Also people here talk a lot about conscripts being better at close range, let me explain something to those of you who think cons have better dps at close range than any axis unit.
Personally, I would use the following formula to get a good first impression on unit cost-efficiency. The same formula works the same regardless of whether you're taking individual models or entire squads into account. Slot items will, of course, skew the result of the formula.
Cost efficiency per squad: (DPS of squad) * (effective health; received accuracy/hitpoint sum) / (cost to reinforce entire squad)
The cost efficiency of the squad is not a static value, and varies with range.
The cost efficiency curve is also not a set of numbers in a vacuum, and should always be compared with the cost efficiency of other squads at other ranges.
Moreover, even relative cost efficiency isn't a good metric, since squads will almost never fight it out stationary over long periods of times (or if they do, there will be snipers/etc involved). A low-DPS squad will be useless at killing enemy troops while they move to THEIR optimal range. A high-DPS (but low-survivability) squad, will have trouble surviving to get to close-range. That's why you can have stuff like cost-inefficient vanilla Conscripts and OP ppsh conscripts at the same time.
Conscript cost efficiency at Vet3 is bad; but not super-duper-bad. The major issue is how unreliable Conscripts are at getting it (due to their low-accuracy, RNG Mosins), and how badly they become bled while getting it (due to terrible long-range performance of Mosins). Also, if Conscripts die, forget about getting a late-game squad; they will never gain that level of vet again.
PS: Try Vet3 Conscripts vs Vet3 G43 Grenadiers. Pick any range you want and see which squad will always win. Now, take into account the kind of weapons supporting OST and Soviets.
Note that the reason why your solution might sometimes fail to work is if the kill fails to register as a kill. For instance, brew-up criticals might register as a ritual suicide rather than a kill.
I don't know what kind of criticals exist with respect to infantry. However, the fact that you get inconsistent performance is because some crits might count as a kill while others may not.
I don't know how to do what you're asking. However, what I would start looking for is a way for squads to gain additional XP when they land a killing blow. The rest is easy.
I've never used kill_actions. However it sounds much cleaner than what I am about to recommend, so I suggest you continue toying around that.
1. Awarding veterancy
If you look at the tiger ace files, there's an action that awards veterancy to the tiger (it's either in the ebps file or the sbps file; can't remember). What you need to do is find a trigger for it.
2. Adding a Trigger (try to avoid it, if a better way exists)
If no such trigger exists, you can create your own trigger as follows:
- Go through each entity in the files and look for their death criticals (e.g., vehicle_destroy for vehicles, and I don't know what the name for soldiers is).
- Remove the destroy/brew-up/whatever criticals from the entity file; you're going to add them manually to the weapons
- For every weapon in the game, add a post-damage action that checks for the HP of the target:
Do so as follows:
- If the enemy unit has 0% HP, you should trigger vehicle_destroy on the enemy vehicle
- You should also trigger a veterancy-awarded action on your own unit (change-target-action -> self; award veterancy)
- To keep the interface clean, I recommend creating a special my_vehicle_destroy_crit and my_infantry_kill_crit. Inside each of those crits you call the actual vehicle destroy crit, and you also award the veterancy to the killer
- Inside the my_vehicle_destroy crit, you should also specify how much veterancy each vehicle should award (check Brit Command Vehicle to see how you can have a "switch" statement like this).
3. Removing on-hit veterancy
Once you've done the had part, what remains is to prevent units from awarding veterancy when hit (but are still alive). The way to do this is add an "awarded_veterency" (sic) modifier to each squad sbps with a multiplier set to 0. You can find the precise name of this modifier under sbps -> veterancy.
Currently this modifier is used to add 20% XP worth to each unit as it vets up.
4. Schreck veterancy (not a solution, but for reference)
The hack we used to fix schreck veterancy is commute some raw damage to a 'damage' action. That is because we, accidentally, discovered that the damage-action awards no veterancy of its own.
The schreck-veterancy method is ugly, and you should probably avoid this, as it will make your files difficult to read. Even if this works, I would only integrate this at the final stages of your mod, so that you have the flexibility to update the weapon files in a more humane way.
USF:
It's probably a bad idea to give Lieutenant tier access to an AT gun like that. That's because you have the LT unit shock value & the M20 & the potential to go Major faster.
I'd, personally, favour swapping Stuart with the AAHT, because it's more straightforward. That way, both tiers have AT. You just have to choose between a tier with a lot of shock value, but you have to pay fuel for it (LT), or a more conservative tier that's manpower-oriented (Cpt).
Both USF and OKW have access to good light vehicles. Therefore, they should be incentivised in every way to build light vehicles.
Soviets:
Soviets don't need AT gun at T0, either. They just need a PTRS aim time fix, and a luchs an accuracy fix, so that it doesn't hit light vehicles 200% of the time. We've already done these for the revamp mod, and you can harass luchs just fine with the PTRS clown car.
Bear in mind that whenever Volks enter scope, their scaling will be nerfed. However, they will still have to face Penals at the get-go (no; OKW will never get an MG from the get-go; OKW is not Ostheer). Moreover, if Conscripts and T2 weaponry ever enter scope, OKW will also have to face additional potential openings. This further increases the difficulty than facing one single viable opening each time.
Brits:
They definitely don't need snares.
They just need PIATs to have a decent range and Tommies to stop sucking when using PIATs. Tommies also need to let go of their late-game scaling (e.g., double brens) and allow side-grades to better help the faction in the early-game (e.g., make Bren guns actually cost-efficient)
If the penetration on the Jackson were exceptionally high compared to the grand arsenal of mediums they would be able to damage heavy tanks much more reliably without affecting their accuracy or the size of their targets.
I feel like armor values are as non-sensible as target-sizes and pop cap.
Armour values aren't so bad (at least nowhere near as terrible as popcap and target size). What's bad is that penetration values across the board are very flat. Your medium tank has roughly the same chance to penetrate while sniping the enemy heavy from afar, just like going point blank (where it's kill-or-be killed territory).
At the same time, vehicles also lack side armour, which means that firing from the side might lead to, sometimes, your shots hitting front, or sometimes hitting the juicy rear armour. Since rear armour for heavies has been nerfed to be almost always penetrated by mediums at any range, you get the frustrating frontal rear-armour snipes that degrade heavies.
Also, designing a turreted tank that has a very high penetration gun might lead to pantheritis, where you get no reward for flanking the enemy (except for risking your own very expensive vehicle).
But yeah; penetration is the way to go if you want to draw a line between efficiency vs mediums and efficiency vs heavies.
What about altering the size of the heavies its meant to counter? Right now the super-heavies and a P4 only have 4(?) points of size difference between them, its definitely not enough to make a substantial difference.
Basically, it's this.
If we tune Jackson to miss vs target-size 2 P4's, it's going to also miss vs target size 26 KTs. And, oh boy, it's also going to miss a lot vs target-size 13 Blitzking KTs.
You don't need target tables to settle this. You just need target sizes that make sense.
The thing is that the luchs is well supported. You have fausts from volks and a raketenwerfer to protect the luchs from the t-70. The t-70 however doesn't have at backing him up and doesn't have fausts backing him up. Luchs still penetrates t-70 and with all it's support it will easy win the fight.
Imo it doesn't matter the luchs is less at then t-70 and stuart. It will still be worth it if it's a bit more expensive if you support it well like you always do.
If PTRS had a decent reaction time, you would be able to at least use them vs the Luchs. Also, if the Luchs didn't hit every single hot, it wouldn't be as good vs vehicles, as you can't really stop-shot with long bursts.
WFA teching is already non-sensical enough with uber-expensive support weapons and stuff that you only build once per game. A better fix is increasing the teching cost, rather than the unit cost (which also affects late-game and replace-ability).
However, for Luchs, it's mostly a lack of counters (handheld AT, and conscripts sucking), and those accuracy issues we missed while making WBP.
It's difficult to fix these things yes i know, but after the patch okw will remain op and i just don't want us to fall into another axis op year like we just had for 1.5 years with allies
I don't know how the decision-making works up there at Relic, however you have to take it up to them Hopefully, with the Ardennes Assault fixed, we will be able to patch the game more frequently.
Yeah, Sturmtiger is annoying as hell. Not only can it wipe infantry out of nowhere, but also medium tanks.
I had it so often, that my tank got stuck or tried to rotate around something because of the wonderful pathing and then there is no escape from the mighty stumtiger shell. Sturmtiger can almost one shot a Comet and that's just ridiculous. And don't forget how freaking cheap it is.
If I were to correct you, I would say it one-shots everything. If you're not too unlucky, the Sturmtiger will apply the beautiful permanent immobilize critical, and good luck getting that tank moving after that.
For people that complain they can't vet their Sturmtigers, you aren't aiming them at the right targets.
About FBP: I think the Tiger Ace fuel cost change is great. It shouldn't cost only manpower. However the 8 min resources penalty doesn't seem much to me. I think this should be at least 13 min if not more.
I haven't done the numbers, but you're still paying a lot of resources for the Tiger Ace, on top of not being able to call a 2nd one. The resource penalty duration is adjustable, of course!
About other things.
Why does the British UC only cost 260 manpower? Why does it take 3 fausts to go down?
Why does the soviet scout car cost 190 manpower and 15 fuel? Why does it take 1 faust (and a few shots) to go down?
This doesn't seem fair to me at all, i think the UC should be more expensive at least.
Technically, the UC is supposed to be the only mobile anti-garrison tool. Thus, the best fit for this unit is an easy-come easy-go unit. That means less manpower cost and less durability, and some fuel cost added. With the Pathing, the unit will already be stronger.
Even in the revamp mod, I don't feel we've figured out the unit properly (it's currently too strong there).
Now about something else, and i wonder why nobody has started crying about this yet tbh
Don't you think the sturmtiger deserves a nerf or at least a change? It's a pretty silent insta squad AND tank wiper. Yes a blob deserves to be punished. But the sturmtiger can also just pick of squads one by one without the owner of those squads can do anything about it. It seems ridicilus to, but maybe that's just my opinion.
Scope works by adjusting the extreme outliers (usually nerfing, rather than buffing), and knowingly ignoring the obvious commer-ups. Everybody is already queueing with the Elite Armour commander in their loadouts. Is there somebody on this forum that can't see the Sturmtiger meta coming in teamgames after the patch hits (similar to how we got DSHK meta after Maxim nerfs)?
Maybe luchs should be a bit more expensive as well? It costs 115 fuel to make a luchs. To make a t-70 it costs about 160 fuel and to make a stuart costs 130 fuel. Idk about aec, but as i believe that comes rather quick too but at least it isn't such a good anti infantry tank. Making the luchs a bit more expensive would seem only fair to me.
The Luchs costs 60FU, which is fair given that that generalist T-70, with way more utility costs 70FU. With respect to timing, it should come out earlier than the generalist beasts, otherwise why bother? You're never going to build a Luchs at the same time that a T-70 is out.
That's because you need something to kill the T-70, and now you also need to keep the Luchs safe?
The biggest offending things for the Luchs are:
- The near-absence of moving penalties for scatter
- The fact that it never misses vs non-infantry, even when moving
That means you can use your cheap early luchs to kill off all ultra-light vehicles, no sweat, and then chase after retreating infantry.
The biggest offenders for the Luchs rush are:
- Repair speed insanity
- lava nades
- the insane scaling of Volks which comes after the Luchs rush
- Poor AT options for Soviets/UKF (PIATs should get a range increase, and PTRS should get a responsiveness fix)
If you fix those issues, the tier remains an effective shock tier to complement the more conservative MedHQ tier. If MechHQ doesn't offer efficient light vehicles early enough, it just won't get built ever.
Why are there squad and entity veterencies? I heard before about some glitch that wasn't patched for years... not sure if this is why? When for example, I want to change weapon accuracy for a squad vs change received accuracy, where would I have to put each veterency, and why?
Note that for certain team-weapons you might want to apply the modifiers only on the gun, rather the entire squad (e.g., raketenwerfer range).
Also, veterancy on teamweapons that can pack up is bugged/unreliable. We have a fix coming for it in the next patch.
Why do squads have the modifier "entity_veterancy_experience_modifier" with usage_type multiply_add and value 0.2? I've seen this time and time again and don't understand what it does?
Multiply add stands for add + 20% of the original (pre-modifiers) value. This is different from a multiplication 1.2, when you intend to apply this multiple times.
Applying a 0.2 multiply add 3 times gives you a +60% difference from the original value
Applying a 1.2 multiplication 3 times gives you +72.8% difference over the original value
Also, how does construction speeds work? Barbed wire has a time cost of 24. Is this time divided by the number of models building? So would a 4 model engineer take 6 seconds, and a 3 model engineer 8 seconds? If that's true, and I change a 4 model squad to be a 3 model squad, would I have to increase the construction speed modifier on the 3 model squad by 1.33 to achieve the same speed?
Note that the construction entities themselves may also have a cap on how many models are allowed to contribute at the same time. Usually this is 8 models, but you can finetune it. E.g., if you want to prevent the sim city commander Tommies from powerbuilding emplacements, you can set that there.
This month, we want to focus a bit on how indirect fire changes work for the 5 factions. We'll revisit Jackson later during the FBP cycle, when we've panned out the early game.