I don't think that damage is really the issue- it's time between bursts. Killing a model ends a burst, so no more suppressive fire during cooldown. If bursts and cooldowns were both shorter, it would reduce the severity of the issue without affecting overall fire rate. |
Cool to see the VSL StG-44 is being tried out, thanks!
I do have a feeling that they might need some of their RA bonus back, though. Whatever minor buff the upgrade could receive, I would prefer it not to be a firepower increase. That's what the G43 upgrade is for. |
Part of the problem is that the abity is combined with Hit the Dirt, which makes no sense. To me, the ideal solution is to re-seperate the two, buff both, and give Hit the Dirt to the two most fitting commanders.
Mobilize Reserves could passively give them 3 more PPSh, but 6 right away wouldn't be an issue.
The fact that Soviets have no ppsh stock is mind-boggling. I think their T1 infantry should have had it, but that's a pretty major rejiggering, so not likely. |
As long as Raid Section is out (creative idea, but removing was the right call), maybe "Pyrotechnics Supplies" could finally use that symbol? It gives sight radius and artillery spotting, so why not binoculars?
For the same reason, "Observation Supplies" would be a better name.
Also: with the new Vickers ability, maybe it shouldn't gain AP rounds with vet? My recommended replacement would be burst length. |
Removed, nah, but i would make changes.
I agree with this line of reasoning. RNG is a core CoH thing, because it introduces new things to react to. The issue comes in when there's no chance to react to the random event. At least with a main gun crit, it has a chance to happen instead of death (...right?)
Something like the "turret ring locked" critical would mean that the unit could keep fighting, but gain a new exploitable weakness to flanking.
Another example of this idea would be a blind, which can be countered by having another unit present.
Counterplay is key.
And of course, statistically, more subtle and numerous RNG events are more likely to be fair. |
Putting BARs on Pathfinders is a terrible idea. They already are half full of slot items which have the opposite DPS curve of a BAR. Besides, it's only a 50% DPS increase for a pathfinder, compared to a 100% increase on a rifleman. They should pick up an LMG whenever they can, though.
I think both versions of the squad need a little work, but not because they're too powerful. They're just a little awkward now, with a high cost and ill-matching weapons. The I&R Pathfinder is better than its standard counterpart, and is in a better doctrine.
Sidenote: does anyone know if the Pathfinder model is parachute-ready?
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I'm having an issue adding a barrage to a 105mm Sherman in a mod. I'd like it to work like an M8 Scott barrage.
The problem is that once the barrage location is set, the turret aims at the target, but won't fire. It continues to aim at the spot for a while, then the ability self-cancels. I've copied as much as I can from the Scott's ability and weapon, and I don't think the issue is something simple like forgetting to add and set hardpoints. Is there a setting in the weapon or projectile that can cause this?
Thanks! |
I'm totally on board with the philosophy in the post, and I think the changes you've suggested are good ones. Directional heavy weapons is a fairly unique feature for an RTS and they do a lot to spice up the game. And they should be doing that a little more.
MGs and especially mortars have scaling issues for sure. I wonder how much of it has to do with their crappy vet, and how much has to do with simply losing a role on the battlefield? Artillery just replaces mortars.
So, cost and defensive bonuses seem like a fair way to do it. Mortars being more available and less vulnerable give them a niche.
Responsiveness would be another way to differentiate them from artillery: with vet, they could gain shell speed (might screw up people's responses...) or, like my Japanese mod mortar, gain faster setup time. |
As a nerf to VSL Grenadiers, I would recommend replacing their G43 with a Volksgrenadier StG44. This reduces overlap with the G43 upgrade and still avoids the 80-damage alpha strike issue. With a worse weapon, the RA bonus could be kept the same or maybe just toned down a little, which helps define the upgrade's identity. |
The UI could be touched up. It seems we forgot to mention those rounds are essentially 120mm Soviet Mortar rounds. Will be sure to touch that up soon.
I'm not sure if I like this from a readability standpoint. Maybe there's another way to keep it from temporarily becoming a heavy mortar? For instance, the ability could start with longer-range standard rounds, and offmap 4.2 inch mortar shells or even the base 25 lbrs could take over the second half of the barrage.
I also prefer the "Supercharge" name as a CoH1 callback. |