Ugh, those rangers. However I clearly remember that holstering panzerschrecks had some bugs in AA campaign, so better avoid that approach.
Yeah, that code is not good. I found another method that works for non-droppable weapons. If there's any interest, I could test more approaches for weapons that can be dropped. Maybe someone else has already done it, though? |
Quite welcome! I was actually wrong: it's a 0.2x damage modifier, so even mid-range is survivable.
Those hidden modifiers are the worst. The game's code takes like twice as long to learn as it should because of them. |
is it possible that there is some other sort of damage penalty (e.g. from target tables or such) that would bring the far aoe dmg below the 80 dmg threshold?
There is: satchels only deal .667x damage against enemy infantry. Though I believe the doctrinal Pioneer satchel is still set to deal less damage to axis, rather than allied, infantry. This was an oversight from copying the ability. |
Most likely it is working as intended.
This is not the case, since a majority of lmgs have 3 versions, not just 2. Obersoldaten are the only squad that uses the 3rd profile, which allows for moving fire, and the user will not go prone when stationary.
There are enough consistency issues that the intended design is not entirely clear, but the Ober versions of LMGs are usually more effective than the stationary-only versions, instead of less effective, as in this case. |
Sorry I missed it, time zone issues! Any way I can help out instead? Really enjoy your casts. |
Para/ranger carbines are already good weapons, with point-blank damage not much lower than shock troop PPShs. The Thompson is very strong: 50% more close range and 100% more mid range DPS than the shock PPSh.
The cost of Rangers and especially Paras at their late timing is a tiny bit too high, in my opinion, but that's not really what the thread's about. Overall, I like the difference between the two squads, one with an upgrade and another without. |
I do agree that the number of exceptions is the main issue for my idea. Because of that, it would take a fair amount of work to see if it's viable. I will say that the main advantage is for gridkeys. For classic hotkeys, not too much of an issue.
And thank you! The picture is for my Japan mod, a Type 89 grenade discharger stun grenade. "Artist" is a kind way to put it for me, but I am willing to help with design or photoshop. |
Hi, Slavik- All Panzer 4s share a model, and are changed by animator states to look different. In the command panzer 4 ebps, look under the action_apply_ext section. There, a number of animator_set_state files can be found, including the gun length.
For armor skirts, the name of this animator (upgrade_armor) can be found in the veterancy 2 section of the tank's sbps file.
The names of these animators can be accessed in the world builder, but I would suggest trying to find the animation names in the attribute editor first. |
If you mean the blue decal, that should change to match your faction automatically.
If you want them to use a certain skin, there's a skin override section in the entity files.
Or am I misunderstanding your goal? |
What if the Mobilize Reserves upgrade for the Soviets decreased the cost of T4 the same amount?
If that's too much, its research time could be increased, maybe to 35s (currently only 25s).
The upgrade seems pretty off-meta: slowing down your T-70 is bad, and paying for something that you're about to receive for free feels bad. This change keeps the original intent of not giving the soviets a power spike at the same moment the T-70 is available. However, this change might make the T-70 skippable sometimes. Maybe your improved infantry could hold out until T4 if it arrived sooner. I don't think this change would have a real impact on the faction's overall power, but might allow a niche approach to be taken more often. |