[OKW] Do they fixed medic buff?
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Permanently BannedSimple question - simple answer.
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Do they fixed medic buff after introducing side-tech to medics? Because there was a buff in previous patch notes, but was not coded in the game.
Simple question - simple answer.
If you know it wasn't applied in the game's code before... why not check the game's code now?
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Judging from the bugs/features that were fixed, a few which make life for the OKW much harder now, it appears OKW quality of life issues are overlooked somewhat by the modders in favour of their preferred factions.
workshop card pls
If you believe that something about OKW is buggy and important enough to be fixed (except for JP4 predator camo & flakHT weird setup bugs), that none of us have caught on, then go ahead and suggest it. Miragefla has a thread of his own dedicated to the Competitive Edition mod. I have a thread of my own dedicated to the QoL mod, and we tend to talk behind the scenes and compare notes.
If you have the time, go through the notes here, and let me know if I have missed something*:
https://www.coh2.org/topic/55521/mr-smith-s-quality-of-life-mod
* most of the stuff that affect all factions are under General changes.
Posts: 508
workshop card pls
If you believe that something about OKW is buggy and important enough to be fixed (except for JP4 predator camo & flakHT weird setup bugs), that none of us have caught on, then go ahead and suggest it. Miragefla has a thread of his own dedicated to the Competitive Edition mod. I have a thread of my own dedicated to the QoL mod, and we tend to talk behind the scenes and compare notes.
If you have the time, go through the notes here, and let me know if I have missed something*:
https://www.coh2.org/topic/55521/mr-smith-s-quality-of-life-mod
* most of the stuff that affect all factions are under General changes.
He's obviously full of crap in that your QoL mod does make a change to OKW healing by making an HQ upgrade available, and obviously has tons of other axis fixes and adjustments. But wouldn't it make sense to fix the OKW healing rate bug in your mod?
Also, thank you for helping make the patches possible. It is appreciated.
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Posts: 526
He's obviously full of crap in that your QoL mod does make a change to OKW healing by making an HQ upgrade available, and obviously has tons of other axis fixes and adjustments. But wouldn't it make sense to fix the OKW healing rate bug in your mod?
Also, thank you for helping make the patches possible. It is appreciated.
That's ironic man, since it was myself who was one of first, if not the first person back in april (when the balance preview was announced) who suggested bringing OKW medics to the base, a solution that has been adopted here.
In any case, I wasn't referring to specific external mods either and I apologise if I offended anyone in particular. Mirageflas mod, for example, had a bunch more OKW fixes than made it into the official "balance" patch. However, as I understand it now, Relic are handing over their balance issues to some of these modders. So I was specifically talking about the focus for the mods that make it into the game, such as the one recently released.
Posts: 2636 | Subs: 17
He's obviously full of crap in that your QoL mod does make a change to OKW healing by making an HQ upgrade available, and obviously has tons of other axis fixes and adjustments. But wouldn't it make sense to fix the OKW healing rate bug in your mod?
Also, thank you for helping make the patches possible. It is appreciated.
I don't think a healing rate upgrade is needed when you can get access to medics on both the HQ and the MedHQ at the same time. Vet3 Volks also get passive healing at vet3. It would be too much of an overkill.
Perhaps part of the reason why medics seem to take so long to reach the wounded is that the entire OKW blob tends to cluster up at the 1 of the 4-or-so individual retreat antennas at the medHQ.
Maybe spawning a huge, invisible medHQ on top of the actual medHQ to act as a forward retreat point would help with the pathing. Otherwise, perhaps telling medics not to chase after moving units is good enough of a fix.
The WFA faction counterpart doesn't have that issue, since they get the ambulance.
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I'm not sure why all healing hasn't been to switched over to aura effects yet. Much cleaner/more efficient and no medic models screwing with pathing.
Yes, yes and yes. Relic please. Relic. If you are really that stubborn and ingorant about the balance implications of faction identity, or asymmetric design, go ahead and keep the medics, keep the animations, keep the pathing bullshit, but give the fuckers an AURA for once. Give it to all of the medics in the game and they shall rejoice and feel the healing power around themselves.
Posts: 508
I don't think a healing rate upgrade is needed when you can get access to medics on both the HQ and the MedHQ at the same time. Vet3 Volks also get passive healing at vet3. It would be too much of an overkill.
Perhaps part of the reason why medics seem to take so long to reach the wounded is that the entire OKW blob tends to cluster up at the 1 of the 4-or-so individual retreat antennas at the medHQ.
Maybe spawning a huge, invisible medHQ on top of the actual medHQ to act as a forward retreat point would help with the pathing. Otherwise, perhaps telling medics not to chase after moving units is good enough of a fix.
The WFA faction counterpart doesn't have that issue, since they get the ambulance.
Ah I see. In the context of your mod, that makes sense.
Glad Relic is implementing your stuff, would be beneficial if they could implement more of it.
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I'm not sure why all healing hasn't been to switched over to aura effects yet. Much cleaner/more efficient and no medic models screwing with pathing.
+1
This would be a great change. It is miserable watching half hp squads standing around while the stupid medics go chasing after moving units.
Posts: 2636 | Subs: 17
+1
This would be a great change. It is miserable watching half hp squads standing around while the stupid medics go chasing after moving units.
Turning all heals into aura heals is just going to facilitate mass retreats and heal-reinforce-go kind of blobs even more (since all squads will be done healing at approximately the same time anyway).
It's entirely possible to change the behaviour of medics to prevent them from chasing moving soldiers. I have already done this in my mod.
It's also trivially possible to increase the healing range of medics, so that clustered squads don't inhibit their movement as much.
Posts: 393
Turning all heals into aura heals is just going to facilitate mass retreats and heal-reinforce-go kind of blobs even more (since all squads will be done healing at approximately the same time anyway).
It's entirely possible to change the behaviour of medics to prevent them from chasing moving soldiers. I have already done this in my mod.
It's also trivially possible to increase the healing range of medics, so that clustered squads don't inhibit their movement as much.
Can you confirm if OKW healrate is still 5 or has it been changed to 8?
Posts: 393
I'm not sure why all healing hasn't been to switched over to aura effects yet. Much cleaner/more efficient and no medic models screwing with pathing.
+1 totally agree with this
Posts: 2636 | Subs: 17
Can you confirm if OKW healrate is still 5 or has it been changed to 8?
It's still 5.
For this patch, if something isn't in the patchnotes, it hasn't been changed.
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