He specifically mentions soviet M3.
2 squads can not go into it.
I have never seen a flamer not firing from an M3 if in range, I have seen one not firing from an M5 when 2 squad are loaded.
As for PTRS I am not 100% certain but at least one of them seems to always fire from an M3.
Priority can also be tricky especially if the squad has lots of weapon like Lmg and AT weapons.
I am not sure if OP is not confused or actually got a bug. Finally I am simply explaining the mechanisms of the game.
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shouldnt the flamethrower/ptrs be a priority?
the definition of a bug "an error, flaw, failure or fault in a computer program or system that causes it to produce an incorrect or unexpected result"
since the flamer/ptrs firing from an m3 or a house is intended by the developers (else it would be removed) wouldnt that mean that it not firing is unintentional?
the flamethrower/ptrs not firing from the m3 is really fatal flaw/failure that can result into a loss... should prolly be fixed
That probably happened because you had 2 squads in the HT. Load 1 and it will probably be fine.
I guess it also a way to reduce the "drive by" shooting effect since having 4 or 6 lmgs(UKF),2 flamers,... out of HT can be allot more trouble than the current "bug". |
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Having another version of the 75mm sherman that is worse against tanks than the jackson but that can't kill infantry effectively is not that appealing IMO.
Having a main battle tank that is a good as a top TD vs tanks would be simply OP and would also overlap with the EZ8.
What I am suggesting is that 76mm is a bit better vs PzIV for the same price. The 75mm Sherman can kill infantry effectively even without the HE (and so would the 76mm if they where identical) and USF already have lots of AI available from other sources.
(The Jackson it self should not be a cost effective counter to PzIV.) |
How does target range in the mod files work? By "target range" I mean the far/mid/near for when stats change. For example let's use Ost P4 main gun. 40/20/0 is its far/mid/near for penetration calculations. Pen is 125/115/110
Now is this dynamic? meaning that say you're at range 30, does your penetration go 50% between mid and far which would be 112.5 or does it remain at far range till it crosses the 20 range threshold? OR does it go to the closet value, say you're at 25 range it would then go to mid range pen for its calculation.
If it is threshold based and a lot of near calculation ranges are 0, wouldn't that be near impossible to achieve? You'd be a lot more likely to run into pathing problems and probably wouldn't even reach near range.
Also can you give me a run down of how scatter calculations work? I always forget
Range is calculated linearly thus penetration, accuracy, rate of fire are also calculated linearly.
For scatter look at the first page of this thread or here:
https://community.companyofheroes.com/discussion/231279/a-guide-to-d-p-s-basics#latest |
anyone had this bug aswell?
i just lost a game thanks to a penal squad that refused to fire at a flame halftrack at the perfect moment
M3 have a number of slot where entities can fire from. Its similar to the number of windows in house. Thus some of the entities will not fire.
This is not a bug. |
It isn't really a panther, it lacks its health.
I can't see why it could be unbalanced, jagd and stug still can deal with it.
I think it should lose 75% moving accuracy as well
What do you mean by making it similar to 75mm sherman ?
Quite simply identical stats and cost. The only difference between the vehicles would be that the 75mm Sherman would have access to munition that increased its AI and the 76mm would have access to munition that increased its AT.
Then a player could choose between the 2 tanks on weather he need more AI or AT from his Shermans, and combine them with other units accordingly. For instance as 76mm would work better with a scott or dozer while a 75mm would work better with an M10. |
Sherman 76mm does not have to be a "better" Sherman. It can simply offer different options.
For instance by making the 76mm identical to the 75mm but with AP round instead of HE the 76mm will not replace the 75mm but there will be able to work side by side.
Trying to "emulate" units that other faction have usually causes more problems than it solves, and turning the 76mm into a Panther does not really sound like a good idea. |
You forgot to mention that you want the M10 in Mechanized Company.
Well I used the term swa mp, although I did not clarified that I was suggesting with the m10
I suggest that the Pak 43 can be upgraded with a 17 pounder styled emplacement around it when there is enough space to do so as well.
Using the other British emplacements is however a tad not making sense since you will see them much more often than the 17 pounder, plus we're talking about mobile direct fire units being put in a static position for what I imagine would be not much more survivable than their current state, the Pak 43 on the other hand is a large static gun that could use the extra protection that an emplacement could provide.
And please don't go with the asymmetrical balance crap, I could make you a list of things that shouldn't exist based on that logic alone.
Just because one Army has it doesn't mean that another can't as well in a different manner.
Bofors or mortars pits sandbags could be used to garrison infantry and/or Paks and should come at cost even some upkeep but they could also provide some extra bonuses for the units inside.
Lets call it an experiment on how British emplacement could evolve. |
76mm Sherman
-Veterancy Three 0.8 reload modifier replaced with +25% main gun penetration.
-Can now swap between regular ammunition and HVAP; HVAP has improved penetration and accuracy, but increases reload time by 1.6 seconds.
The idea that Sherman gets a penetration buff in the main gun while it already has AP rounds is weird.
Suggestions:
Make the 76mm Sherman identical to normal Sherman in all stat innlduing price with AP round instead of HE.
Swap the 76mm Sherman to armor company so that it can be used in conjuration with Dozer. One AP tank on AI.
Reserve armor is already problematic in mechanized with dozer being way to cheap and they commander having too many call-in unit almost double than other commanders.
Advanced Defensive Positions
This will be a bundle slot containing both the Pak 43, and new concrete bunkers. Note: This is not yet bundled in the mod, the mod will currently display six slots.
Concrete Bunkers
Giving access to Pak43 + bunkers makes other commanders with Pak43 look bad.
Suggestion:
Remove Pak43, allow pioneers to build the UKF mortar pits and paks to garrison them with some bonuses. (example + 5-10 range, + 5-10 vision , rotation speed)...
221/223
223 is able to lockdown territory and generates additional income. Also automatically detects armoured vehicles on the minimap within range 85 of the vehicle without needing to lockdown.
The idea that because one faction has something another should also have it does not really work.
Suggestions:
Replace the lock down with an ability "siphon" that was available to kubel, that would allow to steal enemy resources or generate more resource in owned territory but for a limited time.
Vehicle detection should be a timed ability with little or no cost. |
The range of the weapon in this case would only effect pen correct?
yes penetration should be affected some other values also, but the range to use the ability is depended on the ability and not the weapon itself. |