What you want is:
- The trench graphics showing for your completed structure
- Units should only be able to traverse the trench horizontally (along the walkway), but not vertically (from front to back)
- When standing inside the trench, you want to have directional green cover (i.e., green cover that only affects people standing inside the trench, as opposed to standing outside it
I don't know if this is possible, however I would approach this as:
- Study Pak43, and how the build action also spawns sandbags
- Create a trench entity that is pass through (i.e., remove the extention that blocks pathing; look at for Major antenna for a similar entity)
- Once the trench entity completes building, spawn two sections of invisible, uncrushable, unvaultable sandbags to act as green cover
- To make green cover affect only one side, you probably need to affect cover_ext and define the size of the green cover area by hand
Otherwise, if it's possible to build world-builder objects, look for the vaultable wooden-trench green-cover sections that are present in Lienne forest in the forest section.
In that case:
- Your units start building a Brit trench
- Once the trench completes, the trench spawns two permanent wooden-wall sections with the right orientation
- Then, the trench self-destructs and only leaves the inanimate objects behind
If the second solution works, this means that you don't have to worry about editing green cover sections by hand.
In both cases, you might have to create a terrain deformation action to "dig" the ground downwards. For this, I would advise looking at Soviet T2 structure since it does something similar.
PS: I can edit the title of the thread as you please. Would you be OK with the following:
"Creating ungarrisonable cover-based field defences (trenches)".
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Deleting reload crits, removing anti heavy capabilities, fixing bugs and disallowing shooting through shotblockers should be enough. Maybe with increasing range to 50. There is no need to change too much becouse that may have unpredicted consequences. Especially as the unit is what I would consider a good spot taking into consideration only frequency of usage.
Frequency (i.e., reload speed) can also become better. The longer the delay between shots the more difficult it becomes to balance the unit. The sturmtiger currently takes 50 seconds, which makes it an all-or-nothing unit (like demos, or stuka dive bomb, etc).
Personally, I wouldn't increase range beyond 45, because most recon units have a range of 50.
For instance, if B4 could only fire a shot every 2 minutes, then that shot would better be damn good for the unit to be worth it. In that case though, the unit would be annoying as hell to play against.
If the B4 could fire 1 shot every 10 seconds, then you might as well turn that shot into a zis barrage, and the unit would be useful.
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Since you posted this in the gameplay section, I doubt you did this to gather advice; else you should have posted this in the state office.
From my part, all I can say is that the following inconsistencies/bugs make the situation vs OKW even more desperate than what it needs to be:
- Infiltration nades costing 15 MU; on the most spammable unit. That allows you to stockpile munitions to use for..
- 60MU uncounterable, warning-free, Artillery flare. This is in the same game where EFA has to pay 80MU for AA-fodder plane
- USF/Soviet AT weapons suffering from a -40% movement penalty when crossing craters (which is what the Stukas will spawn)
- Walking stuka not suffering from the usual scatter when firing into the fog of war, unlike every other artillery piece in the game (yeah it still suffers a +25% modifier. However +25% of 0 is still 0)
- Walking stuka being pinpoint accurate regardless of range, unlike other artillery pieces (this makes those 320HP even more annoying since it can fire from max range).
- ISGs being able to use the barrage bug to double-tap
- ISG barrage bulletins making it possible for ISGs to barrage at insane-ranges non-stop
- ISG max scatter capping far too early. This means you don't get the usual quadratic penalties other indirect fire pieces get when firing further; you only get linear penalties
- Vet5 for the lulz
Finally, above all is the relative micro requirements to use any of the above abilities compared to the micro requirements counterparts the opponent has to constantly invest to dodge those units/abilities.
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The KV2 feels quite solid frankly. I don't remember the price, but if it costs around IS-2, then it's OK. The unit, quite frankly, murders infantry if used properly. What makes it weak is that it can easily get hardcountered by dirt-cheap stuff.
The only mechanics change I would dream about changing is fixing scatter offset for all mobile mini-howitzer vehicles (e.g., Brummbar, etc), so that their shots are centered around the actual target, rather than behind it.
For KV2 this is even more important as it's the thing that would allow the unit to hit incoming tanks.
On the other hand, what really kills the unit are:
- Soviet late-game scaling; you're in a doctrine with no elite infantry (guards, shocks, dshk)
- OKW late-game scaling
- TWP abilities that have 1000 penetration and deal full damage, plus crits, with no tradeoffs
- Raketenwerfer veterancy
- Stug penetration (for that ROF and price, it's murder)
Basically, all of the above have been cranked so hard to be able counter heavy-tank call-ins in 1v1 (e.g., IS-2, Crocodile), at the expense of manking every other allied tank with moderately high armour (e.g., Bulldozer) completely unviable.
Once you fix call-ins, there's no need to keep penetration values for dirt-cheap units too high.
Then, once you fix the dirt-cheap hardcounters, KV2 etc will have the breathing space they need to perform.
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Note that the Elite Armour doctrine suffers from being a bad doctrine carried by an OP Sturmtiger.
HEAT rounds are OK, but why pick them when Command Panther gives you a generalist tank PLUS aura PLUS a better-scaling buff?
Same for vehicle maphax; Command Panther doctrine gives you a better version of it that also improves your indirect fire accuracy (since it clears FOW) and allows your allies to fire indirect fire at will.
IMO the solution for the doctrine is fixing Crew repairs and Tank Commander, make both abilities solid for 1v1, and then smack down on the Sturmtiger so that it's less OP, and if possible also less situational.
Why not to make it like a mobile howi?
Unit which cant shoot on move, and it must be set up to fire its round. Imagine it like marder\PIV from PE in vCoH or KV-2. Leave same range or maybe even increase it a bit.
Set up time into "firing mode" should take about 4-5 seconds and same amount of time to move out of firing mode. Reload can be started only if firing mode is active.
In this case, you would have to make good preservation and pick good location to be able to use ST effectively. You would remove ability to hit-and-run but still would keep unit at the same power and usefullness.
While the idea is good, what I'm afraid that will happen is it will make Sturmtiger even more situational than before.
If you have Recon, then you are basically hardcountering the unit, as you will never walk into its arc of fire. If you don't, and the map happens to have buildings close to an area of great importance, then you can do absolutely nothing.
If Sturmtiger can't fire through shotblockers, then yes. All factions have counterplay to the Sturmtiger.
Alternatively, if the Sturmtiger can no longer oneshot mediums, then you can always have the option of yoloing through a chokepoint; you will still take losses, but you have better odds of getting the Sturmtiger.
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Their hidden benefits are:
- 90 range(?) passive maphacks. Basically you don't have to do anything; just having a Tank Hunter reveals enemy tanks at no cost
- Longest-range AT snare. Allied snares have range 15, Axis snares have range 18 (but can't be thrown over obstacles). Tank hunter snares have range 20.
You need to absolutely make sure that the squad only fires from cover, though. Otherwise, the out-of-cover penalties are simply too big for the boys AT rifles.
Even though their rifles take a while to reload between shots, they have a pretty steep alpha damage, which is what you need when defending.
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I would see having it not shoot through shot blockers.
As well as increasing fuel price
But the range on the other hand and anti tank capabilities are the only reason why this unit is being built.
That could work. Firing through shotblockers is what makes-or-breaks the unit in the "right" kind of maps. Due to its range, the list of shotblockers should also include forests, etc, however.
The sturmtiger could be given one of its vet bonuses already at Vet0 to compensate (e.g., allow it to reload on the move at reduced speed), and prevent decrews while that happens.
At the same time, we could also fix a long-standing bug that makes Sturmtiger shots collide with elevation difference (e.g., minsk pocket)
We could also buff its grenade so that it's useful (currently the grenade is only theoretically useful at stunning tanks, but I doubt that anybody knew how to use it)
In that case, the Sturmtiger could keep its high damage, but it would still have to lose its crits. The crits, in particular allow the Sturmtiger to practically one-shot heavy tanks. The Sturmtiger has no business doing that.
At a later point, once we've figured out a solution that works for demo-charges, we could see if we could apply a similar solution to the AVRE/Sturmtiger.
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there was this guy kingdun during WBP who successfully whined, cryed and complained enough to get the flamer halftrack nerfed into uselessness
First of all, the flameHT wasn't changed.
Secondly, the proposed changes only affected the flameHT's anti-garrison performance, which is batshit OP.
Thirdly, if you have issues making FlameHT work on open spaces, please post a replay on the state office and a strategist can help you.
On topic:
It is always possible to rework units to make them less batshit OP and less map dependent at the same time (see Sturmtiger).
If people truly believe that the Sturmtiger is OK as it is, I would like to know what recon tools they use to take out a unit that can:
- Fire from 45 range
- Through shot blockers
- Comes on a faction with non-doc maphax
- Has the highest amount of HP in the game
- Can easily be replaced with another 160 Fuel
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I'm pretty sure it only disables autofiring for the tank since it can't track the tank. IIRC I once got my comet to fire at the stug after having it turret locked. I just had to tell it to fire when the turret was facing its target. It definitely didn't take 15 seconds for that either. Perhaps I'm getting it confused with the puma one? Are they different?
What about the Puma TWP?
https://www.coh2.org/guides/52852/the-coh2-ability-guide
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OKW King Tiger/Panther Combat Blitz:
+40% speed
-50% received accuracy
+100% accuracy
OST Tiger/Panther Blitzkrieg:
+15% speed
-25% received accuracy
+30% acceleration
/lol
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