I think thats what "combat" stands for. :-)
I wonder if it applies on stand still vehicles too?! Because the -50% received accuracy make things even funnier.
Basically your stand still Panther with combat blitz has twice the chance to hit anything, while everything have half the chance to hit the Panther. Too bad i rarely build Panthers with OKW, i would always use blitz in combats.
Yes, the ability will work as advertised, even if your Panther remains stationary.
However, note that "missed" shots will spawn stray, non-homing, shells that act like the attack ground command. If you hold still, there is still a very high risk of those "stray" shots of hitting your Panther (and, thus, causing damage).
To reduce the chance of getting hit by those "stray" shells, try one of the following:
1. Try to have an obstacle (e.g., a fence, elevation) between you and the enemy.
- Assuming you have accuracy superiority, their shots are more likely to hit world objects than yours.
- I am not so sure about this, but the game files imply that that the obstacle needs to be within 10 meters from you, in order for the enemy's projectile to have a chance to collide with it. (this mechanic is worded extremely ambiguously)
2. Have a fast enough unit that reverses away from the target
- The Puma and the AEC which have very small scatter -- great for AI -- are notorious for having their shells land short of their targets).
3. Otherwise, assuming you have a small target profile, try to fight the enemy from a distance as great as possible
- Here, you rely on "angle scatter" to produce a random value large enough to miss your tank
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wait, correct me if i;m wrong, from what you texted if i want to hit a target (for example from a max range) WITHOUT MOVING i just click Combat Blitz, i get better accuracy and therefore increase the chance of hitting the enemy unit.
If this is true it can be really really usefull to finish enemy tanks, combat blitz, stop unit right before making a shot and watch enemy tank burns
Yep. It works precisely that way.
What's even funnier is that the OKW Panther will fire more accurately with combat blitz on and moving, than with combat blitz off and stationary.
OKW Panther accuracy modifier when moving: -35% = 0.65
Combat blitz accuracy bonus +100% = 2x
Thus, with combat blitz on, OKW Panther accuracy modifier turns to 0.65 * 2 = 1.3. That's a 30% accuracy bonus, compared to being stationary. Not bad, eh?
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What about a hold-fire toggle instead? This way you can control when and on which target to unload the first volley so more micro is rewarding, while the dreaded A-move blob doesn't become more powerful.
You mean, revert the change to a hold fire ability that disables all weapons while it's active, or just the panzerschrecks?
To me, this just boils down again to more micro for micro's sake. AT guns have a prioritise vehicle function for the express purpose of preventing infantry from baiting their shots. It's only fair that dedicated AT infantry has access to a similar function:
- Somebody paid good money to upgrade that infantry
- With damage nerfs in June patch, giving handheld AT to infantry no longer increases their AI power
- With the added change of completely banning AT infantry from engaging infantry, giving AT weaponry to infantry will completely gimp the unit's damage vs infantry.
Again. This boils down to the following:
- If handheld AT is too potent, nerf its stats
- If handheld AT is too spammable, increase the cost.
- If some units have too much utility in their hands that doesn't depend on equiped weapons (e.g., bundle nade, smoke, snares, minesweeping) while also having access to good AT, then remove the side-utility when AT weaponry are present.
The other reason I want to avoid having too many toggles (or at least make the most common state the default state) is because it looks ugly. When was the last time somebody saw a Jackson/Panther/JP4 without prioritise vehicle on? The rest of the time (i.e., all of it), there's an ugly (but useful) yellow icon hanging atop the tank.
Wouldn't the game look prettier without all those prioritise-vehicle icons saturating the field?
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I am assuming you are referring to the Wermacht Panther, and not the PE Panther.
I would rate the reasons for Panther dominance in CoH1 (from strongest to weakest):
1. The vet system (both for Panthers themselves, and the supporting units; Zombie Grens, KCH's, etc)
2. Panthers were very solid anti-everything units
- tank MGs in CoH1 were massively stronger
- the Panther gun in CoH1 is equivalent to CoH2 easy8 (i.e., not the best gun, but still pretty decent)
3. Allied TDs were very cost-inefficient, and they couldn't hurt infantry, unlike the Panther (except the glorious M10 crush)
4. Tank durability seemed to rely more on raw HP rather than armour (RNG)
- In CoH2, a vet2 panther has, literally, the same durability as a Churchill, if you only present its front armour. However, lucky penetrating hits are devastating
5. The fact that the lucky last-shot crit system at 0% HP was only resolved in CoH2
- the more expensive the tank, the higher the stakes
With respect to Panther durability and cost-efficiency, it felt like using a CoH2 firefly to fight a unit with
- The speed of a Comet
- The durability of a King Tiger
- The AI capacity of an easy-8
- The AT capacity of a jackson
- .. while costing something like 10-20% more than the dedicated TD designed to counter it
There is a another solution swap Brumbar with Ostwind. Both units become more attractive and t2 to T4 becomes easier...
The problem with Wer T4 is that it has very expensive very specialized units so you are either left without AI or AT. Allowing cheap ostwind for AI and expensive Panther for AT should work...
You are correct in diagnosing that the biggest issue with T4 is that it contains only expensive, specialist units.
However, if you bring the Brumbar and the Stug together on the same tier, nobody will ever build the other tier; no matter what the other tier contains.
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Just to mention it, i don't mind if a squad ends up with 2 LMG if one is been picked up from the ground (and i don't care that we only have 1 commander on UKF which does that).
If AR get "nerf" (starting with BAR) at long range, i wouldn't mind as well letting people have 1919 + BAR or zook.
Problem1: if my previous idea is possible, would this mean that there is no way to make commandos been able to pick 2 LMGs? Roughly thinking i guess this is the "only" unit in conflict (been them "elite) and don't necessarily optimal for this. We could live without it.
Another brainstorm idea : not sure if it's needed or not (in case people see problematic RET x2 zook). Say that Rear echelons have their current cost based on their capabilities of getting 2 weapons. Wouldn't it be better to have their cost reduce but reducing their weapon slots (make sweeper in this case not cost any weapon slot).
Regarding RE/Sappers with Piats, i would start first by seriously nerfing or removing their vet3 reinforce bonus. You could also limit weapons to 1 for RE and making sweepers/salvage 0.
Problem2: RET/RE might not be able to pick up a single LMG if it requires 2 weapon slots.
Commandos can be made to be allowed to pick up double LMGs, etc.
TheMachine actually has everything you mentioned working for his GG mod (can't pick double-guns from racks, elite infantry can have their double LMGs, etc). I"m pretty sure Firesparks' mod uses an identical ruleset for picked-up weapons. I don't know what's the status for Miragefla mod.
You can also nerf REs by limiting them to one weapon per rack (no matter which). As long as the only restriction you want to place is on upgrades/weapon racks, then it's no biggy to do.
The hairy stuff happens when you want to change the rules about what happens to weapons you want to pick up from the ground.
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Question/Idea here.
Is there a way to make upgrades or picking weapon from racks require a certain amount of free slots available but the weapon itself having a different weapon slot value ?
For example:
-1919/Bren requires 2 free weapon slots available to pick them up, but the actual weapon takes only 1 slot. This makes picking weapons from the ground possible.
-LMG upgrades (besides DPs) require 2 slots but actually occupy a single one.
-STG/PPSH upgrades requires 2 slots but actually occupy one. At this point, i wouldn't mind seeing Volks been able to pick up a weapon from the ground.
-Sweeper/single schreck/flamer upgrade requires and occupies single slot. This includes salvage package.
This would allow SP to get sweeper + weapon upgrade*
*Is it possible to implement that bolstering the sweeper is only possible while not having any weapon upgrade? The moment you pick a weapon or upgrade with schreck/flamer you can't go back to withdrawing the STG ?
I think that all of what you described is possible, including the schreck/minesweeper idea.
You can even lock out certain upgrades, depending on whether certain slot items are present or not.
For instance, PGrens have access to both a single PSchreck upgrade, and a double schreck upgrade. The requirements are such that, whichever upgrade you buy, you always end up with full slots in the end. (the single shcreck costs 60 MU).
For my mod, I have actually made it possible for guards to rebuy any amount of lost DP-28's/PTRS rifles, but made them unable to ever surpass 2 of each.
However, the only way to restrict access to the item is through the source (upgrade, racks, etc), but not the ground. (ground slot-requirements are equal to player slot requirements).
I think you might be able to do just about anything you want regarding slot requirements. I think that with some trickery (e..g., applying hidden upgrades), you may even manage to change a weapon's slot requirements on the fly, after you've picked it up.
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Does this mean that e.g. Panzerschrecks will only attack vehicles while the guys holding regular rifles will attack anything as they do now?
Yes. This is what this change accomplishes, precisely.
The counterplay you describe is, exactly, how one deals with AT blobs currently. However, this is completely gimmicky, and hinges on the AT squad having bad DPS-on-the-move (Volks, didn't have issues damaging on the move; and at all ranges, that's why they were so cancerous).
Imo, this quality-of-life change is worthwhile to include in the game:
- I see no reason to deny a player control over their squads, if that control makes so much difference in performance
- This is in-line with the force-facing MGs in building. Previously, you could pop a crappy squad to flank, to make the MG rotate, and then push through with the blob.
You are correct that it might raise some balance concerns. IMO, all handheld-AT deserves a nerf, especially in the following areas:
- range
- deflection damage
However, I don't think it will make that much of a difference:
- PIATs/Zooks have a pretty tight reload cycle, anyway
- Panzerschrecks are pricey and only ever come on clumsy, inconvenient squads.
Since I intent to keep this mod a collection of neutral pluggable-fixes to other mods, I am not planning to put-through any balance changes:
- If this mod were about balance, the first thing that would get nerfed is Airlanding Officer Heroic Charge.
- The PIAT nerfs were necessary, due to the drastic ease-of-use changes, which are very commonly requested (by players and modders alike)
On the flipside, it will take more micro for the AT-player to attack enemy squads (AT still deals non-negligible damage point-blank) or, accidentally blow up their cover.
PS: I am thinking that Luchs needs both a prioritise vehicle button, and a hold-fire button.
- However, both abilities usually occupy the same slot in the grid, and have the same hotkey (H).
- If I had to move one of these abilities to "V" (bottom right), which one should it be?
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The idea sounds interesting. However:
1) It will end up hurting low-member squads even more.
We all know that 1 panzerschreck = 2 bazookas in terms of efficacy. However, bazookas come on 5-man squads (REs get a 5th man), whereas panzerschrecks, finally, come on top of 4-man squads.
Part of the unfairness is what happens when your weapons get captured. A Rifleman squad with a panzerschreck is a godsent. A Grenadier squad with double zooks is questionable.
Finally, with the proposed solution, PGrens with double schrecks will probably be terrible.
2) There is no way to implement this properly using modding tools. If there were a way, somebody would have also come up with a solution to the Tommy vet3 bug (apart from removing the scoped enfields).
It's been over a year now since Brits release, and nobody has managed to fix it (I know that Svanh has come up with a workaround, but it won't work for your case)
This is up to relic to implement slot-item prioritisation.
3) Just change the slot size requirements of LMGs* and Schrecks** to 2, and minesweepers to 1, already.
* The only exceptions to the 2-slot LMG rule should be:
- Elite squad LMGs (Paras, Obers, Commandos etc); which will revert to ordinary LMGs on drop
- BARs, assuming terminator vet gets addressed
- Bren guns will require a slight buff
** There should be a special exception made for PGrens.
- Zooks are OK at 1.
- PIATs need a heavy nerfbuff to remain an 1-slot weapon (homing missile, and nerf the stats with a bat the size of the sun).
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Bugs > Quality of life changes > Frequent, frustratingly-unavoidable wipes (RNG or not) > Balance
Unless you are in the top-300, balance really doesn't matter that much. Why? Matchmaking will fix things for you.
Just take a moment and have a look at http://coh2chart.com/ and observe the how the winrates have changed since the June patch. Now, they are nearly the same, again, as it was before the June patch.
This is, even though, it is significantly more difficult to play OKW (no Volksblob) or OST (USF mortar) than before. Don't deceive yourselves; this isn't the result of players adapting to the meta. This is the result of the matchmaking algorithm adapting to the varying difficulty of playing the different factions.
On the other hand, bugs and questionable decisions that affect the quality of life of the players affect every single person playing the game. That is, apart from the top-300-ish competitive player, it also affects: teamgame players, compstomp players, campaign players, etc. That's massively more people than the competitive few players, for whom balance actually matters. As it happens, that's the biggest source of cashflow this game can hope of getting.
You can still enjoy an unbalanced game, by playing the underdog and fighting against superior odds. It's not always fun, but it's damn rewarding when it works. If you keep losing, the matchmaking algorithm will match you against easier opponents, with whom you have a better lee-way of trying non-meta strats and 2nd-rate factions.
However, if, every single time you play, you have to come face-to-face with the same 10+ debilitating bugs/features/whatever, it gets tiresome. Having a bugged game means that the game is going to quickly start losing its playerbase when active support (and meta-shifting) gets dropped.
The first game, CoH1, definitely has it's issues, but it's still pretty damn appealing to play. This is despite the fact that the meta has settled to the same do-and-repeat cheese over and over again for... 5-ish years? That's because, the vast majority of debilitating bugs has been crushed out of the game.
When units behave consistently, you can start basing strategies around them. If those strategies are too suboptimal to face the meta-cheese, you will get your arse kicked by the tryhards. But, at least it wasn't an undocumented game bug/feature that robbed you out of that victory.
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As a final addition to the mod, I have added the following:
- Handheld AT (Bazookas/Panzerschrecks/PIATs) have vehicle prioritise permanently on
- Handheld and can attack ground when inside garrisons, or inside vehicles*
- Raketwwerfers also gain access to attack ground ability when garrisoned*
- A possible fix to Valentine/Infrared Halftrack permanent vision bug (it requires a long 4v4 match to test)
- Guards troops can replenish even singular losses PTRS/DP-28 weapons (previously it was only possible to rebuy DP-28's if both of them were lost)
* unfortunately, garrison mechanics are weird:
- In order to access the attack ground command, you need to tab-select the AT unit
- In order for the squad to respect the attack ground command, you need to set a force-faced direction (a & click), otherwise they will ignore it
- Infantry that picks up an AT weapon also gains access to the set-facing command
- Issuing the stop command directly when having the squad selected will cancel the attack-ground command
- I know that there's an overlap between the stop command and unset forced facing for non-grid-key users
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