Check the veterancy bonuses of each units to see the benefits
For instance Sherman needs vet 3 to get 20% reload and the ability would still grand a vet 3 Sherman:
+35% sight, -10% Reload, and +5 range.
I don't know the vet boni of every unit by heart, and maybe I worded to drastically, but the point still stands: The better your unit preservation is, the worse is the actual bonus of the ability. And the cost/performance ratio of the ability is already debatable.
I think the biggest bonus is also the reload, and many tanks and units gain 20-30 reload bonus with vet. At least for me the biggest reason to buy the ability diminishes with that. |
The modifiers are, however, really good. So only a vet 3 unit would get worse, more or less, anything else would see a solid improvement. Especially team weapons.
I just looked it up yesterday, it has not been patched out.
That is true, but with 125 mun the ability is rather mid-late game, so many units have gained ~vet 2.
Also it basically becomes more useless the better you are at the game/unit preservation. While it can help to vet new units that replaced whiped ones, I think it's not the best design choice. At least it should be stated in the text that something like this happens. If I'm used to other buff abilities that function "normally" for less mun, I would expect a big punch for 125 mun, especially if all my units are already high vet. Obviously I would be very disappointed and probably been better off if I planted 12 light mines just to screw Axis heavies over. |
I didn't forget anything. I was only comparing accuracy, which he mistakenly stated as being identical while it isn't (versus infantry).
Yes, but comparing scatter alone is not of much use when we compare AI performance. AoE damage distribution is also important, which we can only neglect if both units have the same AoE and damage stats.
Now I don't know about these two units' AoE stats, but since damage is different, I do assume they are not the same |
Another idea:
Combined arms is now not a clickable, timed ability, but unlocks an infantry upgrade for 30-50 mun per squad (call it "mechanized training" or something) that grants stat bonus when near vehicles. Like Panzergrenadiere.
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Accuracy is only relevant when targeting vehicles.
When targeting infantry, scatter is what matters and the StuG ausf.E has way better scatter than the Scott.
Scott:
StuG ausf.E:
You forgot AoE. That's also crucial. |
My suggestion would be:
Make the ability the vet 1 ability of the unit.
Rename it to "ramming speed"
Ability is now a skill shot increasing speed for duration
Make effects scale with veterancy
Do you mean that it's s still a ram against an enemy with damage/crits or just a different overdrive?
If it's a proper ram, I'm against hiding it against vet1. If it's more constistent and usable, it might be a good use for fresh throw-away T34. |
As you all know, mods are pretty busy with deleting multiple spam threads probably by bot accounts every day.
They do a good job, but it's additional work for them and it still clutters the forums. Would it be possible to disable thread opening for new accounts until they made at least a certain number (maybe 5 or 10) of comments to show that they really want to be active?
I know that there are drawbacks in terms of exclusion of newer players that just want to ask a question, but 5 posts or so would not be a huge problem.
I would assume that the accounts spamming are mostly bot accounts that browse internet forums and post automated spam, so maybe they won't recognize the new precondition to open threads. |
I had no idea that veterancy bonuses worked like that. I mean, it makes more sense than having this weird triple decimal bonus out there, but sort of challenges my existing conception of how vet works.
I thought it would multiply against the result of the stat as it exists with the previous veterancy already applied to it.
Is it true for other bonuses as well? Like RA?
Generally, you can assume that everything is multiplied with very rare exceptions.
For the sake of completeness:
Theoretically, there are multiple operators that can be applied (in the editor there are "add", "multiply", "multiply_add" etc. I honestly don't know the difference between the two latter ones). I'm not totally sure how reload buffs are handled, maybe I'll look it up tomorrow. To make everything more confusing, there apparently are instances like the "combined arms" ability of USF, where the buff from the ability completely replaces all other similar buffs. |
The penetration of the ram is 160
Also, it does 160 damage (both to self and target).
You can also see that the Relic intern had to fill in random values in the mask to not produce errors, so funny sidenote: It recharges after 2s, but has a reload of 10s which is both pointless since the T34 can't drive anyway.
Back to topic:
What about a guaranteed normal engine damage and guaranteed main gun destroyed? Would enable to take a heavy tank out of the fight and either mitigate damage to save more valuable units. Alternatively, disable the weapon for a certain amount of time, if the main gun crit is considered to strong.
The ability has a 2,5s delay, doubles the max speed, quintuples acceleration and grants heavy crush. If target is hit and penetrated, then a crit is applied. The immobilized crit is split into engine destroyed and tracks broken (maybe in earlier versions there was an effective difference), while the T34 always gets the main gun destroyed and immobilized. If it does not hit, the crew gets shocked. |
I just saw that the the combined arms modifiers are exclusive, meaning all other similar modifiers are removed. That's pretty shitty |