To fix the slower CP gain in large games, why not have caches provide some CP?
I'd recommend 100 action points when built, and generating 20 per minute while it's alive. This is applied to the entire team.
(800 action points to a command point, I believe. With 4 caches, this would give .5CP right away, and 1CP every 10 minutes)
This would mean that Heavy tanks could be returned to 13CP (+T4), and they wouldn't be too late in team games. That's a much simpler solution than requiring all structures. |
I think 13CP would be perfect 1v1 timing. The tanks have been buffed a lot since they had that requirement.
I've suggested before that large games get a CP multiplier, but that is either impossible or very difficult with the mod tools. I haven't put enough time in on that to be sure.
But... what if caches gave some CP, like building base structures?
You still wouldn't build them in 1v1s, but the bonus would be more and more noticeable as game size increased. I'll update this with a recommended xp number.
I'd try 100 action points when built, plus 20 per minute. Every member of the team benefits. |
Apparently, no such symbol exists... I must have misremembered. So I went ahead and made it myself. Not perfect, but this is the idea:
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Thank you very much for this! I'll be using it a lot for modding. |
So, how about this: Heavies require 13 CPs and T4.
AND
CPs count up faster in team games: maybe 10% for 3v3s, and 20% for 4v4s.
The 13CP heavy timing of the past was late for their performance, but all of them have been buffed since then. They can be late again, too.
The current (live) tech requirements are good and needed. But it's already a little confusing and adding more arcane requirements like "all structures built" just makes the design less elegant.
The slower CP gain relative to tech is a root cause of balance issues across game sizes: speeding it up for larger gamemodes means there don’t have to be as many requirement gymnastics to make the timing acceptable in all modes. |
Tank hunter IS - doesn't have it's own symbol and more and more separating from regualr IS.
Also, there is unused pack of symbols, especially mentioned one with binoculars.
I am open for ideas and variants.
Good changes, as usual. I especially like the symbol with binoculars, and used it in my UKF Redesign mod.
There's a symbol in the game files with a HEAT grenade above the chevron. I thought it had been used in the past, but I don't have any evidence for that. I'll post the file if needed.
The grenade is placed off to one side to make room for another upgrade symbol, but it could be moved to the center now that Tank Hunters can't get those. |
No mate each sten is 16.5 dps, a thompson is 18.7 . they are not the same as ass engies. Get your facts right.
From the original changelog:
Gives the squad 2 Thompson SMGs and arms the rest with Sten Guns and No.77 White Phosphorous Grenades, and removes their Out-of-Cover penalties; Sten Guns use Assault Engineer Grease Gun stats.
Their identical stats can be seen in the mod tools. In fact, the "tommy_9mm_sten_gun_mp" file is in the AEF folder, with the grease gun, because they forgot to change the folder when they copied it. |
can i ask why brits get a 0cp 280 mp squad with 82.5 dps???? while ost only get one with 51 dps?????
They don't start with Thompsons, so it's 67.2 dps at 0cp. This is higher than Assault Grenadiers, but they start with sprint.
Assault Sections are identical to Assault Engineers at spawn, and those don't really overperform. |
Remove IR HT completely. Replace with either 250, 251 or 222.
Might as well, kinda. Then, IR Halftrack could be buffed and made a replacement for OKW Spec Ops Flares. It could use the same flares from Ost's Mobile Observation Posts.
ALSO: Why not have on-map firing for the new smoke barrage? It looks more consistent and allows for a more unique (slow but big) smoke ability. Most of the stuff is in the game files already, or could be copied from my mod.
I would also recommend changing the Pyrotechnics Supplies unit symbol to the one with binoculars, fitting their artillery spotting and increased sight. The current one with Lieutenant diamonds doesn't make as much sense. |
Alright! Looks like some of my UKF redesign made it in:
-Pyrotechnic Supplies smoke barrage
-WASP armor to 7
And similar:
-more healing options
-Close range squad in Platoon CP
I think that will help UKF a lot. I would also suggest changing the Cromwell's Near AoE radius to .375 or .5 from its current, terrible, .25. Still lower than other mediums this way. |