Does the reduced damage apply to all general-purpose mines (OKW, UKF, Soviet and USF-doctrinal), or is this only limited to Soviet TM-35 mines?
If it's just the Soviet mines, then it looks like Relic has found a way to hit the sweet spot (just copy-paste UKF-mine stats to TM-35 stats, and it's fixed). Otherwise, anti-vehicle damage needs to be upped (else everyone will just super-glue their tanks).
I'll check, but I think it was just the Soviet mines. I'm not sure if it actually changed this patch, but if it did it may have been left over from when they experimented with reduced damage (according to the patch notes). |
I predict that this commander will become viable at least in middle-tier ranks.
Now when TM-35 mines can kill only 2 models and Soviet become less reliant on doctrinal infantry and tanks, these small PMD-6 mines looks cost-effective and all team weapons can support T1 opening quite well.
With current changes to mines, these little AI mines can become best mines in game
Well, alrighty then. I'll test them out and add them to the list tomorrow |
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Mines inflict inconsistent or poor suppression on squads: https://www.coh2.org/topic/53908/testing-how-mines-work-in-the-new-patch/post/545592
Schu mines inflict very little suppression. You have to hit more than one in rapid succession to actually become suppressed.
TM-35 mines will often suppress a squad with a single hit, but then sometimes won't for no apparent reason.
USF M5 mines don't appear to inflict any suppression.
Soviet sniper squads also appear to only ever lose one model, while other snipers can still die outright to a mine. |
I'll see if it crashes on my end & if I can figure out what causes it to crash. What do you usually do as the setup?
Nothing particularly special:
I've tried 3 maps with the same result on each. Crashes after I finish typing in my save game name. |
Did you tested Defensive Tactics small anti-personnel mines?
Do they still exist? Didn't they get replaced with the m5 mines? I can't see any other type of mine for USF in the Cheat Mod.
What about M20 mines?
I was wondering that too so I ran a bunch more tests without bothering about video capture too much. See the my original post for edited results. |
Hi all,
Being interested in the new mine changes, I decided to load up Cheat Mod and run a whole lot of tanks and infantry over mines to see what happens (spoiler: a lot of fun was involved).
I recorded some video, but I'd need to do a lot of editing before I could upload it. The results as I saw them were:
Vehicle Crits
- Soviet TM-35, OKW Schu mines and Teller mines do NOT seem to cause immobilisation criticals any more.
(EDIT: According to Cruzz, the Schu mine still has a 33% chance. My initial test must have beaten the odds. I'll test a larger number next time).
They simply cause normal engine damage. TM-35s also do very little damage to tanks (tigers practically laugh them off), so don't rely on them for anything more than snaring.
- Riegel mines ALWAYS cause immobilisation crits. They also do a large amount of damage, but not enough to one shot a Stuart (so less than a Teller). They also have a very large blast radius, so never plant them near each other.
- M20 mines still ALWAYS cause an immobilisation crit. I largely agree with retaining this as a 60 munitions mine is not cheap, and it gives the M20 car a unique late game role that helps justify its purchase.
- The bug where Teller mines are triggered without doing any damage or criticals is VERY MUCH still in existence. It can happen even when vehicles hit the mine head on. It may relate to changes in terrain. Tellers are still high damage, so when they do work they can 'one-shot' a Stuart or Scott.
Infantry Damage
- TM-35 and Schu mines NEVER kill more than 2 models of a squad. A grenadier squad that bunches up on a Soviet mine will only lose 2 people and suffer no damage to the rest. This reflects the 30 munitions cost of such mines quite well and feels like a very good system to me.
The one potential unintended consequence is that Soviet snipers will only ever lose one model to a single mine, leaving the remaining model on full health. The Wehrmacht sniper will still get one-shotted.
- Suppression inflicted by mines is NOT implemented well. It is very inconsistent and plenty of Wehrmacht squads (regardless of how common or elite they were) did not experience any suppression when tripping some Soviet TM-35 mines.
The only way I could get any Soviet infantry to become suppressed by Schu mines was to hit two of them very rapidly on negative cover. Their suppression values are clearly way too low unless Relic only wants them to complement HMGs.
USF M5 mines (doctrinal) do not appear to cause any suppression, even if you trip them in fairly rapid succession.
- Trip flare mines appear to only kill one unit as intended. They also cause a small amount of suppression, but not enough to suppress a squad from a single mine (several close together will suppress the squad. Also helps MGs suppress that unit faster if used together).
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I'm not sure if this was covered anywhere, but is it possible to save the game state with this mod? Every time I try to save a match, even if I haven't done anything, it just crashes to bugsplat.
Basically I want to be able to return to a start point if I have set everything up for a video or something and I screw up. |
I really don't mind the new spawning changes. That extra responsiveness at the beginning is so good, and the other teams have the same issue so it hasn't affected my 2v2 games today.
The mine changes also feel very right. I frequently got 2 model kills on full health squads and was happy with it. Not sure the suppression does anything though. |
well there no much left at polycount after the contest , but some had create nrm'ls to promote the depth of the skin , a very nice result , on the other hand old school like me edit only dif;s and alp's
Yeah, they can look pretty sexy. I love a good bit of bumpmapping. I've just edited that section to reflect the very useful tools programs like Substance Painter have for editing normal files. I don't know if Photoshop has any tools for painting 'height' data. |