector MG Strafes: Essentially 3 separate strafes that you call in one after the other. The difference between this and a standard MG strafe is that these strafes give you what is essentially a ‘bulk buy discount’, but also, since they can be targeted in 3 totally separate places within LOS, your opponent has to react quickly to dodge all 3 of them. Its acts as a micro spike test, where you quickly throw them down and they quickly have to dodge. The skill of placing them all fast and accurately needs to be matched by the skill in dodging them all. Moreover, when combined with an attack with units, it can create an overwhelming set of threats. Bomb Drop Overwatch: The most comparable ability to this would be sector artillery. However, in this case, its planes dropping bombs on units that come into the territory. Its not exactly a loiter though as the planes wait off map, they can still be shot down however. In terms of how strong the bombs should be, it would require testing but somewhere between a 5.5 inch shell and the US Dive Bomb would be a good place to start. Ideally a broad AOE, with only a small zone of full damage. This tool would essentially be used for area denial and be really strong in VP wars. Ready Reinforcements: A fairly straight forward ability that speeds up reinforcement and allows quick return to the battlefield, again allowing you to retain field presence. Another feature of this ability is that it speeds up in field reinforcement and allows infantry to sprint in friendly territory outside of combat, being able to react to hot spots faster. Junkers Ju 52 Reinforcement Pass: This is most comparable to the Paradrop Reinforcements of US, except where that ability is a stream of reinforcements over a long duration, this ability is more geared towards a burst of reinforcements all at once. There’s an element of skill in its deployment, as you’re incentivised to line up as many squads lengthwise as possible to maximise reinforcements dropped per munitions expenditure. Since its substantially longer than wide, you could have several squads in different engagements all ‘caught’ in the line and all benefiting from the ability. I could see this happening when you have multiple squads spread across the centre of the map and all located within the area of effect. The ability can be used to swing engagements and keep units in the field. Paradrop 4.2cm Pak 41 Team: Self-explanatory, the performance of the Pak would be better than both the Pak 36 and the 38, as well as being more mobile than the 38. Useful to quickly deploy AT to a trouble spot. Temporary Bolster: During the duration of the ability, squads can get an extra man. So Panzer grenadiers can go from 5 to 6 (or from 6 to 7), MG34s go from 4 to 5, Paks likewise etc. This applies to all infantry and support weapons. Once the ability ends, the extra model doesn’t leave, but when the squad drops back to normal numbers of models, it won’t return to the bolstered level until the ability is reactivated. What this ability allows you to do is augment the heath and DPS of your squads temporarily, making them more survivable in the field. Obviously though, the extra models are not free, costing both manpower and munitions. Temporary Fallschirmjägers Assignment: Like the 222 assignment in the previous battlegroup, this involves you taking control of 2 squads which leave the battlefield after a period of time. In this case, 2 squads of MP40 Falls are dropped where you like and then can be used to sow carnage for 75 seconds from when they touch the ground. Their MP40s make them ideal for flanking team weapons, they have smoke grenades and the can throw short range snares. So you could potentially drop them in behind the lines with the intention of catching a vehicle trying to back up from the front line. One massive use of this ability will be in VP wars, where you drop them onto a VP in the lategame to swing the match in your favour. They don’t cost manpower, population or upkeep, but require a lot of munitions. Historical Accuracy Notes A few notes on what is inaccurate or anachronistic. The Panzer III Munitions Vehicle, as far as I know, wasn’t used in Africa but on the Eastern Front. There was another, the Lorraine Schlepper Munitions Vehicle, that was used in Africa for the exact same purpose and this could be used instead, but the benefits of the P3 are reduced development cost as some of the voice lines and the vehicle sounds can be reused. I’m also not so sure whether Side Skirts were used on P3s in North Africa, I haven’t seen photo evidence in any case. The MG131, while used in a ground HMG role, I haven’t seen evidence of it being used by the DAK in North Africa. About ten Sd.Kfz.6/3 AT Halftracks were used, some people might object to that unit on these grounds. I haven’t seen evidence of the Pak 41 being used in North Africa, I’m also fairly sure they didn’t paradrop them. The M30 Drilling Shotgun was used in North Africa…but only by downed pilots. The Madsen Belt Fed MG was a Luftwaffe contract gun, but I haven’t seen evidence of it being used in North Africa. Likewise with the Panzerhandmine 3. Needless to say, all these are exceptions. Otherwise, to the best of my knowledge, these designs are historically congruent. Design Notes I deliberately avoided using Italian Units in these designs. Following from what I said about Relic doubling down on Coh3, I feel it makes sense for them to eventually create an Italian Faction, so I didn’t want to cannibalise that faction, especially when the DAK already has plenty of material to play with. What to do with the remaining units in the files? There are several other units in the game files that I haven’t used here. This was intentional. Several people having been calling out for the substitute vehicle feature from Coh1: https://preview.redd.it/ijcq0sb6t61d1.png?width=1280&format=png&auto=webp&s=62585a9618ad9fb793d9ce95dcaccacf61dabaaa As a feature it makes a lot of sense, I feel the community would be far more interested in small and frequent content drops like these instead of cosmetics and they could be priced to be more profitable than battlegroups at less development cost. They would ideally be more frequent as well, bringing players to the game. I feel games like War Thunder and WOT benefit from the sheer variety of units and I can’t see how this wouldn’t apply to Coh. Whenever they release, the units will be similar enough to the units they replace that they won’t disturb balance much, meaning less emergency balance hotfixes. I feel this is what makes the most sense for the units already modelled, for example, the Panzer II is fundamentally serving the exact same role as the 8-Rad, they’re both 20mm autocannon light vehicles. Its hard to imagine a build where you would build both of them in the same composition and trying to make them different would be clumsy. We see this with the L6/40s, which are also similar to the 8 Rad and have been specialised to be worse against infantry and better against vehicles, to mixed results. Then there’s the 250/9. Adding another autocannon light vehicle via a battlegroup wouldn’t be that different from what we already have but as a substitute vehicle it makes a lot of sense. This logic can be applied to most of the vehicles already in the game files. The substitutions I would advise would be: https://preview.redd.it/rermeob5t61d1.png?width=584&format=png&auto=webp&s=9a507899379f8fcd8c50d3ae04d85f8982f7ca12 The Panzerjäger I is already in the game files and could be substituted for the Marder. It would have less health and worse pen, but could be made significantly cheaper. This would be an interesting trade off in the composition. Alternatively, there’s the Marder III H which also could be made as a substitute, it would largely have the same performance but could have an MG upgrade and have a different starting price. https://preview.redd.it/1jsj20n4t61d1.png?width=698&format=png&auto=webp&s=8be575f13ce97a2cd6c3e773ce16d67885949a5c The Sturmpanzer II would have a much larger up front damage, closer to a Brummbär, but would have a lot less health and far worse frontal armour. You wouldn’t be tanking Bazooka shots like you do with the StuG D but it would be significantly more deadly. https://preview.redd.it/gza0pvy3t61d1.png?width=526&format=png&auto=webp&s=c3425632265b68ee6e8d47216ceb8d6c0f36b83b For the Opel Blitz Flak 38, it would be cool if this worked more like the Flak HT in Coh2, with the set up time and suppression. So this unit could be made cheaper and have the same role as the Flakvierling, but be more finicky to use. Others: https://preview.redd.it/mtp4c3a3t61d1.png?width=702&format=png&auto=webp&s=32e312dabe55957321e2ec9af9e8f89f89709906 https://preview.redd.it/n0klnvo2t61d1.png?width=652&format=png&auto=webp&s=e5825bd63a95e22090b3b9f52a8f820e61054537 https://preview.redd.it/59hqrd02t61d1.png?width=617&format=png&auto=webp&s=428ac413c7d8617936417072a1e74e0116285c46 https://preview.redd.it/9xmco9e1t61d1.png?width=813&format=png&auto=webp&s=3f34a21b37f36313900d7dc0cc2f0fa025370b03 Conclusion This is what I would do with the remaining DAK content, short of a rework. The battlegroups are unique, fairly historically accurate, thematic and interesting. The concepts can at least be stolen and repurposed elsewhere. If there’s anything clearly broken or so amazing that it needs a shout out, feel free to let me know. I have other ideas for the other factions but I'm still pondering them. PS. This is a repost from before, when I initially posted this I didn't understand how Reddit worked. |
2024.05.18 14:52 jackdude701 Seismic chest gear power?
Why is my seismic chest gear weaker than legendary + boots? My legs start at 17k too seems like something is up submitted by jackdude701 to invinciblegtg [link] [comments] |
2024.05.18 12:16 Background-Factor817 One game last night restored my faith
2024.05.18 11:03 veal_of_fortune Keep 2005 Subaru or buy used 2013 Toyota?
2024.05.18 10:12 Professional_Prune11 Escape From Heavalun Section One: Devil With Metal Skin
2024.05.18 03:04 Equivalent_Cicada153 A few things I would Love in helldivers 2
2024.05.18 01:43 Leather_Focus_6535 The currently 105 inmates executed by Florida since the 1970s and their crimes (warning, graphic content, please read at your own risk) [part 2, cases 53-105]
2024.05.17 21:58 Xerex0720 New to community but have a question
2024.05.17 11:32 CommanderRoku Fully Explained: Hero Descriptions (Part I)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last… submitted by CommanderRoku to StarWarsBattlefront [link] [comments] Hero Stats and Abilities (Part I) LEGEND https://preview.redd.it/6o5h7aa1c91d1.png?width=454&format=png&auto=webp&s=cf6fc1842e3de7fec4a16c7054836824a6c07a18 · Boba Fett https://preview.redd.it/kwbw9zj2c91d1.png?width=176&format=png&auto=webp&s=cb9622cb00c81a5da70063398f2ee5068b530b5b o Base Health: 600 health o Health Regeneration: 150 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 105 / 75 o Head Shot Attack Damage: 198 / 141 (R4) o Blaster Range: 20 / 40 meters o Blaster Spread: Tight o Rate of Fire: 360 shots/minute o Blaster Overheat: 10 bursts (28 shots) o Flamethrower Melee Damage: 100; damage doubles within outer 5% of reach distance. o Jetpack Flight Speed: 12.5 meters/second o Jetpack Flight Time: 5 seconds (20%/second) (YB1) o Jetpack Refill Time: 12 seconds (8.3%/second) (YB1) o CONCUSSION ROCKET § Launches a rocket that breaks on impact. The 1st explosion obscures vision and prevents lightsaber target locks for 5 seconds, canceling weapon-centered abilities as well; the 2nd explosion disables affected weapons for 1.2 seconds. Area of Effect: 25 meters; Cooldown Time: 15 seconds. (YT3, Comment: u/macggnore) o FOR THE HUNT § Modifies jetpack to be used without fuel consumption while being undetected by enemy radars. Enemies nearby are also revealed. Area of Effect: ?; Duration: 8 seconds; Cooldown Time: 10 seconds. o ROCKET BARRAGE § Launches five rockets dealing 75 damage each. Five Rockets on One Enemy: 375 damage; Area of Effect: 3 meters; Duration: 2.4 seconds; Cooldown Time: 20 seconds. · Bossk https://preview.redd.it/xx1j3mw4c91d1.png?width=165&format=png&auto=webp&s=b9b2cade239a0f288b4186f76e52645407545341 o Base Health: 600 health o Health Regeneration: 600 health o Health Regeneration Rate: 25 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 6 meters o Body Shot Attack Damage: 126 / 45 o Head Shot Attack Damage: 126 / 45 o Charged-up Shot to Body: 156 / 156 o Charged-up Shot to Head: 296 / 296 o Blaster Range: 8 / 22 meters o Blaster Spread: Medium o Rate of Fire: 100 shots/minute o Blaster Overheat: 8 shots o Melee Damage: 65 o DIOXIS GRENADE § Releases a 10-meter cloud of dioxis gas dealing up to 118 damage to enemies within it for 6 seconds. Damage is per in-game ticks and not seconds, dealing more damage per second at times. Damage per tick: 5 to 6; Cooldown Time: 20 seconds. (R4) o PREDATOR INSTINCTS § Modifies the primary weapon into a micro-grenade launcher with each grenade dealing 80 / 40 damage. Thermal vision and faster sprint speed are also gained. Area of Effect: 3 meters; Duration: 8.5 to 25 seconds; Cooldown Time: 25 seconds. o PROXIMITY MINES § Deploys three sticky mines that after being armed for 4 seconds, detonate when triggered and deal 76 damage each. Three Mines on One Enemy: 228; Explosion Radius: 6 meters; Cooldown Time: 20 seconds. · Chewbacca https://preview.redd.it/17w2vrg6c91d1.png?width=179&format=png&auto=webp&s=379f961d563ba232a0d9dde96f77fc17b8860b3e o Base Health: 700 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 90 / 50 o Head Shot Attack Damage: 144 / 48 o Explosion Radius: 1 meter o Zoomed-in Body Shot Damage: 100 / 96 o Zoomed-in Head Shot Damage: 145 / 126 (R4) o Zoomed-in Explosion Radius: 2 meters o Rate of Fire: 66 shots/minute o Bowcaster Overheat: None o Bowcaster Range: 20 / 25 meters o Zoomed-in Range: 35 / 45 meters o Bowcaster Spread: Wide / Tight o Melee Damage: 90 o Melee Speed: Fast o SHOCK GRENADE § Throws a grenade that breaks on impact and splits into five missiles that shock enemies for 1.1 seconds; Area of Effect: ?; Cooldown Time: 15 seconds. (S1) o FURIOUS BOWCASTER § Modifies the bowcaster to fire fully charged shots. Body Damage: 182 / 166; Head Damage: 291; Zoomed-In Body: 217 / 191; Zoomed-In Head: 343; Range: 25 / 50 meters; Zoomed-In: 30 / 50 meters; Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (R4) o CHARGE SLAM § A sprint attack that by sprinting forward and slamming onto the ground, enemies are knocked down, 150 damage to enemies within 4 meters. 30% damage reduction is received while sprinting. Base Health: 700; Health Points: 910; Area of Effect: 8 meters; Sprint Duration: ?; Cooldown Time: 15 seconds. (R4) · Darth Vader https://preview.redd.it/5ex6fxl7c91d1.png?width=173&format=png&auto=webp&s=6e96cd4e9e186508a893e24595652d1caab7bc12 o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 1.7 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 2121 damage o Deflection Spread: 0.2 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 2.25 seconds o LIGHTSABER THROW § Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 130 damage. Damage dealt reduces by 50% if used alongside CHOKE. Cooldown Time: 8 seconds. o FOCUSED RAGE § Basic lightsaber attacks deal 15 extra damage, 200 bonus health is gained, and stamina drain decreases by 50%. Duration: 10 seconds; Cooldown Time: 15 seconds. o CHOKE § Force chokes multiple enemies for 1.5 seconds, dragging them up into the air and dropping them, dealing 126 damage. Reach Distance: ?; Cooldown time: 25 seconds. (YT1) · Emperor Palpatine https://preview.redd.it/q9xsudi8c91d1.png?width=155&format=png&auto=webp&s=70c8de4687a58523e9d5b2f51c124e1942d61662 o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 75 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o One-handed Attack Damage: 14 damage/0.3 seconds (60/sec) o Two-handed Attack Damage: 28 damage/0.3 seconds (110/sec) o One-handed Stamina Drain: 10% stamina/second (10 seconds) o Two-handed Stamina Drain: 15% stamina/second (6.5 seconds) o Attack Reach Distance: 14 meters o Melee Damage: 80 o CHAIN LIGHTNING § Throws a burst of force lightning hits an enemy target selected then bounces up to six different enemies. Each hit deals 120 damage. Reach distance: 18 meters; Cooldown Time: 14.5 seconds. o DARK AURA § First dealing 15 damage at startup, force energy deals 15 damage per in-game tick to enemies, slowing them down as well. Total Damage: 135; Area of Effect: 10 meters; Duration: 8 seconds; Cooldown Time: 25 seconds. o ELECTROCUTE § Force lightning hits the ground, shocking enemies and disabling their blasters for 1 second. Reach Distance: 15 meters; Cooldown Time: 20 seconds. · Han Solo https://preview.redd.it/7jk4cqbac91d1.png?width=162&format=png&auto=webp&s=1e7e5ac1d6cccf362c551c72dec9f385331da440 o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 80 / 55 o Head Shot Attack Damage: 152 / 104 o Blaster Range: 20 / 50 meters o Blaster Spread: None o Rate of Fire: 108 shots/minute o Blaster Overheat: 8 shots o Melee Damage: 65 o DETONITE CHARGE § Throws a sticky charge that is detonated remotely. When detonated, damage is dealt and enemies are knocked down. Damage: 200 / 70; Explosion Radius: 10 meters; Cooldown Time: 18 seconds. o SHARPSHOOTER § Modifies the primary weapon to fire rapidly for the next few seconds. Body Damage: 65 / 40; Head Damage: 123 / 76; Range: 35 / 15 meters; Rate of Fire: 350 shots per minute; Duration: 3 to 25 seconds; Cooldown Time: 15 seconds. (R4) o SHOULDER CHARGE § A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds. · Iden Versio https://preview.redd.it/afmrnmwbc91d1.png?width=125&format=png&auto=webp&s=7867b255d11b8063bd3f2e36a037183a77e5b45b o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 20 / 10 o Head Shot Attack Damage: 38 / 19 o Alternate Fire Attack Damage: 150 o Alternate Blast Radius: 6 meters o Blaster Range: 30 / 50 meters o Blaster Spread: Tight o Rate of Fire: 780 shots/minute o Blaster Overheat: 48 shots (YB1) o Melee Damage: 65 o STUN DROID § Sends out the droid to search for an enemy target up to 25 meters away, the droid then shocks the target and those around it for 1.5 seconds. The enemy shocked is also dealt 40 damage. Shock Area of Effect: ?; Cooldown Time: 20 seconds. (R4; YB1) o PULSE CANNON § Modifies the primary weapon into a long-range rifle. Using the scope deals more damage if used at a farther distance. The first bar in the charge-up indicates the maximum damage input; the second bar is the timer for automatic fire. Body Damage: 40 / 35; Head Damage: 76 / 63; Charged-Up Body Damage: 89 / 207; Charged-Up Head Damage: 164 / 376; Cooldown Time: 1 second. (R4) o DROID SHIELD § Generates a personal bubble shield that protects against blaster damage. Using the primary weapon deactivates it. Unable to be used while STUN DROID is active. Shield Health: 750 health; Duration: 12 seconds; Cooldown Time: 10 seconds. · Kylo Ren https://preview.redd.it/b3qn6v2dc91d1.png?width=81&format=png&auto=webp&s=17b5bcaebd85ade9cb868fc3013662f42cbb2fd7 o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 125 damage o Rear Attack Damage: 165 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o PULL § Force pulls enemies, dealing 10 damage. Reach Distance: 20 meters; Cooldown Time: 20 seconds. o FRENZY § A frenzy of 3 to 4 lightsaber attacks by leaping towards an enemy target, either attacking the same enemy or leaping again to another. 50% damage reduction is received during the frenzy. The last attack of a three-hit frenzy and the last two attacks of a four-hit frenzy goes through blocks. A four-hit frenzy is activated by using the ability while looking away from the enemy target, immediately after a dodge, a jump hop, a lightsaber attack, or using PULL. Each frenzied lightsaber strike deals 160 damage to troopers and 115 damage to heroes. Leap Distance: 10 meters; Total to Troopers: 480 damage; Total to Heroes: 345 damage; Base Health: 750; Health Points: 1125; Cooldown Time: 10 seconds. o FREEZE § Force freezes enemies for 2.5 seconds. Reach Distance: 15 meters; Cooldown Time: 24 seconds. · Lando Calrissian https://preview.redd.it/ukmu6izfc91d1.png?width=144&format=png&auto=webp&s=3d1018a840f42064ed3a0517b2acf863c164a8ec o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 40 / 25 o Head Shot Attack Damage: 76 / 47 o Blaster Range: 20 / 50 meters o Blaster Spread: Medium o Rate of Fire: 420 shots/minute o Blaster Overheat: 17 shots (YB1) o Melee Damage: 65 o SMOKE GRENADE § Releases a 10-meter cloud of smoke that obscures vision and prevents lightsaber target locks. Duration: 10 seconds; Cooldown Time: 14 seconds. (YB1) o SHARP SHOT § Selects up to five enemy targets and fires a flurry of shots dealing 200 to 240 damage. Headshots deal 380 damage. Reach Distance: 40 meters; Cooldown Time: 12 seconds. (R4) o DISABLER § Throws a sticky device that reveals enemies nearby and scrambles enemy radars. In addition, enemies can be shocked for 1.1 seconds through remote activation. Area of Effect: 20 meters; Duration: 25 seconds; Cooldown Time: 19 seconds. · Leia Organa https://preview.redd.it/5qp2kudhc91d1.png?width=180&format=png&auto=webp&s=7543adeddf4b39c2258d5974f78365a0e87fda9a o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 80 / 40 o Head Shot Attack Damage: 152 / 76 o Alternate Fire Attack Damage: 145 o Alternate Fire Charge-Up Time: 1.5 seconds o Alternate Fire Explosion Radius: 1 meter o Blaster Range: 20 / 40 meters o Blaster Spread: Tight o Rate of Fire: 340 shots/minute o Blaster Overheat: 17 bursts o Melee Damage: 65 damage o THERMAL DETONATORS § Throws detonators that each deal up to 250 damage. Up to three detonators are ready for use, all of which must be used for the cooldown timer to begin. Cooldown Time: 15 seconds. o RAPID FIRE § Swaps the primary weapon for an E-11 dealing 350 damage per second. Rate of Fire: 600; Body Damage: 36 / 19; Head Damage: 68 / 36; Duration: 8 to 25 seconds; Cooldown Time: 15 seconds. (R4; YB1) o SQUAD SHIELD § Deploys a 10-meter squad shield with 3000 health that protects against blaster fire and regenerates 5 health per in-game tick to allies. Duration: 30 seconds. Cooldown Time: 20 seconds. · Luke Skywalker https://preview.redd.it/qodegriic91d1.png?width=112&format=png&auto=webp&s=8d60f7dde7621ed70c6be9e0905d369c0a34bcaf o Base Health: 750 health o Health Regeneration: 200 health o Health Regeneration Rate: 100 health/second o Health Regeneration Delay: 2.7 seconds o Sprint Speed: 8.6 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 2.1 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 1.00 second o PUSH § Force pushes enemies 10 meters away, dealing 150 damage to troopers and 90 damage to heroes. Reach Distance: 12 meters; Cooldown Time: 20 seconds. o REPULSE § Knocks down enemies using the Force, dealing 130 damage to troopers and 75 damage to heroes. Area of Effect: 12 meters; Cooldown Time: 17 seconds. o RUSH § A lightsaber dash attack dealing 100 damage by leaping forward. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Darth Maul https://preview.redd.it/iy3h4q8jc91d1.png?width=149&format=png&auto=webp&s=9ebb0ea6ee59230ec3f9398a8686a8f99e5a72d6 o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 120 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.9 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 810 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o FURIOUS THROW § Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 85 damage. Cooldown Time: 8 seconds. o CHOKE HOLD § Force chokes multiple enemies, dragging them up into the air and launching them several meters away, dealing 77 damage. Reach Distance: 15 meters; Cooldown time: 18 seconds. o SPIN ATTACK § A lightsaber dash attack dealing 100 damage by leaping forward 15 meters. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Rey https://preview.redd.it/1gurswckc91d1.png?width=123&format=png&auto=webp&s=c9146ab9e4670f90325de788c76839fea2bdcafb o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 120 damage o Rear Attack Damage: 140 damage o Swing Speed: 2.0 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 1.65 seconds o Stamina Regeneration Delay: 1.00 second o DASH STRIKE § A sprint attack that knocks down enemies hit by it, dealing 130 damage. Cooldown Time: 10 seconds. o INSIGHT § Basic lightsaber attacks deal 10 extra damage and stamina drain is decreased by 50%, all while being undetected by enemy radars. Enemies nearby are also revealed. Basic Attack: 130 damage; Rear Attack: 150 damage; Lightsaber Swings: 20 swings; Lightsaber Blocks: 28 blocks; Blaster Deflections: 2224 damage; Area of Effect: 30 meters; Duration: 8 seconds; Cooldown Time: 10 seconds. o MIND TRICK § Confuses enemies with the Force for 4 seconds. Player controls will be inverted and cursor sensitivity will be lowered. Reach Distance: 18 meters; Cooldown Time: 20 seconds. · Yoda https://preview.redd.it/0caug7alc91d1.png?width=124&format=png&auto=webp&s=c18405ab06c178911b27f5f7662122c901ad0b3c o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o Basic Attack Damage: 125 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.6 swings/second o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 blocks o Blaster Absorption: 2121 damage o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 1.00 second o UNLEASH § Force pushes enemies, pushing them away several meters more, dealing 110 damage. When absorbing force attacks or blaster fire, both reach distance and damage are increased. Force attacks stay absorbed for longer. Damage Increase: 110 / 130 / 160 / 190; Area of Effect: ?; Cooldown Time: 12 seconds. o PRESENCE § 150 bonus health is gained while breaking free out of any immobilizing effect. Allied troopers within several meters also gain 75 bonus health, while allied heroes gain 150 bonus health. Duration: 8 seconds; Cooldown Time: 20 seconds. o DASH ATTACK § A lightsaber dash attack dealing 85 damage by leaping forward. The damage goes through blocks. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Finn https://preview.redd.it/b14z851nc91d1.png?width=160&format=png&auto=webp&s=8e596be32bbac450650583405a6f6c3a892fde49 o Base Health: 600 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 52 / 45 o Head Shot Attack Damage: 98 / 85 o Blaster Range: 25 / 50 meters o Blaster Spread: Tight o Rate of Fire: 240 shots/minute o Blaster Overheat: 24 shots o Melee Damage: 65 o DEADEYE § Auto-locks blaster fire onto a single enemy. Reach Distance: 30 meters; Body Damage: 30 / 20; Head Damage: 57 / 38; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4) o BIG DEAL § 120 to 150 bonus health is gained, 25% to 55% damage reduction is received, ability cooldowns are reduced by 50%, and all blaster heat is removed. Any ally within 15 meters receives the same effects alongside 100 to 130 bonus health and 15% to 45% damage reduction. The number of allies also improves the ability’s effects. Total Number of Allies Needed: ?; Base Health: 600; Health Points: 930; Duration: 10 seconds; Cooldown Time: 18 seconds. o UNDERCOVER TEAM § Primary weapon is swapped for a GLIE-44 while revealing enemies nearby, making allies nearby undetected from enemy radars, giving them faster sprint speed. Cancels BIG DEAL when activated. Body Damage: 42 / 30; Head Damage: 79 / 57; Area of Effect: 15 meters; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4) · Captain Phasma https://preview.redd.it/0j3cy8hpc91d1.png?width=201&format=png&auto=webp&s=e1e3767b683ccc9c550fe9ccccb95dabd7817a92 o Base Health: 700 health o Health Regeneration: 150 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 19 / 15 o Head Shot Attack Damage: 36 / 28 o Blaster Range: 35 / 60 meters o Blaster Spread: Becomes Tight o Rate of Fire: 660 shots/minute o Blaster Overheat: 48 shots (YB1) o STAFF STRIKES § The default melee attack. For troopers, the 1st hit deals 160 damage, the 2nd 190, the 3rd hit 220. For heroes, the 1st hit deals 120 damage, the 2nd 150, the 3rd hit 200. The 3rd hit also knocks enemies down. Only 30 damage is dealt to heroes hit from behind. (S1; R4; YB1) o SURVIVOR § 200 bonus health is gained. Duration: 15 seconds; Cooldown Time: 20 seconds. o FIRST ORDER SENTRY DROID § Deploys a sentry droid that constantly rotates, always looking out for a target. When an enemy target is spotted, it stops rotating and fires, dealing 24 damage per shot. It also shocks enemies for 0.8 seconds. If destroyed, the explosion damage deals 150 damage. Shock Area of Effect: 15 meters; Cooldown Time: 20 seconds. (R4) · General Grievous https://preview.redd.it/o891r1vqc91d1.png?width=193&format=png&auto=webp&s=1abcce1f19eef36a72b6814c92ab5c139eeb07a3 o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 7 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 swings o Blaster Deflections: 222 damage o Deflection Spread: 20 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 2.00 seconds o THRUST SURGE § A lunge attack where an enemy is stabbed and knocked down, dealing 160 damage. Reach Distance: 15 meters; Cooldown Time: 13 seconds. o UNRELENTING ADVANCE § A slow moving forward attack that deflects all blaster shots or lightsaber attacks from the front that lasts for 5 seconds. Any enemy standing in the way is dealt with 110 damage every 0.45 seconds. Cooldown Time: 11 seconds. o CLAW RUSH § A crawl attack that knocks down enemies hit by it, dealing 130 damage. 40% damage reduction is received during the attack. Enemies hit during the initial 0.2 seconds of the attack can be hit again during the last 0.2 seconds of the attack. Base Health: 800; Health Points: 1120; Duration: 3.2 seconds; Cooldown Time: 13 seconds. · Obi-Wan Kenobi https://preview.redd.it/ptsull4sc91d1.png?width=182&format=png&auto=webp&s=59b92dfd53201477b0f1655ce01d3bac82c11ea2 o Base Health: 750 health o Health Regeneration: 300 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 25 blocks o Blaster Deflections: 2121 damage o Deflection Spread: 0.2 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 1.00 seconds o ALL-OUT PUSH § Force pushes enemies, dealing 170 damage to troopers and 150 damage to heroes. Charging it up for 1.2 seconds increases the reach distance up to 22 meters. Damage also increases, dealing 200 damage to troopers and 180 damage to heroes. 80% damage reduction is also received while charging up the force push. Base Health: 750; Health Points: 1350; Reach Distance: ?; Cooldown Time: 14 seconds. o RESTRICTIVE MIND TRICK § Restricts enemies from using their abilities for 5.5 seconds using the Force. An enemy being knocked down cancels the effect. Reach Distance: 20 meters; Cooldown Time: 21 seconds. o DEFENSIVE RUSH § A sprint attack that damages enemies hit by it, dealing 140 damage. The final lightsaber strike deals 60 extra damage, 200 damage in total. It also deflects all blaster shots or lightsaber attacks from the front. Cooldown Time: 10 seconds. vvv PLACED HERE DUE TO IMAGE ATTACHMENT LIMIT vvv https://preview.redd.it/xxeqep34d91d1.png?width=339&format=png&auto=webp&s=72e943a59468d8bc0166e74931bff9b8c09cd04b ^^^ PLACED HERE DUE TO IMAGE ATTACHMENT LIMIT ^^^ · Count Dooku o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 2.0 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o LIGHTNING STUN § Force lightning shoots forward, knocking enemies down and dealing 160 damage to a single trooper and 120 damage to a single hero. Damage is decreased by 10 for every additional enemy caught in the lightning, to a maximum of 50 less damage. Reach Distance: 9 meters; Cooldown Time: 14 seconds. o DUELIST § Basic lightsaber attacks deal 25 extra damage and swing speed is increased to 2.4 swings per second. New Basic Attack: 155 damage; New Rear Attack: 185 damage; Duration: 10 seconds; Cooldown Time: 13 seconds. o EXPOSE WEAKNESS § For 5.5 seconds, an enemy target receives 20% damage weakness, is inflicted with slower movement, and has their bonus health removed. The cooldown timer is replenished if the enemy target is defeated. Normal Basic Attack: 130 damage; Normal Rear Attack: 160 damage; New Basic Attack: 156 damage; New Rear Attack: 192 damage; LIGHTNING STUN: 192 damage; Reach Distance: 11 meters; Cooldown Time: 16 seconds. · Anakin Skywalker o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 170 damage o Swing Speed: 2.2 swings/seconds o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 1392 damage o Deflection Spread: 0.3 o Stamina Regeneration Time: 1.65 seconds o Stamina Regeneration Delay: 2.00 seconds o PULL DOMINANCE § Force pulls enemies, dealing 120 damage to troopers and 80 damage to heroes. Reach Distance: 18 meters; Cooldown Time: 15 seconds. o HEROIC MIGHT § Force pushes enemies, dealing 100 damage to troopers and 90 damage to heroes. 90% damage reduction is received when holding the ability while the area of effect is increased up to 20 meters, depending on the amount of damage taken during the ability. Base Health: 800; Health Points: 1520; Area of Effect: 10 meters; Cooldown Time: 18 seconds. o PASSIONATE STRIKE § Two heavy lightsaber attacks. The 1st attack deals 70 damage to troopers, 180 damage to heroes. The 2nd attack deals 40 damage to troopers, 130 damage to heroes. The damage goes through blocks. Cooldown Time: 13 seconds. o RETRIBUTION § Force chokes enemies for 2 seconds, every second dealing 100 damage to troopers and 75 damage to heroes. Afterwards, they are force pushed away, dealing 100 damage to troopers and 75 damage to heroes. 90% damage reduction is received during the ability. Rather than a cooldown, the ability charges up when 2500 damage is taken. Damage taken by allies nearby charges it up as well. Base Health: 800; Health Points: 1520; Total Damage to Troopers: 296; Total Damage to Heroes: 222; Area of Effect: 15 meters. · BB-8 o Base Health: 650 health o Health Regeneration: 300 health o Health Regeneration Rate: 65 health/second o Health Regeneration Delay: 4 seconds o Shock Prod Damage: 29 per 0.3 seconds o Rate of Fire: 216 shocks/minute o Shock Prod Overheat: 10 seconds o Shock Prod Range: 5 meters o RESISTANCE BACKING § Scrambles enemy radars, revealing enemies nearby. Enemies within 20 meters receive 5% damage weakness. Normal Basic Attack per 0.3 Seconds: 29 damage; New Basic Attack: 30 damage; CABLE SPIN per 0.3 Seconds: 47 damage; Total CABLE SPIN: 1229 damage; ROLLING CHARGE to Troopers: 210 damage; ROLLING CHARGE to Heroes: 158 damage; Duration: 12 seconds; Cooldown Time: 18 seconds. o CABLE SPIN § An attack that by spinning cables by a 5-meter radius, 45 damage is dealt to enemies every in-game tick. 30% damage reduction is also received. Base Health: 650; Health Points: 845; Total Damage: 1170 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds. PURPLE: HIDDEN ACTION/EFFECT o ROLLING CHARGE § A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds. o TECHNICAL SUPPORT § Objectives are captured faster. Will be counted as two units when capturing a point. o SWIFT REACTION § Any ally within 7 meters will have their cooldown times reduced by 5%. · BB-9E o Base Health: 600 health o Health Regeneration: 250 health o Health Regeneration Rate: 60 health/second o Health Regeneration Delay: 3 seconds o Shock Prod Damage: 24 per 0.3 seconds o Rate of Fire: 216 shocks/minute o Shock Prod Overheat: 10 seconds o Shock Prod Range: 5 meters o SMOKE SCREEN § Deploys a 30-meter cloud of smoke obstructing vision and reveals enemies nearby. Duration: 12 seconds; Cooldown Time: 18 seconds. o SHOCK SPIN § Knocks down enemies with an electric pulse dealing 90 damage. Then, enemies within 15 meters will have their blasters overheated, and enemies within 5 meters will be dealt 30 damage every in-game tick. Total Damage: 270 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds. o CHARGE UP § Removes shock prod’s heat. Any ally within 20 meters will also have their blaster heat removed and their ability cooldown times reduced by ?. Duration: 5 seconds; Cooldown Time: 15 seconds. o TECHNICAL SUPPORT § Objectives are captured faster. Will be counted as two units when capturing a point. o BACTA SUPPORT § Any ally within 7 meters are healed 3 health per second. NOTES · The EPIC rarity is only stated in the card description if it is a different value than shown in-game. · All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided. · Clearer antonyms are used: increased/decreased; extended/reduced. o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed). o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat). · Damage Reduction is received; health points are regained. · To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values. · Extra damage is damage added to ability; bonus damage is situational. · Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested. · Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second. · Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them. · Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best. · I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront. · Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them. · Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find! REFERENCES BF1 BF2 Community on Fandom [Most stats taken from here] https://battlefront.fandom.com/wiki/Heroes_and_Villains R1 These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/ R2 Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/ R3 Hero Star Card Guide (u/MAshby1001 on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/ R4 Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats] https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox R5 Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect] https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/ S1 All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam) https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483 YB1 SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version] https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/ YT1 Star Cards Breakdown (@KillerDebit on YouTube) https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88 YT2 Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube) https://www.youtube.com/watch?v=EZb-iNSpFrM YT3 Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION] https://www.youtube.com/watch?v=CQNIOHv-yxA YT4 SammyBoiii: Star Wars Hero Guides [Stats also taken from here] https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm YT5 Every Broken Hero Card In Battlefront 2 https://www.youtube.com/watch?v=V0H70XpXI24 YT6 Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work! https://www.youtube.com/watch?v=kBF4kRo6Y88 |
2024.05.17 04:28 meme-lord-Mrperfect Fulgrim and the Muse: Prologue
2 hours? Emperor of man, how conceited can one be? Oh well, it doesn't sound like I have a choice. Adonis would change his course, notifying his overseer at work before locating the Imperial guard training center. Little more than a temporary tent, it would appear there are other recruits here as well. A group of nine others were also waiting, clearly also drafted. After a bit of small talk with the other recruits, a man in olive green flak armor, a string of numbers on a plate attached on his left breast clearly some form of ID, wearing a helmet of the same color with a gold skull on the forehead. Walked out of the tent and immediately commanded the attention of all the recruits present. The man spoke in a gravelly voice, “I am Sargent Gordel, And I will make all of your lives hell over the next six weeks. You will have exactly one minute to make calls to get your affairs in order, after that you belong to the Imperial army." With that he turned and walked back into the tent, the recruits panicked at first, then followed him after a short while. That was 6 months ago, and as Adonis sat in some god forsaken trench during a particularly brutal compliance, he had wished for the thirtieth time that day that this was all some horrible nightmare. Alas it was not, he had been stationed on the frontlines, fighting against some technologically advanced humans that used bladed drones to devastating effect. Adonis was not particularly skilled at warfare, his aim was middling, his hand to hand skills less than perfect, and he had no mind for command. However, his previous work had him communicating a lot. This skill in both verbal communication, and communication equipment landed him a job as a vox-caster in his squad, lead by Sargent Gordel. Adonis disliked Gordel, a man of hubris and little talent in leadership. However, due to his role in communications Adonis had to be in close to proximity to the man during all waking hours. Ever since he had received the special vox-caster helmet he kept it on, only taking it off to eat. Adonis felt safe enclosed in his helmet, the constant line of communication meaning he could prepare for any future curveballs that might turn his life upside down, so that what happened after that horrible day will never happen again. Adonis would never be caught off guard again, or so he thought. As this compliance continued, Adonis was hearing fewer fellow vox-casters every day, until nobody responded on short-range communications one day. Alone, Adonis and his squad were all that was left in the trench line. As a forward position high casualties were to be expected, but they hadn’t been reinforced in weeks. Adonis had been given a faulty long-range vox, so he often had to make trips down the trench to the nearest squad to communicate with high command. During his last trip Adonis had heard that surrender of the planet was currently being negotiated, but in the meantime to keep fighting, that was days ago. During his trips down these lines he would often pass segments where the guardsmen had either been butchered by the drones, or fled the battlefield. He was envious of those who fled, but he would feel responsible for the deaths of his comrades if he left them to die. Today Adonis would try to retrieve a long-range vox to talk with high command. Shells were still falling on enemy positions, so they weren't abandoned. An assault on the trenches happened last night, it took 30 minutes of walking for Adonis to reach the next position, all he found there was a puddle of gore, and if he hadn’t known humans were here before, there was no way to identify what organism this pile of entrails used to be now. It sickened him, but he kept moving, not lingering on the thoughts of his past. It would take hours to find a usable long-range vox. It would take more hours to return, but in the meantime he used the vox to get updated on the situation.“This is vox-master Adonis in the first trench, position 38. Looks like my squad might be the last one left. High-command please respond.” Adonis hailed, hoping to hear back soon.
2024.05.16 21:19 TheNumidianAlpha Opinion on CoH3 (multiplayer) after 50games by a Coh2 veteran.
Visually pleasing graphicsNow, what's to be improved by priority:
More realistic squad size mostly
Qol improvements (auto reinforce, autovaulting, tank riding)
More units variety and a pleasing light vehicle play
In game currency easier to reach
Includes never seen before units
Every faction has access to an ambulance and can tow weapons and recrew on front
The sound effects, has been said a lot but man...where to start ? Well first of all the units being attacked cues should be given priority over everything else, the problem is that the battles, especially team battles are a sound-fest, the "our point is being captured" shout gave me a serious headache (literally lol), it should be down toned or selective to only the points you personally defend, or you could have the player have the option to select which point he wishes to know about constantly. The voice line could be replace by a sound cue maybe. The explosions are loud but they don't seem really well made too.2)Low priority (opinion) : I'm not gonna pretend that my opinion here should be THE opinion, but I've noticed a few things :
The vehicles movement! Man.. the "you always have to press reverse command" thing just doesn't want to stick with me. Maybe it's a me thing, but come on, at least on short distances we should be able to move backwards without extra micro. It's just a habit from Coh2 maybe.
Certain call ins are waaaaaay too oppressive, so much they make the game end (yes I'm looking at you Carpet Bombing) they definitely need to be toned down, call ins are supposed to be a bonus to swing the pendulum of a balanced fight your way, not a goddamn supernova that falls on your army.
Balance and game flow : so much to say here it could warrant it's own post.
indirect fire takes a lot of place in the game, which forces everyone to play it and get mobile infantry only besides the fact that mobile infantry is already more useful and powerful than line static infantry due to the fact it can push, decrew team weapons or force retreats more easily, the new high health based system of combat makes them not drop models when approaching enemy defensive troops in their cover. It is a bit too much.TL;DR : just read the damn thing come on.
Faction balance in the current meta forces players into repetitive play styles : USF ranger blobs, ukf double Australian triple infantry, Dak just stalls until their late game vehicle play and has to play like pussy, wehr just spams team weapons until they can unleash a mass of pz4 or panthers. It reminds me of the funny days of coh1 back when the series was trying to find its way, the lessons from CoH2 final patches should be duly copied, the str genre is a delicate flower to balance and find a consistent pleasure in each game without it being a chore or boring or frustratingly unfair, I rq'd two times already due to a ranger blob and a carpet bombing, while I never rq'd in Coh2 ever.
2024.05.16 17:52 LieutenantDevil_ List of R6 Operators that could work within R6 Extraction
OPERATOR | ROLE | STATS (Speed - Armour) | GADGET | LOADOUT |
---|---|---|---|---|
Tubarão | Crowd Control, Anti-Breach | 2 - 2 | Zoto Canister | MPX, AR-15.50, TCSG12, P226 Mk 25, Keratos .357 |
Ram | Lure, Breach | 1 - 3 | BU-GI Auto Breacher | R4-C, LMG-E, Mk1 9mm, ITA12S, Bailiff 410 |
Grim | Intel, Recon, Area Control | 3 - 1 | Kawan Hive Launcher | 552 Commando, SG-CQB, P229, Bailiff 410, Super Shorty |
Thorn | Trap | 3 - 1 | Razorbloom Shell | UZK50Gi, M870, 1911 TACOPS, C75 Auto, Super Shorty |
Flores | Intel, Recon, Bomber | 2 - 2 | RCE-Ratero Charge | AR33, SR-25, GSh-18, PMM, Bailiff 410 |
Aruni | Slowdown, Stun | 2 - 2 | Surya Gate | P10 RONI, 552 Commando, Mk 14 EBR, PRB92, Super Shorty |
Melusi | Slowdown, Area Control | 2 - 2 | Banshee Sonic Defense | MP5, PDW9, Super 90, RG15, Super Shorty |
Oryx | Stun, Knockback, Push | 1 - 3 | Remah Dash | SPAS-12, PDW9, T-5 SMG, Bailiff 410, USP40 |
Wamai | Area Control, Projectile Protection | 2 - 2 | Mag-Net System | AUG A2, MP5K, P12, Keratos .357, P229 |
Kali | Armour-Piercing | 3 - 1 | LV Explosive Lance | CSRX 300, SPSMG9, C75 Auto, P226 Mk 25, P229 |
Goyo | Area Denial, Trap | 2 - 2 | Volcán Canister | Vector .45 ACP, TCSG12, P229, Keratos .357, C75 Auto |
Nøkk | Cloak, Recon | 3 - 1 | HEL Presence Reduction | FMG-9, SIX12 SD, 5.7 USG, D-50, P229 |
Warden | Vision | 2 - 2 | Glance Smart Glasses | M590A1, MPX, P-10C, SMG-12, Bailiff 410 |
Kaid | Anti-Breach | 1 - 3 | Rtila Electroclaw | AUG A3, TCSG12, .44 MAG SEMI-AUTO, LFP586, Keratos .357 |
Lesion | Area Control, Trap | 2- 2 | GU Mines | SIX12 SD, T-5 SMG, Q-929, Super Shorty, Bailiff 410 |
Jackal | Tracker, Intel, Recon | 2 - 2 | Eyenox Model III | C7E, PDW9, ITA12L, USP40, ITA12S |
Buck | Breach, Versatile | 2 - 2 | Skeleton Key | C8-SFW, CAMRS, Mk1 9mm, P229, SMG-11 |
Castle | Area Control, Barricade | 1 - 3 | Armor Panel | UMP45, M1014, 5.7 USG, Super Shorty, M45 MEUSOC |
Bandit | Anti-Breach | 3 - 1 | Shock Wire | AUG A2, MP7, M870, P12, Bailiff 410 |
Glaz | Vision | 3 - 1 | Flip Sight | OTs-03, PMM, GSh-18, Bearing 9, Bailiff 410 |
Kapkan | Area Control, Trap | 2 - 2 | Entry Denial Device | 9x19VSN, SASG-12, PMM, GSh-18, Keratos .357 |
OPERATOR | HOW WOULD THEY WORK? | ADDITIONAL NOTES |
---|---|---|
Tubarão | Good on-the-spot Anti-Breach, good crowd control to slow down incoming hordes of Archæans, decent loadout? | |
Ram | Potential use of BU-GI as a lure tool that creates sounds and attracts Archæans. | BU-GI could explode at certain advancement level to increase viability. |
Grim | On-the-spot tracking for limited duration. | Hives could potentially move outward and cover a wider area overtime to scan more Archæans at certain advancement level. |
Thorn | Decent traps, could lure enemies with sound and cause them to stay in blast radius upon activation. | |
Flores | Decent recon, can destroy groups of enemies/nests without putting self or teammates in danger, wouldn't alert enemies to allied positions due to remote detonation. | |
Aruni | Increased defense and on-demand laser gate placement when needed. | Could obliterate low-tier enemies at certain advancement level. |
Melusi | Good slowdown and crowd control with gadget. | |
Oryx | Possibility for Remah Dash to recover health lost to breaching or ramming enemies after a certain duration at certain advancement level. | |
Wamai | Throwable gadget that catches projectiles and destroys them. | Rechargable gadget at certain advancement level. |
Kali | Gadget that can obliterate low-tier armoured Archæans (Rooters, Sowers, Lurkers) and stun higher-tier Archæans (Smashers, Apex, Tormentors) | Rechargable gadget at certain advancement level (long recharge time to balance power?) |
Goyo | Good Area Denial with gadget, can be activated through indirect and direct means (Breacher explosions, gunfire etc) | |
Nøkk | Team-orientated Stealth character, allows Teammates to be a bit more stealthy and allows Nøkk to clear areas more efficiently by herself. | Slightly more team-orientated than Vigil. |
Warden | Counter to Smokers and other vision-reducing enemies, can also see through teammate gadgets like Z9 Gas Grenades or Smoke Grenades. | Possibility for team support at certain advancement level, allowing teammates to see through smoke aswell. |
Kaid | Good Anti-Breach, prevents Breacher enemies from blowing up reinforced walls, can also electrify hatches when possible. | |
Lesion | Good Area Control, could damage and slowdown Archæans who trigger mines. | |
Jackal | Can switch between Archæan types with gadget to track different Archæans in the sub-zone. | Advancement levels would unlock the ability to track different Archæans. |
Buck | Good Breach, under-barrel shotgun for CQC. | Sledge's counterpart. |
Castle | Good Area Control, stronger barricades that last longer than regular barricades. | Possibility for level 10 Advancement level to upgrade all default barricades to be slightly stronger and quicker to deploy? |
Bandit | Good Anti-Breach, prevents Breacher enemies from blowing up reinforced walls. | |
Glaz | Counter to Smokers and other vision-reducing enemies, can also see through teammate gadgets like Z9 Gas Grenades or Smoke Grenades. | A more selfish Warden. |
Kapkan | Good Trap/Area Control operator, can set traps or doors and windows to blow up Archæans passing through. |
OPERATORS + ADVANCEMENT LEVEL | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Tubarão | Zoto Canister | Zoto Canister Capacity | Arsenal Upgrade - AR-15.50 | Armour III | Enhanced Reflexes | Arsenal Upgrade - TCSG12 | Increased Radius, Lingering Slowdown | Speed III | Arsenal Upgrade - Keratos .357 | Stronger Slowdown, Freezes Low-Tier Archæans. |
Ram | BU-GI | BU-GI Capacity | Arsenal Upgrade - ITA12S | Armour IV | Gear Up | Arsenal Upgrade - LMG-E | Longer Duration, Lures Archæans | Armour V | Arsenal Upgrade - Bailiff 410 | Explosive BU-GI - Explodes at the end of the duration. |
Grim | Kawan Hives | Hive Capacity | Arsenal Upgrade - Bailiff 410 | Speed IV | Resilient Revival | Arsenal Upgrade - SG-CQB | Hive Refill | Armour II | Arsenal Upgrade - Super Shorty | Swarming Hives - Swarm slowly extends outwards overtime. |
Thorn | Razorbloom | Razorbloom Capacity | Arsenal Upgrade - C75 Auto | Speed IV | Stronger Recovery | Arsenal Upgrade - M870 | Increased Damage, Radius | Armour II | Arsenal Upgrade - Super Shorty | Reusable Blooms - Razorblooms activate one time after a certain duration. |
Flores | RCE-Ratero | Increased RCE Capacity | Arsenal Upgrade - PMM | Armour III | Wireless Charging | Arsenal Upgrade - SR-25 | Increased Radius | Armour IV | Arsenal Upgrade - Bailiff 410 | Proximity Detection - RCE can now be placed without activation, explodes when detects nearby Archæans**.** |
Aruni | Surya Gate | Gate Capacity | Arsenal Upgrade - Mk 14 EBR | Armour III | Healthy Hand | Arsenal Upgrade - 552 Commando | Stronger Lasers - Obliterates low-tier Archæans. | Speed III | Arsenal Upgrade - Super Shorty | Shorter Cooldown before Gates can be activated again. |
Melusi | Banshee | Increased Slowdown | Arsenal Upgrade - Super Shorty | Armour III | Enhanced Reflexes | Arsenal Upgrade - Super 90 | Damaging Systems - Deals damage overtime to nearby Archæans. | Speed III | Arsenal Upgrade - PDW9 | Piercing Systems - Chance to stun low-tier Archæans, lower chances for high-tier Archæans. |
Oryx | Remah Dash | Faster Recharge, Less Damage Taken | Arsenal Upgrade - T-5 SMG | Armour IV | Stronger Recovery | Arsenal Upgrade - Bailiff 410 | Remah Dash Recovery - Recover Health lost overtime. | Armour V | Arsenal Upgrade - PDW9 | Quicker Recovery, Shorter Cooldown |
Wamai | Mag-Net System | Mag-Net Capacity | Arsenal Upgrade - Keratos .357 | Speed III | Enhanced Reflexes | Arsenal Upgrade - MP5K | Mag-Net Refill | Armour III | Arsenal Upgrade - P229 | Faster Recharge |
Kali | Explosive Lance | Charge Capacity | Arsenal Upgrade - P226 Mk 25 | Speed IV | Extra Mags | Arsenal Upgrade - C75 Auto | Longer Stun Duration | Armour II | Arsenal Upgrade - P229 | Charge Refill |
Goyo | Volcán Canister | Longer Fire Duration | Arsenal Upgrade - Vector .45 ACP | Speed III | Healthy Hand | Arsenal Upgrade - C75 Auto | Increased Fire Damage | Armour III | Arsenal Upgrade - Keratos .357 | Volcán Capacity, Increased Fire Coverage |
Nøkk | HEL Presence Reduction | Longer Duration, Reduced Recharge Time | Arsenal Upgrade - D-50 | Speed IV | Enhanced Reflexes | Arsenal Upgrade - SIX12 SD | Global Presence Reduction - Teammates are harder to spot when ability is active. | Speed V | Arsenal Upgrade - P229 | HEL Presence Annihilation - Stealth Kills no longer end ability, instead reduce timing remaining by two seconds per kill. |
Warden | Smart Glasses | Longer Duration | Arsenal Upgrade - SMG-12 | Armour III | Healthy Hand | Arsenal Upgrade - MPX | Reduced Cooldown | Armour IV | Arsenal Upgrade - Bailiff 410 | Clear Vision - Teammates now see through visual obscuring particles whenever ability is active. |
Kaid | Electroclaw | Claw Capacity | Arsenal Upgrade - LFP586 | Armour IV | Gear Up | Arsenal Upgrade - TCSG12 | Increased Radius | Armour V | Arsenal Upgrade - Keratos .357 | Maximum Voltage - Electroclaw now deals damage within its radius. |
Lesion | GU Mines | GU Mine Capacity | Arsenal Upgrade - Super Shorty | Armour III | Stronger Recovery | Arsenal Upgrade - SIX12 SD | Increased Damage, Increased Slowdown | Speed III | Arsenal Upgrade - Bailiff 410 | Volatile Poison - Gu Mines explode in a small radius |
Jackal | Eyenox Tracker | Eyenox Scan Capacity | Arsenal Upgrade - ITA12L | Speed III | Resilient Revival | Arsenal Upgrade - ITA12S | Eyenox Tracking - Can now track all types of low-tier Archæans. | Speed IV | Arsenal Upgrade - PDW9 | Priority Targeting, Increased capacity - Can now track all high-tier Archæans. |
Buck | Skeleton Key | Skeleton Key Increased Ammo | Arsenal Upgrade - CAMRS | Speed III | Enhanced Reflexes | Arsenal Upgrade - SMG-11 | Increased Breach size, Increased Damage | Armour III | Arsenal Upgrade - P229 | Knockback - Skeleton Key inflicts knockback on all Archæans. |
Castle | Armor Panels | Armor Panel Capacity | Arsenal Upgrade - UMP45 | Armour IV | Healthy Hand | Arsenal Upgrade - Super Shorty | Stronger Panels | Armour V | Arsenal Upgrade - M45 MEUSOC | Fortify - All barricades have increased health. |
Bandit | Shock Wires | Shock Wire Capacity | Arsenal Upgrade - AUG A2 | Speed IV | Healthy Hand | Arsenal Upgrade - M870 | Reinforced Wires - Shock Wire can't be destroyed by explosions. | Armour II | Arsenal Upgrade - Bailiff 410 | Reinforce - All reinforcements take longer for Breachers to get through. |
Glaz | Flip Sight | Fast Action - Flipping sight and Reloading is quicker. | Arsenal Upgrade - Bearing 9 | Speed IV | Gear Up | Arsenal Upgrade - GSh-18 | Scanning Thermal - Highlighted Archæans become scanned. | Armour II | Arsenal Upgrade - Bailiff 410 | Enhanced Thermal Vision - Highlights Archæans and Nests through walls. |
Kapkan | EDD | EDD Capacity | Arsenal Upgrade - SASG-12 | Armour III | Stronger Recovery | Arsenal Upgrade -GSh-18 | Increased Damage | Armour IV | Arsenal Upgrade - Keratos .357 | EDD Refill |
2024.05.16 13:46 olliefo1 Rate me list for local tournament
2024.05.15 23:51 hrothmartin Homeworld 3: A point-by-point breakdown for series veterans
2024.05.15 22:20 Ludewich42 Heavy Machine Gun vs Bots ... suggestions how to make it feel great?
2024.05.15 19:44 still_no_drink Men of War 2 vs Company of Heroes 3
Tried Men of War 2 just now, i dont think it will kill COH3 as some people said on this sub. I played a few matches here and there already, but the graphics of Men of war 2 is a lot worst. it has the same graphics if not the same as Gates of Hell. almost no changes. individual soldiers has to be controlled so its much more tedious and soldiers die a lot easier there submitted by still_no_drink to CompanyOfHeroes [link] [comments] People complaining about graphics, animations and sound of CoH3 are about to get hit to the fact by a brick of reality. The ones who QQ about balance and go there will also run back with tail between their legs. I'm expecting hilarity, given how MoW2 is, metaphorically, 40 year old woman, but in make up, pretending to be 18. It pretends to be new and fresh, but it does not look fresh nor behaves with flexibility expected by everyone. COH3 graphics wins by a mile already,anyone who think otherwise need to have their eyes checked no base buildings, an currently the game has a lot of bugs right now. on a high end machine i just stutter nonstop. Editor is bugged and you cant edit any of the single player missions nor maps. and you are stuck with batallions, like steel division 2 and need time and such to unlock them on multiplayer. Macro men of war 2 is a lot more tedious and healing and such has to be done manually, unlike auto reinforce in COH3 and squads. I mentioned this because some people may have never played the previous Men of War Games/ GOH No doubt in my mind Call to Arms - Gates of Hell: Ostfront is definitely better than Men of War 2 atm, no tactical campaign and long war like on Gates of Hell is a massive disappointment, you had like 18 missions each, after u finish all of them the single campaign is done. Really loved Gates of Hell but Men of War 2 is a shit show atm https://preview.redd.it/oh276j9efo0d1.png?width=1008&format=png&auto=webp&s=ff0a80648ddde1b9aab0acdcd29605e102509165 while this may be good for relic please still take the time to improve COH3, add more new factions /battlegroups to make it more interesting, there will be more competitors to come . would like to hear other ppls thoughts on this. |
2024.05.15 17:22 Sejsel Cardinal Adina Emboldened Solo