Actually, I just thought the following.
On release, the Mortar Pits (allong with all other emplacements) were garrisonable by MG teams. Could the MG weapon slots be interchangeable with Mortar weapon slots. Would that also make all garrisoned mortars able to fire on whichever direction ordered (without relocating)
Profile of Mr.Smith
Avatar Area
Posts: 2636 | Subs: 17
General Information
Signature
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: [Mod Request] Garrisonable Mortar Pits5 May 2016, 17:58 PM
|
Thread: [Mod Request] Garrisonable Mortar Pits5 May 2016, 17:27 PM
Bah! Thus.. creating garrisonable buildings is something that only Relic can do? My ears have picked up a longstanding demand for Relic to "release modding tools". Is this a piece of functionality that is currently missing due to the lack of tools? Thanks, I appreciate it! I see. In this case (if I go with the one-mortar-per-Trench implementation), I would have to give the same conditional modifier for all mortars that can be constructed or captured by the Brits. Thanks, I appreciate it! That's an interesting alternative implementation; make mortar pits kind of like USF vehicles. Each garrisoned mortar activates a mortar weapon on the pit. If I go down this route, will it be possible to implement the following, though: - Small arms/grenades should damage the garrisoned mortars directly (without having to destroy the pit entity first). |
Thread: [Mod Request] Garrisonable Mortar Pits5 May 2016, 16:15 PM
You are right. I kind of completely forgot that garrisoned models kind of "disappear" when they die. That's great, because the idea of disappearing models from mortar pits will not look so alien after all!
Thanks! I just tried it and it looks great! I am going to have a jab at the following tasks, and I would appreciate your expertise to help answer whether those tasks are "doable" or "it's probably impossible/too much work/don't even bother" This is what a plaussible roadmap would look like: 1) Let's assume that I would like to extend the trenches you used for the Defensive commander so that they can hold 2 mortars at the same time. Would it be possible to control the both mortars' abilities while having the trench selected? 2) What is the easiest way to bestow a small buff (e.g., to reload) to garrisoned mortars (i.e., least amount of work) 3) I would like to take the Mortar Pit building model and turn it into a garrisonable Trench thing. What I mean is that whichever mortar & crew is garrisoned is visible at preset locations on the mortar pit (like they currently are visible around the middle of the trench). (Let's ignore the fact that we also have the 2 abandoned mortars there). Would this be a doable task? From my (users') experience with garrisons, there seem to be 2 kinds of them: - Ambient buildings: Garrisoned units will instantly zoom to whichever window is closest to the enemy. That looks a bit awkward - Trenches: Units will tend to remain at their garrisoned spots, without zooming (or I've never noticed that because of the net). Would it be possible to: - Take the Mortar Pit building - Assign the precise spots where units should appear (8 of them basically, since I have 2 mortars and max crewsize is 4 for each) - That way, the two mortars will spawn exactly where the current two mortars are at - The crewmembers will remain at their preset positions (let me know if something doesn't make sense. I wrote this in a bit of a hurry) |
Thread: [Mod Request] Garrisonable Mortar Pits5 May 2016, 12:56 PM
Thanks for getting back to me! We could certainly replace the mobile mortar version with another model (nobody is going to notice that anyway) The main reason it would be a nice idea to have the mod look as similar to the live version would be to aid its adoption, basically. Since Relic decided to go with double-mortar Pits in this iteration of CoH, this makes things complicated. Initially I thought: - We have a decrewed animation for the mortar pit (there used to be an abandoned critical) - Would it be possible to create a half-crewed animation (only one mortar operating) However, now that I have read your reply and I have been thinking about it some more, it will look completely awkward for the following reasons: - It is not going to be possible to make the mortar pit crews consistent with the crews actually manning the mortars. - The attackers will probably be attacking the mortar pit itself, and there's not going to be any animation playing when a mortar crew dies. Do you have a link to your commander mod? I never had the opportunity to use garrisoned mortars. I only figured out that the possibility existed when I read the patch notes that this was getting removed. |
Thread: [Mod Request] Garrisonable Mortar Pits4 May 2016, 17:19 PM
I haven't the slightest clue about creating my own mods. However this is for a good cause. Brief descriptionI want to see whether it is modable to build a Mortar Pit emplacement that feels more like a trench, than the immersion breaking "building" that the maligned mortar pit is known for. The UKF player will be able to build mortars from their T2, and they will have the option of building vacant mortar pits for their mortars. While the mortars are located inside the mortar pit, they can benefit from: - Some kind of defensive bonus (something better than heavy cover) - Some kind of offensive bonus The bonuses could be arbitrary (e.g., -10% reload time. -60% damage taken). The idea is that if this is moddable and visually-appealing, we might be able to convince Relic to accepting this into the mainline. Why this is importantCurrently, the Mortar Pit is the cornerstone and the cause of the Brit sim city. Suppose you want to build a Bofors: - Brits lack mobile indirect fire - The mortar pit is expensive, so that it is not too spammable - Thus, the mortar pit has to outrange all other indirect fire (otherwise it is useless) - This creates a problem when you want to take down a Bofors cannon that is flanked by 2 mortar pits. If we could create a garrisonable mortar pit, we could immediately do the following: - The mortar pit will have absolutely no more need for its insane range (if you are under attack, you can relocate) - No more need for brace (overwhelmed? you can retreat) - No need to retain bofors barrage (if you want to defend your bofors, you can relocate your mortars) Detailed descriptionBasically, this mod should give the UKF player the ability to create the following two entities; 1. The Brit 3 inch mortar If the animations for it exist in the game files, then please do. Otherwise, just copy-paste any existing mortar and call it the 3 inch mortar. I don't think anybody will care. The stats of the mortar are irrelevant. 2. Mortar Pit Basically, this is an empty pit. While there is no mortar garrisoned, it would be nice if you could completely remove both the crew and the mortars to simulate a vacant pit. If it is not possible to remove the mortars, you can simulate this by simply removing the crew. Garrisoned pit Since Relic gave us a double-mortar pit, this is where it gets tricky. If you could make the visual representation match the number of garrisoned mortars, that would be awesome. e.g., if there is only one mortar garrisoned, there should be only one mortar visible. Mortar Pit buffs Make them something minor (like -10% reload time etc). However, please be sure that the buffs: - Apply on each mortar only once - Are removed from the mortars once they exit the pit (i.e., no buff stacking) Pit/Mortar death events Let's make the Mortar Pit a bit more durable than the trench, so that Mortars will, realistically, die first before the pit is destroyed. Both the proposed modifications aim to make the mortar pit less of a death trap for the garrisoned mortars (else, why would you EVER place 2 mortars in such a vicinity to one another). - Mortar dies When a mortar dies inside the pit, the mortar should drop outside of the pit and be recrewable. - Pit dies Both mortars survive and remain where the mortar pit was previously at (just like an MG team does when the occupied trench is destroyed) Mortar variety (optional) It is entirely possible that a UKF player may capture other factions' mortars. If it is possible to copy-paste the garrisoned mortar stats into the mortar pit weapons. That would be great. If it would also be possible to copy-paste the visual style of the garrisoned mortar it would be ace! In the grand scheme of things, it won't matter as much, though. Barrage/abilities from within the mortar pit If possible, it would be nice to be able to access the mortars' barrage ability while the mortars are garrisoned (otherwise, why would people garrison their mortars if it makes their ability less accessible than before?) If this is not possible, it would be nice to copy-paste the barrage weapon stats into the mortar weapon entity (just like the procedure outlined in the "Mortar variety" subsection). In the latter case, the mortar pit emplacement would endow a permanent barrage-status ability to the garrisoned mortars, and that would be the only buff that it provides. What about Bofors/17pdr?We can solve the Bofors problem easily by making it something between the OKW flak base and the OKW flak emplacement. There should be some middle ground where Bofors can stand up on its own, be counterable by indirect fire and AT fire, and hold up against infantry. Brace is optional here (since there's Popcap requirements). The 17pdr makes absolutely no sense as an emplacement. It is currently counterable by AT guns and tanks (which it should counter instead). On the other hand, it is nearly invulnerable to infantry rushes (which it should be completely vulnerable to). Copy-pasting a unit that works (Pak43) would be the best idea, I believe. |
Thread: Relic: THE NEW WAR SPOILS SYSTEM4 May 2016, 13:59 PM
Eh, I'll trade bulletin stacking for the commanders I'm missing. Plus you still can have different bulletins that affect the same unit. Removing bulletin stacking is not a bad decision per se (it just reduces the amount of bulletins you HAVE to get). However, in light of bulletin stacking being removed, they should kind of rework bulletins: - Certain bulletins affect the same unit with the same bonus (e.g., MG accuracy bulletins) - Some units are affected by multiple bulletins (thus nullifying the non-stacking concept) - Certain bulletins give higher bonuses than other bulletins (some give 5% speed, while others give 5% speed & 5% acceleration) - Some bulletins are downright useless (all the dispatch bulletins, JT penetration, light tank armour bulletins etc). In: Lobby |
Thread: (preview mod) m8a1 scott4 May 2016, 13:33 PM
I don't really see where the problem exactly lies if the Scott can counter all that. The Scott is not a 2CP(?) 200MP/40FU mortar half-track. It's a late-game indirect fire unit. The following factions have these non-doctrinal tools to provoke the kind of reaction you describe (force the enemy to attack); - Soviets have Katyusha - OST has Panzerwerfer - OKW has Stukas Moreover, some factions have additional side-options to counter pak-walls: - OST: Brummbar (hopefully, with the new Patch) - OKW: KT At this point I am a bit curious. How do you counter extreme pak-walling (a non-doctrinal option for OST) as USF? In: COH2 Balance |
Thread: Coh2Chart Update - win-ratios etc.4 May 2016, 13:08 PM
This is excellent work, most informative, and well done! Given that you got access to the motherlode, I have a few suggestions to make if you plan on expanding coh2chart! Would it be possible to... 1) Provide matchup-specific stats for 1v1 (as opposed to faction-specific win ratios) i.e., give the win ratios of: - OST vs USF - OST vs UKF - OKW vs UKF - etc.. 2) Change the Y-axis values back to 0-100 (rather than displaying the offset). This should make it a bit easier to compare win-rations visually between different game-modes (and also a bit less missleading!) 3) Provide finer-grained stats for the top 250 tier. Basically this: Nice job! 4) Have a way to filter stats for only evenly-matched games. Basically this:
In: Lobby |
Thread: (preview mod) m8a1 scott4 May 2016, 12:53 PM
Those are valid points. The trajectory point is crucial (Pack Howie and Leig had an insanely low shooting angle during Leigfest, which created all sorts of issues). However, a barrage range of 80 is necessary for a unit that -might- be used to counter a Pak wall -- something that the Pak Howie is not great at. A 60-range Scott means you will be shot back at.
One could argue that the M8A1 has been completely forgotten while numerous buffs came and went to other indirect fire pieces (LEIG, Pak Howie etc). All 3 buffs aim to correct inconsistencies between the M8A1 and the other indirect fire pieces. Technically there are three buffs: - Health buff: absolutely necessary for a T3.5 unit - Built-time: This is a mere formality. Completely bypassed by the Captain's Supervise ability. - AoE profile buff: This one we'll have to see (while also taking the 100 damage of this arty piece into account). In: COH2 Balance |
Thread: (preview mod) m8a1 scott4 May 2016, 12:34 PM
I think I have to disagree with this. The number of lines on a changelog (number of buffs) is not a good way to measure the (absolute value) of the performance of a unit. If your monthly salary is 1 penny, multiplying that quantity by 100 does not make you a rich person. Also, I don't see the accuracy buff that you mention? Now, if you compare the new AoE profile you will see that: - It is inferior to the AoE profile of mortars (but same AoE radius) - It is identical to the AoE profile of the Pack Howie (However the Pack Howie has 50% bigger AoE radius; something it is notorious for) However: (I think I now see OP's point) the M8A1 Scott deals 100 damage per shot (as opposed to 80 damage per shot of other indirect fire pieces). However, instead of nerfing the AoE profile, as the OP suggests, (which will make Scott useless for garrison clearing), wouldn't it be better to tone down the amount of damage to 80 (if a nerf is needed)? In: COH2 Balance |
530084530053530007529908529608529530529513529498529490529479
Latest replays uploaded by Mr.Smith
-
VS[CoA] Company of Bugs [CoA] Ancient Defender Cloud Mr Smith[TATUŚ] Blue Semtex® [TATUŚ] Black Dynamite [TATUŚ] G.dot ♨TEA.UP®♨ Sex CaptainCompany of Area Denials (feat: PIAT commandos)by: Mr.Smith map: Lienne Forest6-1,989
61171608325033349749
Livestreams
31 | |||||
4 | |||||
3 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.1772443.800+4
- 2.522216.707+19
- 3.68702504.733+5
- 4.1534535.741+3
- 5.16460.732+9
- 6.395256.607+1
- 7.216126.632+1
- 8.251139.644-1
- 9.517330.610+1
- 10.334147.694+4
- 1.2175902.707-1
- 2.26988.754-1
- 3.11924.832+2
- 4.26389.747+3
- 5.446297.600+1
- 6.284124.696+12
- 7.224107.677+3
- 8.16258.736-1
- 9.957512.651+6
- 10.214110.660-1
- 1.1464740.664+4
- 2.426130.766+2
- 3.358218.622-1
- 4.818467.637-1
- 5.11952.696+3
- 6.571420.576-1
- 7.484229.679-1
- 8.309178.634+7
- 9.496337.595-1
- 10.283177.615-1
- 1.346157.688+1
- 2.898246.785+6
- 3.344108.761+2
- 4.589254.699+11
- 5.382316.547+2
- 6.698336.675-2
- 7.937584.616+3
- 8.273136.667+10
- 9.1509995.603+9
- 10.200153.567+1
- 1.28461027.735+3
- 2.548194.739+29
- 3.506159.761+17
- 4.940377.714+1
- 5.1360445.753+14
- 6.1715873.663-1
- 7.354187.654+1
- 8.536310.634+25
- 9.917379.708+4
- 10.631379.625-1
- 1.30601505.670+1
- 2.340175.660+5
- 3.251123.671-1
- 4.529386.578+4
- 5.22273.753+5
- 6.177101.637+5
- 7.1308788.624+3
- 8.855493.634+6
- 9.21801362.615+3
- 10.1191613.660+6
- 1.781375.676+10
- 2.482286.628+3
- 3.434170.719-1
- 4.16556.747-1
- 5.357265.574-1
- 6.11333.774+2
- 7.480243.664+1
- 8.25692.736-1
- 9.244150.619+6
- 10.18385.683+11
- 1.732386.655+2
- 2.346135.719+1
- 3.322177.645-1
- 4.259206.557+3
- 5.936700.572+3
- 6.656488.573-1
- 7.446351.560+8
- 8.1264750.628+1
- 9.460320.590+2
- 10.578390.597+8
- 1.4187942.816+3
- 2.1835774.703+11
- 3.478221.684+1
- 4.73682731.730+4
- 5.1383535.721+2
- 6.578283.671+10
- 7.658206.762+13
- 8.394121.765+2
- 9.14962.706+10
- 10.702379.649-1
- 1.1481641.698-1
- 2.16141158.582+4
- 3.699436.616+5
- 4.665345.658+11
- 5.19031281.598+7
- 6.17868.724+4
- 7.378206.647+3
- 8.371193.658+1
- 9.668256.723+1
- 10.1246802.608+2
- 1.493177.736+11
- 2.506212.705+8
- 3.646294.687+4
- 4.24969.783+4
- 5.844381.689+3
- 6.698308.694+3
- 7.255115.689-1
- 8.1183850.582+1
- 9.306154.665+1
- 10.526233.693-2
- 1.422176.706+6
- 2.675312.684+6
- 3.15140.791+3
- 4.380184.674+11
- 5.739305.708+1
- 6.236221.516-1
- 7.1708830.673+2
- 8.243215.531+3
- 9.970475.671+3
- 10.1480811.646+3
- 1.1090410.727+4
- 2.25979.766+10
- 3.2025686.747+29
- 4.398150.726+29
- 5.603164.786+4
- 6.35111732.670+2
- 7.19188.685+14
- 8.694282.711+3
- 9.21831.876+7
- 10.179102.637-1
- 1.26481443.647-1
- 2.276165.626+3
- 3.460191.707-1
- 4.18493.664+1
- 5.754333.694+4
- 6.402175.697+11
- 7.480202.704+4
- 8.285128.690+8
- 9.191111.632+5
- 10.16860.737+3
- 1.30961001.756+10
- 2.9316.853+16
- 3.695400.635+5
- 4.642336.656+8
- 5.699366.656+1
- 6.346148.700+5
- 7.255101.716-2
- 8.446162.734+6
- 9.687234.746-1
- 10.206112.648+6
- 1.12191049.537+3
- 2.403313.563+2
- 3.336247.576-1
- 4.851721.541+5
- 5.15866.705-1
- 6.13887.613+3
- 7.482333.591-1
- 8.465299.609+4
- 9.690544.559-3
- 10.422316.572+2
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.920405.694+4
- 5.276108.719+27
- 6.306114.729+2
- 7.627229.732+1
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
- 1.20141083.650+9
- 2.569354.616-1
- 3.11949.708+10
- 4.427271.612+2
- 5.1677922.645+2
- 6.10136.737+4
- 7.434208.676+3
- 8.189101.652+1
- 9.20968.755+7
- 10.289124.700-2
- 1.755286.725+3
- 2.21590.705+18
- 3.16948.779-1
- 4.604178.772+4
- 5.1015554.647+6
- 6.981427.697+3
- 7.324127.718+12
- 8.1442718.668+11
- 9.359155.698-1
- 10.602410.595+4
- 1.776618.557+6
- 2.569415.578+3
- 3.232122.655+2
- 4.398285.583+1
- 5.311206.602+2
- 6.194157.553+10
- 7.13347.739+3
- 8.239169.586+5
- 9.250135.649+1
- 10.197159.553+1
Data provided by
Relic Entertainment
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1237
uploaded by XXxxHeartlessxxXX
Board Info
573 users are online:
573 guests
0 post in the last 24h
5 posts in the last week
33 posts in the last month
5 posts in the last week
33 posts in the last month
Registered members: 49175
Welcome our newest member, Stodcfrve
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, Stodcfrve
Most online: 2043 users on 29 Oct 2023, 01:04 AM