I still think it needs to be unique and not an 81mm clone so it doesn't overwrite the pack howitzer and actually fits the USF's concept.
M1 81mm Mortar
Changed the damage profile and stats to make the mortar closer to a light weapon meant to support and keep up with riflemen and other units while not overlapping with heavier indirect-fire units like the Pack Howitzer.
-AOE from 1/0.5/0.25 to 1/0.4/0.15
-AOE distance from 1/2/3 to 0.5/1.5/3
-Cost from 260 to 240.
-0.75 Windown from 2.
-Can interrupt set-up time.
-Veterancy 1 changed to WP Rounds.
-Angle scatter to 7 and scatter max to 7. Barrage scatter max to 5.
-Auto-fire reload from 4 to 2.8
-Minimum range to 20, maximum range to 65 for auto-fire and non-vetted barrage.
It might seem better for a few minor changes, but it no longer nukes weapon teams like other mortars and it's easier to attack, yet it is also easier to get away and reposition on the field. Pretty sure I also reduced the pack-up time. this and make pack howy cost 340 and shoot more shells x barrage |
You need a requirement action in the upgrade. Either it needs a structure, or an upgrade depending if you want the upgrade to still be available if the tier structure goes down. Make sure you also get the correct structure or upgrade.
trued to copy the stg upgrade of volks and tied it to infantry support hq(the flak HQ ) and made lmg require the upgrade (obviously I cloned the panzer sherck unlock and changed name)but it didn't work the lmg 34 is locked but won't unlock at tier 4 |
cant make lmg 34 upgrade a unlock at tier 4 can some one help ? |
BTW how do I see the dps of the weapon and squad is there and equation? |
Speaking of which, that's focus-fire off right?
focus fire is off just checked |
Note that captain thompson is not a slot weapon. This means that when the captain picks up a weapon (e.g., bazooka), the bazooka will sometimes end up on the captain model, depriving the squad of their thompson. Othertimes, when the captain isn't holding another weapon, he will have the thompson accessible.
Moreover, in the captain happens to get sniped at some point, the thompson will be unavailable until the squad becomes reinforced. If you want the STG to be that powerful, you probably want to make the STG a slot item, like how it is now (that can be transfered around to the squad), rather than an entity weapon (which is permanently tie to the entity that carries it).
If you want to replace the stg with a panzerschreck when the upgrade happens, then make the upgrade:
- add a slot weapon to the squad (panzerschreck)
- remove a slot weapon from the squad (stg)
DPS-wise, you can refer to Cruzz's calculator.
The easiest way to, then, update the DPS is scale damage or accuracy (all ranges) appropriately. If you want to control DPS in a different way (e.g., cooldown), things get tricky.
(note that due to the focus-fire mechanic STGs are a bit more accurate than their value indicates, since they have 2 chances of hitting somebody)
OK so I clone volks stg make it an instant upgrade (like old mg 34 obers) and buff it until the dps is 70% on the vanilla squad and then nerf the kar 98 to 30% of the vanilla one right ? |
If you haven't, yet, make sure to check Janne's excellent modding tools intro guide:
https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools
That guide, there, contains about 90% of the information you are ever going to need when creating your mod.
The rest 10% is having a good knowledge of all faction/units, so that you quickly know where to navigate when you want to do your copy-pastas.
If you want to modify something, you clone it (and give it the same name!). Then you change the values.
If you want, say, to give your Volks an STG from the get-go, have a look at how guards or pathfinders get their initial slot weapons.
etc
ty smith already saw that guide the real problem comes when choosing the weapon to clone (sp stg ,infrared stg,volks stg) and fiddle with the stats
And make it so is undroppable and come from the start though I could copy Capt Thompson and start from there but then I don't know how change weapon model
Another problem is comparing raw dos of scooped stg volks and vanilla volks to adjust the stats and give stg 70% of the dos of the squad |
Ah, ok, well clone the weapons by right-clicking it and giving them new names. Then you'll probably also want to clone and rename volks' sbps and ebps as well. Give the cloned sbps and ebps the new weapons (which I'll admit I can't quite remember how to do exactly off the top of my head - try taking a look at the USF Captain or Lieutenant squads for an example of a squad with that starts non-uniform weapons) and add the cloned volks sbps to the spawner list of the first OKW truck so you can build it in-game.
If you can't figure it out, gimme an hour, I'll try to download the Mod Tools on one of my school computers to figure it out
ok thanks will try again |
I think you should be able to find the weapons under west_german pretty easily in the Mod Tools. The Volksgrenadiers' Kar98K and StG/MP 44 weapons should be clearly labeled under
small_arms->single-fire
and small_arms->burst respectively, if I'm recalling them right. yea but im trying to create a whole new weapon that will be given to volks the moment they spawn
and i would like to see the dps with the changes |
Needs some help to make a scooped stg for volks the objective is to focus 70% of dps of volks on the stg and Nerf the kar 98 from what weapon should i start and what would be the right value ? |