Other tanks just use the same shell for every target, which is why they're not as good as the shermans' specific-use shells. The ISU-152 has a similar shell switching mechanic, incidentally.
Didn't know Sherman AP shells were so good.
Posts: 3602 | Subs: 1
Other tanks just use the same shell for every target, which is why they're not as good as the shermans' specific-use shells. The ISU-152 has a similar shell switching mechanic, incidentally.
Posts: 486
Other tanks just use the same shell for every target, which is why they're not as good as the shermans' specific-use shells. The ISU-152 has a similar shell switching mechanic, incidentally.
Posts: 1594
Technically, the Sherman has worse shells than the P-4 in both regards. It is not trading shell selection for better shells, it is trading shell selection for repair crew.
This is why the 76 and the E8 have iffy AI cannons. They get repair crews AND a multipurpose shell. So they made the shell less multipurpose.
Posts: 486
Close up the Sherman's AP round has higher pen than the P4, though obviously its going against generally higher-armour targets, and the mid-long range pen is indeed worse.
The HE shell is extremely good however, to my knowledge.
Posts: 3114 | Subs: 2
Posts: 599
Posts: 3114 | Subs: 2
I like most of your ideas like the Conscript/Penal change. It would promote mix and matching instead of pure conscript spam we have now. The only change I would do is instead of flamethrower make the close range PPSH. As a four man squad it won't hit as hard but would probably be easier to balance around merge while keeping the "elites" as better versions of the Penal squad along with better equipment such as smoke/body armor/abilities. Earlier M5 would be welcome but with improved Con/Penal synergy might be a little too much. They would be able to overrun most players with decent play of sand bags with Penal DP28. Overall I think it would be fun as hell to play.
EDIT: I would also keep DP28 squad size to 4, Airborne would then be a large upgrade on durability/long range DPS. If you went with PPSH I would change that to 5 men instead due to change in play style.
Posts: 1594
Posts: 786 | Subs: 1
Posts: 422 | Subs: 2
Posts: 422 | Subs: 2
Regarding penals;
I'd make the suggestion that they ought to remain six men, and their DP upgrade be changed to provide them with ATV-40s instead. (Which would just be, in gameplay terms, SVTs that fire broadly like STGs, being most effective at the mid-ranges that you're suggesting they prefer to fight at)
I'd also suggest giving CEs the flamethrower still... rather than Penals. Especially if they're a five or six man squad. The only problem here is that CEs have rather too many options to upgrade.
Posts: 2184 | Subs: 2
Posts: 13496 | Subs: 1
...
Posts: 538
Posts: 786 | Subs: 1
some interesting ideas although things like stock IS-2 and upgrade-able T-70 will need some serious balancing.
Posts: 13496 | Subs: 1
que THAT faction that already has their counterparts stock and is very balanced
Posts: 1594
Unfortunately, there is no way to make SVTs function as AVTs aesthetically. You can't just simply turn a single-shot weapon into a burst weapon, unfortunately. Even on the lowest possible weapon cooldowns supported by the engine, they don't even appear or sound close to being automatic.
You can go the other way (burst weapons to single shot) by having extremely short bursts though. This can be used for StG, FG42, etc, although making the SFX sound right will require lots of fine tuning.
Also Penals have badass now-unused voicelines for flamethrowers
Posts: 1954
Posts: 786 | Subs: 1
No other faction has a T-70 or stock IS-2.
Now pls try to stay on topic which are these modes instead of ranting about the game balance.
Posts: 422 | Subs: 2
Is it impossible to override the model that a weapon uses? If so, one could replace penals' STV-40s with STGs (or some other burst/automatic weapon) that have their models replaced with SVTs. This is the method I was expecting would be used, rather than directly modifying the SVT-40 stats.
Though, of course, this would require that animations and sounds are overridden as well... And having not actually had much experience with CoH2's """""modding tools""""" I don't know whether all of that is easily doable. It does feel like a lot of things that really ought to be trivial are practically impossible when modding this game.
17 | |||||
15 | |||||
13 | |||||
3 | |||||
1 |