Reinforcement cost reduction would be good. Alternatively, the squad could have lower received accuracy - it would synergize well with the Diversion ability. Current starting RA is 0,91. Maybe changing it to 0,87 (same as vanilla Sturmpio) would be alright. |
+1
This post leads me to a unit that should get some attention: The Sturmofficer.
The unit is more or less in a good spot™ after the changes but has awful synergy with Pfussies in Breakthrough doctrine. Pfussies needs tons of munitions for their G43 upgrade and the Sturmofficer is also VERY mun intensive if you want to use his abilities. Add the mun costs for mines, sweeper and med kits... and you know why i wrote about "awful synergy".
This is why i would like to suggest a radical idea:
1. Remove the Sturmofficer from Breakthrough
2. Make the unit a stock unit in Battlegroup HQ
This changes would have the following benefits:
1. The mod team can add a unit/ ability that has better synergy with Pfussies
2. Battlegroup HQ gets finally more attractive!
I really cant see any disadvantages and the mod team already did the same with the Airlanding officer for the Brits. Hell, the Brits dont even have to make a tech choice to get the chance to build the officer.
And lets be honest:
Even after this change BG HQ will still be considerably weaker than Mech HQ.
But BG would at least offer more than in the past.
It's nice to see that I'm not the only one that remembers that Sturm Officer exists. While he's one of my favourite units in the game and I hate the fact that his synergy with things in the only doctrine he's available in is absolutely horrible, I don't think that making him non-doctrinal is a good idea. Making him 1 CP instead sounds much better.
|
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. |
Actually, i am really noob in modttools, so i don't know either.
I just think/believe it is possible to code objects to spawn behind the truck, not in front of it.
See, that's the problem - I offset entities to be behind the truck, but can't rotate them. Not sure if that's an option, because I assume that SneakEye would do that with his WC-51 if it would be possible. |
Medkits can be added, it is not the problem i guess. And truck can be flip through 180° to not break off the camonet. But looks very promising i say!
It can be rotated? I've been looking for a way to do that, but couldn't figure it out myself. Mind telling me how? |
So I tried to replicate SneakEye's thing with ZiS truck instead of WC-51. It's pretty barebones, lacking things like medical crates and whatnots. Either way, the truck is just a bit too tall and clips with the camo net.
|
I have looked at suggested variants for soviet FHQ and here my though about it.
[...]
Well, that little Radio Outpost is much smaller than I thought initially. I guess that reusing MG emplacement with few decorators is out of the question?
- attack and defence bonuses for infantry and infantry weapons (Mortars, AT-guns, Artillery)
Does it? Last time I tested Field Camp (or is it Field Base?), it only provided healing and reinforcement, while the aura bonus was exclusive for the FHQ. |
I think that might be the best candidate for a field camp. |
It can be solved with "glassy" textures for Bren and Piat. They will remain on 3D model, but invinsible for eyes. Idk about retexturing, i want to believe it is possible. Maybe somebody has a contact of Starbuck?
Well, from what I understood, adding anything new to the game (including textures) is a no-no for this or next patch, so I focused on reusing existing assets. |
I know that Withdraw and Refit doesn't have many - if any at all - fans, but it's very unique ability and I'm sad to see it go again. Anybody still up for some brainstorming?
How about making it work on infantry and team weapons too? This would give it much more utility. And why not making the refund 100% at the same time? Considering how you're sending your experienced units to the rear, there's no reason to get a meagre 75%. A problem (or maybe a "feature"?) I can notice immediately is sending freshly captured enemy team weapons to the rear for extra manpower.
The squads would have to be at full strength though, as refund is linked to initial squad cost, not to current number of models in the squad. It is possible to make the refund amount vary depending on the number of models, but it has to be set by hand for each squad type. |