Yeah, then maybe a weapon that would be on only when the tank is on the move and the toggle is on, that would keep rotation? There is no way to exchange targets between weapons I suppose?
Nope. You need to declare all hardpoints that can acquire targets statically, on the entity. If there is a way to exchange what can accept targets or not, I would like to know it!
What if the gun couln't choose to rotate the turret and only shot at the targets in its sights, while this additional weapon would do the rotating and would be the one controlled by the user? This is how coaxial mg works right now, doesn't it?
You still can't control exactly which unit will be targeted. If I parametrise the turret too narrow, it will behave like the bugged 222-coaxial mg; almost never fire.
If I parametrise the turret too wide, it might engage some infantry right in front of the tank, etc.
If I make the turret also follow attack commands, this might cause the tank to autorotate to face the target, which is something you don't want. (rotation counts as movement). It's a lose-lose-sitation, basically.
Yep, the tracking is a problem. But maybe a workaround could be to allow coaxial mg to fire, or even better, add another coaxial weapon that would have no graphical effects, but would track the target.
I think that could work. I have something like that in my mod for Crocodile/AVRE. Though it is hard trying to convince the gun to engage the same target as the aiming-weapon.
I didn't know it was so easy But would probably need some testing in unofficial mods to see how it shifts the meta.
There is another thing worth mentioning when we're at move penalties. Would it be possible to add toggle button for some vehicles that would block shooting when on the move? Some vehicles, mostly axis and soviet, need move-stop micro to work in 100%. Problem is, when you for some reason don't stop in time, the vehicle shoots a non accurate shot and reloads, while real crew member would instead wait for the vehicle to stop to shoot a good one. I think that such change would make microing vehicles like panther easier when chasing, thus lowering the number of complaints about ballance of such units.
Sure. That's also very easy to do. If you could point me to an open slot in the UI that is common for all tanks, I could pitch it in
Otherwise, we could introduce such a button on a unit-by-unit basis. E.g., panther definitely needs it. Other tanks, not so much.
EDIT: Though, one implication of this change is that it might prevent the gun from tracking the enemy tank while you move. Allowing the cupola to track the enemy tank while moving will require a lot more workarounds.
There is none right now. But you must agree that vehicles loosing move penalty at the moment when stop button is pressed or they finish their order, is quite wrong. Vehicles should have a short "set up" time, so that the change between moving and stationary state wasn't instant. The barrel of a ww2 tank is doing really strange things when the tank is on the move and definitely never is pointing exactly at opponent like in coh2, thus additional aim time after moving is quite obvious.
I do know that this may be possibly hard to do and would need reballance of all vehicles with moving bonuses. Just pointing out how it should work in a polished game.
I also do like this "feature" as a micro trick, but it simply doesn't feel right.
Lifting speed penalties in a delayed manner is actually a good idea, and it's not difficult to implement. I just don't want to pepper the game code with too much stuff. It still needs to run on everyone's machine.
finally understand why rak get wipe almost every time by tank shell, the target size of the weapon is 10 instead of 20 (like all other at gun) but they got less received accuracy
Less is more. Also received accuracy doesn't matter one bit vs AoE. Raketen original crew is just more durable vs small arms fire. Why? Because.
first & only game of the day, level of gameplay bad but we tried some interesting things.
--------------------------------------------------------------------------------------------------------------------------- related to balance preview & used in this game :
OKW
Medik kit
Panzer 2 luchs
Anti-tank gun cloack
UKF
AEC
PIAT
universal carrier
Edit : if you need more, just ask but i'm not sure this is the kind of gameplay you are looking for.
This is excellent feedback, and thanks for annotating about what type of strategy was used in the replay. Looking forward to more of that, soon!
My little contribution, we both didn't play 1v1s for a while so it may look a little strange but maybe there is a possibility for some analysis. The game features lots of new camo system on raketen.
I went through the chatlog in your game, and I noticed that Hector was complaining about lag. Would it be possible that either of you experienced a frame-drop/performance-drop during the game?
The reason that I am asking is that there are some reports emerging that the mod might be causing performance issues.
Obviously, we would like to be able to locate any such issues before the changes are implemented in the main game.
It's amusing that you guys dismiss any suggestions you don't like as "beyond the scope" yet you put in quite a few fixes to things that were not at all within the scope of the balance feedback, for example changes to stealth. That was never mentioned.
Bugfixes are always in scope.
The reason bugfixes to stealth get a separate chapter in the changelog (instead of being one-liners) are to more clearly communicate to the players how stealth is intended to work.
On the other hand, your whining on this changelog thread is out of scope.