Why not allow Grens and Cons to build base buildings?
I can agree that would be certainly the simple solution if we want to put EF factions on a more similar footing to WFA and UKF factions. |
I actually used to be on the balance team for the EF mod, around the time of the OH beta. I loved that mod, I used to play with some great guys. I stopped playing it after vcoh was migrated to steam.
Oh, why'd you stop? Just wondering. |
It is indeed technically true the Tiger Ace is a more distinct unit than "Insta vet 3 Tiger" - in addition to it starting with the veterancy bonuses as expected, the Tiger Ace has 240 more health that renders it capable of surviving one more penetrating round from a barrage of 160-damage AT sources, has 15 more sight which makes it able to fire at maximum range on its own, and it cannot get a pintle MG while having a better coaxial MG (though when comparing the sum of MGs' effectiveness, having an upgraded Tiger's pintle MG is superior to the Tiger Ace's MGs).
This is the part where you are objectively incorrect.
Both share the same gun.
Both share the same hull mg.
They differ on the coaxial. (TA has double DPS but doesn't get access to MG gunner)
TA has +240HP, +7popcap, +15sight.
It has a slight higher vet xp value. The offensive differences against a normal Tiger are applied through it's veterancy (http://stat.coh2.hu/vetraw.php?filename=tiger_ace_squad_mp)
Vipper was saying a vet 3 Tiger's stats are still different than a Tiger Ace's, which is indeed technically true. Whether the differences are sufficient...well, now that's up to you. |
Then, something along the lines of what ZombiFrancis described happens, and squads that have been "forgotten" in a pinned state for too long become easier to hit again. This multiplier is particular to each squad, and I sure hope that this modifier is equal for all squads.
Thanks - looking at it again, I can see that clearly now. Do you know if the pinned RA modifier will override or stack with the suppressed one? |
Summon_Smith.exe
Not sure if this applies to support weapons, but isn't there a small time bonification to RA for infantry after been suppressed/pinned.
I don't know anything concrete about that, I just know being suppressed gives a bonus on that but being pinned makes it worse. Dunno if those things are mutually exclusive, stack, have a time limit, etc... |
While suppressed: The reload time is quadrupled, accuracy is quartered, the time between bursts is quadrupled and speed is greatly reduced.
While pinned: The reload time is doubled, scatter is increased by over 3 times, accuracy is quartered, the time between bursts is doubled, and they inflict no suppression on their targets. Unlike infantry squads, shooting is not halted entirely, though weapon teams are still unable to capture while pinned. From my testing, I believe the penalties for pinning replaces the suppression ones. A pinned HMG42 definitely reloads faster than while suppressed rather than taking nearly a minute to reload if it were otherwise.
According to the Attribute Editor from the Mod Builder, the M2HB has no combat penalties from being pinned while having the usual suppression penalties. From my testing, this may very well be the case - in a 1v1, a pinned M2HB in the open is capable of suppressing an HMG42 in heavy cover (though I had the mod tools help me with neither of the two teams getting killed before the pinned M2HB had the chance to return the favor). That being said, I didn't check for sure if the M2HB being pinned causes it to lose its suppression penalties so it might be not as bad as that sounds...or it is, I dunno. |
Explain?
There was a post in this thread that contained plain-and-simple racist content, moderators like myself are supposed to clean up such stuff off the board and have the ability to make such posts invisible to everyone else...so I did.
As you can also tell, we're supposed to tell everyone we did. This ain't 1984. |
Invised one post for racist content. |
Watching the squad member slowly jog over to the gun after the gunner dies is always a fun experience.
It felt so much faster when you weren't terribly worried about the squad
Of course now they only go down first by explosives so that's never, anymore. |
The problem with artificial debuffs to blobs is that it might indiscriminately punish players for blobbing who really aren't (there is a difference between mindless clump blobbing and tactical concentration of forces).
Or you're just trying to get back into the fight while the enemy is trying to pin you in your base along the bridges in Semoskiy :-< |