I would love to see that getting fixed. It can affect multiple other units as well. You can queue command for some abilities.
Which abilities are you thinking of (that can become queued)?
I am not sure it's possible to make toggle abilities possible to queue, but might be wrong.
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1. Off the top of my head, I don't remember what controls it.
However, do check that the building damage profile thing is the same (not just the multipliers). You should try setting it to "no change", or whatever the other thing does. I don't know how it works exactly, but it makes a world of difference.
2. For USF mortar, make sure you also copy the veterancy modifiers from sbps, and also check the barrage weapon (in addition to the autofire weapon).
Otherwise, make sure that you test both mortars under identical conditions. E.g., both should be firing in to the fog-of-war
If you are testing stuff using cheatmod, I am not sure whether the fog of war cheat actually lifts the fog-of-war scatter penalties.
Thus, if you want to test firing into field of view, make sure you have fow-cheat turned off and use a spotting unit to provide sight (e.g., Pathfinder).
Otherwise, it's just RNG.
Range also plays a massive role. Thus make sure you fire at the same range.
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Well infiltration commandoes can just be removed and replaced with 5 man ones?
We can trivially make infiltration commandos be a copy-paste of other commandos, just spawning at 4-men when spawning from buildings.
I mean, the only positive thing infiltration commandos have going for them is the cheesy building spawn & gammon thing. Otherwise, they are strictly inferior to the other varieties (440MP for 4-man commandos and no demo charge).
Yeah, well, they also have the landmatress going. But no Assault, no Heroic Charge (tea & biscuits charge); just the crappy advanced cover thing, which is the worst buff in the game.
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Regardless of how we resolve the Faust issue, there's now the issue of the AT satchel (Penal ability) which deals a quite big AoE. Needless to say, if it gets stuck on one model, the entire squad gets wiped >.>
Yes, we could also remove AoE from the satchel, but then it just wouldn't feel the same
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Note that override_weapon_target_prereq_action gets messed up every time the affected unit gets garrisoned.
i.e., your sniper will be targeting just about anything (even infantry casualties). Giving a direct-face command (such as the ability bound to A for HMGs, etc) will restore the override_weapon-target_prereq actions.
It doesn't make any logical sense, and I've no idea how to fix this, but that's how it is.
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There's a bug currently in the game that goes like this:
- The enemy has a transport vehicle (say Penals in M3A1
- You fire your faust at the enemy vehicle
- While the faust is in-flight, the enemy degarrisons the vehicle
- The faust lands on a model, and the AoE kills a ton of models (maybe all of them)
Does anybody have any idea how to make the faust actually target the vehicle rather than the occupants of the vehicle?
The reason I am asking is that the AT satchel we recently added has a similar behaviour, and the AoE might be a bit deadlier.
Would this be linked to the over-penetration targeting priorities of the weapon or something?
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You can also play with target prioritization by making the sniper heavily disfavor targetingany unit it can't penetrate. This will still have it target vehicles is there is no other targets. Alternately you could edit the hold fire toggle to also limit the target pool. For instance, you could make hold fire remain hold fire, but have the off toggle setting act like the 'target vehicles only' toggle for tanks but set for only infantry.
If you are referring to setting the over-penetration-penalty to False or something, I think this may have a knock-on effect on what happens when you right-click a garrisoned house. The sniper might actually elect to shoot at the house rather than the people inside the house.
The flag was literally the one thing that was causing the UKF sniper to have exactly that behaviour. It doesn't make sense at all, but toggling that flag was all it took to fix it.
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The high cost of the candidate hosts will probably force players to use the command vehicle as an aura unit rather than a maphax tool.
This will, hopefully, shed light on the issues that cause the command vehicle to under/over-perform as an aura vehicle. Hopefully the community will raise these issues, so that the command vehicle enters scope in a future patch. Then, we will actually be allowed to fix the bonuses/debuffs.
If we leave the UC-command-vehicle no-brainer as is, nobody will ever try to use the CV as an aura unit. Thus, these issues would never get raised.
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T70 got overnerfed, just tried it
Due to the accuracy nerfs on the main gun:
- The T-70 has to get closer to be accurate
- It is not possible for the T-70 to be accurate while moving; thus you have to stop-and-fire
We are aware that the T70 is pretty bad atm when it is engaging squads spread out in no cover (squad formations & main gun accuracy nerf). Thus, we are looking into improving the output of its coaxial MG to give T70 consistent damage against out-of-cover squads (currently the coaxial fires bursts every ~ 6 to 9 seconds, not counting reload)
Was your experience of T-70's lack of power due to squads being spaced out, or how did you use it?
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No, the grenade cooldown should be implemented in any case. If weapon upgrades were to be implemented, their ammunition cost would need a significant amount of work though - Stormtroopers with their current upgrade costs are one the worst units at their manpower bracket, and that is with their call-in nature in mind (meaning that if the call-in nature were to be changed to friendly territory only, they would lose more usability than most other infiltration units).
That said, the work to fine-tune the ammunition costs for those upgrades would be a worthwhile investment, as it would keep the flavour and utility of these units while making them more tolerable.
I am a bit ignorant regarding the plight of the Stormtroopers. Could you enlighten me which unit you consider Stormtroopers inferior to, for their manpower bracket?
I'll list a few others here:
NAME REINF. COST POPCAP Stormtroopers 33 8 PGrens 34 9 Commandos 35 10 Falls 38 8 JLI 37 8 Obers 40 10 Ass. Eng 32 8 Rangers 33 ? Shock Troops 33 9
Stormtroopers are, literally, Panzergrenadier clones with a -6.25% chance to get hit, lower upkeep costs, lower time to reinforce. Ah, also they get stealth.
If PGrens are OK, Stormtroopers are even better. If PGrens suck, what can you tell about the state of the rest of the units I listed there?
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