Could you use the larger hull down animator, such as hull down xl. This size is meant for a tiger.
I trust I have to import this animator from a tiger or something at the abps file? If I recall correctly, I got the current version from the ostwind and it was something ending with _m.
hmm not sure about bp3 and t4 as ost being so cheap. Like why should you go t3 most of the time with t4 being so cheap, especially with the units like Puma and stug e getting unlocks to cover the gap. Used to be 45 + 50 now 10 + 40, but I guess bp2 being 20 more kinda covers that in a way. Only difference between t3 and t4 is time 60 mp and 10 fuel. I guess though that the brumbar no longer having 120 pen and the panther having no ai offset this.
If people in 1v1 are already thinking about going puma/stug-e & T4, then I think we're in a good course.
One thing we want to shake up is give people an alternative to almost-always going T3 & Tiger.
For 2v2+, where T3 could often be skipped (if a dedicated strategy is followed), we simply want to avoid bringing powerful units too early (to prevent snowballing), and make sure that all units are cost-efficient with respect to their counterparts (to prevent rigging the late-game *cough* OKW *cough*).
Please note my concern about Penals being able to punish cache building much easier than other factions - later in games commandos with their demos will provide a quick hit and run on these expensive caches. The concept is good though - much more decision making about where/when to build caches in team games with a distinct penalty to your fighting ability when doing so early and haevier blow when they are destroyed
That's Penal's niche. If Penals had no niche people would never build them; they would build Conscripts instead.
Don't build caches too early (you can't anyway), and you will be OK.
Late-game harassment should be encouraged; not discouraged.
I think that t34-85 and ez8 should be changed in order to become stronger tanks so that they could fight against something like Panther. Now they're somewhere in between p4 and p4j and that's not good for a doctrine tank. And also the ability "hul down" needs attention 'cause it's free increase of survivability and power of vehicle. For example if you take the doctrine festrung armor or fortried armor the tank will become very hard to kill
We're aware that T34/85 E8 might be in a bad light atm. However, we first want to figure out the right spot for the OST Panther before we start considering what advanced mediums should bring to the table.
When the Panther hulls down, you will probably have to use AT guns or artillery or infantry pushes to make it move.
Instead of building a cache, could those be replaced with a resource truck? Have the truck cost 200mp but make the resource gained equal to 5 munitions/number_of_players or 3 fuel/number_of_players? In a 4v4, being the lone Ost and having to build 2000mp of caches will be less fun than playing Sim City.
In addition, possibly consider letting OKW make resource trucks also. If allied players think that is unfair, then give USF RE's a non-doctrinal 30mp mine and maybe (just maybe) adjust OKW costs.
While what you describe is a nice idea, we can't input that logic into our mod.
I think that the expensive-cache idea will lead to more aggressive/play harassment to shut down people that are trying to hoard resources too early.
Call Ins: if the tiered building associated is destroyed, cost rollbacks or stays with the discount. I ask what you have in mind for OKW T4. All in all, i think it's fine.
Cost discounts remain; they are a permanent upgrade awarded to the player that finished constructing the relevant buildings (sorta how OKW teching works)
Anecdote: it might not be worrisome due to now having only a single available ability which affects acc (FHQ aura been removed) but doesn't this make things like FMR (for mother russia) irrelevant at some points? Basically if you are not engaging high vet low size squads, the bonus is not doing anything? (Just like Valiant Assault).
FMR gives the fastest sprint in the game, technically. It goes up to 11!
Flavour: i like been able to maneuver early on with Cons while using Hoorah. It's kinda prohibiting if the cost is increased. I mean, if the numbers presented are right, you are not increasing by much the close DPS, molotovs are only faster thrown at vet2 and nothing crazy has been done in other aspects.
Close DPS was indeed upped by 5%; that's only to make the curve less retarded (live Cons trade best at range 25).
The biggest buff was far DPS which was upped by 25%. That & the vet bonuses (and green cover, of course) make Cons the go-to defensive infantry for Soviets.
Guards Troops:
My approach. I still think they are losing some value, even if they get a mp cost decrease since they lose the capabilities of fielding both light AT (which it wasn't bad AI defensively) and AI (DPs) and now they even have to buy back the PTRS.
Option "l33t" piñata dudes:
-Keep the current live version status quo. 360mp-4slots-PTRS on spawn-Drop rate
-Apply mosin/nade changes
-PTRS with old pre WBP performance
-Hit the dirt > changed to "Hold the line" or any cheesy defensive like name. IF anything this goes more to the old "Defensive Stance" approach
Only activable while outside of combat. Can the range bonus be increased to slot weapons to +5 (what Pathfinders, JLI and Falls get). NVM just increase the range to +5 in all since it's a defensive ability mostly (not passive or WOWSHITTOGGLE it during combat)
Basically a slight improvement on their current state.
That could kinda work. The question, though, is why would you pick a generalist squad that's meh-ish, when Shocks are so sexy now. Being forced to start with a PTRS kind of gimps you.
It appears that pre-nerf Guards really worked because of their ultra-high received accuracy & the speed they were attaining that. Low casualty rates meant the squad didn't have to juggle 4 slot items among them.
On other hand, if we reduced their firepower instead of RA, then all squads in the game would just a-move walk up to them.
Option EFA Revamp 2.0
-Cost to 330mp (old cost)
-MAYBE: weapon slots to 3. I think it might cause issues but i can't let it go♪ ...RIP piñata dudes with stuff.
-Spawn with mosins.
-Double weapon upgrade. Either double DPs or Double PTRS. Drop rate to 0.1 or middle ground.
-DPs keep the button effect, the pseudo CC/Snare.
-PTRS gives a different ability. First 2 shots applies a RoF reduction. From the 2nd volley (3 shots onwards), it applies the turret lock crit (you can still shoot). Keeps refreshing if the target stays on target.
-"Defensive stance" see point before.
We though about making guards start with 0 guns and have 3 slots.
However, the thought of 3 DP's kinda scared us. We could make Guards come with 1 forced PTRS to have a middle ground between uniqueness, customisability and good performance. However, we're going to wait and see how the upcoming improvement to Guards will make the unit feel.
Soviet PM-42 Mortar
Popcap from 6 to 5. How does this work? Crew also to 5? Didn't fraction popcap cause issues?
PD: same with other units which have 6 man crew and now pop of 5.
The mortar entity has -1 popcap. Thus, if you're soviets and have 2 guys manning the mortar it takes 1 popcap.
Urban Defense Tactics:
Option 1 which is more likely to be accepted by Relic:
Reduce cost and remove damage modifier. Keep def buffs.
Option 2 more interesting:
Let it be built on bunkers.
Replace armored detection with defensive emplacements (this is a combined change with Defensive commander abilities). Tank traps + bunker
We -will- give the doctrine the ability for engineers to build their own FHQ, in case everything has been wrecked etc. ATM, we're just waiting for people to come up with a suitable model for it.
E.g., would FHQ looking like soviet T1 (tent) or soviet T2 (trench) seal the deal?
I want to think that these have been forgotten, any ideas to improve? HTD, Tank traps, AT grenade assault, Personal AI/AT mines
Feel free to brainstorm.
I wouldn't want to buff HTD yet. This is because how much better Conscripts are at long-range now (they beat G43 grens with Vet). The fact that you no longer have to close in that much means that they might already be able to take MGs down frontally (I haven't tried it!)
PPSh might require nerfs. It's too early to decide though (we want to fix the Mosin first).
AT nades and AI/AT mines, I've absolutely no clue about
-From BP2 to get all tech, it requires 660mp/220f.
-Getting only T3, it's 360mp/120f
-Skipping T3 to T4, it's 400mp/145f
-EFA Patch to get all tech, 560mp/170f (also discount on call in)
PERSONAL CHANGES v1:
Call in discount requires BP3 (it's hard to make it free without purpose IMO).
Tiers 3-4 are independent from BP and BP from Ts. BP unlocks units.
T3 gives Stugs. T4 gives PW. BP2 gives PIV and Ostwind. BP3 unlocks Brumbar, PV and Call in tank discount.
-Getting only Stugs, 260mp/60f
-Getting T3 complete, 360mp/120f
-Getting PW, needs Stugs, 460mp/135f
-Getting T4 complete, n. stugs, 560mp/160f (which also gives call in discount)
-Unlocking only call in discount, 200mp 85f
-All tech 660mp/220f
TBH i don't want to expand on this cause it was already a mess of swapping values to present this "simple" idea which doesn't mess with current timings too much.
That could help.
ATM, we're trying to non-linearise OST tech again by throwing costs around.
We didn't think of BP unlocking specific units, so that would actually be a good idea.
Spotting scopes/Smoke Tactician:
I thought they were mostly fine. Smoke been countered by attack ground. Keep cost, decrease delay. Increase cost, remove delay.
Smoke could use a small delay from live version to prevent AT guns from losing lined-up shots. It probably doesn't have to be as long as currently.
Spotting scopes are OK in WBP. It's a nice defensive ability that you can use to cover flanks, and get some intel for your Elefant Airburst barrage. It's got 70 range.
About other forgotten things:
Smoke bombs: make them not require LOS
Sector arty: ???
HT riegel: 222 deploy ?
Defensive doctrine: combined trenches with tank traps and give some love
Wow, thanks! That will certainly save a lot of time!
Just out of curiosity (teach me how to fish):
- Do all Soviet tanks have hull down animations available to them?
- How do you mine what kind of animators are available for each type of unit?
Thanks for the response - I think something like 75 Muni might be fair for 4 G43 if it keeps current performance. If anything they are hella fun to use.
I'm curious - any chance the Call-In Cost change could affect all factions? I know you are at the mercy of The Scope but if not I can't help but feel that EFA would be handicapped against the current Pershing/Command Panther meta otherwise. It's really one of those changes that shouldn't be done piecemeal.
There's no scope. This is our own personal project, (Miragefla's and mine; with a lot of feedback from TheMachine), and Relic has no involvement in it.
The reason you haven't seen consistent changes to WFA factions are that:
- Not all changes are easy to copy-paste (Brit trench and WASP veterancy was easy; smoke delays is more involved)
- We want people to focus on exploring EFA core interactions. We don't want to pin OKW to Soviet levels and then realise that OST has no chance vs new Soviets.
Once we have nailed Conscript DPS curves and veterancy pacing, we can move to OKW revamp with greater confidence. However, touching other factions is further down the line (but it will come!).
I've been trying to add some visual candy to the EFA rework mod.
For the mod, I would like the KV1 to be able to dig-in to a target location.
While I know that there's no native animator that KV1 could use to achieve the effect, is there any workaround we could use?
So far, I've only come up with the following options, and I wonder if somebody has ever used them before/could share their experiences:
- When KV1 hulls down, it should create some sort of dig-in deformation
- Ideally the deformation should be gradual
- At the end of the hull-down, there should be 2 sandbag walls at the side covering each track
- Ideally, the sandbag walls should construct themselves progressively
- Ideally, when the KV1 exits hull down mode, the deformation should revert to its original state
PS: Somebody once found an animator that you can put a tank commander in KV1? I know it looks awkward (head barely poking out). However, it would look kind of cute with the commander poking out cautiously out of the hulled-down tank.
While I really like the idea behind this change due to current G43 Panzergrens not being worth it at all I feel like they might be a little too strong when you consider the relative quickness with which they can be fielded combined with the fact they will be a unit with a low target size and high moving accuracy - it just begs to be YOLOed into low vet squads for easy wipes with no tactics needed. It definitely needs tweaked IMO
If it's absolutely necessary, we can tune it down to 3 G43s, or increase the cost. We can't delay the CP requirements, since that will affect grenadier G43's (in the world of EFA revamp Grenadiers absolutely need their upgrades to survive post a certain cons vet level).
In the worst case, we might as well make the upgrade non-doctrinal and make it require a certain battlephase to delay it.
The issue with the upgrade is that it is already in all of the must-use commanders, and Grenadier G43's are already damn good.
For the time being, since our mod only includes EFA armies, 4 G43's is OK, since you now you have a pure AI squad with no shred of AT utility. In the future, when we begin to include WFA armies and their infantry needs to be taken into account, something might have to give way; if necessary.
Pak40
- TWP cancels without refund if Pak40 relocates during the ability
- Cost increased from 30 to 35 - Additionally reduces rotation rate by 70% and speed by 60% (8 seconds)
wuts going on here lol
That's badly phrased, oops.
What it means is that if you hit a target with Pak40 TWP, you deal speed and rotation penalties on the target, on top of the blind critical.
Observations from 1v1 matchups (against Kpen, Miragefla)
-New iteration of guards are much more bland than they were previously and overlap heavily with penals, lacking a proper niche of their own.
PTRS option is straight up fully inferior to the penal version, with poorer rifles and no snare ensuring they can be bullied by their intended targets up close. With DPs they are, again, very similar to penals as heavy long-range anti-infantry, and again lacking a soft counter to vehicles means they can't harrass nor counterharrass.
Technically, DP guards have button which you can use in conjunction with a snare (e.g., satchel). Would giving PTRS access to a similar utility help make the unit less bland, in your opinion? Also, did you find a use for the Hit the dirt ability?
-Universal change to tierless call-in cost limits game variety.
I wouldn't really unlatch KV8/KV1 from T4, as they are really strong now in 1v1 (where call-ins are a headache). Elefant, we kinda could change, I guess, depending on where the barrage ends up