You can change to grid with a toggle somewhere in the options in main menu. It's not very hard to find as far as I remember. Grid keys means that 12 keys on the left of your keyboard (Q-V) are mapped exactly like the position of the button in the UI (plus keys T,G,B are mapped to weapon upgrades). This is helpful becouse you can use all the keys without moving your hand and if you forget some hotkey, you can always look it up at the UI.
Alright, I'll try that, thanks.
The only problem I was really having with the classical layout was the U button for reverse, and the W bug for the Sturmpioneers like I mentioned in the OP.
But like I said I was used to the classical layout of CoH so I didn't bother to change it. |
I think he ment that classic hotkeys overlap. Some people do use them for their strange reasons.
Wait, how do I change my hotkey setup?
I think I remember some weird grid key option or whatever but I never bothered since I was used to CoH's vanilla key setup. |
Basically what the title says, both the wire cutters and combat package use the same "W" hotkey since the OKW redesign patch and I have no idea why it hasn't been fixed by now.
That's about it, have an nice day. |
It was a revolutionary feature at the time like most of what CoH is.
No wonder it is claimed to be the best RTS game of all time.
Which reminds me, Iron Harvest's facebook page also posted the same article, seems like a nice competitor to me and a prime replacement for CoH2, at least for me. |
Yeah I was thinking of that too; perhaps a better option is if the Mortar pit model simply removes the mortar and crew, and becomes a universal trench.
You can even just leave the mortars there, and they are "active" once you get a squad inside; simplest implementation is that being able to attack is disabled unless Forward Assembly is in range or it is garrisoned.
The pit itself then can cost no popcap, but the cost can remain the same, as it is now entirely dependent on infantry or FA presence to work; tactically if you need them somewhere else you need to consider sacrificing its ability to function.
The biggest thing about this idea is that the number of pits is based entirely on the number of squads you have trained; if you really want to spam mortar pits, you need to train a lot of squads, which leaves no manpower for other stuff.
While technically the ability to "leapfrog" mortars still exists, it requires you to train and use an infantry squad for that role, leaving you with less mobile field presence. Abandoning the pit to repair, re-crew or recapture territory means no active pit unless you bring in another squad.
Just subscribe to Planet Smasher's artillery pit mod on the workshop. |
UKF having mortar and a more durable trench would probably replace mortar pit without the need to make some fancy salvage ability from scratch.
The trench could just be regular Ostheer one and features higher stats, and greatly bolsters an otherwise uninspired mortar unit once garrisoned.
It also brings in tactical play whereas you have to build the trench by the time your mortars get there, and until then they act like gimped 60mms. HMGs and infantry sections themselves would also benefit from using the trench too.
For balance, trenches need sappers and take a while to build, and sandbags are removed from UKF.
Just 2 things here. I don't think that Relic are about to agree with removing the asset in which time and effort has been put {the pit} and the other thing being that until trenches could be built anywhere and everywhere the Infantry Sections will need their sandbags, or their debuff removes the cover requirement and the garrisoned requirement is more like the Vickers vet 1 boost than a debuff. |
I think that people will focus on emplacements and miss the fact that most UKF units are more cost efficient than the base line (Ostheer units).
Tommies>Grenadiers
R.eng>Pios
Cromwell>PZIV
Centaur>Ostwind
.....
imo UKF should first have their stock units balanced and until one can tackle emplacement one could simply replace brace with stand fast.
Let's see here, one requirs a significant investment in order to reach their full potential while the other can gain a 25% boost to their firepower if they get a 60 munition upgrade and doesn't receive any debuffs when not in cover.
I'd go into details but I'm on my phone. |
Unfortunately we have no 3inch mortar model that can be made mobile at the moment.
Of course one could easily use other mortars.
You do realize that what the USF have in game is essentially an M2 60mm mortar, right? You're just using the M1 81mm because that's the only mortar that has proper animations unlike the M1919A4 and M2 60mm mortar, both models of which could be found in the editor.
Planet Smasher did the same and used the M1 81mm mortar model for the 3-inch, which is already in game, problem is it's glued to the mortar pit and has no separate animations for carrying, unpacking and packing. |
It would be easier if the mortar pit was replaced with a normal mortar and the pit was made into a garrisonable emplacement...
Plus one less emplacement to balance. |
Jesus Christ just go with Planet Smasher's idea for the mortar pit already and be done with it for crying out loud.
Nobody even builds the other 2 as much as the mortar pit anyhow, and that's either by force or by a turtle, nobody else.
I know that as a more mobile British player the mortar pit hurts me the most, having a mobile mortar with the option of digging it in is gonna solve me a hell of a lot of trouble and headaches.
Plus it would be 1 less emplacement to balance, well, you'd only need to balance the bofors, nobody builds the 17 pounder because of it's population and I don't consider reducing it as balace.
I agree with you about Anvil possibly helping out with emplacements somehow tho, but it's not gonna be a big loss if not.
It's just that I always thought that if you go Anvil you'll go emplacements heavy while if you go Hammer you'll go tank heavy. |