Instead of a one time event, why not just pick one or two servers (a HoS and a RS server) to play on? We could use a coh2org tag on steam name to identify. I play that game regularly, would be a shame to make it a one time thing especially for those that can't make it.
I get limited time and I would love this. |
PzGrenadiers are beasts. Their only problem is that you have to get Grenadiers before you get them as you can't do a T2 start, and that moves them from alternative great early elite infantry that wreck everyone from cover to situational elite infantry or Panzerschreck carriers.
Oh and that their G43 upgrade is a waste of a squad and also a munitions sink.
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.303 Brit was not fired from the K98k, That fired 7.92x57mm
Soviet Glass was generally low quality and a standard issue PU
would shake out of zero without a beefy as hell scope mount.
The idea of AMR's were not generally thought of until decades later.
The 14.5x114 that the PTRS fires (57 caliber) is a more beefy round than even .50 BMG (12.7x99mm)
Unloaded a PTRS is 20 kg or about 45 lbs.
That kind of weight is unsuited for general marksman purposes.
Hell a Panzerschreck weighed about half of that.
Furthermore the 7.62x54mmR (M91/30) is more than a capable anti personnel round.
In a game sense how would this work, Sniper's deal 0 damage and crit infantry.
Snipers don't have a mechanic that is unique to them, there are no coding related issues with this. |
More changes... Yeah I've been busy. About to go to bed so a bit lazy presentation, and won't be editing the OP just yet.
- Soviet Defensive gets 2 new abilities in place of Tank Traps and AP mines:
Guards Tank Hunter Battlegroup, 480 MP and 140 fuel. Available at 8 CP, 2 M10 TDs, lendleased, are given to elite guards vehicle crews, who always start at least at vet 1 and have a pretty good chance for 2 and even vet 3. It's the same M10 except their ability is the same toggled APCR as SU-85.
Scorched Earth available at CP12 for 160 munitions. For 45 seconds, rockets fall down on any enemies in friendly territory. It looks rather impressive but isn't all that strong.
- Sector Artillery cost reduced to 100 muni. 200 is unrealistic for Ostheer.
- Zooks deal 100 damage now.
- Commissar Squad gets PPShs now, all 6 of them. It's a bit of a unique PPSh, but don't worry, still worse than the Shocks one. They also reinforce faster.
If you're reading this and actually playing STOM, have fun! |
Isn't PTRS already a sniper?
It's an AT rifle so it wasn't used with a scope under normal conditions. |
Okay, had a pretty large update yesterday! Here are the changes:
General Changes:
- All death crits that don't involve dying in some form is merged into one. What this means is, there is now a 25% chance for a vehicle to be abandoned, and then the game picks between engine damage, engine destruction and main gun destruction on top of the abandon.
Ostheer Changes:
- Pioneers can now construct Tank Traps without doctrines.
- Defensive Doctrine and Ostruppen Doctrine Trench power replaced with Forward Supply Station, available at 0 CP for 200 MP and 40 Fuel. The FSS can repair vehicles, reinforce infantry, and it can spawn the new Flammenwerfer 41; an upgrade over Flammenwerfer 35 with less time between bursts and 1.5x times more damage against enemies in cover, at a cost of 80 munitions. You can still build trenches when you're at 2 CP.
- Defensive Doctrine Defensive Fortrifications ability is replaced by Model 24 Smoke Grenades. Panzergrenadiers and Grenadiers will be able to throw them at 2 CP.
- Panzergrenadier Jaeger Infantry Upgrade is now 120 Munitions for the 4 G43 variant and 60 for the 2 G43 variant. Defensive Stance ability added, which halves cooldown time and gives a flat accuracy increase at all ranges (meaning they scale better for longer ranges) while limiting the squad to prone position and making them immobile.
- Panzerwerfer now has 320 health, just like Walking Stuka.
- LeFH cost reduced to 500 MP.
OKW Changes:
- Schwerer Panzer Headquarters and the base 20mm Flak Emplacement cannot attack air at all. Free anti-air shouldn't be the case; the Flak AA Halftrack is more than adequate.
- Jagdtiger now deals 400 damage. This change makes it the hardest hitting AT weapon in the game, allowing it to dispose of T-34/85 in two hits. This compensates for the global popcap nerf which was arguably not deserved in the case of JT.
- Pak43 will now properly allow 4 men once it is recrewed.
- 20mm Flak Emplacement provided by Fortrifications and Luftwaffe GF doctrines now costs 320 MP but no fuel.
- Panzer J will come equipped with a free MG42.
Soviet Changes:
- Combat Engineers can now construct Tank Traps and PMD-6 Anti-Personnel Mines without doctrines.
- B-4 direct fire now deals 800 damage, enough to destroy a Panther in one hit.
- KV-2 is now limited to one. KV-2 costs 440 MP and 290 fuel to call in.
- KV-2 main weapon range when deployed is now 100.
- KV-2's Veterancy 3 will now increase non-deployed and Smashing Shot attack range by 50%. Does not affect deployed mode.
- KV-2 Veterancy ability is changed to Smashing Shot. This ability has a cost of 100 munitions and a firing range of 40. After aiming for 5 seconds, the KV-2 will directly fire a single shot at any enemy vehicle. It has a penetration of 200, but will deal 240 damage regardless of whether it penetrates or not. It requires the KV-2 to be deployed in order to be used, and a penetrating hit will result in an immobilization 70% of the time, and immobilization + abandon 30% of the time. It has 1000 penetration within 10 range and it can only be used when KV-2 is deployed.
- KV-2 is now a command tank, and when deployed, it will reduce inbound damage to Allied forces in the same sector as it (regardless of whose sector it is) to 80% of normal amount.
- KV-2 health increased from 800 to 960.
- ML-20 now costs 500 MP.
- Katyusha now has Walking Stuka's 320 health and its armor stats. (11/5,5)
- Hit the Dirt will now make the Conscript Infantry Squad deploy a single DP-28 when active. Once the ability is canceled, the DP-28 is stowed away.
- M42 Light AT Gun now costs 160 MP. |
Nope, not World at War inspired.
http://www.cracked.com/article_19220_the-6-most-badass-weapons-ever-improvised-in-battle.html
Check this out, I think a scoped PTRS might be interesting for the sniper; it would need to have a high damage output and better pen and perhaps some crit based abilities.
And please no "but PTRS is already a sniper" jokes. |
Grw is far superior to PM-81. |
I believe the AI is currently un-editable. You could tie the upgrade to a building and make it granted automatically if such a thing is applicable in your situation. |
No T3 armored unit is or should be disposable.
You have slightly easier time replacing them as soviets, but it doesn't matter that much if their impact is significantly lesser as well.
Early game? No.
When Panthers and King Tigers are running amok with Pak43 and Elefants and basically the best tank killing tanks in the game?
That's when T-34/76 should be disposable. |