I also agree with Hannibal on the fact that this rework would be an infantry overload, though I really like the flavour.
Right now, PartySans are rather weak, but buffing them would seem weird as their name implies that they are untrained civilians, who would perform poorly in combat.
To rectify this, I think just renaming partisans and AT partisans to irregulars and AT irregulars & then buffing their stats would be better, though they could still be buffed without the name change.
Some other changes I think would be good is replacing mark target with AT gun camouflage, and then give partisans/irregulars a “sabotage vehicle” ability, which would apply the same debuffs as mark target.
I think the above changes would be a nice buff and a good thematic change - after all, how are partisans involved with the mark target plane (unless the plane is being flown from behind German lines by partisans)
Edit:
I would also replace radio intercept with “disrupt supply lines”
This ability would double reinforcement times for enemy infantry and half the repair rate of enemy engineers for the duration of the ability (25 - 35 seconds)
This would again be more thematically fitting, as I don’t think partisans had anything to do with intercepting and decoding radio transmissions, and would be buff as spy network provides plenty of recon and radio intercept’s primarily use was to warn of rakketens creeping up on your light vehicles, which is no longer a problem |
Cost, popcap, repositioning and aiming, veterancy. The test implies all mortars start shooting at the same time.
If we were talking pre mortar nerfs, the 120mm was bad. Nowadays i would say the performance is adequate, just with a slight cost/pop/vet adjustments needed. Mortars are not that great with "afk" mode so you need to get the most use of them with barrage.
You post got posted twice
Great work MMX with the breakdown. Very clearly written
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The ability (abilities\west_german\toggle_ability\battle_plans\armor_plans\spearhead_mp) adds a new slot_item (slot_item\west_german\spearhead_item).
That slot_item changes hardpoint_01 in on_add_actions to weapon\west_german\ballistic_weapon\tank_gun\tiger_kwk43_88mm_spearhead_mp.
That weapon has lower values in tracking/normal/max_left and tracking/normal/max_right. That is the place which you are looking for.
Sneakeye to the rescue!
Thanks for explaining how spearhead works, I didn’t even realize on_add_actions could do that |
How does the ability restrict the turrets rotation to 90 degrees foreward?
I can't find any reference to turret roatation or firing arcs in the ability bag or action apply in the ebps. The only thing I don't understand is the animator_set_state spearhead paramiter in the ability bag. Is this what locks the turret foreward?
What I am trying to do is reduce the angle in which the turret can turn from 90 degrees to 60 degrees. If this is impossible, let me know. If it is possible, letting me know how I could do this would be awesome! |
Currently, the calliope is a bit too good at deleting team weapons. It gives barely any time to react, and is able to frontally assault AT guns and win.
During Miragefla’s stream, one of his ideas was to delay the firing of the rockets by a few seconds or to reduce its damage output so that your opponent has more time to react to the calliope. Another change could be to reduce its health, making shotgunning more risky.
However, reducing its health would take away its uniqueness, and adding a delay long enough or reducing the damage enough to allow AT guns to escape would probably require nerfing it to the state of the old calliope, which as we know, no one built.
Instead, I think a good change would be to make it take a main gun crit upon receiving damage at full health.
This would make shotgunning much more difficult because taking any damage would end the barrage. With this change, you would have to position the calliope behind cover to use the barrage or clear the area of all AT, just like other rocket artillery. Conversely, this would allow it to keep its post buff lethality.
Basically, if this change were implemented, the Calliope wouldn’t be able to shotgun opponents out in the open, as its barrage would be interrupted by taking damage. However, would keep its current lethality, and would still be more resistant to dives and allow for riskier plays due to it remaining a 3 shot kill. |
You do realize that model editing and importing was allowed back in 2013/2014, right?
If Relic gave a shit they would have "unlocked" the modding tools a long ass time ago, 5 year plan is way over and this game is basically on life support in terms of new content.
Only CoH and it's mod community are actually doing something to improve the game and franchise.
Wait, you used to be able to import new assets to CoH2, but then they locked it?
Lol (but in a depressed way) |
I've been working on some skins for coh2, right now making some for the okw, and the base textures provided as part of the tools data are really excellent and helpful, but, the sws halftrack isn't part of them. Is the only option for this vehicle to convert the rgt or something for it?
I think the reason it isn’t there is because none of the official Skins modify the SWS half track, so it is not currently supported |
Remember when Volks were the most powerful mainline
Coh2.org remembers |
None of these issues are big issues (which is OP’s point )
The game is very balanced imo, and it needs something to spice it up, like some commander reworks, and after that maybe another set of community commanders? That would be awesome.
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True, you are completely right and in my opinion a great recommendation.
Thanks! I’m glad you think my idea would be a good change |