great USF changes. Jackson change is interesting... we'll see.
and ummm so did scott's each shell power got nerfed?
Scott shell power has less one-hit-kill radius, but should deal damage more consistently. We have to test and see how that works with the projectile trajectory changes.
Guys. Just try the jackson in-game:
- More HP means that you can fight off the Stug hordes
- More HP means that your Jackson can also chase to finish off that King Tiger/Panther
- More HP means that your Jackson won't evaporate into nothingness in seconds. This means Jackson can now gain vet
- Vetted Jacksons mean that your jackson will be firing faster and faster
- AP rounds fix means that Jackson Vet1 is now useful (rather than turn Jackson into steaming piles of shit)
- Cheaper M20 means that you now have sight to fight off the Stug hordes
- If you still have trouble vs Stug hordes, use the USF AT gun. Stug armour is low
- Better popcap upkeep means that you can now afford AT guns without filling up
Camping and playing defensively with long-range TDs is not the USF way.
That would help a lot of players with micro-managing. There is some keys that are stupid, like the big Map being at numberpad 0.
Unfortunately, most of the keys are hardcoded. There's absolutely nothing we can do to change them in our mod.
However, certain ability keys/etc are not hardcoded (e.g., the ability keys that appear in the grid map). Unfortunately, this doesn't cover the reverse button either.
is effective on all resource ? if yes this is not fair, should reduce manpower only or munition. okw dont have cache and reducing fuel income is very effective even for 1 min.
OKW tanks are cheaper now in terms of fuel. If you want to keep FRP on all the time, you should be expecting to play OKW in resource-starved mode.
Being able to retreat a shorter distance means you have better map control and more resources than you normally would.
and what news about new changes for USF and UKF ? i like to know new changes for emplacements.
We first want to make sure that our changes to OST, Soviets and OKW are solid before we move to the other factions. That way, we will save a lot of unnecessary effort going back and forth.
For emplacements, you can pretty much tell that the mortar pit will have significantly reduced range, and that brace will be dramatically nerfed. This is because the following lazy long-range counters have been nerfed to OST level:
- ISG range has been dramatically reduced
- Walking stuka is no longer
-The KV-2 in siege mode lost the particularity to shot automatically through shot blocker (The bug appears only since EFA 1.8)
-The Stug E can now shot automatically though shot blocker (not sure if this change is intentional or not because you modified the QoL of the projectile, but in my opinion it's fine and it can stay like this)
OK. I see the issue now. When restricting the vertical boundaries for the gun, we might have made KV2 a bit too narrow. This means it can't fire shots as high up as before.
1. BUG Coh2Live/EFA1.7Revamp. Select Double Penals
When I pick a drop weapon Penals appears a second update. Possibly position number of the upgrade UI is wrong.
One of the squads has 2 slots free (hence 2x PTRS upgrade) and the other squad has 1 slot free (hence 1x PTRS upgrade). Hence this is consistent with what the squads can upgrade with.
If you wanted us to only show 1 upgrade, which one should it be, the 1x PTRS upgrade, or the 2x PTRS upgrade?
(The 1x PTRS upgrade is needed to replenish lost PTRS rifles)
2. BUG Coh2Live/EFA1.7Revamp. Possibly Bug/QoL. Abandoned Vehicle with Upgrade.
When a vehicle is abandoned, it is abandoned with update activated.
It is too much benefit to abandon an M5 with AA upgrade and in the case of pick up a SdKfz 251 Halftrack if no haven't flame upgrade, It does not appear in case (SOV/US/BRIT).
Too much advantage in the same case with updates of M20, IS2, Tiger, maybe KT with the engine, etc.
Update disappears in other non-Brit factions tanks that are not updated with:
Upgrades stay when vehicle is abandoned is the same for all factions (e.g., skirts, 50cal, flamers). Tank commander-related abilities don't stay, since I suppose those guys died
Certain types of upgrades that only make sense for the original factions are locked out when they are captured by the opposing faction. If I remember correctly, those upgrades are:
- FlameHT/WASP flamer upgrades
- Tank Commander
- Tulips
I'm trying to figure out how to properly parametrise artillery projectiles. Unfortunately, the help text on the mod tools doesn't really help. It also appears as if most of the parameters there have no effect on artillery trajectory, which makes it even more difficult and confusing.
When I parameterise artillery, I expect consistency. This means:
- Shots centered around the target of interest
- Elevation not screwing up with accuracy
- Predictable firing angles (e.g., if you stick an ISG next to a wall it will fire at 89 degrees angle, which is useless)
- (Ideally) if a shot cannot be delivered properly, I'd rather have projectiles collide with something than try impossible angles
Here is what I have discovered so far:
What I don't understand so far:
There are 2 artillery projectile types I want to fix in particular:
This one seems to be messed up due to elevation. For KV2/Sturmtiger, I can salvage it by setting non-collide and putting low-angle values
2. ISG/Pack Howitzer
This one is trickier. Try it for yourself:
- Park an ISG next to a building and start barraging. The angles produced will be insanely high (even if you try to limit them)
- At the same time, the projectiles will consistently undershoot
Is there a way to fix ISG/Pack Howitzer such that:
- The angles picked are relatively high-angle (45-65)
- You don't have "accidental" high-angle slots
Yes, but this problem is also present in the live game, so it is not the fault of the mod
Maybe I should have posted this somewhere else, if it's the case i am sorry
It's the right place.
We've also messed with KV2 projectile to make it better. However, we didn't test elevation. We'll look into it!