There is an option to go even further and replace all pintle MG 42 on MG 34 due to:
1. it is more historical
2. There is already exist pintle MG 34 on flamehetzer.
3. MG 34 has better 3D model
Next thing is to add range and max. angle indicatores for all fraction's tanks. Especially tank-hunter without rotary battle Tower (turrets ^^) benefits from it. Also German hull-down becomes a more tactical aspect.
It isn't difficult do make, work of some minuts and all fractions benefit from it. You only have to add an "ui_setfacing" to tank's weapon.
I made two new "ui_setfacing" for tanks with and without tower and optimiced their look. If a tank WITHOUT battle-tower is in "hull-down" it gets the "ui_setfaceing" of a PaK, so you can see it can't move.
(for hull-down you have to make a clone of 1.hardpoint-weapon and simply change the ui. Put into the hull-down effect action a Remove_weapon, Add_weapon, change_weapon. Out of hull-down it will be reset automaticly)
It is great addition for turretless tanks and tanks with larger range of fire,than their sight.
Also, better to use sniper range indicator for units with turret (like 251/17 has)
Some vehicles, abilities and other units use confusing "fx_munition_name" and produce impact-animations which don't fit with the effect of their performance. That produces an unreal atmosphere and frustrations for new entrants. (and simply looks unprofessional)
E.g. the Firefly uses same impact like Jagdtiger but it performes like Panther
To bring all similar weapon-types in line with their counter-part of other fractions I made a list
of changes depending on their caliber and AI or AT effect. Also some biasas were found and fixed:
"shell_medium" = small impact without explosion for light/medium tank-hunter
"shell_75mm" = small impact with a small explosion for small/medium battle-tank
"shell_88" = medium impact with medium explosion for medium/heavy battle-tank and heavy tank-hunter
"shell_90" = large impact with large explosion for heavy battle-tank
"shell_jagdtiger"= very large impact for ultra-heavy tank-hunter
heat shells and hollow charge:
"ability_stuncritical" = HEAT with metal lightning
"rocket_light" = small hollow charge with small explosion
"shell_medium_heat" = normal hollow charge with normal Explosion
explosives
"shell_medium_he" = medium explosion
"shell_heavy_he" = large explosion
flak
"20mmShell" = small impact and small aoe
"flak_dense_small" = small impact and medium aoe
"flak" = medium impact and large aoe with shrapnel
Wow! Insane post and great work, Widerstreit!
P.S. Hey, maybe someone would make same post about sound standartisation for guns, engines and etc.?
Have you already decided what to do with UI stuff for new units?
Here is some issues: 1. Assault package for volks doesn't has proper icon (should have MP 40 on icon). 2. OKW Opel Blitz using portraits from Ostheer Opel Blitz (Different Background). Should be like here (i have done it for 1 minute only for example need to be edited by professional artist )
3. Jager command squad still doesn't has unique shieldsymbol and call-in icon. Here could help Kasarov, his shieldsymbols are awesome and on solid level!
4. WC 51 using wrong icon for M2HB upgrade. Right one called: Icons_upgrades_icon_upgrade_aef_50_cal_machine_gun 5. leIG 18 incendiary barrage doesn't have proper icon. I have made is by myself:
Due to standartisation leIG should use: For standart barrage: Icons_abilities_ability_aef_m8a1_artillery_barrage
For Smoke barrage (already using): Icons_abilities_ability_aef_m8a1_smoke_barrage For incendiary barrage: new one
And it will looks like this: 6. KV-8 still not has proper icon. Even more, it's call-in icon stay untouched. 7. OKW Opel Blitz can use better icon for his aura : Icons_abilities_ability_west_german_suppression
Some suggestions for already exist units:
1. Penals can use better icon for their AT satchel: Icons_bob_abilities_at_satchel_charge
2. ISU-152 can use better quality icon for G-530 to better match with HE/AT switching abillity: Icons_abilities_ability_british_piercing_shot
And, if Relic will finally decided to implementing new UI stuff, don't forget about those ones:
M7 105 mm Howitzer Motor Carriage
This is different than the M7B1 Priest for this is a direct fire support unit and is historically accurate. Or at least accurate enough for CoH2. The unit should preform similarly of a combination of a SU 76 and the Brumbar. It has good anti-infantry while still able to damage medium tanks with at least direct hits.
The main gun is similar to the Brumbar except for the following.
-Range is increased to 55 from 40
-Unable to fire on the move
The MG damage is equal to the M20 to provide additional fire support
The armor is the same as the priest (60) but the health is increased to 400 from 320 for increase resilience.
LimaOscarMike: My laptop can't even run COH3. Should I get them on my Series X or is it dead yet? Last Saturday, 05:10 AM
Rosbone: One of my last major gripes about Coh3. Price is still too high I feel for growth. But progress is always good. Last Saturday, 04:43 AM
Rosbone: I am not 100% sure but I think Relic actually fixed up the skirmish menus a little last patch. If so, thank you and keep it coming. Last Saturday, 04:39 AM
Lady Xenarra: Does anyone else think that USF needs buffs? It feels like they’re on life support sometimes 01 Apr 2025, 02:36 AM
Willy Pete: @Rosbone Ahh I missed that memo. I still think its a bad decision though. Adds frustration for players and isnt gonna make them that much money 27 Mar 2025, 15:46 PM
Rosbone: It is also good they left it free until after the free to play weekend. Points for that. 27 Mar 2025, 09:34 AM
Rosbone: But I agree, the cost to get a full decent Coh game pushing $115 US is not the best idea. Especially when it needs so much more work for casuals. 27 Mar 2025, 09:32 AM
Rosbone: To be fair, it was a thank you to early fans right? They said it was not free for long and it would become a pay DLC at some point. 27 Mar 2025, 09:30 AM