Thread: KV1?5 Jan 2015, 02:23 AM
KV1 would make more sense in t4, give Counterattack tactics the T-76, or KV2. Put an IS-2. Then we'll see a true counter attack.
Recon -> B4 -> For Mother Russia -> IS-2 & Shock troops -> More B4 -> German forces kicked out from Russia within 30 mins.
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I kinda like the idea but that would mean Pgrens is stuck in AI role now which they're not really good at now. Something needs to be adjusted for them as well.
What happens to the USF bazooka rack? |
Hmm, so you want to nerf maxim spam and sniper based strats that aren't really that useful in 1v1 and you want to make conscript spam even more ridiciluosly strong than it currently is by giving them DP-28s?
Well, as a master conspammer i can say that your patch would litteraly be heaven Kreygasm I love your bulletproof conscript spam strat. I use it in all my soviet games now. |
Thread: KV1?4 Jan 2015, 13:22 PM
That's why I have 3 doctrines wich shocks
Unleash the shock troops. |
squad_loadout_ext in sbps
initial resource is filed in the racebps which you cant edit. I dont' know exactly where the reource limitation for OKW are stored as the base income is exactly equal to other factions.
You can try to modify the resources by giving the HQ an action apply to modifiy resources Hmm, I'll try that for the resource. Hopefully it works. Btw, you know everything about modding don't you, Sarantini?
go to sbps, then choose team weapon, find squad_loadout_ext, in unit_list you will have two categories loadout_data: one for weapon and one for crew. you can change amount of crewmen in "num", from 4 to 5
then go to ebps, find unit, go to recrewable_ext -> race_list -> race_data, change recrew_squad_max_size for every faction (or just for one, as u wish) Thanks! Finally I can change weapon crew size. Never liked that rifle nade 1 hit death on the .50 cal.
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Artillery Artillery Artillery, or IS-2 spam. Because Shreks sometimes have a hard time against it. Best things against shrek spam is either going 120s, or by getting a KV-8 and rushing his base. How about Demo charge of Blob Annihilator? |
The tactical map in CoH2 is really terrible all around. There's a noticeable delay when opening and closing it, it's cluttered with useless information (resource amounts for points, unit statuses like walking, attacking, suppressed, pinned, large icons relative to map size), and it's pretty much impossible to use. It should display information in a minimal fashion that gives the player only the information required (unit locations and health) and nothing more. Well said. When I play vcoh a bit, I can't feel the lag on tact map. No useless info on vcoh tact map. Maybe they should put an option for this new tact map or classic tact map. |
1. Is there a way to change the number of men allowed to man an MG? Say I want maximum 5 men to man the .50 cal MG. How do we do it?
2. How to redesign factions income. I want to make OKW have manpower shortage instead of munitions shortage |
I was little confused myself in fact ^^
Point is, OKW and USF should not have forward retreat point if Soviets and Ostheer don't have.
Second option is to give Soviets and Ostheer such point with ability to reinforce and heal troops.
I know. I choose the former because like OP said, forward retreat point is causing the constant action and massive micro to avoid nades etc instead of preparing flanks and defenses. |