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Kappatch 2

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1 Feb 2015, 10:09 AM
#101
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post1 Feb 2015, 09:54 AMCruzz
Which is why they are the most fitting platform for schreks. The weapon is just too good when fielded in large numbers because the alpha strike without any reload time is enough to kill 90% of allied vehicles after you have 5 or 6. Unfortunately they have a bunch of other tasks already.

I think I'll test whether I can force units to keep a weapon unloaded before combat. See if anything can come out of that vector of change.


Couldn't you just increase the aim time on their Panzerschreck? That'd be much better than requiring them to stand in combat for ~7 seconds before shooting the first volley ;)

1 Feb 2015, 10:13 AM
#102
avatar of Cruzz

Posts: 1221 | Subs: 41



Couldn't you just increase the aim time on their Panzerschreck? That'd be much better than requiring them to stand in combat for ~7 seconds before shooting the first volley ;)



The thing about aim time (on a weapon that can't fire on the move) is that this will reset whenever the unit moves, including rotating, reload just magically happens even while moving. So with a high aim time, your unit will never fire if it's say being pushed by an enemy vehicle.

And wasn't necessary thinking of a full reload time for the first round, I just want to see if there are ways to delay the initial firing by like 3-4 seconds without affecting other things.
1 Feb 2015, 10:19 AM
#103
avatar of James Hale

Posts: 574

Can I just say that I am glad you're doing this, and I like reading up on your progress. Hopefully as mod tools/capabilities improve over time, this mod can grow and prosper.

Good work.
1 Feb 2015, 10:23 AM
#104
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post1 Feb 2015, 10:13 AMCruzz
The thing about aim time (on a weapon that can't fire on the move) is that this will reset whenever the unit moves, including rotating, reload just magically happens even while moving. So with a high aim time, your unit will never fire if it's say being pushed by an enemy vehicle.

And wasn't necessary thinking of a full reload time for the first round, I just want to see if there are ways to delay the initial firing by like 3-4 seconds without affecting other things.


Maybe play with the distance modifiers for aim time / cooldown / reload. I don't know what the difference between cooldown and reload is (the Panzerschreck currently has no cooldown, but a 1.25 post fire aim time 7.75 reload). Perhaps you could use distance modifiers to create a 3-4 second aim time at long range but not at close range, whilst having the reload scale the opposite direction so the time between shots is always the same? I think that could work anyway, but I've never actually worked with the stats.

Also if you don't mind, what do you think about my Panzer IV and SMG Upgrade suggestions?

1 Feb 2015, 11:07 AM
#105
avatar of BrickTop

Posts: 88

maybe usf vehicles get only 5 or 4 vet so usf late game issue may befixed
1 Feb 2015, 11:42 AM
#106
avatar of Smirnoff
Patrion 14

Posts: 111

Nice Cruzz. You did a better patch than relic did since release. So i have to download it now. Hopefully i find some players to play with.
1 Feb 2015, 11:47 AM
#107
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

"After you have a T3/T4 building, the remaining structure will cost 180mp/90f (240/120). "

This isn't working as intended. At least when I tried it didn't work when backteching from Tier 4 to Tier 3.


1 Feb 2015, 13:08 PM
#108
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

jump backJump back to quoted post1 Feb 2015, 09:54 AMCruzz
Actually they would make them super strong, they would be by far the most durable flamethrower unit in the game and the relative lack of offensive vet on volks does not matter one bit to the flamer. I also don't think it's good design for the primary infantry to have a flamethrower


Well, they'd be pretty durable at vet 5 but without shrecks it'll take a looooong time to get there.

According to Mr. Someguy, Volks can only have LMGs or Flamethrowers as weapon upgrade because they lack the animation for other weapons.

Grenadier models can use MP40s and G43s. MP40s are horribly weak ATM.

So, there are only two possibilities, sadly: G43s or buffed MP40s.
1 Feb 2015, 13:11 PM
#109
avatar of Spearhead

Posts: 162

Very good work Cruzz! The changes are pretty much what I would have done myself.

An incredibly dumb question tho:
How the hell can I open the link with steam?
Edit: I got it, obviously you have to open the layover in order to paste a url... :loco:
1 Feb 2015, 13:12 PM
#110
avatar of Cruzz

Posts: 1221 | Subs: 41




Probably too radical to make them as good as rifles, it'll look weird that conscript ppsh do stuff at range while shocks don't, but they could still be improved somewhat at mid range.


A bit drastic, but imo it would be better to nerf Panzer IV Armour and buff Penetration to allow it to be vulnerable to lesser tanks (T-34/76, 75mm Sherman) and AT (Bazookas) but also stand up to call-in (T-34/85, Easy Eight) without being completely outclassed.


Don't really like this, and don't think it would actually benefit the PIV in either of these engagements (it would help against IS2 though, because there the PIV armor is already meaningless). Overall I'd consider any change that trades armor for penetration a nerf for the PIV right now.


"After you have a T3/T4 building, the remaining structure will cost 180mp/90f (240/120). "

This isn't working as intended. At least when I tried it didn't work when backteching from Tier 4 to Tier 3.


Another fail from me while copying old values, will be fixed next update.


According to Mr. Someguy, Volks can only have LMGs or Flamethrowers as weapon upgrade because they lack the animation for other weapons.

Grenadier models can use MP40s and G43s. MP40s are horribly weak ATM.

So, there are only two possibilities, sadly: G43s or buffed MP40s.


You can just give them magic accuracy training with kar98ks too which doesn't change any graphics.
1 Feb 2015, 14:00 PM
#111
avatar of Cruzz

Posts: 1221 | Subs: 41

Having tested a bunch of stuff, thinking of going for this route with the volk/sturm situation:

Volks back to 235mp base and volk graphical model. Volks get a 90 munition upgrade for 1 schrek. They can buy an additional shrek for 50 munitions after that to bring them up to two.

The 90 munition upgrade changes the squad to a Tank Hunter squad which has 4mp/model higher reinforce and 20% increased veterancy requirements. The second weapon has no extra penalties attached.

Volk schrek aim time multipliers for far and medium ranged increased (reload decreased to balance out dps after first shot), so that you can potentially avoid getting oneshot at max range by moving back with your vehicles.

AOE on the weapon decreased so it doesn't act as an anti-inf upgrade.

Requires own territory for both upgrades

Potentially add some kind of minor "combat training" for munitions after two trucks have been placed so non-tank hunter volks have some reason to exist late game other than meatshielding.
1 Feb 2015, 14:12 PM
#112
avatar of KovuTalli

Posts: 332

Suggest giving volks 1 STG and 2 MP40's or 2 STG's (not quite as good as sturmpios or panzergrens but better for mid range, as MP40 is almost only good at close range) rather than 3 MP40's.
1 Feb 2015, 14:18 PM
#113
avatar of steel

Posts: 1963 | Subs: 1

I think I saw the Infantry Company M1919A6 shooting on the move while playing around earlier. I picked it up with an obersoldaten and the guy fired it on the move. Intended?
1 Feb 2015, 14:20 PM
#114
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post1 Feb 2015, 14:18 PMsteel
I think I saw the Infantry Company M1919A6 shooting on the move while playing around earlier. I picked it up with an obersoldaten and the guy fired it on the move. Intended?


The airborne M1919 still fires on the move, it has absolutely horrible movement modifiers even in the base game version(25% accuracy compared to 70% or whatever the ober mg34 had) so it doesn't really do anything. If I turn it off it will be purely for consistency, rather than any balance concern with it firing on the move.

1 Feb 2015, 15:29 PM
#115
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

Suggest giving volks 1 STG and 2 MP40's or 2 STG's (not quite as good as sturmpios or panzergrens but better for mid range, as MP40 is almost only good at close range) rather than 3 MP40's.


I played a lot of games using this mod recently and I have to say that Volks probably don't even need any weapon upgrades.

They reached high vet levels relatively quick without any weapons. An upgrade that simply increases their DPS a bit is enough IMO.

Now, they will get shrecks again which is kinda sad. They won't vet up that fast and are a bit more expensive but you still have to rely on volks for AT instead of Raketenwerfers.

The only problem was that you couldn't buy sweepers in the early game and then later on shrecks. You could buy sweepers and while it was upgrading you could also buy shrecks so that you had both in the end. You just had to save 150MU :D

PZfausts also made the Raketenwerfer much more effective because you could place a Volks squad in front of it. Tanks that tried to rush the Raketen just got AT naded and were pretty much dead because of it.
1 Feb 2015, 15:58 PM
#116
avatar of Porygon

Posts: 2779

jump backJump back to quoted post1 Feb 2015, 09:54 AMCruzz

Sandbags, I'd rather not. Green cover is way stronger against non-small arms in this game than in coh1, if I made it easier to get green cover in every fight then I'd have to change all of those cover modifiers to worse.

Crushing wire slowing light vehicles down, maybe. I'll have to check if the crushee action will actually apply something like that properly. Faster wire and/or wire on more basic infantry? Not really a fan, I might consider looking into it much later but to be honest all I see coming out of that is weird abuse rather than "strategic gameplay".



Why? I really appreciate the art of wiring in langres of Inverse's strattalk back in COH1, to deny green cover, forcing opponent into your trap or killzone, minimizing the damage can be done by flanking, all this are strategic gameplay, I don't see why it is known as abuse.

When do you see enough wire in COH2 torney that players use them for their advantage except wiring off cover? The investment of wiring time in COH2 and ease of destroying them proved, it doesn't worth doing at all. Sturm wire is double bladed, can be strategical good and abuse because it is really a good denial tool but unable to cut making it stupid.
1 Feb 2015, 16:05 PM
#117
avatar of some one

Posts: 935

I have a friend So we would like to play 2 vs 2 as axis.

Is there a channel in game or how we can play The Kappatch? (subscribed already)

The Machine I couldn't find you in steam (yes I am crab)
1 Feb 2015, 16:14 PM
#118
avatar of Unshavenbackman

Posts: 680

Where do you guys hang? I am up for some games.
1 Feb 2015, 16:19 PM
#119
avatar of some one

Posts: 935

Is there any possibilities to create community for those who eager to play this mod in game?
Channel, Server or something to facilitate searching
1 Feb 2015, 16:43 PM
#120
avatar of some one

Posts: 935

Ok at the moment what I can offer is to create a list of players who wants to play it so people could add those with some remark (I've noticed it is possible in steam at least)
Attach the list on first page.
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