I haven't seen that behaviour yet in the Firefly, but the Firely's 17 pounder is also using tracers and not projectiles. But the Firefly's gun also has the highest accuracy out of all the tank guns I've seen so far (0.05 at far, 0.08 at near), so it will only miss a medium or heavy tank if the target has some received accuracy buffs at far range. So we've only seen the 'weird miss' behaviour on the Comet since it's accuracy isn't so high.
Also discovered that at one point they were considering (or might still be considering, for future DLC) the Archer tank-destroyer and the Humber armored car, since weapons for both exist.
The 9.75 inch flame mortar ability refers to an experimental Valentine that was in development but never produced, and an EBP for it exists (though no model, it's got the Priest as a placeholder), so at one point they were thinking of that ability being a tank call-in rather than an off-map artillery attack. |
I figured it had something to do with the projectile for the Comet's gun so I had a look in AE.
The Comet has NO PROJECTILE. What you're actually seeing is a tracer FX, same as for small arms fire. Tracers have no physical collision, so if the Comet's shot misses and scatters, the scattered tracer cannot collide with anything and trigger a hit, even if the tracer collides with the same tank because the scatter distance wasn't enough to completely avoid it.
I'm actually kind of surprised they did this, since all cannons of around 30mm caliber and up use projectiles. Only reason I can see for using a tracer is because it might have looked better. However right now it makes the Comet the most inaccurate tank when firing on other tanks. |
There's no designate command vehicle in a croc doctrine so you can't do it sadly
Ah, true, forgot that. Well, unless a Croc can be abandoned by one player and then recrewed by another player with Designate Command Vehicle.
EDIT: Just checked the upgrade that the ability gives to the vehicle, and there's an action for the Croc (to make sure the correct UI symbol is used when it's converted), so technically it is possible if the Croc can be abandoned, or if a future Brit commander has both abilities. |
Units gain experience by dishing out and receiving damage; getting kills isn't necessary. So the first point isn't a factor, but the rest is still valid. |
While slowing down a Churchill AVRE isn't ideal, the reload penalty does not affect it's Petard Mortar cooldown, so a Command AVRE isn't bad if you're only using it against structures.
There's no break even point to worry about, so having just one regular tank and one command tank will give you more DPS than two regular tanks combined. Obviously designating the weaker tank as the Command tank is ideal, in order for this to work. A Command Carrier is the cheapest way and gives you potentially the highest DPS (due to not sacrificing a tank's DPS on being a commmand vehicle), but you'll have to babysit it a lot, so a Cromwell might be better.
One nice thing is that - unlike the CoH1 ability - this affects troops too. That 50% received accuracy buff is substantial when it comes to keeping troops alive against small arms fire. The cooldown and reload buffs won't double the DPS in the same way as it does for tank cannons, but the 200% accuracy buff will be very noticeable.
As usual, the weapon buffs are only to hardpoint 1, which is the main gun for any unit. Vehicle machine-guns are unaffected, and the Churchill Crocodile's cannon is also unaffected since the flamethrower is it's 'main gun'. |
Still great to hear guys - especially plans to make infantry combat go toward the true realism of "No one hits shit at max range", really haven't seen many games do that.
It's been something on my mind ever since the first few realism mods arrived for CoH1. Back then I'd read more than a few after action reports from both sides after company or battalion sized battles, and what struck me was that engagements that took up to an hour or more didn't result in the incredibly high casualties you'd see in your typical realism mod game. A bit more research into it showed that your average soldier generally just shot in the direction of the enemy most of the time rather than actually aiming, and it was a mix of being afraid to expose themselves and a lack of enthusiasm in actually killing someone. The former only goes away with high morale (i.e. elite volunteer unit) and/or experience. The latter went away with vilifying the enemy or indoctrination, but the average conscript or drafted soldier didn't have that most of the time (post-war militaries changed their training programs to break-down and mold new recruits more effectively).
Though once infantry combat got to within very short ranges - the kind seen in street fighting, assaulting an enemy position, or stumbling on a patrol in the dark - the fight could be over within seconds. At this distance the danger was immediate, you either acted or you were dead. This was something about vanilla CoH1 that I also wanted changed, since it seemed only SMG-armed elite troops could wipe out enemies quickly at ranges of 10m; everyone else let them walk right up without any resistance. |
Can't think of another way that won't have side effects. Cloning is probably your best option, tedious though it is. |
Progress was slower than we wanted over the past couple of months, but progress was made nonetheless. Getting it done by the end of summer was what we were hoping to achieve, but that's not likely.
The good news is that things have come along quite a bit since that video Eliwood posted showing off the menu working in-game. It's much more informative now, with full details and description of the selected unit and what can be deployed. The tabs are no longer needed, so at a glance you can see your entire force, so less hassle. |
While it's realistic that a well-placed bullet can instantly kill a soldier, it's unrealistic to expect soldiers to be capable of firing well-placed bullets when they're in a stressful situation. Firefights at anything other than grenade-throwing range often involved lots of ammunition wasted and not a lot of casualties. This is the kind of realism we're aiming for.
Small arms fire at medium range and up will eventually inflict casualties, but mostly they'll suppress enemies. Only at short range will you actually see soldiers dying quickly. Cover - or lack of it - makes a big difference too, but generally soldiers shouldn't drop like flies until you get up close.
So we're not going the ultra-lethal approach of mods like Blitzkrieg, we're instead trying to emulate the 'fire and maneuver' approach of WWII infantry tactics, where you'd pin an enemy down with long-range fire while another element flanks for an assault at close range. |
We dropped it when we switched over since we no longer had UI support for it at the time. Now that we do have UI support it's something we're considering, but it's a future item at best. |