That seems to be a very elegant fix to the moving accuracy problem, great work!
As to the potential tracking problem you've mentioned; I'm not sure what I did back then in terms of which values I tried to adjust (fire-aim or ready-aim time) and by how much, but IIRC sometimes the target would move out of the firing arc before the firing delay was finished, causing no shot to be fired. But anyway, since you've already tested this in your mod and things seem to work as intended, this was probably caused by something else.
Another thing that would be interesting to see is if this also affects moving scatter in the same way it does moving accuracy. I'd assume both are governed by the same rules as to what counts as moving, but, well, this is CoH2 after all so you never really know...
The issue:
This topic surfaced shortly again in the JP4 thread, and I had a bit of time to test it. Unfortunately, I tested it within a mod where I played around with target sizes (e.g. I gave the T34 a target size of 80, T70 around 60-ish or so). Interestingly, the unmodded JP4 still missed about half of its shots (I counted about 20), which is a hint that moving modifiers are applied after capping the accuracy at 1 and the fix as described below should still work as intended.
Now this is quite interesting as well. If it holds true, moving accuracy would have a much bigger impact than I previously thought. This would be especially apparent at short to medium distance where you'd normally have high enough base accuracy x target size to get to > 1 chance to hit even with the moving accuracy penalty applied. And if this applies to vehicles, does it translate to infantry combat as well? |
+1
I use the centaur strafe ability where possible and I've also never seen suppression from it. I've seen infantry go prone and crawl like when mortar shells land near them sometimes, but never actually get suppressed. Plus any infantry that actually gets in the path of strafe disintegrates.
I think the OP (and by extension his acolyte) wasn't really talking about actual suppression but rather meant the Centaur's vet1 strafing fire ability should be available to the Ostwind in some form as well. That would be my guess at least, could be wrong though.
Anyway, I fully agree neither unit needs additional suppression. Both the Ostwind and Centaur are already very good in what they're supposed to do, not to mention medium-armor suppression platforms are probably one of the things the game needs the least. |
i dont care about the clip, but
I watched your replay and the allies played like dogshit, you basically won the game but you're still complaining.
You literally walked max range into a machine gun, didn't even FOCUS it first, didn't micro your units, you did nothing at all, bro what the fuck did you think was gonna happen?
You were also toxic to the enemy team in all chat by calling them "wannabe axis" because they cant mindlessly spam infantry and win games, unlike the actual axis factions
Nice one, dipshit
lol... oh well, that puts things into perspective i guess |
yeah i don't think a simple shell-switch alone would be good idea. you'd basically have to neuter the AI mode into uselessness, otherwise you'd end up with another massively OP unit even outshining the baby-AT gun prior to the canister shot nerf. |
I assume the barrage would still cost munitions in your proposal? If yes, a shell switch inducing a slight delay might not be a bad idea. At least it would require a bit more foresight to use the barrage that way. |
Thanks for the info.
I'll try if the fire aim time increase could work out overall. Technically, the JP4 should rotate 5° within 0.25 secs, which should match the fire cone angle. Technically, it should stop turning at this point.
I remember this came up quite a while ago and I did some tests with increased aim time. If my memory serves me right this works excactly as advertized by forcing a tiny stop before shooting, hence the accuracy and scatter penalties won't apply as you suggested. However, there was some problem with this approach... not sure what exactly but I think it kind of screwed up the ability to track moving targets at the very edge of the tracking cone.
Anyway, I'd be very interested if you can make it work |
Is this supposedly OK? Unkillable Soviet units - "this is OK, cannot be fixed, nerf is not needed", German Squad strength 4 with Minimal crew 2 - "this is balanced." UNDERSTAND.
I don't think you understand anything I wrote honestly. The fact that the 120mm requires only one model to be crewed has been a topic of debate for years, and most people were absolutely in support for the mortar to have a minimum crew of two. But since a change like this would likely require changing the animations of the unit it was deemed "unfixable". To make up for that, the total model count was reduced to 5, meaning you now need to kill as many crew members (4) of the HM-38 as for the PM-41 to decrew it. Hence, survivability went down already. The latest patch took it even further by tightening the formation of the crew, so they'll be easier to wipe with AoE hits from tanks or indirect fire pieces. That's why IMHO it isn't necessary to nerf the 120mm's survivability even more.
As for bringing the leIG into this... apples and oranges, really. Yes, both are indirect fire units, but that's where the similarities end already. The HM-38 may pack a stronger punch, have more crew models and be able to retreat, but it is also more expensive (both MP and pop-wise), has lower ROF and higher scatter, and is doctrinal. Not to mention both are in different factions and, thus, these kinds of in-a-vacuum head-to-head comparisons don't usually make too much sense, anyway. |
I think the HM-38 is fine, especially after the nerf to its auto-attack range with the most recent patch. This 25% bonus range was one of the major advantage it had over other indirect options as it not only meant that you could park the mortar in relative safety to fire away with minimal user input, but also that it outranged most of its indirect counters. Now that this is gone the HM-38 still deals a bit more DPS/area than its counterparts thanks to the good AoE-to-scatter ratio, but this is also counteracted by the significantly lower ROF.
The only area where it truly shines is the barrage, which is much more useful now with the reload speed buff it got recently. Using the barrage, however, means you need to actively manage where you want to shoot and when, so the extra range and DPS are much more justified than they were for the auto-attack.
As for the odd 1-man survivability perk, AFAIK this is somewhat hard-coded into the game and can't really be changed. Hence why the crew size has already been decreased to 5 men from the standard 6 for other soviet team weapons a long time ago. I don't think further nerfs to this would really be necessary.
EDIT:
I don't think any major nerf in order, but the biggest attraction to this thing is the massive range and the 90 degree fixed arc of fire. The arc of fire buff alone took this mortar from borderline obscurity to borderline OP. The fact that the mortar rarely needs to rotate and anytime has vision of opposition it's putting rounds out is extremely powerful. It makes the mortar very efficient and easy to use and nowhere is safe for the opposition while this mortar is alive. If you ever have a chance to steal one it's always worth it.
This is a very good point I totally forgot about. Before the changes to the targeting arc went live the mortar would constantly need to tear down and re-setup when switching between targets just inches apart, which made it a pain to use due to the long setup/tear down delays. Certainly a huge buff to an overall good to very good unit. |
This keeps getting better and better, awesome work man! |
https://www.youtube.com/watch?v=3_H_wdcd43E
"mY scOtT is not sOo Op..thAts whY i mUst crY in the fOruM aNd tEll aLl thAt i cAnt plAy wiTh it"
talking about the pot calling the kettle black... |