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17 Sep 2018, 00:25 AM
#941
avatar of ZombiFrancis

Posts: 2742

jump backJump back to quoted post16 Sep 2018, 22:30 PMKatitof

Probably because OKW trucks were never intended to be repositioned after deployment.


You of all people probably wouldn't have been able to interpret that I was wondering why that was never intended "to begin with".

+1 Post count.
17 Sep 2018, 04:50 AM
#942
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

Speaking of rotating HQs, is it also possible to have the OKW Command HQ sWS pack up and move?

I guess that it would look weird because of the lack of animations but I'm just wondering if it's do-able, that's all.

I'm feeling really nostalgic of the CoH British HQ trucks after seeing what you did with the other OKW sWS HQs.


It is possible to spawn a truck and remove the structure, but like you said, it will lack animations. One other issue though. You will instant lose in a 1v1 without any HQ structure ;)
17 Sep 2018, 06:36 AM
#943
avatar of Tiger Baron

Posts: 3145 | Subs: 2



It is possible to spawn a truck and remove the structure, but like you said, it will lack animations. One other issue though. You will instant lose in a 1v1 without any HQ structure ;)


Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.

As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.

So you basically don't lose the building, it just becomes mobile and can't be used until deployed again.
17 Sep 2018, 06:44 AM
#944
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.

As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.

So you basically don't lose the building, it just becomes mobile and can't be used until deployed again.

That should be do-able, except for the HQ texture on the canopy of the sws. That requires a new animation state on the sws truck.
17 Sep 2018, 07:34 AM
#945
avatar of Tiger Baron

Posts: 3145 | Subs: 2


That should be do-able, except for the HQ texture on the canopy of the sws. That requires a new animation state on the sws truck.


Yeah sorry for the annoying questions and spam but I was just wondering if it's something that can be implemented in vanilla that's both practical and less abuseable, that is for example like I said you not paying again after deploying a structure or being able to deploy an entirely other structure using the same sWS which counts that the required previous one is already built and so forth.
17 Sep 2018, 09:08 AM
#946
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

It would be be a lot of work. I can see it as each OKW tech building has a unique pack-up ability depending on which tech building it is. Both a dummy unit and player upgrade is applied depending on which halftrack's pack-up ability is used. The unit dummy upgrade will lock out all deploy actions except for a modified clone of the appropriate deploy, while the player upgrade keeps track of whichever halftrack was deployed and undeployed for teching reasons (Schwere prereq for example). Once the halftrack redeploys using the modified deploy ability, both dummy upgrades are removed.

11/10 out of scope, and is thus irrelevant to the commander reworks, but some food for thought. I too would like to shamelessly steal take inspiration from SneakEye's implementation, but that's probably best for another topic.
17 Sep 2018, 09:49 AM
#947
avatar of RollingStone

Posts: 173

jump backJump back to quoted post17 Sep 2018, 09:08 AMKasarov
...Schwere prereq for example...


Why did I imagined fully operational flak half-track with 37-mm autocannon, extremely slow and fragile, but with ability to pen t-34s tru front and easy wiping bunched infantry?

Guess, im not gonna sleep tonight.
17 Sep 2018, 11:55 AM
#948
avatar of Tiger Baron

Posts: 3145 | Subs: 2

jump backJump back to quoted post17 Sep 2018, 09:08 AMKasarov
It would be be a lot of work. I can see it as each OKW tech building has a unique pack-up ability depending on which tech building it is. Both a dummy unit and player upgrade is applied depending on which halftrack's pack-up ability is used. The unit dummy upgrade will lock out all deploy actions except for a modified clone of the appropriate deploy, while the player upgrade keeps track of whichever halftrack was deployed and undeployed for teching reasons (Schwere prereq for example). Once the halftrack redeploys using the modified deploy ability, both dummy upgrades are removed.

11/10 out of scope, and is thus irrelevant to the commander reworks, but some food for thought. I too would like to shamelessly steal take inspiration from SneakEye's implementation, but that's probably best for another topic.


Sorry for the additional spam but I just wanted to elaborate a bit further.

What I imagined is a lot more simple, the same HQ truck system that the British had in CoH.

Instead of the sWS call in you have in the OKW HQ right now you would have the undeploy ability, which isn't really needed but I'm just saying it for the sake of keeping it nostalgic.

Then next to it you would have the Med, Mech and Panzer HQ sWS call ins.

You would also be able to position them where to deploy when you're ordering them in even before they're on the map, but again, isn't really needed but was an awesome feature to have back in the day.

That would also eliminate the bug where you can call in an sWS after you've deployed all of your structures and allow for a more flexible base system for the OKW, effectively eliminating any complaints about it.

The forward retreat point would also be no longer needed if the HQ can just pack up and move.
17 Sep 2018, 12:16 PM
#949
avatar of Lago

Posts: 3260



Yeah that's another thing I wanted to ask, if it can keep the structure after it unpacks.

As in - you deploy a med HQ and it stays a med HQ even when undeployed, with the med HQ texture on the canopy, so if you wanna deploy it again you will only be able to deploy the med HQ and not pay for it again, like the British HQ trucks from CoH.

So you basically don't lose the building, it just becomes mobile and can't be used until deployed again.


If you're going that route why not just buy those trucks directly from the HQ? Pay up front, and they can pack and unpack.

Like CoH 1 UKF.
17 Sep 2018, 12:17 PM
#950
avatar of Stark

Posts: 626 | Subs: 1



Sorry for the additional spam but I just wanted to elaborate a bit further.

What I imagined is a lot more simple, the same HQ truck system that the British had in CoH.

Instead of the sWS call in you have in the OKW HQ right now you would have the undeploy ability, which isn't really needed but I'm just saying it for the sake of keeping it nostalgic.

Then next to it you would have the Med, Mech and Panzer HQ sWS call ins.

You would also be able to position them where to deploy when you're ordering them in even before they're on the map, but again, isn't really needed but was an awesome feature to have back in the day.

That would also eliminate the bug where you can call in an sWS after you've deployed all of your structures and allow for a more flexible base system for the OKW, effectively eliminating any complaints about it.

The forward retreat point would also be no longer needed if the HQ can just pack up and move.


Guys, it's really interesting topic, i would love to see those solutions in a mod but it's all quite far away from a feedbacks for commander revamppatch. So maybe move it to the other thread
17 Sep 2018, 13:21 PM
#951
avatar of Olekman
Modmaker Badge

Posts: 208

Going back to Commander Revamp, is there no more interest in making Withdraw and Refit usable? A few pages back I posted some ideas, such as making it refund 100%, and making it work on infantry and team weapons too (though it would require the squads to be at full complement, a technical limitation which has pretty bad solutions).

You are still losing potential vetted squads, so 100% refund doesn't sound too strong. Hell, it's possible to mod it in such way that it will give higher refund values for veteran squads, if anyone's into that. For example, 100% for vet 0, 110% for vet 1, etc.
17 Sep 2018, 15:18 PM
#952
avatar of konfucius

Posts: 129

the urban defense doctrine soviet headquarters building uses Brit forward headquarters model, and there's a very large and obvious commonwealth circle emblem on the tent, somewhat immersion breaking as soviets.

I understand there's not likely going to be a brand new model for it, but perhaps something more neutral could be used instead at least
17 Sep 2018, 18:05 PM
#953
avatar of NorthFireZ

Posts: 211

Doesn't having a placeable FHQ building kind of distract from the theme of Urban Defense a bit? Since what if you can't even fit the new FHQ building in an Urban environment?

Just a thought don't mind me.

17 Sep 2018, 18:11 PM
#954
avatar of Kirrik

Posts: 573

Thats not for urban maps, but maps with either no buildings or wooden houses, where you cant really make FHQ because it will get burned down very fast
17 Sep 2018, 18:16 PM
#955
avatar of Katitof

Posts: 17914 | Subs: 8

Doesn't having a placeable FHQ building kind of distract from the theme of Urban Defense a bit? Since what if you can't even fit the new FHQ building in an Urban environment?

Just a thought don't mind me.


Then you use old FHQ with aura and 6 medics on neutral building.
17 Sep 2018, 18:31 PM
#956
avatar of NorthFireZ

Posts: 211

jump backJump back to quoted post17 Sep 2018, 18:11 PMKirrik
Thats not for urban maps, but maps with either no buildings or wooden houses, where you cant really make FHQ because it will get burned down very fast


Isn't that suppose to be a weakness of FHQ thou? That it's not capable of being used everywhere and very situational? So CE would be able to build this on Urban maps too right? How much durable should this FHQ be? I suspect a problem where players will build the placable FHQ instead of using ambient buildings just out of convenience.

Should there be a different cost between spawning an FHQ in an ambient building and building one with the CE to encourage players to use the resources provided by the map?

Other than the FHQ I think the other changes to Urban are great. People are scared of the KV-2 Vet 3 but... that's like saying a Vet 5 KT is scary... ofc it is.
17 Sep 2018, 18:47 PM
#957
avatar of Katitof

Posts: 17914 | Subs: 8



Isn't that suppose to be a weakness of FHQ thou? That it's not capable of being used everywhere and very situational? So CE would be able to build this on Urban maps too right? How much durable should this FHQ be? I suspect a problem where players will build the placable FHQ instead of using ambient buildings just out of convenience.

Should there be a different cost between spawning an FHQ in an ambient building and building one with the CE to encourage players to use the resources provided by the map?

Other than the FHQ I think the other changes to Urban are great. People are scared of the KV-2 Vet 3 but... that's like saying a Vet 5 KT is scary... ofc it is.

And should ability be completely useless waste of space, just because of the map?

Buildable outpost doesn't provide aura, is fragile and has only half of the medics, so its not a buildable FHQ copy.
17 Sep 2018, 22:09 PM
#958
avatar of ZombiFrancis

Posts: 2742

The only worthwhile thing about COH2's FHQ is its aura.

Otherwise you have a worse, immobile ambulance that requires a doctrine choice.

Halftrack is probably more useful than any situation where you want FHQ function but have no buildings to utilize. Unless those medics are of the coh1 variety. :megusta:
18 Sep 2018, 09:22 AM
#959
avatar of Tiger Baron

Posts: 3145 | Subs: 2

Alright so, funnily enough I actually forgot about the Tactical Support Regiment and it's changes so I tested out today and here's my opinion based on my experience:

Designated Command Vehicle is a nice ability, however I have a suggestion for it.

I am not sure how much it helps the Firefly, but I had an idea of a Cromwell Command Tank that replaces this ability, cannot fire it's main gun and has a commander out with some binocs at all times surveying the horizon. The CCT will buff tanks specifically around it in a larger radius and will retain it's recon flight ability. I want to emphasis that since it's based on the CoH CCT I imagine it would be best used in a combination with the Firefly in order to make it more effective than right now since again, I am not sure how much it helps the FF since I can't really notice it.

Edit:

Picture is from the CoH wikia, putting emphasis on the bonuses for the Firefly specifically.

Air Supply Operation is very nice, the only gripe I have with it that it doesn't drop another mortar really, or maybe the AT gun could be replaced by another mortar since having both a mortar and an AT gun allows you to technically skip T1.

Edit: My main idea is to use it as a 1:1 doctrinal mobile alternative to the mortar pit basically.
Would be nice if trenches allowed for mortars to garrison them again.

Salvage Sappers are pretty underwhelming in my opinion, you basically get a normal Sapper squad that can salvage (abysmal resource gain), throw smoke and comes already upgraded with a mine detector which is originally 30 ammo (which also takes up a weapon slot), for 10 extra manpower and a commander slot, they're basically replacement sappers or at least act as such.

My suggestion is either replacing it, or giving it a bit more utility that all around improves Sappers. For example it gives all Sappers a smoke grenade and a salvage upgrade or gives it as a passive I'm not entirely sure. Throwing in a demolition specialist upgrade would probably also be nice tho.

As for a replacement, I think any of the unused infantry units would work, like the Recon Section for example, or maybe Tank Hunters even.

Edit: Thinking about it now I think the M3 Weapons Halftrack from Special Weapons also fits the tactical theme of the commander.

Churchill Croc - No gripes with this unit, loving the new smoke and gun damage. Especially nice with the Command vehicle.

Observation Post - Now we come to the "bread and butter" of the doctrine so to speak.

I think it's a bit better now however, it's still static, costs a lot of resources both manpower, fuel and ammo wise, and it's perhaps extremely situational as I have found out due it's static nature and limited range which is the same case for the Mortar Pit as well.

I have several suggestions for giving it some utility to make up for it's cost and price.

First is giving the building which is turned into an OP the ability to reinforce, a forward retreat point (upgrade) and some medics to act as a Forward HQ, this would be nice when you have no Sappers on field to build a Forward Retreat point. Of course as others have put it if this is established in a very durable building it will become a problem taking it down so it should be decappable by enemy units.

2nd suggestion is combining it with Advanced Assembly giving the FAs a bit more utility.

And my last suggestion is replacing it with the Observation Officer who gets the Artillery based abilities while the Designated Command Vehicle/Cromwell Command Tank gets the Strafe ability since it already has the recon. This would mean that it would be something mobile and less situational. Giving the Officer a forward retreat point to setup radios I think would help balance it out, when not setup the Officer will act as the Airlanding officer unit, when setup with the radios it will act as a forward retreat point and be able to call in Artillery based strikes.

19 Sep 2018, 08:33 AM
#960
avatar of Stark

Posts: 626 | Subs: 1

Few cents to a German Infantry Commander

1. PanzerShrek upgrade for Stormtroopers with their close combat, stealth style doesn't really works for them. 1 shrek isn't a serious thread to anything and really decrease your AI capabilities to 25%.
Can we consider adding a "AT package" which also with shrek would include posibility to lay shu mines or teller mines and decrease price (of an upgrade) even more to 60 ammo. I mean currently it's not really worth getting option - should be more atractive. Not suggesting any form of AT granade becouse with cammo that could be too deadly.

2. As Smartie suggested before: Can we remove the artillery officer and add a infiltration grenades, flame volks grenade or stun/smoke nades to a doctrine? 2 call in infantry units plus bulster extra model for grens/pio doesn't really fit here (fits the theme but not current composition). Players will spam grens with 5 model and stormtroopers and there won't be any space for the officer

3. Current g43 soldier doesn't transfer the weapon. It's really RNG - it's a lottery if he does die first or last model - which can decide about the fight with enemy infantry squad. Can we make it transferable?
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