
- Supreme commander 2 revamp mod buildings connected Patch#
- Supreme commander 2 revamp mod buildings connected upgrade#
- Supreme commander 2 revamp mod buildings connected mods#
We would not have been able to work Squad AI changes by ourselves Changed reaction type to dive-for-cover Fixed an issue where certain squads had too low threshold for reaction effects (e.g., flamers, grenades) While current AI is not perfect, it is the be st we can do, given modding tool limitations. Non-elite squads will hug the ground if caught outside cover, and elite squads will slightly spread. We are reintroducing a very mild form of squad AI into the game, to give some motion back into squads. Previously, the visuals and effects were out-of-sync, causing LoS blocking to linger, even after smoke had dissipated (e.g., Shock troop smoke would linger for 25 seconds after the smoke visual had dissipated) Standardized the duration of all smoke round effects (cover, LoS block/ shot-blocking/visual) to 15 seconds (the penalty does not affecte Priest/Sexton creeping barrage) Scatter penalties for firing into fog of war increased from 1.25 to 2 Fixed an issue where certain howitzers would cost more to reinforce when recrewed. To rectify this, we are increasing Scatter penalties when firing in the Fog of War We find that static artillery pieces are too good at barraging the base sector, as well as static buildings, often with no effort involved from the attacker. All vehicles will prefer moving and turning over pivoting on the spot (unless pivoting is significantly faster) Jeeps/halftracks can now, again, take sharp turns This doesnât affect explicit reverse commands Units will use a reverse motion, only if significant gains are to be had (e.g., if a path that uses reverse is 2 seconds faster than any other path that doesn't use reverse) Adjusted all vehicles/team-weapons in the game to prefer using forward movement to react to âright-clickâ commands. 60 second duration (cannot be deactivated while active) OKW Battlegroup unable to reinforce if cut-off from friendly territory.
Supreme commander 2 revamp mod buildings connected upgrade#
OKW FRP requires either a Mechanized HQ established or Armoured Support Groups upgrade (from FlakHQ). We are turning FRPs into a timed-based ability to allow skill and preparedness to have a larger impact on this mechanic However, in order to be able to establish a common base-line for all factions, we need something to compare them to.

Our ultimate goal is to grow this mod to the direction of including all 5 factions. Fixing the EFA factions will also help us gain a better insight as to what “EFA-level” really means.

The purpose of this mod is to do an overhaul of the EFA factions, fix unusable units/abilities, and discover interesting, non-abusive, ways to spice up the meta. When the time comes to work with the community on curated balance changes once again, there will be a clear distinction and communication coming from Relic around the initiative (i.e.
Supreme commander 2 revamp mod buildings connected mods#
They are currently working on community balance mods out of their own interest and the changes in said mods are not intended for the live game (automatch).
Supreme commander 2 revamp mod buildings connected Patch#
Smith, Miragefla or GGTheMachine are working on are not part of a planned or future balance patch for COH2. This is a side-project for the Unofficial Team.Ĭurrently any balance mods that Mr. Given that the main factions we want the others to follow are the EFA, we began working on them first and resolving their issues to see how it affects the rest of the game before we work on WFA and Brits.ĭisclaimer: Relic does not support or hold the views of the changes.

With the way things are currently going as we wait for GCS to chug along and waiting for the powers that be to grant us permission to begin work once again, the Balance Team has been doing some work on the side to try and work on certain issues and get them tested as we remain on stand-by. Jump back to quoted post, 23:43 PM miragefla
