That is not very accurate...currently in live Grenadiers(T1) loses to riflemen(T0) and to I.S.(T0)
Penals (T1) lose to SP(T0). Tier is one factor, cost is another.
well i would call the first building a T1 it's more of a T0.5
Posts: 139
That is not very accurate...currently in live Grenadiers(T1) loses to riflemen(T0) and to I.S.(T0)
Penals (T1) lose to SP(T0). Tier is one factor, cost is another.
Posts: 284
Have you tried moving your tanks?
There, PIATs hardcountered, regardless of how many there is.
Posts: 134
Posts: 17914 | Subs: 8
Depends on the range. In addition the weapon register rear hit even from a front shot.
And the cherry on the top, major rear armor nerf is in the pipe for most heavy (and fat medium tanks)
Posts: 677
well i would call the first building a T1 it's more of a T0.5
Posts: 2636 | Subs: 17
Those PIATs are ridiculous. And people were crying about the schrecks... now you got a 50 munition version can be added to ANYONE... what could go wrong with this?
How is that mobile mortar you and PlanetSmasher were working on going? An easy way to buff the UKF early game without introducing new upgrades would be to move Sappers to T0 (with emplacements restricted to their current tiers) and fill their spot in T1 with a mobile mortar.
You can then go for long-range Tommy DPS or the less powerful but better at chasing Sappers. As a bonus, you also don't have to rely on the Mortar Pit.
EDIT: I've implemented this into the mod I posted earlier. Sappers are now in T0 and UKF has a copy of the USF 60mm mortar in T1.
I usually use the Sniper version as well (better range and don't have to give up healing).
The Tommy, Forward HQ and Sniper call-ins all fire six shells per Howitzer. The Royal Arty barrage fires three per howitzer.
I'm probably not being clear enough or misunderstanding you, but the issue I'm trying to solve with that change is that weapon upgrades (the major scaling mechanic for infantry) are better on Sappers than on Tommies.
This is because Sappers currently get a better Bren (fixed by giving them the Tommy Bren) and don't suffer the out-of-cover penalty (fixed by moving the penalty to the weapons and giving Tommies a bonus in cover to return them to their previous in-cover performance).
The practical effect of this is that Tommy performance stays the same but Sapper performance (with Brens, Vickers and PIATs) is reduced to an out-of-cover Tommy level. You could easily adjust how this works with the Sapper cover bonus (i.e., keeping the current cover bonus for their Stens but giving them the Tommy cover bonus with other weapons) to ensure they weren't nerfed into the ground.
From the thread in which I first suggested changing the cover penalty, captured weapons make up a percentage of the reasons against it completely disproportionate to their effect. I'd prefer captured weapons didn't benefit from the cover bonus simply to defuse that issue before it starts.
From the thread in which I first suggested changing the cover penalty, captured weapons make up a percentage of the reasons against it completely disproportionate to their effect. I'd prefer captured weapons didn't benefit from the cover bonus simply to defuse that issue before it starts.
Posts: 17914 | Subs: 8
then also call Soviet T1 as T 0.5, and Wer T 2.5
Posts: 284
I also agree with you that PIATs are the best handheld weapon in the game vs Axis armour (including Schrecks). The fact that they are too spammable only adds to this.
However, in order to fix the issue with PIATs:
- You have to close the gap between micro-capable users and micro-incapable users. Currently, this is RIDICULOUSLY wide. To a PIAT god, 70 Munitions per PIAT would seem very little. To somebody that doesn't know how to PIAT, 30 Munitions per PIAT already seems too much.
- Once you have closed the gap, now you can apply the necessary nerfs (e.g., price/performance nerf)
- If you don't close the gap, the low-end people will rightly become outraged.
- This is not a L2P for PIAT people. This is a design issue that promotes micro-for-micro's sake. This is when no other weapon/unit in the game ever gets even close to that! That's just wrong in an RTS game.
Svanh is right on the money, there (I have to test the solution in a mod first-hand to see how his PIATs behave though).
The way that Planet Smasher has explained to me, it is impossible to add a mobile version of the Brit mortar in the game:
https://www.coh2.org/topic/52470/mod-request-garrisonable-mortar-pits
This is something that only Relic can do; however I don't think it matters much (just use a different model). I posit that if the emplacement revamp idea catches on Relic might be willing to code in some animations for the mobile 3-inch mortar.
However, we (i.e., Planet Smasher; I have 0 skill in this) have been working on adapting UKF emplacements to feel more natural, and removing the need for brace (e.g., Pit -> garrisonable Trench, 17pdr -> pak43).
Planet Smasher has been very busy with RL stuff, thus our progress has halted. If you want to help me, I would really really really appreciate your help, since I have absolutely 0 experience with modding.
Thx!
I actually rethought this. We might be having the same idea about how to modify Tommies, but we present this in a different way.
Both our ideas boil down to making Tommies more hard-hitting than Sappers (and, if necessary, squishier, so that there is a trade-off). In both the current implementation and (your) proposed implementation, there will still remain a gap between Tommies in-cover and Tommies out-of-cover.
In my idea, I explained one way to achieve this is to trade off some received accuracy for (offsensive) accuracy. If Tommies receive enough accuracy, their Brens will already become more hard-hitting than Sappers when both squads reach Vet3.
Another possible trade-off is to give away some received accuracy at Vet0 for accuracy (or cooldown, or reload etc) for Brens, Piats, Enfields. This is identical to your idea about turning the cover penalty into a cover bonus.
However, I feel it will be easier on the maintaining team to keep track of this, as they won't have to check whether they should apply the bonus to the weapons or not. (what will happen if Relic decides to add purchasable <insert weapon name> as an upgrade to Tommies in the future?). In my mind, easier to maintain = simpler = better
Actually, if you think about it, Tommies are the absolute worst mainline for picking up capturable weapons (and not just because of the Vet3 bug). This is because slot weapons benefit from offensive veterancy, of which Tommies get very little. A grenadier squad with an LMG34 is a death god (+40% accuracy). That's even worse if you give it to a Sturmpioneer, or a Penal squad squad (+70% accuracy).
Tommies get the short end of the stick here, which makes them inferior for picking up weapons ("only" +20% accuracy, cover penalty). The only reason you would consider giving weapons to Tommies though, is because none of the UKF squads receive any offensive bonuses whatsoever (Sappers get 0 in that regard).
Hence, turning some received accuracy into (offensive) accuracy will probably wipe off the need to turn the cover penalty into a cover bonus.
Posts: 2636 | Subs: 17
Mate please.. could you edit your quotes.. i only commented the first one. :-)
Posts: 181
The way that Planet Smasher has explained to me, it is impossible to add a mobile version of the Brit mortar in the game:
https://www.coh2.org/topic/52470/mod-request-garrisonable-mortar-pits
This is something that only Relic can do; however I don't think it matters much (just use a different model). I posit that if the emplacement revamp idea catches on Relic might be willing to code in some animations for the mobile 3-inch mortar.
However, we (i.e., Planet Smasher; I have 0 skill in this) have been working on adapting UKF emplacements to feel more natural, and removing the need for brace (e.g., Pit -> garrisonable Trench, 17pdr -> pak43).
Planet Smasher has been very busy with RL stuff, thus our progress has halted. If you want to help me, I would really really really appreciate your help, since I have absolutely 0 experience with modding.
I actually rethought this. We might be having the same idea about how to modify Tommies, but we present this in a different way.
Both our ideas boil down to making Tommies more hard-hitting than Sappers (and, if necessary, squishier, so that there is a trade-off). In both the current implementation and (your) proposed implementation, there will still remain a gap between Tommies in-cover and Tommies out-of-cover.
In my idea, I explained one way to achieve this is to trade off some received accuracy for (offsensive) accuracy. If Tommies receive enough accuracy, their Brens will already become more hard-hitting than Sappers when both squads reach Vet3.
Another possible trade-off is to give away some received accuracy at Vet0 for accuracy (or cooldown, or reload etc) for Brens, Piats, Enfields. This is identical to your idea about turning the cover penalty into a cover bonus.
However, I feel it will be easier on the maintaining team to keep track of this, as they won't have to check whether they should apply the bonus to the weapons or not. (what will happen if Relic decides to add purchasable <insert weapon name> as an upgrade to Tommies in the future?). In my mind, easier to maintain = simpler = better
Actually, if you think about it, Tommies are the absolute worst mainline for picking up capturable weapons (and not just because of the Vet3 bug). This is because slot weapons benefit from offensive veterancy, of which Tommies get very little. A grenadier squad with an LMG34 is a death god (+40% accuracy). That's even worse if you give it to a Sturmpioneer, or a Penal squad squad (+70% accuracy).
Tommies get the short end of the stick here, which makes them inferior for picking up weapons ("only" +20% accuracy, cover penalty). The only reason you would consider giving weapons to Tommies though, is because none of the UKF squads receive any offensive bonuses whatsoever (Sappers get 0 in that regard).
Hence, turning some received accuracy into (offensive) accuracy will probably wipe off the need to turn the cover penalty into a cover bonus.
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