Are you also going to fix building entry ghostwiring ?
For example in faymoville, if you do not abandon house that moment you see enginners you will get instatraped by ghotwire and killed (only 1 entrance)
Instant garrisoning/ungarrisoning NEEDS to go.
13 Mar 2017, 14:41 PM
#21
Posts: 4314 | Subs: 7
13 Mar 2017, 15:00 PM
#22
Posts: 2636 | Subs: 17
Are you also going to fix building entry ghostwiring ?
For example in faymoville, if you do not abandon house that moment you see enginners you will get instatraped by ghotwire and killed (only 1 entrance)
In order to "fix" something, we need to know what the intended behaviour should look like, and we need to have a way to describe this.
I don't think I know of any way to describe what you ask that doesn't inhibit intended building behaviour.
13 Mar 2017, 18:48 PM
#23
Posts: 8154 | Subs: 2
Actually, that's an excellent middle-ground solution.
My prime beef with garrisons doesn't have to do with nades/etc. It has to do with the fact that you can abuse garrisons, ESL-style, and hop your squad in-out.
You have sturmpioneers creeping up on you from a single-window angle? Just hop in and out with your Tommies. Your Tommies can fire their single shot gun, hop out to reload, and hop back in. In between, Sturmpioneers have minimal to 0 opportunity to employ their DPS.
This will make loading-unloading comparable to transport vehicles. You simply can't abuse this load-unload cheese on transports, even if the vehicle is bulletproof. That delay is the reason for this.
More than doing damage, i think it's more about denying a building why not wanting to take damage while you wait for your others squads to arrive. This is pretty common on maps which have key important buildings (such as Ettelbruck or Lierneux). Doors and small amount of windows sides don't coincide so "hiding" and just hoping to get vision is pretty common.
13 Mar 2017, 20:53 PM
#24
Posts: 670
Watchtowers already have good entering/exiting mechanic a'la vCoh. Just copypaste it to all buildings.
14 Mar 2017, 08:34 AM
#25
Posts: 881
Didn't infantry enter/exit garrisons one model at a time in CoH1 too? That's why the door-mining strat didn't exist I assume.
EDIT: IIRC this was actually removed in a patch some time ago, since players didn't like losing control of the squad during the enter/exit animation.
I remember that you could lose the squad leader if the building collapsed just as you entered, leaving the squad without a leader and thus without an icon. Even reinforcing didn't get the squad icon back.
EDIT: IIRC this was actually removed in a patch some time ago, since players didn't like losing control of the squad during the enter/exit animation.
I remember that you could lose the squad leader if the building collapsed just as you entered, leaving the squad without a leader and thus without an icon. Even reinforcing didn't get the squad icon back.
14 Mar 2017, 09:37 AM
#26
Posts: 612 | Subs: 1
The solution already exists in the way Brits exit emplacements, they go like good queue abiding brits; one at a time. This would allow the quick player to avoid the nade anyway and the slower player to not get his squad wiped coz the first man have left, and the slowest player to get fucked.
Also solves the problem with hopping in and out to make squads go faster and avoiding the DPS of close-range units. And if a squad gets out the other player can see and move to take the buildings without being embarrassed when the unit jumps back in.
MG's also teleport into garrisons meaning closer infantry lose the garrison.
Also solves the problem with hopping in and out to make squads go faster and avoiding the DPS of close-range units. And if a squad gets out the other player can see and move to take the buildings without being embarrassed when the unit jumps back in.
MG's also teleport into garrisons meaning closer infantry lose the garrison.
14 Mar 2017, 10:45 AM
#27
Posts: 881
The solution already exists in the way Brits exit emplacements, they go like good queue abiding brits; one at a time. This would allow the quick player to avoid the nade anyway and the slower player to not get his squad wiped coz the first man have left, and the slowest player to get fucked.
This was how it was at release, but it was patched out to remove that 1 second where you can't control the squad when entering/exiting a building.
14 Mar 2017, 11:01 AM
#28
Posts: 612 | Subs: 1
This was how it was at release, but it was patched out to remove that 1 second where you can't control the squad when entering/exiting a building.
The game has changed a great deal since release. Maybe we could speed the process up with a little modding?
7 Apr 2017, 00:04 AM
#29
Posts: 42
We have the code in Wikinger: European Theatre of War for all units to garrison/ungarrison one at a time, will dig it out and get Olhausen to share it here.
7 Apr 2017, 00:43 AM
#30
Posts: 246
We have the code in Wikinger: European Theatre of War for all units to garrison/ungarrison one at a time, will dig it out and get Olhausen to share it here.
Why? Relic themselves have the code for their own damn engine from Dawn of War II.
The instant garrisoning was done intentionally, as a crutch game design decision, to avoid spending more time/effort on fine tuning the gameplay.
The only question is whether they're willing to actually implement proper garrisoning after all this time, not whether they can.
12 Apr 2017, 22:26 PM
#31
Posts: 42
It's not about having the code, it would be the time taken to implement it.
Here's an example from the Wikinger code
<template_reference name="exts" value="ebpextensions\hold_ext">
</group>
<float name="load_seconds" value="1" />
<float name="max_load_seconds" value="5" />
<float name="min_hold_seconds" value="1" />
I've just copied and pasted the relevant bits of code for an example, however one of our previous members of the mod went through every building entity and adjusted this code to have a max load seconds of 5 - vanilla/unmodded CoH has this value set to 0.
We've done all the ground work here, I'm pretty sure there is a way for us to export the relevant code out of Wikinger and are willing to share it if it is agreed that this is going to be implemented into the main game.
Hope this helps.
Regards
mongalong247 and the rest of the Wikinger mod team
Here's an example from the Wikinger code
<template_reference name="exts" value="ebpextensions\hold_ext">
</group>
<float name="load_seconds" value="1" />
<float name="max_load_seconds" value="5" />
<float name="min_hold_seconds" value="1" />
I've just copied and pasted the relevant bits of code for an example, however one of our previous members of the mod went through every building entity and adjusted this code to have a max load seconds of 5 - vanilla/unmodded CoH has this value set to 0.
We've done all the ground work here, I'm pretty sure there is a way for us to export the relevant code out of Wikinger and are willing to share it if it is agreed that this is going to be implemented into the main game.
Hope this helps.
Regards
mongalong247 and the rest of the Wikinger mod team
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