i am a fan of rng and progression
i am thinking
vet0 : 25% chance of suppression per shot
vet1 : 35%
vet2 : 45%
vet3 : 60%
i dont think it is hard to get b4 to vet3 now.
"Progression" wouldn't be a bad idea i'd say, though I'd approach it differently. Let the B-4 start with zero suppression as well as substantially higher base cooldown (+15 to 30 s) at Vet 0 and allow it to regain suppression upon reaching Vet 2 or 3. Maybe a bit of cooldown reduction at higher vet levels would be fine as well to bring it closer to the current performance again if you manage to keep it alive. That way the B-4 can remain a very powerful and somewhat unique arty piece, while decrewing the weapon without outright destroying it becomes a bit more rewarding as well. |
Or you could get an Ostwind
not exactly the cheapest option in terms of fuel, mp and pop compared to a flak emplacement. |
Does it work for you? The download links are dead for me. Anyone knows about the owner, maybe a Github repo?
yeah same here unfortunately. |
i've seen tightrope using the flak emplacement quite regularly in his streams... with, uhm, mixed results at best. it's arguably quite good for locking down a sector of interest for some time, especially if you can make shot/sight blockers work to your advantage on certain maps. but as others have said already, as soon as the opponent knows where it is it'll usually die very quickly. maybe the flak could use a slightly smaller collision box to make ground-attacking AT guns a bit less effective in taking it out?
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Remove suppression and increase barrage cool down by around 10 seconds?
that'd be my vote as well. |
Flame throwers can apparently be blocked by terrain objects. So in some instances the flames can't fire through terrain or rocks, despite the model trying to attack through the terrain. I think this can be the case for trenches (as in trenches on the map, not the buildable British ones): The flame hits the ground in front of the trench, so the flame is blocked.
to add to this; usually moving a tad bit closer to the target fixes the dealing no damage issue for some obscure reason. not sure if this is the same for elevation differences such as trenches or cliffs, though. |
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In which files are the unit stats written? There has to be a way to automatically retrieve the information so you dont have to update this by hand after every patch.
would be absolutely stoked to find a way to extract these automatically as well, but so far i've come up empty handed. i think most people rely on coh2's mod tools to get stats and unit info, and since these haven't been updated in ages things aren't looking too bright. i'm not sure how serealia sourced his data, but considering the stats on his site seem to to be as up to date as the latest mod tool version i'd guess he relies on those as well.
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outside of how the game actually is,
does anyone want to explain the logic behind, the mainstay conscript of russia is generally a worse unit than criminals forced to fight fresh out of jail?
as stormjäger said already, you may want to rethink your preconceptions about what penal battallions acually were and who was forced to fight in them.
penals were usually well-trained and often well-equipped troops, so the ingame representation isn't super far off i'd say.
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Like I said:
If Axis have something strong, maybe abusable: It's a balance issue.
If Allies have something strong, maybe abuseable: It's a l2p issue.
Cool!
If I haven't mentioned it yet, I was an alpha tester right from the beginning and I am a top 100 player. But you're maybe right, it's only my lack of skill....
yeah, i mean if you get stomped by zookfinder spam and blame it on paths being OP instead of the obvious skill gap that let your opponents get away with it, then yes, your top 100 rank doesn't seem to be worth too much. |