Speaking of QoL, could we please update the Stormtrooper StG icon to be consistent with the infrared StG? The current one looks nothing like the StG with a much fatter mag and a likewise larger body.
Here take this:
Edit: I realized that this is also relevant to WFA, and I also understand it's not a high priority, but damn it annoys me to no end that the StGs icons are somehow so different. |
Le snip
Not having the correct tools for the job is a perfectly legitimate excuse. Also, Mr. Smith is not a Relic employee and does not have a lot of power deciding what needs to be patched. While the balance team did create a bug, the scenario in which it happens in is relatively rare (who often lets their fast moving transport get satcheled anyway?) and was only discovered relatively recently. You simply can't expect him and the mod team to fix something "easy" if they are no longer allowed to touch it AND they don't have the tools to do it in the first place. I feel like it should also be noted that the means to create does not necessarily mean a means to fix, only perhaps a means to undo.
As for the attitude, how would you feel if someone with no idea on what your tools are, what your tools are capable of, and whether or not you're allowed to fix certain bugs (big daddy Relic) tells you that this is an easy fix? You must be a saint to not be at least slightly irritated after some passerby (intentionally or not) downplayed your efforts without first getting the full picture. The mod team has many other things to focus on, and a newly discovered bug is not necessarily be of the utmost importance, and neither should forum politeness, since your priorities lie elsewhere than pleasing every forum poster. If anything, your post attacking him was far more offensive than his passive aggressive comment. Finally, it should be pointed out that all arguments were resolved, and your angsty accusations are just as uncalled for if not more than Mr. Smith's single comment. |
This more a historical than a balance comment. The elephant was using a high velocity gun and luck the elevation to fire barrages, thus a HE explosive barrage seems very unrealistic.
On the other hand the 88s (not sure if anyone tried with Elephant)where used in an AI Role but differently. Since the where AA munition with a timer to create AA barrage walls the same munition was used versus soft targets. The trick was to aim above the intended target and have the shell explode above it.
So one could implement a version of the UKF air-bust shells for the Elephant and it will a bit more realistic and unique.
IIRC The Flak used a shell with a much shorter casing compared to the Pak. Pak43s were indeed capable of firing HE shells although I agree that they should function much like the Jagdtiger barrage's linear ballistic path for consistency's sake. However, knowing that WFA rework is planned, they will likely change Jagdtiger's barrage to an arcing path too. |
Update! (Finally) New items:
*Updated Combat Engineers, Grenadiers to the undamaged versions I had sitting around.
*Volksgrenadier Symbol
Based off of the Wehrmacht Wound Badge, since many Volksgrenadiers were recovering wounded.
*Luftwaffe Field Division, green collar tabs
After doing a bit more research, I came to the conclusion that green collar tabs were more common/correct.
*Axis Vehicle Crews
Big thank you to RitaRush for allowing me to use parts of her work for these guys! Designed to look as close to the base game model as possible.
Finals are over, so I'm back with a vengeance.
All updated in the OP as well. |
I'm trying to add a single SMG as a slot item to tank crews through a squad_action_apply, but it seems this doesn't execute since the crew spawns inside the vehicle. I've given thought on making another entity with an SMG weapon, but I prefer it to be specifically a slot weapon, so other members will pick it up when the wielder dies. Is there another way to force a slot item onto them as soon as they come out? |
There was a video on this issue in the highlights a while back, although I'm not sure if it was ever fixed:
Here's the video in question. |
Yes, I know that they did not participate in the battles.
- Chi-Ri by mass and armor is still closer to the Tiger (Elite Tiger analog)
- Chi-To was something from 2 to 7
Not participate in battles = off the table. Comet, Pershing, and Sturmtiger all at least participated SOMEWHERE. Having an incomplete prototype of a tank that is in the same class as a Tiger doesn't translate directly into a Tiger equivalent in the game. Maus had 3 incomplete prototypes, and is a lot more famous, and it didn't get added to the game because of the same reason: it never saw combat at all. Therefore, the Chi-Ri is in the same situation as the Maus.
It's 2. The Japanese built 6 hulls for their Cheetos, but only completed 2. |
It's a video game. The units can be balanced accordingly. Stop talking about this historical garbage as we've seen PLENTY of stuff that doesn't follow suite. There are plenty of Japanese units that will make for a UNIQUE Axis faction. The Allies have 3 Unique armies that fight very differently. I can't see Italy or Afrika Corp adding anything we don't already have.
Japan could have tunnels, naval artillery, amphibious vehicles, many light tank/medium options, captured trophy shermans, suicide squads, banzai planes, officers with katanas that lead charges (no need for melee but would be awesome), offensive/defensive multipliers when pairing with certain officer units (unit links kinda like brits officers in coh1), big concrete bunker AT guns, deathtraps, snipers in trees, large squads, knee mortars in rifle squads, VERY strong air presence.
Most ppl who say they don't want Japan live in Europe for some reason. Do you Europeans hate asians? haha. No logical reason puts Italy or Afrika over the Imperial Japanese Army (IJA).
Not to mention the awesome USF and British Pacific inspired commanders that would come with it.
So many cool maps could be made too.
Totally not saying Italy or Afrika Corp aren't cool. But we could get 3-6 really cool new commanders for Germans for these guys.
What's to stop Relic from adding SPESS MEHREENS in CoH2 if they weren't at least marginally concerned about historical authenticity? Sure you can find plenty of places where that immersion falls short, but it doesn't mean you should say, "FUCK it, let's make that light tank a heavy tank killer."
If we look at a few of the "unique" items that could be brought to the table, Relic has had plenty of opportunities to do the same things with the existing factions. Concrete AT bunkers? There's an unfinished Pantherturm model for the Axis. Never made it into the final cut. Air presence? The best that they could give to Allied air superiority over Europe was the shitty P47 rocket strafe and some paratroopers.
Suicide squads would be damaging to the whole point of CoH2's veterancy system, and will likely never be implemented. A huge part of CoH2 is the unit preservation, which Japan is notoriously poor at.
Italy could also be unique with its L3/35 - if you guys want superkubels (I know I'm not alone here) here they are! Nothing says unique as well as giant tankette fleets. |
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Chi-Ri: more like the nonexistant Maus analog, since it never saw combat despite the almost finished (still incomplete) prototype.
Cheeto: maybe closer to the Tiger (Ace?), but still: only 2 were built, and neither saw combat, undercutting even the Comet/Pershing/Sturmtiger's low and dismal combat participation. Having a doctrinal 1-time call in Firefly equivalent isn't what I'd call viable armor for the whole faction. |
Yeah but only 20 Pershings were used on the Western Front and seen minimal combat. Should the Pershing be taken out then? Relic left historical accuracy behind a long time ago. I still favour the P1 for solid gameplay and a variety of upgrades, deepening strategy. And the P2 is fine but the P1 is just way too far? I don't see how its a massive leap.
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The reason I decided against it though was because if you put the Italians in the main faction, you can't have Eastern Front Non German powers in the Doctrines. Italians and Hungarians in the same faction? Relic plays fast and loose with historical accuracy but they at least retain some continuity. If by trying to increase variety by having Italians in the main faction, you really are diminishing it. That's why I still believe this design is optimal for balance, variety, nostalgia and strategic diversity.
Having said this though, if Relic were to release an Italian faction I wouldn't be disappointed.
The reason why the PzII is in the game is because the Luchs variant was a continuation and modernization of the PzII that was actually fielded in combat in 1943-1945. You may make the argument that Comets, Pershings, and Sturmtigers had very small numbers that saw action, but at least it was some action (I agree it's stupid they're in the game though). With the PzI, I can assure you that they saw no action whatsoever after they realized it was completely obsolete in 1941.
I think a lot of Germany's non-German force in the East was already covered (albeit very lazily) by Osttruppen. I don't think it would be realistic for Relic to go back and say "oh yeah let's add some Osttruppen reskins to cover the other half of the non-Germans" for doctrinal units of a new faction. I mean, it's not realistic for Relic to pay attention to CoH2 anymore either, but just in case they prove me wrong about their corporate attitude (please do) I think that an German-Italian faction is more easily pictured (and therefore more easily developed) than one that is a bit of this and a bit of that. It's easier for a dev team to look at a solid central idea that everyone already has an idea of and go off from there. |