It's just opinion of an average player but I don't think making the map east vs west is the best idea. It feels very unnatural. Especially on middle, hedges block a lot of the player's sight if you look from the new camera angle.
The map wasn't designed for that camera angle in the first place now, is it? Reverting the camera angle would be great IMO.
please no. imho rotating the default pov was the best thing that could have happened to the map. now this is of course personal preference, but i hate spawning north on any map due to the limited vision the default camera angle provides in the north - south direction. i know... easily fixable by rotating the map, but apart from being an inconvenience it also messes up with (my) spatial orientation.
so for me: east - west all the way! |
Theoretically yes, if the rockets worked differently. But as far as I'm aware, rockets do not collide with infantry models and will just phase through them and strike the ground. I could be wrong about that, and I never tested it, but I don't think I've actually seen a artillery rocket hit an infantry model.
that's correct afaik. the same applies to most other projectiles, too. so unless there's no accuracy roll involved infantry models can't get hit directly by any shell. |
agree, stuka rockets shouldn't have zero pen on direct hit. maybe its uniquely odd scatter pattern should get looked at as well, while we're at it. |
not sure what that should even achieve, apart from further complicating things. or did i miss something here? |
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Also, imo ISU-152 with it HE round are good wiping machine consider Axis infantry are mainly 4 man squad, 1 HE shot is usually good enough to force retreat
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the 4 man argument, as appropriate it may be in many other cases, is kind of weak for units with huge aoe like the isu152. a clumped 6 entity squad will take just as much damage per model as a clumped 4 man squad when hit dead center. and if bunched up tighly enough both are almost equally likely be nuked in a single hit.
the thing is the overall formation size, which doesn't really change much between 6 and 4 man squads is much more important than the model count for aoe damage. therefore, the time for the isu to kill a penal squad is not much greater than to wipe a gren squad - and certainly not 33% higher as the model count difference would suggest. |
don't think there should be any nerfs to the isu, except maybe slightly reduced mobility. as others pointed out already it's rather the whole package it comes with that is just too good to pass on, not necessarily the unit itself. replacing either the offmap or mark target with something less synergistic would already go a long way towards making it less of an obvious choice in teamgames. same goes for jäger armour doctrine |
The tac map point is an interesting one, tac map gameplay is very boring and difficult to look at for spectators. This is why Skippy and hans have the most twitch viewers.
Tac map aids players with slow micro, and provides a little clearer map awareness but you miss out on grenade calls which can be costly with wipes.
interesting perspective - for me it's completely the opposite. relying a lot on the tac map myself i find watching streamers like hans etc. that don't use it and instead jump between scenes extremely exhausting to watch. i also feel it's much easier to keep track of what's going on when the tac map shows up frequently, but again that might be due to being used to using it a lot.
with regard to the op, i think what helped me the most was switching to gridkeys and using a wasd script that's compatible with it. that and, as you might have guessed by now, using the tac map a lot. |
Agreed.
Any movement of the mortar whether it be moving to a new location or rotating should reset the scatter. Is that something that can be done?
pretty sure that would be no problem for barrages due to the fact that similar abilities already exist in the game. if the same can be done for the auto attack as well is hard to say; maybe someone with in-depth knowledge of the modding tools could shed more light onto this. |
Indirect fire and especially mortars should have had a zeroing mechanic on both autofire and the barrage. The first shot would scatter wide with each consecutive shot becoming more and more accurate. Providing line of sight with other (recon) units would reduce the amount of zeroing shots, decreasing the amount of time it takes to zero in and increasing the amount of accurate shots on target.
this would be a great mechanic not only gameplay-wise, but also closer to the way mortars work in real life.
Obviously not something that can be done for CoH2, but it would be a big improvement with indirect fire if there's ever a CoH3.
i'm not too experienced with the modding tools, so i'm not sure how difficult it would be to implement the zeroing effect exactly as you describe. however, decreasing scatter with each consecutive shot should be possible, since a lot of offmap a ilities work like this already. another good example (although kind of inverse) would be the brummbär's bunker buster barrage, where the last 2 shots have higher scatter than the first one. afaik this works by calling different weapon profiles depending on the number of shots fired, something that could easily be applied to mortar barrages, too. not sure if this would be possible for auto attack though.
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didn't have the chance to test it yet, but this looks awesome, great work! especially the damage plots should be a really helpful tool for visualization and comparison of unit performance, since they contain much more info than the simple average pen chance × number of shots can give. |