Please replace the akward med kit on pioneers and grenadiers with something else or just remove it lol |
The only difference from the 2 pictures is that in yours, your units are selected and AE's his squad isnt selected. I can't really comment on this though as I have never really noticed it either way and I couldnt tell you if it works for me like pic 1 or not.
The selection state of the unit doesn't seem relating to the highlightness of the models in the building. I've watched both AE and HelpingHans' stream and their infantry model seems always being highlighted inside the building, while in my game there are no such highlight whatsoever.
I'm quite paranoid about this just becaused I've read that grenade could do significantly higher damage if the enemy infantry's model is in the AoE range of the grenade, but I could only use this to my advantage if I know where are the infantry models in the building. |
I noticed that in most of other player's game, the infantry inside the building are highlighted, for example:
However in my game, with the option of unit occlusion enabled in the setting, though they are correctly being highlighted behind other structures when outside, infantry models are not being highlighted inside the building.
Here's my game and graphics setting:
What should I do so the units can be highlighted inside the building? |
This is so cool! I was so excited viewing down all the in development videos until I saw that you gave up on it because of technical difficulties...what a pity! Such a genius and amazing combination! |
2 ISG + 3 volk counter brits meta-start cost more than 1500mp, didn't even include the bleed when volks facing mortars. Meanwhile the mortar pit + Bofors + 1mg + 1RE + 2IS is about 1300mp with bastion-like defense power and also decent mobile assault force. By this time I am confident to say that it is way far for okw from having enough fuel to set up the schwere truck.
Brits can further strength its assault force with additional sniper, more IS, Bren lmg upgrades then harass the shit out of the okw, while 2 ISG can barely do any damage to the constant repaired and braced emplacement, and need to changing the fire locations a lot to avoid approaching brits forces, further decreases its efficiency vs emplacement. also the non-vet ISG barrage range is at the edges of the barrage range of the mortar, it is able to counter barrage the ISG even without any range decrease.
Decrease the range of the ISG would cause this condition even more seriously, as ISG is closer to the frontline and in the range of mortar (assuming there is no bofors in front of it, other wise bofos barrage can rekt ISG in no time too) the OKW player need to constantly manually control two ISG to barrage, move to a new position to avoid counter barrage, barrage again and repeat, meanwhile also need to control the left infantries to face brits harassment and pay attention if there is any ninja attempt towards ISGs, such massive micro just for countering one emplacement, imo it is just not right.
Brits are already got good assault advantage from the support of mortar pit, good indirect fire support with decent range, a great arty fire sponge and most importantly, in your case, force the OKW to use predictable ISG spam strategy, leading lack of mobile defense and assault force, becomes fragile facing aggressive brits. There is nothing that ISG need to be changed, its function vs brits is niche, and the whole meta is easily breakable, it doesn't need change.
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Reminds me playing 3v3 vs brits emplacements spam on the urban map where has a huge quarter-sphere dried river spread the two side of the map. The brits set the emplacements in the other side of the river, about 3 mortars with 2 bofors and a forward assembly, on my side there is a forward med truck with 3 ISG countering their emplacements. We indeed entrenched ourselves well...AT, Anti infantry defense, mines, all we did was barraging each other, and scouting in force with infantry, real boring WW1 pudding.
Suddenly that guy says: this is boring. I laugh out so badly as it is so sarcastic: it is all because of he spammed the emplacements that leads to such stalemate scene. Some of the british emplacement spammer really just wish that axis would throw everything without brain on their defense and got all rekt, this is not tower defense game. Bit off-topic but it is something I always want to say for a long time.
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And again another reply that got totally ignored by everyone... |
But ... Galians are not the german ones?
This is a pretty neat artbook, may I ask what is the name of the book? |
For anyone who wonder what the heck is the relation between these two...Valkyria chronicles is made my SEGA, CoH2 belongs to SEGA because of the takeover on THQ, and they both have similar war theme.
Those skins are really well done btw |
Back when I wasn't that good with English(still not good I think). There was a forum I want to join, and I want a new username, I looked around myself, found a softdrink literately have its brand name of "SOFTDRINK", so I used it for that account.
After many years, me and my friend were hunting noobs in the vcoh custom game, there were situations that some players(well, actually most) we beat refused to play another game with us. Therefore we start to changing our steam username to wish to mock those players, one of the way to think a new username, is to rearrange the order of character in a word, I use it on my "softdrink" name, in the end it transform into the "rintfosk" with missing of D somehow. The reason I keep it as one of my main username is just because it sounds more smooth than other random ordered strings... |
SP's high mp cost and maintenance(in here I mean reinforcement cost) means it would be hard to blob up like what we can do on volks now. The SP with schreck is also squishy and inaccurate, due to its initial stats, its low health and 4 man squad size means it has greater probability to get wiped in late game by arty. The occupied slots to replace STG with schreck also decreased its AI ability to 75% of original, each member killed would further decrease 25%. This means it would be useless when used in sole side harassment or using as shock infantry vsing a logical and skilled player.On the top of that with the 90 munition cost for the package, okw would really lacking munition to choose between upgrading volks or SP.
Even though all of those (Volks, sturms, rekketen) are from T1, remember that you still need to set up the truck to unlock the upgrades, which is about the same mp and fuel of wehr T2, but with more munition needed. There wasn't problem vsing combination of LMG grens, Panzerschreck Pgrens and Pak, there won't be problem of vsing stg volks, Panzerschreck sturms and rekketen, not to even mention about the inferior attribute of okw version.
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My alliesfanboimeter shows the alliefanborium density in this post is over 9000tm^3. |
The cost definitely needs to be lowered if they remove the PPSH package
lol hell no, have you even tried playing 1v1 with the mod on. The 3 ppsh+flamer make penal into a close range unit, make its mid and long combat ability decreased because of lost of 3 SVT. The only flamer package make penal perform the full potential of the SVT buff, the flamer denies the troops in the cover, and when they are out of the cover, they then got rekted by 5 SVT in all range.
I would say by removing the 3 ppsh actually buffing the penals. |