Is it possible to make the Panzer Commander upgrade available for the ST? Would actually synergize well, especially if it is buffed to increase vet gain.
Quick peek at Sturmtiger's in worldbuilder shows that its animator doesn't have turret_spotter_state, so I'd say that it's out of the question. |
This is already a much better design for a unique building in my opinion, even tho I haven't even seen the retextured British FHQ for the Soviets.
Another alternative is probably the building SneakEye is using in his All Units mod for the USF as a forward base.
Seen here:
(Top middle)
There's a retexture planned for the British FHQ? That could work a bit, but that wouldn't fix those Brens and PIATs lying around. That USF forward base building is pretty good too. I just tried to avoid using ambient buildings. |
Unless we were allowed to modify the look of it, I would rather not have the Soviet Field Camp added. I can still see the Bren Guns and PIATs inside. Can we use a different building, perhaps? Or remove the weapons and reskin it?
I agree. Brens, PIATs and British roundel on top look a bit silly.
How about reusing MG emplacement entity, except with MG and gunner removed and with a radio station in the back? I've reused USF MG emplacement in my Engineer Combat Company mod in similar way and I'd say it doesn't look that bad. This is how it would look for the Soviets:
EDIT: Alternative version with USSR flag added.
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AT Rifle Grenades are also a very interesting concept altho I think they would overlap a bit too much with the Riflemen vet 1 AT nades?
They don't really overlap, because vet 1 AT nades are an ability, while this AT Rifle Grenade package is a slot weapon. The idea was to give USF another handheld AT option. Think about it as "Bazooka Lite" - same accuracy and cost, 20% less penetration and damage, but doesn't require weapon racks and reloads slightly faster. Basically, something between anti-tank rifles and anti-tank rocket launchers.
Overall I think this is a new commander and would be a nice addition to the game however, I think you should try to incorporate weapon racks in the Pillboxes since that's what USF lacks the most right now, being able to equip weapons in the field instead of having to retreat back to the base to get them.
I think field weapon racks is too much ingrained in UKF faction identity. Plus, it would sort of clash with AT Rifle Grenades Package, as it already allows upgrading infantry in the field (well, with anti-tank weapons only, but still).
Lack of tank traps on Assault Engineers is indeed a bit bizarre, but that's what Rear Echelons are for I guess. This commander in particular encourages having a couple squads of them around, I think. |
I'm a bit on the fence about your idea of adding PzB 39. It's kind of their niche to be cheap infantry, that's somewhat good at fighting other infantry when in cover, capping points and crewing support weapons.
Same with repair bunker thing and forward retreat point. They are indeed the only faction that has none of those, but on the other hand they already have many things that other factions can only get doctrinally, like Command and MG bunkers. I know that asymmetrical balance might feel unfair at times, but it's what makes this game interesting.
Also, I know that theme is always secondary to balance, but it kind of feels right that Ostheer has late war problem of performing "maintenance" and repairs on their vehicles by only having Pioneers do the repairs. |
Engineer Combat Company
[0 CP] Assault Engineers
[2 CP] Pillboxes
Assault Engineers and Rear Echelons squads can now build Pillboxes - forward reinforcement points, with variety of upgrades: HMG emplacement, first-aid station, and radio station to call in limited close air support.
[3 CP] Anti-Tank Rifle Grenades Package
Allow upgrading troops into dedicated anti-tank grenadiers. Those grenades have lower damage and penetration than M9 Bazooka, but do not require weapon racks to be unlocked.
[3 CP] Expert Engineers
Assault Engineers and Rear Echelon squads build 50% faster. All mines and demolition charges cost 20% less.
[9 CP] M7B1 Priest Howitzer Motor Carriage
Available as a mod replacing the Armor Company. Check it out and share some feedback!
https://steamcommunity.com/sharedfiles/filedetails/?id=1511963836
Details and stats are on Workshop page, but it's basically a commander based on the 291st Engineer Combat Battalion, which in the early days of Battle of the Bulge stopped Kampfgruppe Peiper. I used some existing assets in creative ways to make a new building and weapon upgrade, so it technically fits Relic's requirements. |
M-42 canister shot feels a bit funky. I know it's effective, I've seen it slowly chipping off infantry's health, but it seems that the shot cannot hit the ground, only cover, so shooting squads that are in the open looks weird. Some tracers for the shrapnel would be nice too, for additional visual feedback.
Ability itself seems okay, it can somewhat reliably deal damage to infantry even in cover. I don't like this direction for the M-42, but so far it seems efficient in this new anti-personnel role. It just needs some tweaking in graphics department. |
Is there a roundabout way of adding ability icons to entities whose animators don't have the corresponding state? For example, I'd like to add the "ability_reinforce_state" icon (the one that Forward Assembly has when it's in supply and can reinforce squads) above USF Fighting Position.
Adding a ghost object that has that state and changing its visibility to false doesn't work, because it makes the whole animator invisible, not just entity model. I was trying to find a method for that without editing the .abp, but I guess that might be impossible. |
If a faction gets both a garrisonable AT gun and a regular one, OKW is going to instantly become unbalanced (in the negative direction) for only having the underperforming Raketenwerfer.
I fail to see how changing M-42 into a garrisonable AT gun would hugely impact OKW. Even in a building, M-42 is not a big threat to anything bigger than Luchs. |
Hitting the rear is achieved by taking advantage of camo.
First strike bonus probably also provides penetration with accuracy and reload
Damage is buffed from FHQ.
And once more the unit's roles is not counter mediums tanks but light vehicles up to puma/Luch. Any buff the unit receives or vet abilities/bonuses should increase the chance to truck, hit and not be circle strafed from these unit. It should work like a 6 ponder without the penetration and serve as counter to heavy light vehicles/tank strategies from the opponent.
It should not be a substitute for the Zis.
First strike bonus does not provide penetration boost, only accuracy and reload. Even if it provided penetration bonus, it would still only count for one shot. M-42 is designed to have low damage, but high rate of fire, so it doesn't benefit much from first strike bonuses as other AT guns.
Anti-tank guns buffed by FHQ only receive accuracy bonus.
I'm not saying it should be a "substitute" for ZiS-3, but it also definitely shouldn't grow useless as the time goes on. As was said before, currently it has only one niche role and - frankly - ZiS-3 still outperforms it in that role. |