

- #SUPREME COMMANDER 2 REVAMP MOD BUILDINGS CONNECTED PATCH#
- #SUPREME COMMANDER 2 REVAMP MOD BUILDINGS CONNECTED UPGRADE#
- #SUPREME COMMANDER 2 REVAMP MOD BUILDINGS CONNECTED MODS#
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. WE HAVE CHANGE FROM DROPBOX TO SYNC AS IT OFFERS BETTER FEATURES "How to help support the mods work space" Hi guys, If any one isn't signed up to Sync please support the mod by signing up with this link Referral, Me and Avtius use Sync as a open work space to work for the mods development so any extra space will help us out.Jump back to quoted post, 23:43 PM miragefla This would have to the best SC2 trailer i have ever seen credit goes to NeoGhost Excalibur make sure to give him a thumbs up. RVE mods now support the new SC2 mod manager all mods will be updated with support. There is currently only two members of RVE team, me and Avtius_12, We did have some helpers at some point but they have moved on so please understand the amount of time needed to do a overhaul of a game when its just two people working on it. HELP US DEVELOP THIS MOD EVEN FURTHER BY DONATING PLEASE REPORT ANY BUGS TO THIS PAGE HERE THANKS RVE 2.0 B1.1 BUGS / SUGGESTIONS
