ok, im testing it right now.
Thanks!
- Medics will no longer chase injured troops,
works great
Did you also try with the USF and/or Brit medics? Those behave kinda differently.
- Raketen prioritise vehicle ability now usable in garrisons
as youve stated it. button is available, but its not working properly
For some reason this seems to work only if prioritise vehicles is on AND you force weapon facing is on at the same time.
I've no idea how to further resolve it D:
- All troop transports now have a "Retain facing" toggle ability.
works fine
Note that there is a delay between when you activate the ability and the retain facing thing becomes active. I've no idea how to solve this.
- Miscellaneous changes to Churchill Crocodile (balance & added abilities)
im not really sure how the toggle ability is supposed to work due to OP english skills i have, so i dont know
It's exactly the same as the force facing on the transports (with the same delay bug).
While you have the ability active, you can right-click on a location and the Churchill will stop auto-rotating into infantry. This dramatically improves the accuracy of the cannon, which actually makes it useful vs infantry.
- Brit sniper now properly attacks garrisoned buildings
works
I've been unable to test this myself, so far (it takes 2 players to test). However could somebody test to see how the ability behaves when the Brit sniper is targeting:
- An occupied OST Trench
- An occupied OST bunker (yes, it's a rare sight)
- A 251 halftrack that is carrying people
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this is amazing, but what is wrong about it? WHY DOES THE COMMUNITY HAVE TO FIX THIS? lelic, where are you???
I guess it boils down to "Be the change you want to see in this world".
Please, don't judge a book by its cover; in this case, the QoL mod by its patchnotes.
Nearly all of the fixes I have proposed here have issues of their own; due to tools limitations and my limited understanding of modding for CoH2, those are the best solutions I have come up so far.
The purpose of this mod is not to become a pissing contest; it's meant to give people a chance to actually trial the fixes I implemented (in-game!) and give me feedback:
- Are those fixes still buggy? (some of them have lesser issues of their own)
- Do you consider the implementation of those fixes an improvement, or do they just make life worse?
As long as I don't get actual feedback, I cannot feel confident proposing these changes to Relic.
PS: You can already trial many of those QoL changes in Miragefla's mod
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I have updated the mod in the workshop:
- Added icons for the abilities introduced by the mod (first version)
- Added fix for Brit sniper to prioritise the contents of the buildings (troops) first, rather than the container. (Cruzz's fix)
- Medic QoL changes
Medics (OKW, Soviet, Ost):
- Base medics will no longer chase after moving units (thus allowing people to prioritise which squad they want healed)
USF/Brit Medics:
- FIxed issue with US/Brit medics not healing nearby units automatically
- Unfortunately, US/Brit medics will continue to chase after units if the target started moving after the Medic start chasing it
- However, the Medics will correctly stop chasing the moving units once they catch up, or if a stop command is issued to the medics.
Known issue:
- It is possible to abuse the Crocodile manually-target main gun ability to skip reload cycles.
My manual-target ability uses an accessory weapon to deliver the shots.
- Could somebody tell me how to force the accessory weapon to reload before it can start firing?
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I think that the commander is decent for the more populous gamemodes, assuming you adapt your playstyle to it.
Generally, speaking, there are two modes of commanding your army in the late-game (for most factions):
1. You either rely on a spearhead unit that will act as a lethal damage-sponge
2. You rely on units/abilities that give you increased sight range to control the battlefield and kite the enemy
Playstyle #1 is, by far, the most straightforward playstyle, and you have probably used it, whenever you field a Pershing, Tiger, KT etc. Nearly all factions can go for this playstyle, but it requires Pershing commander for USF.
Playstyle #2 is much less common, which is why Recon Company feels very alien to most people. Excluding the superb USF artillery commanders (Infantry, Calliope), Recon company is all the way to the top for me for 3v3/4v4.
The thing with USF on these game-modes is that:
- USF completely lacks any units in their roster that can see beyond their own noses
- The opposition will almost always field heavy armour and in large amounts
- Jacksons require a spotting unit to work
- Without long-range spotting units, your Riflemen will bleed really really hard to KT's, etc
From best to worst:
Greyhound
- If you use this properly, this is the best ability in the entire commander (see below)
- Call in a Greyhound, and swap crews (putting your most-vetted crew inside the Greyhound)
- The reason is that the Greyhound has the longest passive sight range of any unit in the game, when at Vet3 (excluding 222 spotting scopes)
- Now, you can finally outspot the enemy, and your Jacksons can work
- Do not bother with Greyhounds as shock units. They are completely useless until after you have fielded your first medium tanks.
Riflemen sight range
- Only really useful for the opening phases of the game, when you want to dodge MG-walls
- When you are trying to advance, find some cover nearby, and try to out-spot the MGs
- Note that the UI icon visual will betray that you have picked Recon company to your enemy.
IR Pathfinders
- Cloak the Pathfinders on key spots where they can provide vision
- Once the enemy is aware you have pathfinder artillery, start spamming decoy flares instead
- AVOID ENGAGING THE PATHFINDERS IN COMBAT AT ALL COSTS
Recon run
- It can't be shot down
- However, it costs munitions (that you need for your arty)
Paratrooper drops
- Try to avoid them as much as you can (no added sight range, no snares, you can't control their weapons)
- If you do summon them, keep in mind that they have mines that you can use.
(Of course, the best commanders for USF 3v3/4v4 playstyle are, by far, Infantry and Calliope commander).
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Easy enough, just multiply the target size by every RA bonus:
Riflemen: 0.59725 RA, ~669 effective health
Grenadiers: 0.7007 RA, ~457 effective health
Panzergrenadiers: 0.568 RA, ~563 effective health
Infantry Sections: 0.608 RA, ~526-658 effective health
Good job on compiling the stats!
One thing though:
- Maybe you can have a separate table for Vet3 DPS values? (It's not a straightforward thing to account for cooldown veterancy for this). You can grab stats off Cruzz's DPS sheet-site-thing.
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The best way to phrase this request is through a real-life example
Suppose we have two people, let's name them Miragefla and Mr.Smith:
- Miragefla is the curator of a very well-known CoH2 overhaul mod
- Mr.Smith is tinkering with some minor changes which might be of interest to Miragefla
- Mr.Smith is also tinkering with multiple smaller mods (since the changes are orthogonal to each other)
- At some point Mr.Smith wishes to put all smaller mods together into a bigger one, and share that with Miragefla
1. Is there any way for Mr.Smith to merge the smaller mods into a bigger one?
- Assume no two mods touch the same unit/ability file.
2. What is the best way for Mr.Smith to give Miragefla access to the same mod, so that Miragefla can also see and modify them?
- i.e., what are the source code files Mr.Smith can send to Miragefla, so that he can also have a look?
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Tulips should probably not stun tanks (maybe disable their guns). Tulips should also probably not affect infantry with their debuff. Conversely, tulips should do more damage to static artillery pieces, like they used to.
All alpha-strike vehicles perform damn good when you get 2+ of them. Evem when the reload time of the firefly was what it was, a pair of FFs could hold off pretty much anything:
It takes about 4 shots to kill a panther. With one FF and 10 secs reload time, this would take 30 secs.
With 2 fireflies that would take 10 secs (since you dont need to reload before your first shot).
With veterancy taken into account the Firefly has the highest alpha strike of all vehicles in the game.
This is the same principle for all tanks with high alpha strike, and why panther spam scales so gracefully.
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I'm not sure why this is a problem all of a sudden. Call-ins make the game more diverse and exciting.
The reasons why stug-e is bonkers op is a combination of the following factors:
- No tech
- Same accuracy/aoe as the t-70 iirc correctly
- 50 range
- 200 manpower
- stug twp (guaranteed pen for 160 damage. Disables gun for 15 secs)
- stug hp (that's not commendable by itself, but try puttimg everything together)
When you have the option of calling this unit in like this, helter-skelter AND them following up with a tiger, you can see what the rage is all about. Now also factor 222 in.
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I think you identified all of it, except for handheld AT (including snares)
To me this is lmgs and frp: Cause, why bother flanking an MG when you can acquire a critical mass of lmg troops and take it from the front? And, if that fails, rinse and retreat.
It would be also useful to have a look at soviets and see why blobbing really doesnt work for them (excluding the new penals). Basically it' a combo of lacking the tools to properly blob, and also not having to worry about facing the threats that encourage blobbing.
Regarding demo charges, I would makw it so that each affected soldier in the blast radius only has a 50% (or something) chance of dying.
- If the enemy is going blob-capping, they stand to lose a lot of manpower (but rarely get any wipes)
- Otherwise sending a single squad means you will lose very little.
- adjust price as necessary
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Light vehicle meta kind of jumped the shark when the 222 was buffed to the state it is today, since ostheer had no other vehicle candidate to fill that role.
Wouldn't it help if all ligjt vehicles received a heavy manpower price nerf?
If you look arpund the prices for a bit you are going to realise that light vehicles cost an arbitrary amount of MP. I am assuming this is because the community is so fixated on Fuel prices that they forget about MP.
God tier (200MP): Stug-E, Stuart, T-70
Mid tier (200mp, but weaker): 251, 222
Low tier: m20 (340mp) Luchs(340) Puma(280) aec(380) m5(280)
A low mp cost allows the offender to field both the light tank, AND whatever other unit they meed to harass the defender (who probably needs a 320mp gun if they don't want to partake in the meta). The Stuart in particular, is on a league of its own since it comes with a free usf squad (which now isn't forced to lug around a bazooka at all times).
Since it would be nice to see light vehicles remain relevant in the late game, I would propose:
- nerf mp price to 300-ish for all vehicles.
- give a steep mp price reduction when the player researches all tiers.
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