Well, it shouldn't be really a problem. Every third replay has clip when those cheesy duckers spawn somewhere near the HQ, kill last man in squad on retrat, throw bundle and steal the mortar/sherman/HMG or whatever you like.
Agreed.
However, if people could prove that WBP makes infiltration cheese even worse than before, that would be a very good starting point to expand the scope.
The question for Relic would otherwise be "why change this -now- and lose focus, when we can get more feedback and change it at a later patch?". Or, otherwise; why should this issue be the one that's prioritised over the others.
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All of the topics mentioned in the OP (and more) have been discussed as high-priority things to solve. Unfortunately most of the things you have described are way-out-of scope.
It may seem like a bummer that the scope is restricted, and that's crippling the speed at which we are allowed to tackle issues. On the other hand, fixing stuff from the early game and moving to late-game will help us make better decisions, without breaking the game too much with each patch.
On the other hand, if there's one item on the list that's closest to the things we've been able to modify so far that's infiltration unit cheese. It's up to the community to cheese these units, provide replays and make enough fuss for us to be able to even apply some bandaid fix (i.e., even if we can't limit building spawning, we might be allowed to sanitize the call-in prices to make that expensive).
So, help us out, and we'll do what we can to fix this.
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If something, you can still check this game and TWP since it was casted by Dane
nm, I actually found it. It actually, legtimately, 100% of the time never works. Now (v1.5) it's fixed.
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*necro*
I believe I have found why this ability doesn't work. However, to be able to add a fix, I need to provide precise reproduction steps.
If you are kind enough to tell me how to reproduce this, you are going to see this bug fixed for v1.4/v1.5 (or however that version will be called).
EDIT: nm, scratch that; I used the spare supply to get the doctrine and test it out.
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Instaed of dirty cheap ppsh partisans commados aren´t instant. You either call in forwad logistic glider with officer into your territory and then start training commados
Or you pay 540 mp for glider and commandos. Enemy have lot of time to prepare for commados because glider is circling there for like 10 seconds before landing and so, its your mistake if you don´t respond to this correctly by retreating wounded squads/sniper. It cost 540mp after all.
I see no reason to nerf commandos.
Only infiltration commados may be problem, I think it´s much easier to replace infiltration commados with glider ones than nerfing one of cool balanced and unique call ins unit.
Falls should act like paratroopers - dropped from sky if possible, so they once against became less of a problem without nerfing them.
JLI and Stormtroppers are fine I think.
Conclusion, only partisans need nerfing, others one some changes, like replacing ability or making them fall from sky.
Please don´t nerf these special units
I agree about commandos, and I only meant infiltration commandos (it's an infiltration unit thread D
About falls falling from the sky; while it does sound interesting as a notion, there already is a separate ability in the doctrine that does exactly that. Also, unlike Paratroopers, OKW has no unit to be planting beacons.
Btw, regarding paradropping, only Falls and Paratroopers have the right animations to support a paradrop landing. All other paradropping models look like they are taking a dump in the woods.
If Relic ever finds the resources to add paradropping animations, I can definitely see to having a mod with Bosstruppen paradropping to crew pintle MGs.
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A ton of abilities have a forced reload before AND after the ability.
For instance, Sniper incendiary shot forces the sniper to reload, fire their gun and then reload again.
For whatever reason, this reload sequence is, sometimes, circumvented due to a bug. Thus, the sniper can sometimes, immediately fire their incendiary shot (even though the intended behaviour is to have a reload time delay). There are, of course, nastier instances of similar bugs for other units, which I am not going to discuss here, for obvious reasons.
I might have a clue about how to solve this behaviour, but I haven't had the opportunity to test this yet. This is the reason why this hasn't been fixed for WBP.
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Yeah I totally agree.. if we change all infiltration units to the model of stormtroopers or vCoH falls, it would be totally fine. Then we dont need this "spawn in your own territory" or "spawn delay" nerf.
I just think that this is not easy to implement if you are not a relic programmer?
It should be super-trivial to add this suggestion into a mod. The only forseeable issue I see with it is what happens to strong short-range units, like commandos.
If commandos spawn with rifles, say hello to double-bren commandos.
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Speaking of cloning stuff. Let's say I have a mod called qol_smith, and say I clone Guards sbps and ebps.
If I clone the ebps file, I get a new instance in the attrib file called qol_smith\blah\blah\guards_troops_mp
Then, if I clone the sbps file, I get a new instance in the attrib file called qol_smith\blah\blah\guards_squad_mp
Oddly, with the sbps file cloned, the loadout of the sbps file no longer references the vanilla ebps file, but automatically references the qol_smith ebps file. If I change the sbps file to reference the vanilla ebps file, the mod works the same as before.
The only differences are:
- If, for some reason, I decide to delete the ebps file (e.g., I decide no changes are needed), the reference in the sbps file changes to null (which menas a broken squad)
- If I make a new mod (say qol_gg) and I have the two attribute editors open (qol_smith and qol_gg) I can no longer copy-paste the sbps file without errors (that's because qol_smith ebps might have a difference reference number than qol_gg)
Is there -any- way to do an automatic cleanup on my mods so that they reference the vanilla stuff, yet the vanilla stuff still gets overridden by my mod stuff?
PS: From what I heard the latest hotfix also fixed the tools. Merry modding, everyone!
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Yeah every patch has completely broken every mod I've ever made that affected existing data. Only the mod in my sig seems to have survived but I haven't tested it with this patch yet. I don't think they've changed any of the assets I modded in that.
I think the reference codes get rewritten each patch which breaks any mod that modified assets that look for those old codes.
I'm relatively new to modding. i.e., I haven't really picked up modding until after the game stopped getting regular updates. What do you do in this case? Is there any case to salvage the mod, or do you start anew?
I'm really not looking forward to rewriting WBP D:
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Thank goodness. I thought it was just me D:
I cannot modify some of the existing mods I have without getting errors. I can modify some certain small-scale mods (e.g., the ones I made to experiment with formations, etc).
If anybody has any clue how to fix it, pls tell me D:
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