Then get rid of it's AA capabilities. It'd be cheap as a SU halftrack but comes upgraded with AA. SU has to spend 120 muni to get AA capabilities.
I believe OKW halftrack already penetrates all light vehicles armor (not light tanks). M20, halftracks, greyhound, m3. There's a possibility that it might become too good of a defensive weapon. Imagine T1 SU. No counters unless build T2 or T3 Su76.
A ridiculous idea, the faptrack was originally developed as an AA platform and only later used against ground troops out of desperation.
You've not taken the fact that the faptrack cannot move and fire, requiring a significant setup time before shooting, into your calculus.
Joseph |
The natural solution to early blobbing was the 20mm faptrack. However the boost to zook effectiveness, especially accuracy, has now made the 55 fuel faptrack a waste of resources. It is far too easy to kill for its cost.
The new solution would be to greatly reduce the fuel cost of the faptrack, leaving it still difficult to keep alive but making it much less a risky gambit to get early on, and you'll end up seeing them used more often to counter inf blobs.
I propose lowering the fuel cost to be in line with its effectiveness as a anti inf only vehicle that has to set up to fire, which I believe would be 30 fuel.
Joseph |
I believe it may depend on the mg in question, and how you use it. I've tried them all in various combinations.
+Rate of fire is good, but once a squad is suppressed they take less damage. Accuracy will allow you to do damage for longer as the target does not get suppressed quite as fast. Also I believe you won't reload as often, which takes time.
If you have mg42 with camo, I would take rate of fire, as you already get an accuracy boost shooting out of a hidden position. If not using camo, consider the green +3% accuracy as an alternative.
Then again, for very narrow cone mgs, like the Maxim, having additional suppression is very useful, to keep squads where you want them.
The rare +10 reload affects the setup time of the mg, as well as how fast the mg repositions from window to window in a building. I feel this bulletin really adds flexibility to how you can use the mg. Some mgs like the 50 cal I bring along with my inf in the field to fight, so having the mg set up faster is vital. It will also affect how fast any special ammo you use takes affect, like incendiary rounds.
I try to mix the bulletins and not use more than 1 of a type, as I believe soon bulletins will no longer stack and I'm looking for the best combo.
Right now as Soviet I take accuracy, suppression, and rate of fire. As USA I take rare reload, sometimes accuracy but not usually. I use the 50 cal very different from how I use the other mgs as I described. With the mg42 I take no bulletins, unless I have a commander with camo, in which case I will take 1 bulletin, usually rate of fire or accuracy. The mg34 is terrible so no bulletins. The Vickers is monstrous but I don't have many bulletins there, so I just use accuracy.
Joseph |
The way to fix vehicle pathfinding is by adding a 'forward' button to match the 'backward' button.
Then we can control whether the vehicle moves forward or backward independently of where we click on the screen or the orders we give it. |
It is obvious that directing vehicle movement with the mouse has been ruined with the latest 'improvement'.
There should be a 'move forward' button for vehicles, just like there is a 'move backward' button. One should be able to control whether or not a vehicle moves forward or backward INDEPENDENTLY of where I click on the screen.
This would provide a big boost to micro ability for all vehicles and thus improve their combat effectiveness, especially fast light vehicles.
As it stands now, I prefer to always drive my vehicles backwards when in combat, so at least I can predict what will happen rather than see my vehicle spinning like a top when it should be moving and fighting.
Joseph |
I agree, pre-change is better than pathing is now.
Additionally, I want a 'move forward' button for vehicles, just like there is a 'move backward' button. I should be able to control whether or not a vehicle moves forward or backward independently of where I click on the screen. This alone could provide a big boost to micro ability for light vehicles and thus improve their combat effectiveness.
Also, its time to include glancing shots, based on the incident angle of a round to the side struck of a vehicle, its a simple damage*cos(theta) function call where theta is the incident angle of the round derived using a dot product and the transcendental function call can be a pre-allocated lookup table to improve speed.
Joseph |
Great job Cruzz!
Reading this bug post really brings home how broken this game really is, and after the last patching debacle where changes were clearly not tested by Relic prior to release I wonder if they are even capable of resolving these issues. Its fairly obvious that the people who wrote the original game engine are not involved in patching the game, and the people who are don't really understand how everything works together. In the end I suspect little to nothing will be done to resolve anything listed here.
I do however want to make a comment on the Easy Eight lacking increased scatter when moving. This actually fits historically with the capabilities of the vehicle, as Easy Eights were equipped with a unique suspension system, Horizontal Volute Spring Suspension (HVSS), that increased the firing accuracy of the main gun while on the move as well as giving a nice and 'easy' ride, hence the vehicle's nick name.
So in that particular case, the Easy Eight lacking increased scatter while on the move could be 'working as designed'.
Joseph
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Cruzz!
Thanks for your kind reply to my questions on bulletins and weapon crews.
I have another question related to bulletins and I'm sure many people will find the answer very interesting.
I've seen analysis here and elsewhere detailing the effectiveness of the bronze infantry bulletin giving +3% accuracy that all players start with over the silver reload and gold cooldown/reload infantry bulletins.
This bronze accuracy bulletin is widely used even by those who have many other bulletins to choose from for its ubiquitous applicability and strong advantages over other uncommon or even rare bulletins.
However all the testing I have seen comparing the bronze, silver and gold base infantry bulletins look at vet 0 infantry. My question is would comparing higher vet levels change the equation enough to prefer using one of the other bulletins?
For example, many infantry get a big accuracy buff as they vet up but get lesser reload or cooldown buffs, if any. At a certain vet level, does more accuracy become redundant and would it be preferable in your opinion to favor the other infantry bulletins provided you are confident in your ability to vet the infantry up?
And finally a simple question on the gold infantry bulletins, which clearly state it effects 'rifles'. Would that mean munitions based upgrades like LMG or shrecks would not be affected by the gold infantry bulletins?
Thanks again!
Joseph |
Cruzz!
I have another question on bulletins that may benefit many people, can you help out?
Recently it was discovered that Conscripts with bulletins carry over their bulletin effects into their new squad when merged (along with their received accuracy etc).
What about recrewing weapons?
Suppose I have an Ober squad using Uber Accurate (+3% to accuracy) and use it to recrew my LeIG, because Infantry Guns are awesome and desperately needed. Does the recrewed Infantry Gun keep the bulletin effects and get a reduction in scatter? Does the recrewed Infantry Gun get the normal Infantry Gun bulletins or are those only on gun crews that come with the gun at the time of purchase?
We all thank you for the info!
Joseph |
Penetration will be percent applied on top of penetration value (ie 100*1.05). Penetration is a pretty strong bulletin (on atguns and tanks, not on MGs or mortars that have barely any to begin with) because it will apply on first shot, unlike things like reload which will only help shots following the first.
Armor is same (percent on top of normal value like 234*1.05 for okw piv), and will also apply to rear armor.
Thanks for clarifying Cruzz!
I'd thought of the fact you may only get one shot with a particular weapon when considering which bulletins to use, and may need to make it count. As I had previously suspected how penetration/armour bulletins were handled was the second case as you confirmed.
However I would still say that penetration bulletins are not that useful for generalist Tanks. Rather AT guns and Tank Destroyers/Panzerjagers are the natural units for penetration bulletins. I believe generalist Tanks would benefit more from reload bulletins, especially when used against infantry and light armour, the only targets I normally engage with generalist tanks.
Naturally armour bulletins are useful for anything with high armour values, and yet I don't favor defensive bulletins such as these over those giving increased killing power. Ultimately, my micro ability is enhanced by offensive bulletins, whereas defensive bulletins only come into play when I make mistakes, something I don't have control over. I might even suggest new players stick with defensive bulletins such as enhanced armour and more experienced players with offensive ones.
I have more illuminating questions about bulletins, but will drip them out over a few days so as not to overwhelm.
Thanks again!
Joseph |