If you haven't, yet, make sure to check Janne's excellent modding tools intro guide:
https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools
That guide, there, contains about 90% of the information you are ever going to need when creating your mod.
The rest 10% is having a good knowledge of all faction/units, so that you quickly know where to navigate when you want to do your copy-pastas.
If you want to modify something, you clone it (and give it the same name!). Then you change the values.
If you want, say, to give your Volks an STG from the get-go, have a look at how guards or pathfinders get their initial slot weapons.
etc
Profile of Mr.Smith
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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: Asymmetric balance mod 7 Oct 2016, 19:39 PM
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Thread: (Mr.Smith's) Quality of Life mod7 Oct 2016, 18:57 PM
Thanks again for coming back to me!
I have no idea why the soviet gun would bug like that. I will definitely look into it. Does the camouflage-move bug happen in the replay you uploaded? If so, could you give me a hint: - Which minute of the match this happens - Where about on the map? 1. Finally, could you try a 2 ostheer 2 OKW vs 4 soviets? I would expect that the panzerschreck QoL changes I did to be some of the most resource-intensive changes I have included in this mod. If the CPU spawns pgrens/etc and puts schrecks on them, and the game starts lagging, that would be a very good indication of what went wrong. 2. In your previous post, when you mentioned that the AI battle was lagging, is it possible that you tried to play 3 AI battles in a row? It's very possible that the game fails to unload certain resources between matches, and that's very interesting to discover. |
Thread: A noob's questions & stumbling blocks.6 Oct 2016, 14:22 PM
This seems really cool, and scripting is right down my alley. Do you have any information about where to find: - The scar scripts that the attribute editor references (e.g., UKF medic auto-heal references the AE_heal scar function. Through a lucky guess, I discovered that the script acts as a proxy to call the medic heal ability) - a step-by-step guide about how to create a new scar script and add it to a tuning mod? Assuming I get to grips with scar, do you think it will be possible to implement some of the following: - Force a particular <hardpoint> (e.g., Churchill cannon) to attack a specific squad - Force a particular entity or weapon type (e.g., schrecks) to only auto-fire vs vehicles (i.e., handheld AT prioritisation) It just didn't register to me that LUA scripting was an option to augment gameplay, in the first place. |
Thread: (Mr.Smith's) Quality of Life mod6 Oct 2016, 12:30 PM
Is there any possibility to give to the tanks' machine guns the ability to pin infantry (in the same way as the ordinary MGs) when the tanks stand still? Is this a good idea? I think this is very doable. You just need to copy-paste whatever made the Kubelwagen MGs work before OKW revamp v1. Alternatively (if that would hurt DPS too much), you can always add a suppression modifier that only kicks in when the unit is stationary. Even if that fails, you can alwyays make it a pay-to-activate ability like the universal carrier. Personally, I don't think that this is a very good idea: - It is not possible to directly control the target of tank MGs. This is sort of like the UC in the live version. In my mod I made it so that the suppressing MG follows the main MG. For UC this works because both MGs respect the same arc. - Tanks are very durable, and extremely mobile - Infantry play might become completely sidelined when a critical mass of tanks start rolling in - Over-available suppression means squads getting pinned (= trivial to crush them over) or mass retreats (= infantry squads getting wiped on retreat) - RIP anti-infantry-only "elite" squads This will, sort of, be like CoH1 teamgames, where vetted Wermacht tanks had passive suppression, and it was just impossible to rely any kind of infantry but airborne vs that kind of threat. (Suppression in CoH2 is, like, 10 times more punishing than CoH1). |
Thread: (Mr.Smith's) Quality of Life mod6 Oct 2016, 10:17 AM
I found that medic upgrade in the OKW CP make t2 rush safe (no need to worry about infantry MP bleed ) While this is true, I find the lack of micro-free healing even more frustrating (OKW early-game/UKF late-game). On the flipside, just about every faction has their flavour of budget-cutting shortcuts: - Lieutenant - Soviet T1 (and occasionally T4 if call-ins are involved) - UKF infantry upgrades - OST, where T2 is the only true "mandatory" tier Why not give that to OKW too? A more long-term solution would be to bring light vehicles more in-line with their counters (thus make T2 rush less of a no-brainer). Also give something to T1, tech-wise. Currently, the only true appeal for OKW T1 is the FRP gimmick in team games -- and of course healing. There are so many good proposals out there to fix this, that it's difficult to pick any single one of them. Thus, I'm going to leave light-vehicle meta as is in the mod. |
Thread: (Mr.Smith's) Quality of Life mod5 Oct 2016, 23:23 PM
I pushed a new update where I standardized vehicle flamers and infantry flamers. 1. All infantry flamers are a copy-paste of OST flamer. 2. All Vehicle flamers are now a copy-paste of a nerfed-down version of the KV8 flamer*, with a heavy emphasis on long bursts (6 seconds), heavy, and long-lasting dots (15 seconds) rather than direct alpha damage. That is to say, we are moving away from the "let's wipe your squads on retreat" that the 251 flameHT and the Churchill have been using, to a model with heavy emphasis on area denial; the flames now last 15 seconds, with a decent dot, which means you can use them defensively. 3. You can now use flamer weapons (infantry or vehicle) to burn buildings down, again. #MakeLienneForestGreatAgain *each 251 flamer deals precisely half the amount of damage of other vehicle flamers (both directly and in dots), to account for the fact that it's the only vehicle with two flamers. PS: Despite the massive buff in raw damage that the Flame Hetzer got for the mod, it will still, probably suck pretty hard due to: - lack of durability - lack of turret - cost relative to timing |
Thread: Ostheer Panther5 Oct 2016, 19:29 PM
All of the facts you mentioned are completely counteracted by the fact: 1) The Target-weak point ability can be used to knock a target out for 15 seconds. If any single faction in the game possessed a 280MP/90FU tool to render a King Tiger unable to fire for 15 seconds, the universe would go up in flames. However, that's precisely the strength of the ability that the Stug possesses. Perhaps, the reason people don't realise how completely OP this ability is is because the UI icon has deceived them that all it does is turret locking. Instead it completely disables the main gun. Oh, yeah, in addition to the turret locking, the ability further boosts the penetration of the shot to 290 for full damage. 2) Stug has amazing penetration in addition to insane rate of fire Yes, SU76 has good penetration too, with better range. However, the Stug deals full 160 damage, whereas the SU76 deals 120 My question to you is: Does Stug really need all following 3 items at the same time, given its low cost: - 160 damage - 190 penetration - insane rate of fire Yet, yes; the Stug is on the same level of bullshit as: - Vet3 LMG riflemen - Call-in tanks - Firefly Tulip stun - PIAT sapper blobs - etc In: COH2 Balance |
Thread: Ostheer Panther5 Oct 2016, 09:12 AM
I think we can leave the stug where it is simply due to its low LOS and fixed turret. It's good head on but when flanked it's done. The Stug is just way too OP for cost/popcap. This unit is just so good at killing almost anything (even king-tigers, if it ever had to face them), that it even outperforms dedicated 130FU+ tank destroyers. There is never going to be a room for a Panther if the Stug has to continue performing the way it does. That's because it's way easier to replace a Stug if it ever dies (e.g., to pathing), and it hurts your upkeep less if you have to have an idle Stug around, rather than an idle Panther around.
The raw stats - and veterancy - of the Panther seem to be centred around durability, and lots of it, at the expense of DPS. Having great durability is really good for a flanker tank, which needs to close in, do it's job, and then run back. Conversely, if Panther had to be a long-range slugger, it's much better to have good DPS. In particular, alpha strike damage. The problem with the Panther starts with the fact that it loses its durability the moment it closes in: - The Panther has shoddy rear armour. Closing in, obviously increases the risk of getting flanked. - The Panther also has shoddy acceleration. If you run into trouble, you might die. The reason why OKW seems to be immune to these bad decisions is the OP "Combat Blitz" ability it has. The OST Panther isn't afforded this. - Finally, closing in also exposes the Panther to the risk of being snared. It only takes one hit to bring the Panther down to HP low enough to guarantee a snare. All of these conspire to take away the only advantages Panther has against most other units: speed and armour. Thus, the Panther is pretty bad at flanking, and it should be doing slugging instead. Since the unit has so low DPS compared to its durability, amassing Panthers builds the potential up slower than, say, amassing hard-hitting TD's. Yes, at some point you reach the critical mass when you can do that one big bumrush and win. However, that moment can literally never occur in an 1v1, which is what most people are complaining about. Thus: - Nerf durability - Increase damage - If-need-be, reduce range In: COH2 Balance |
Thread: Ostheer Panther4 Oct 2016, 18:08 PM
With those "changes", I can't wait for a Panther to 2 shot a Jackson, or 3 Shot a anything that's not a Pershing. Well, times have changed. Axis no longer has the luxury to sit back and play defensively throughout the game, otherwise they will be annihilated by artillery. If you examine the OST roster there is a huge gaping hole about which unit should be able to do the flanking and threaten overexposed artillery pieces. Why not give Panthers precisely this role? If 2-shotting the Jackson becomes to much of a nuisance, we can buff Jackson HP to 520 or something. The Panther still has to compete with the Firefly and the SU-85, both of which have 640 HP. Picking Elefant every single game is both boring and cheesy. I expect panthergeddon in team games if any buff to it goes online. This is true. That is why Panther changes have to be a nerf-buff. On an 1v1 basis, the Panther is a pretty solid tank stat-wise. However, when armour becomes a crowd, it becomes quickly obvious that the Panther made the wrong trade-offs somewhere. The main reason for that are: - OST doesn't have a decent flanking unit to threaten CalliOP - All allied TDs have tremendous alpha strike at super-long range. The Panther only has an 160-dmg cannon, which is not even reliable due to EFA moving accuracy penalties. (Alpha strike really shines when you have massed armoured engagements) In smaller teammodes, the Panther is largely redundant because: - Mobility is less important in smaller maps - There's not that much armour to fight in the first place - There is hardly enough time for Panther veterancy to kick in. Thus, the Panther lacks the oomph.
It is true that the Stug is so insanely cost-efficient against all targets that it makes the Panther completely redundant. In fact, the Stug has an even better alpha strike than the Panther, due to the OP-ness of the new TWP. This is why: - The Panther needs to get rebalanced around a useful role. - The Stug needs to lose something. If the Stug is to retain the insane rate of fire, it probably has to lose some penetration (e.g., drop it to 160) In: COH2 Balance |
Thread: Ostheer Panther4 Oct 2016, 16:03 PM
FYI: I ninja-edited my post about the Vet1 ability before you responded to the original post. That's basically a proposal for an alternative Vet1 that acts like British Hammer marking of vehicles. This should give the Panther an edge over long-range tank destroyers. The ability could see use in the following situations: - enabling Panther packs to utilise their full-range when diving in(at the risk of being ambushed due to low acceleration/deceleration) - using a single Panther as a command vehicle of sorts to light-up targets for your Stugs, etc Thus, the Panther will see some utility that will make it desirable to have at least 1 Panther fielded instead of another Stug, or another P4. In: COH2 Balance |
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