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Some QoL suggestions

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7 Dec 2016, 23:58 PM
#21
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Hey, guys, what about this?



What a beautiful sight, now it looks MUCH better.
8 Dec 2016, 09:39 AM
#22
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

This suggestion require a lot of work for mapmakers - Propper Tactical map (iow minimap) images.
For example i took maps from Map Making Contest 2016 (https://www.coh2.org/topic/56719/winners-annoucement)
At the moment exist 4 (2014 and 2015 variants have a lot of common) varitions os stylization of minimaps:
1. Like in 2013 (Bombarded Refinery)

2. Like in 2014 (Westwall)

3. Like in 2015 (Rüstungswerke Essen)

4. Photorealistic minimap (No one has made minimap like this, but it looks like Road to Kharkov, Minsk Pocket, or Crossroad minimap)

5. MonolithicBacon minimap (Caen)

It will be perfect to update minimaps for all maps in the game and bring them to one common style (which also will be informative and easy to use)
9 Dec 2016, 12:24 PM
#23
avatar of TheSleep3r

Posts: 670

Some more suggestions that I'd love to see added to the game, but that most probably won't happen

Music played during the game shouldn't be tied to the map but rather to the faction played. If Wehrmacht fighting on the western front with Soviet music and OKW fighting the Soviets with western music is odd, this change could be implemented in such a way that as axis, music played is the one the opponent has (Wehrmacht vs US plays US music for both sides)

Flags above the strategic points are red and blue and should be historic (semihistoric for axis) instead like in coh1
9 Dec 2016, 12:42 PM
#24
avatar of Nubb3r

Posts: 141

I'd like to make a suggestion for the units/vehicles/structures tab in the top right corner.
Could you add one additional row, that shows teching?
Like grenades, officers for USF and teching progress for OST (only for the duration of the teching progress).
As of now, we can only see units/vehicles in production and in the bottom right the build status of OST/Sovies tech structures, but it would be cool if officer and tech status was represented too, along with things like weapon racks, medics for OKW etc.
9 Dec 2016, 16:52 PM
#25
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Some more suggestions that I'd love to see added to the game, but that most probably won't happen

Music played during the game shouldn't be tied to the map but rather to the faction played. If Wehrmacht fighting on the western front with Soviet music and OKW fighting the Soviets with western music is odd, this change could be implemented in such a way that as axis, music played is the one the opponent has (Wehrmacht vs US plays US music for both sides)

Flags above the strategic points are red and blue and should be historic (semihistoric for axis) instead like in coh1


I am not sure that it is necessary because:
1. People usually play with their own music.
2. Flags on strategic point should giving information about the owner of the Strategic point (who holding it at the moment), Red and blue flags do this job perfectly.

jump backJump back to quoted post9 Dec 2016, 12:42 PMNubb3r
I'd like to make a suggestion for the units/vehicles/structures tab in the top right corner.
Could you add one additional row, that shows teching?
Like grenades, officers for USF and teching progress for OST (only for the duration of the teching progress).
As of now, we can only see units/vehicles in production and in the bottom right the build status of OST/Sovies tech structures, but it would be cool if officer and tech status was represented too, along with things like weapon racks, medics for OKW etc.


I will add it to the first post. Thank you for your suggestion!:thumbsup:

P.S. Add some new design issues for USSR, Wehrmacht, OKW, and UKF :)
10 Dec 2016, 20:14 PM
#26
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

So, this is the last thing, which i want to add to this thread from the beginning, but find only now. Thanks to the Janne252 for this video (and mod):


11 Dec 2016, 15:06 PM
#27
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Once upon a time, allocation around command poits dissapeared. Now command poits, required for commanders abilities merge with background. Also, it looks simply disgusting.

How it was previously:




How it is at the moment:


14 Dec 2016, 08:11 AM
#28
avatar of Mr. Someguy

Posts: 4928

I'll add one. Allow us to Shift + Queue Half-Tracks. Would be nice to half the Half-Track empty its payload and RTB. Currently you can't do that because the Exit button will immediately dump the troops even if you hold Shift.
14 Dec 2016, 08:30 AM
#29
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

I'll add one. Allow us to Shift + Queue Half-Tracks. Would be nice to half the Half-Track empty its payload and RTB. Currently you can't do that because the Exit button will immediately dump the troops even if you hold Shift.

If i understand you correctly, you want to have possibility to drop units from Halftrack with shift separately. I will add it to the first post, thank you!

P.S. Looks like i need to make a new category - general suggestions. Will make it this evening, and then add suggestion about Halftracks.
Update: I have read in comments to the Mashines video about PTRS Penals complain about penals design.
I honestly dont understand whole issue with pens as BASIC unit. First of all, IRL pens never were used much, most of the penal regiments were disbanded in 1942. Second, instead of cannonfodder ( as devs want to present em ingame ), they are actually used and equipped as assault troops. Penals equipped wth semi-autos and flamers, while basic infantry can not be armed with ANYTHIN wihtout right doctrine - really nigguh? Whole issue just begs the bloody question - if tier 1 is called special rifle command, why u no put guards or some special PTRS crew instead?

So, i have seen unused model of guards without green cloak. Maybe it can be used? And change the name on Strelky or something like this?

14 Dec 2016, 10:55 AM
#30
avatar of Mr. Someguy

Posts: 4928

Update: I have read in comments to the Mashines video about PTRS Penals complain about penals design.

So, i have seen unused model of guards without green cloak. Maybe it can be used? And change the name on Strelky or something like this?



I know this is not even near the priority list of things to change in CoH2, but I totally agree. It always irked me that the Soviet Army is made up entirely of Conscripts, Convicts, Crewmen, and Specialists. So where in fact are the Infantry?

Now this is just fantasy, but if I were to change it, I'd make Frontoviki with their SVT's and F1 Grenades with upgradable DP (Cons also get 3x PPSh). Then possibly move the Satchel and Flamethrower to Shock Troops, to emphasize their fortification assaulter role. That might require making Shocks non-doctrine though. It's hard to say, since the faction is already made...
14 Dec 2016, 11:17 AM
#31
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



I know this is not even near the priority list of things to change in CoH2, but I totally agree. It always irked me that the Soviet Army is made up entirely of Conscripts, Convicts, Crewmen, and Specialists. So where in fact are the Infantry?

Now this is just fantasy, but if I were to change it, I'd make Frontoviki with their SVT's and F1 Grenades with upgradable DP (Cons also get 3x PPSh). Then possibly move the Satchel and Flamethrower to Shock Troops, to emphasize their fortification assaulter role. That might require making Shocks non-doctrine though. It's hard to say, since the faction is already made...

I am not talking about faction redesign. I am talking about:
1. Take penals
2. Change their model on unused model of guards without green cloak.
3. Rename them.

P.S. I will not add this suggestion to the list, because, suddenly, it is not in priority at all, and not necessary. :guyokay:
14 Dec 2016, 20:42 PM
#32
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Updated fisrt post. Now lets waiting news from Relic, maybe (maybe not) we will see something from this list in February.
And yeah, i have deleted section with duplicate units, because it is balance issue.
P.S. Suddenly, in the near future i will not searching for more design issues(session is coming), only updating first post, if somebody suggest something interesting.
16 Dec 2016, 19:29 PM
#33
avatar of JackDickolson

Posts: 181

Updated fisrt post. Now lets waiting news from Relic, maybe (maybe not) we will see something from this list in February.


You did it buddy;

https://community.companyofheroes.com/discussion/comment/261227#Comment_261227


:thumb:

UI FIXES

Updated abandoned M1 81mm Portrait

Updated M1 81mm squad portraits for their respective factions.
Updated 120mm Mortar Shield Symbol to a different variant
Updated KV-8 call-in icon to match other call-in icons.
Updated M1 81mm Smoke Radius UI. UI will now get smaller at shorter distances.
Updated artillery officer call-in icon to match other call-in icons.
DShka shield icon updated to the correct version for non-EFA armies.

16 Dec 2016, 19:46 PM
#34
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



You did it buddy;

https://community.companyofheroes.com/discussion/comment/261227#Comment_261227


:thumb:




Nope, i think it is him:

I'll bring this thread to Kyle's attention, and we'll see which ones we can already fit in for the balance mod.

Don't expect any changes for this week's updated, but perhaps we can do something, given that the balance mod trials are expected to last until February.


and him:

My icons I have passed them to miragefla in PM. They have better quality than the ones I post long ago. QoL needs less test than balance, many more things can be added.


But i am happy to see it! It means, that this thread has more sense now :clap:

Update: Update first post. So nice to strike out solved issues:)
16 Dec 2016, 19:52 PM
#35
avatar of JackDickolson

Posts: 181



Nope, i think it is him:



and him:



But i am happy to see it! It means, that this thread has more sense now :clap:


Bonus point for your humility.B-)


Non-Trivial collective achievement regardless. Keep it up.
20 Dec 2016, 22:29 PM
#36
avatar of bishibosh

Posts: 13

Ostheer Stormtroopers use the incorrect portrait icon ingame. They're currently using the Panzergrenadier portrait, when they should be using the Jäger Light Infantry portrait.
20 Dec 2016, 23:31 PM
#37
avatar of Mistah_S

Posts: 851 | Subs: 1

I'll bring this thread to Kyle's attention, and we'll see which ones we can already fit in for the balance mod.
Don't expect any changes for this week's updated, but perhaps we can do something, given that the balance mod trials are expected to last until February.

Wow, thats a Looooong time!
Are we able to get the extra supply drop option back?
That was quite enticing to play that mod, I think it will have even more success in the future (perhaps tone it down to 1000 supply extra per game?)
As always, thanks for passing on messages from the community

Hey! Didn't think I'd see that posted again. I'm honored that it wasn't forgotten. :thumbsup:

+1

@OP, these are some SOLID QoL changes!
21 Dec 2016, 07:11 AM
#38
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Ostheer Stormtroopers use the incorrect portrait icon ingame. They're currently using the Panzergrenadier portrait, when they should be using the Jäger Light Infantry portrait.


It is already in the list, check the first post :-)




+1

@OP, these are some SOLID QoL changes!


Thank you!
22 Dec 2016, 18:43 PM
#39
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

I think, this post should be here. Also, i want to add here JackDickolson post about SMG animation, but he has his own thread:nahnah::

Small bug, Soviet buildings don't deform the ground lower enough. You should see the floor of the building, but instead you see the ground. This happens for T1, T2, and T3 (T4 is entirely above ground). Ostheer is not affected by this, their buildings are all properly dug in.

24 Dec 2016, 01:16 AM
#40
avatar of Thunderhun

Posts: 1617

1;. How about only 1 Moscow Outskirts? The summer and winter versions are the same without cold-tech.

2;. Ost T0 description says you can only build pioneers but now that Mg-42 is in T0 as well. The text should be updated.

3;. Upgrading to Battlephase 2 sometimes says "We now have access to medium armor and rocket artillery" - this line should be removed considering the Panzerwerfer is in T4.

4;. All units should be able to put away their minesweeper, not just OKW's sturmpioneers.

5;. Air Recon units (mostly Ostheer and Soviet pilots) often say they are "attacking enemy armor" - these lines are confusing because the planes are just doing recce.

6;. Ostheer Pioneers say they are laying Anti-personnal mines when ordered to lay a Teller mine.

7;. Fallschirmjaegerc call Soviet Partisans American Paratrooper

8;. OKW Flak Emplacements can not shoot through elevations, this causes performance issues for these units.

9;. British Air Recon plane is too loud its volume is higher than most of the in-game sounds.




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