Hey all, my first post here.
Anyway, given the upcoming patch, would it be too much to ask for a patch to soviet radio intercept vs OKW?
The issue is, when fighting OKW, some announcements won't be intercepted because it uses the OST announcer audio files, (eg you wont get an audible notification when they build a P2 ect and you have to monitor the left side of your screen).
What do you all think?
interesting, i didn't even know this was just an OKW thing... i always thought it's a common bug / feature that some audio cues won't play and it affects both axis factions.
anyway, agree it would be nice to see this fixed, if possible. |
i'd say all it needs is the aura restored to 20% DR. not sure if the effect could be split up to give only 10% to allied units, but if possible that might be a way to keep it from getting too strong in larger team games. |
Low profile? It's the same target size as the p4, it has the weakest Ai out of any stock medium tank, and has similar At capability of the Sherman.
So all it has is speed, and with nothing backing it up, that's pretty terrible since it does get the on the move accuracy the sherman gets.
how so? the cromwell's main gun ai performance is superior to the majority of the medium tank roster, and with the recent buff to its hull/coaxial mgs it shouldn't be far behind in that department, either. |
You have a comparison of mortar autofire and the Ostheer/USF mortar are very close, buffing the USF mortar will make it superior.
https://www.coh2.org/file/19125/auto-wide-te.png
It would be great if you run the number again including this change and check the result.
the autofire performance shown in these graphs is essentially identical... which it should as both mortars have identical autofire scatter and aoe profiles. the slight variation in the curves for the m1 and grw34 is solely due to the inherent inaccuracy of the simulation (it's just a numerical approximation, not a discrete solution, so each time you re-run it the outcome is a tiny bit different)
i think you've just misread the changelog... or better, the log is inaccurare. the "distance scatter max from 8 to 7" part most likely affects the barrage only, not the autofire, because that would give both mortars identical stats (minus the range difference). |
"M1 81mm Mortar
We are slightly adjusting the scatter of the 81mm Mortar to match the accuracy of other mortars and be more accurate than its auto-fire.
Barrage scatter angle from 10 to 9
Distance scatter max from 8 to 7"
This change is step in the wrong direction since it will make the USF mortar superior to Ostheer one (at least according to MMX analysis) and that will be a bad designed call since Ostheer are pretty bad at attacking USF positions.
uhm... i don't remember having concluded anything like that. in fact, the proposed change would bring the m1's performance roughly on par with that of the grw34, as apart from the 5 range difference both mortars would end up with essentially the same combat stats. |
I don't know if this has already been covered or not. But with the changes to sand bag build time for other factions, shouldn't conscripts also take longer to build their sandbags as well?
i'd think this would make sense in the early game. but since cons get much of their value through utility, as others elaborated already, any nerf in that department should probably get at least in part reverted once vetted up.
maybe vanilla cons could start with sth like 75% of their current build speed and gain an additional 25% at vet 2? |
I can understand that some competitive players don't like crits, but I think there are even more casual players who do like them. Therefor I'd like to propose an idea which keeps the feature, but makes them more predictable and less a deciding factor (and more realistic).
There seem to be two major complains about crits: the randomness and the extreme effect of losing the gun.
1: Re-introduce an engine crit (one of the many variants), but only for rear penetrating shots. That encourages to outplay your opponent and can be avoided by good play.
2: The gun critical can be tied to frontal penetrating shots and changed to an already existing gunnen/loader injured crit which is temporarily.
The total crit chance stays the same, rear hits can cause a severe crit, frontal hits can cause a temporarily crit. Chances and durations can be tweaked ofcourse.
(This is easy to implement, it took me less than 1 hour to implement a similar idea in my mod)
this sounds like a good compromise! |
It's not particularly hard to fine tune though. This can all be worked out mathematically. I'd do so exactly if I fully understood how the game calculates AOE damage.
Not entirely sure how the scatter values work, but I'd increase them by about 10% to start. This is to help spread the damage in blobs, and offset extra damage vs single squads.
i'd recommend checking this excellent thread for some in-depth info on how scatter works.
aoe is pretty straightforward as one would expect: damage is dealt depending on the distance of the unit to the center of the explosion and the aoe curve defines the damage drop-off between impact and outermost edge of the aoe circle (a bit more info here).
lastly, with regards to working out mathematically how scatter and aoe interact, this is indeed possible. i've published a spreadsheet a while ago doing exactly that, and hannibal wrote a handy python script that simulates scatter and aoe for estimation of alpha damage.
these might be helpful starting points for your own endeavour...
also, feel free to leave a pm if you'd like to get some more info. |
just as an aside from my own experience:
these in-game tests are clearly the gold standard when it comes to analyzing unit performance and such. at the same time, they're also tedious to set up and repeat in a consistent manner, and on top of that take literal ages to conduct if you aim for a reasonably large sample size.
a trick i've used to 'speed up' this in-game data collection for dps calculation involves only a bit of knowledge of the modding tools.
just create a target squad with a huge hp pool (e.g. 10k per entity), then mod the attacking weapon (the PM41 mortar for example) to fire a set amount of rounds (say 1,000 for simplicity's sake) per reload cycle. now set all firing delays (cooldown, aim time etc) to zero and reload to sth like 10 to 20 s, et voila, you now have a test setup to record the damage of 1k rounds fired at the target that can be used for dps estimation and takes no more than a couple of seconds to complete.
the same can be done for direct fire projectiles as well, but the key to getting repeatable outcomes here is to disable terrain deformation for the projectile used (otw 1k rounds will dig a deep crater around the target that messes up the scatter pattern due to terrain collision).
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i don't know. i could also be a specific trait of said rifles to compensate for their mediocre performance against late-game armour. but i'd also rather see other currently unused crits as you mentioned than main gun destroyed popping up so frequently. |