Version 0.1:
I added some changes which with further improve squad spacing in all squads in the game. The goal of these changes is to:
- Avoid squad members bumping onto each other when issued different orders
- Find squad formations that make squads spread out as fast as possible when moving away from cover
When squads drop to 2 or 3 models they will use the Tommy/Panzerfusilier squad formation, which don't have the forementioned issues.
However, the most immediately obvious changes are for the following:
- 4-model squads will now use the 5-man formation, but with one member missing
- 6-model squads will use the 5-man formation + 1 guy spaced up between the two guys in the rear
Previously, 6-model formations sucked really hard, since they always had 3 members in close proximity with one another.
Let me know how the formations feel like, especially the 6-member one. Do the new formations create issues for:
- Close-range squads (e.g., shocks)?
- LMG-troops?
- Engaging MGs, etc (since the 6 squads members no longer form a line)
Let me know, if those problems are an issue and I can try to do adjustments per-squad.
PS: Many thanks to Planet Smasher, once again, for his feedback.
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: (Mr.Smith's) Quality of Life mod10 Oct 2016, 20:49 PM
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Thread: Squad formations and spacing question9 Oct 2016, 16:13 PM
All infantry squads in the game suffer pretty hard from bunching up behind cover. This is particularly troublesome when such squads clump up behind yellow cover, which confers no survivability bonuses against AoE stuff. Currently, there are 2 things that seem to ruin cover as an aid to squad survivability: 1. Infantry models will line up, very close to one another when seeking cover 2. When ordered to move out of cover, the squad models will sometimes reshuffle, running on top of each other Since people tend to move their squads when explosives are about to land, 1 coupled with 2 often lead to frustrating wipes. Has anybody tried/managed to tweak squad formations for squads in a way that prevents clumping up in the ways described in 1 & 2? So far, what I think I understand about this is: - There's some information in squad formation about how to distribute available squad members. i.e., if there's 4 squad members, 2 models may end up in centre (core), 1 model on left flank, 1 model on right flank (i.e., position relative to the flank centre) - According to what cover is used, the selected formation seems to determine how squad members are spread out within those flanks - However, what I haven't found out so far is how to determine where the centre-of-gravity of core, left flank & right flank should stay. |
Thread: (Mr.Smith's) Quality of Life mod9 Oct 2016, 12:43 PM
That's a good point actually. The 6 pop thing is kinda necessary to bring grenadiers in line with Riflemen and (reduced-pop) Tommies. I will try to give Conscripts (and Ostruppen) a 5-popcap cost, but I can't guarantee that this will be possible. To be fair, for Soviets it would make more sense to simply increase their popcap to, say 110 - 120. The reason is that those 6-man crews really chew up popcap. However, unlike other factions, Soviets completely lack infantry that's proper for recrewing team weapons (OST gets free sight range, Brits get received accuracy, etc). The reason why you don't see maxim-spam etc fill up Soviet popcap so fast is because Maxims cost literally 0 popcap. For comparison: - MG34: 1 popcap - All other MGs: 2 popcap
1. Then make the squads cost MP to summon. For another example that follows the same twisted logic, take AT partisans. In the live version it takes about 270MP to summon a partisan squad with a panzerschreck and an AT nade out of any building. That's super cheap. However, the cost to reinforce AT partisan models is 2 popcap and 35+ MP per model. That is way too much for what this unit can do. Partisans can't even fight OST Pioneers properly; why should they cost so much more to reinforce? Thus, the pricing scheme is killing the unit, limiting its use to spawn & snare cheese. 2. This wasn't so much a reduction in the cost, as much as a normalisation. The captain model would take 50MP to reinforce, whereas the cohort would take 25MP per-piece to reinforce. Occasionally, when you would queue up reinforcement for these squads, the game would screw you over and it would charge you 200MP to reinforce 4 members, instead of 125MP. That difference is big, and that made those "free" squads a huge dead-weight. Riflemen and Tommies cost 28MP to reinforce. Lieutenant and Captain are no better than riflemen, so why should they cost more to reinforce?
That's true. The thing, though, was that it was always my intention to fix popcap/reinforcement cost of these units when said units are recrewing, say, an AT weapon. This completely screws up certain factions (e.g., Brits), since they only have 1 unit "appropriate" for recrewing AT guns. Everything else is a suicide. Since, to implement that change, I had to touch a whole lot of files. Thus, also fixing the inconsistent reinforcement cost/popcap at the same time was actually easy to do at that time, than leave it for later. I mean, some of the values for some units are so glaringly-off, you have to ask why: - 35MP-ish per AT partisan model - 35MP-ish for assault engineers - 10 popcap for commandos - etc Most of the reinforcement buffs I gave are in line with other, similar buffs that 4-man elite squads have received. It's just the units that are outside the limelight for too long (e.g, Greyhound, KV1) tend to get completely ignored. |
Thread: (Mr.Smith's) Quality of Life mod9 Oct 2016, 10:33 AM
1. I changed the squad formations for all squads in the game. Now all squads use the riflemen formation. There were two decent squad formations in the game: - Tommy formation - Riflemen (all allied infantry, except Sappers) The Axis squad formation sucked, so they needed to change. The only difference between Tommy formation and Riflemen formation is what happens when the squad is down to 2 men, or 3 men. I, personally, couldn't tell the difference between Riflemen formation and Tommy formation. Thus, I picked the Riflemen formation, which was more prevalent. Note: - All squads still have terrible bunching up behind yellow cover - I haven't touched weapon team formation at all 2. Airborne can now (re)buy singular LMGs if they only have 1 slot free (or they lost a weapon). grenadier : 240 MP 30 reinforce mp cost ... something wrong in this world That's the live version shenanigans! Note that you shouldn't make the reinforcement cost between Penals and Conscripts too big, or you are going to see loads of merge cheese. Obers and Falls are significantly stronger than the other squads. They also come in a smaller squad, thus reinforcing them shouldn't take that much time. |
Thread: (Mr.Smith's) Quality of Life mod9 Oct 2016, 01:21 AM
Here you can see the precise cost/reinforcement time per squad in the mod. A (+) or a (-) denote a value that was touched by the mod. Let me know if I missed something / there is any value you disagree with. Table: |
Thread: (Mr.Smith's) Quality of Life mod8 Oct 2016, 16:22 PM
I just pushed a big-ish update. The update consists of: - USF Paratrooper changes - UKF Commando Glider changes - Reinforcement fairness* In short: - Paratrooper-crewed weapons can now reinforce near beacons (by parachuting into the weapon!) - Commando Glider can spawn 350MP commandos - To differentiate Commando glider from Logistics glider, Commando glider can reinforce nearby units, even when cut-off - Reinforcement times normalised, from 4 seconds to 9-ish seconds to all models - All infantry models cost 1-pop per head (which means it's now safe to recrew team-weapons with, e.g., Commandos/Paratroopers without running out of popcap). You can dig up more details about these changes on the original post. Planet Smasher was kind enough to provide a fix! |
Thread: Asymmetric balance mod 7 Oct 2016, 21:51 PM
Exactly. If focus fire is off, you have missing bullets hitting targets other than the original intended one. Thats: - STGs - Bars |
Thread: (Mr.Smith's) Quality of Life mod7 Oct 2016, 21:49 PM
Actually, if you believe that the cheatcommands mod was causing the freezes you can save a bit of time by having all 5 factions present in your teamgame. If the game doesn't slow down, then everything is golden; we don't need to test anything extra. If it freezes up, then we start adding factions step-wise. Btw, what are your PC specs? - CPU speed (GHz) - Memory (Gigabytes) |
Thread: Asymmetric balance mod 7 Oct 2016, 19:55 PM
ty smith already saw that guide the real problem comes when choosing the weapon to clone (sp stg ,infrared stg,volks stg) and fiddle with the stats Note that captain thompson is not a slot weapon. This means that when the captain picks up a weapon (e.g., bazooka), the bazooka will sometimes end up on the captain model, depriving the squad of their thompson. Othertimes, when the captain isn't holding another weapon, he will have the thompson accessible. Moreover, in the captain happens to get sniped at some point, the thompson will be unavailable until the squad becomes reinforced. If you want the STG to be that powerful, you probably want to make the STG a slot item, like how it is now (that can be transfered around to the squad), rather than an entity weapon (which is permanently tie to the entity that carries it). If you want to replace the stg with a panzerschreck when the upgrade happens, then make the upgrade: - add a slot weapon to the squad (panzerschreck) - remove a slot weapon from the squad (stg) DPS-wise, you can refer to Cruzz's calculator. The easiest way to, then, update the DPS is scale damage or accuracy (all ranges) appropriately. If you want to control DPS in a different way (e.g., cooldown), things get tricky. (note that due to the focus-fire mechanic STGs are a bit more accurate than their value indicates, since they have 2 chances of hitting somebody) |
Thread: Asymmetric balance mod 7 Oct 2016, 19:47 PM
AH-HA! But he said he wanted to compare the DPS and that would have to be done by using a separate volks sbps/ebps next to the standard one! Ah, I see! Then, yes, you're right. I didn't read very carefully past the OP |
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