+100000000000000000000000000000000
Do it.
NO U.
Really, why not try it out in a tournament? (Sandbag removed from all main line, including doctrinal, and given to engineers)
Posts: 8154 | Subs: 2
+100000000000000000000000000000000
Do it.
Posts: 956
NO U.
Really, why not try it out in a tournament? (Sandbag removed from all main line, including doctrinal, and given to engineers)
Posts: 766 | Subs: 2
Its already possible for abilities to modify whether an unit is able to capture or not (Secure mode), so I think its entirely possible for this to be coded. The only issue is whether it might introduce strange bugs.
Posts: 1295 | Subs: 1
It should not be a problem and it would be quite easy. Enable/Disable capture is under apply modifier in which under in_construction_action there as already the x2 multiplication received_accuarcy_modifier. I would expect to see very little bugs from this.
Posts: 766 | Subs: 2
my man!
I would propose either of the methods outlined in the initial post
Posts: 431
Posts: 67
Posts: 999 | Subs: 1
[...]
Posts: 4928
Ostheer is played around team weapons while OKW is not. Ostheer also has super early Pgrens which are way better than anything OKW can field in the early game.
Posts: 1594
Sturmpioneers aren't considerably worse than Panzergrenadiers though, and they're your starting unit. They're squishier and don't hit as hard, but I don't see why you couldn't use them.
Posts: 766 | Subs: 2
cool stuff! i think any of the two solutions you've outlined (build speed reduction, disabled capping) would be much better than outright removing sandbags from mainlines.
i was wondering if a third option, that is reducing the received accuracy and/or damage reduction bonus for sandbag cover only, would be possible from a modding perspective?
i guess something like this could be done via target tables, but maybe there is a simpler, less messy approach.
Posts: 1594
There are a lot of unused cover types which could be utilized, also it would of course means adding this interaction with every single weapon.
Aura's and Near Entities would not provide directional cover. Crits could be designated between frontal and rear of entity, assuming infantry even have rear armor, but that would make side shot very unknown.
Target Tables are likely the only way, easy but time consuming.
UI would be another problem. Would green be incorrect? Would prebuilt map sandbags count? It would probably be best if sandbags remain heavy cover.
Posts: 5279
Sturms are a lot worse than Panzergrenadiers, they have slightly better damage at absolute point-blank (sub-5 range), but their drop-off is a lot more severe, so they need to get a lot closer. Their RA is also significantly worse, which makes their having to get close even more of a hindrance. They also don't have Bundle Grenade... Stun is nice, but it's an utility, not a damage dealing tool. (There's also Combined Arms... but this isnt a constant thing)
This makes sense obviously, due to their /far/ earlier timing compared to Pgrens, and their better utility... But you can't really justify building more than one and trying to use them as a "real" combat unit past the first couple minutes, especially since they have other shit they need to do, while Pgrens have no job except "kill guy". Sturms are also supporting Volksgrenadiers, whereas Pgrens are supporting the much better Grenadiers (And the MG42), so they're kinda carrying a heavier weight which compounds all this.
Sturms are great, and the OKW early game would be pretty much impossible without them, but they're not really comparable to Pgrens.
Posts: 1594
The thing that really makes sturms good is their vet. If you can get em to vet 2 before there's a saturation of targets, they get pretty tanky (-23% target size) putting them to 0.67 target size.
Vet 2 sturms are a slight bit more tanky than vet 1pgrens are at 0.68 target size.
I'm not a great player, but I frequently get vet 5 sturms in 2s, 3s and 4s (don't play 1s much anymore)
It hurts when you lose them, but they have a psychological effect on the enemy when they are on the front that can buy time for other units to position better.
They arnt pgrens, but they don't fall off as rapidly as people think either. Just as the enemy gets more firepower and vet they are less capable of soloing enemy squads like they can at the start of the match.
Posts: 449
OKW: Sturms can not build them but Volks can
With this proposed change every faction would have sandbags available for their engineer/builder unit and thus making all factions even more similar and boring.
B: OKW really would either need an auxiliary engineer unit (Luftwaffe ground forces?), or you'd need to be able to build a gimped version of Sturmpioneers to supplement their existing one, or as a third option; Sturms would need to be able to erect Sandbags absurdly quickly (This third option would be pretty AIDS)... as otherwise OKW would go from one of the factions with the greatest access to Sandbags, to the faction with undeniably the least access.
Posts: 1594
Kek
Let's give Sturms Panzerfausts and incendiary grenades too. Oh, and give them 5 men, and make the Feuersturm flamethrower upgrade compatible with the minesweeper.
Posts: 449
snip
Posts: 1820 | Subs: 2
Posts: 999 | Subs: 1
There are a lot of unused cover types which could be utilized, also it would of course means adding this interaction with every single weapon.
Aura's and Near Entities would not provide directional cover. Crits could be designated between frontal and rear of entity, assuming infantry even have rear armor, but that would make side shot very unknown.
Target Tables are likely the only way, easy but time consuming.
UI would be another problem. Would green be incorrect? Would prebuilt map sandbags count? It would probably be best if sandbags remain heavy cover.
Posts: 711
91 | |||||
14 | |||||
1 | |||||
124 | |||||
109 | |||||
20 | |||||
17 | |||||
12 | |||||
7 | |||||
2 |