It would be defenseless and thus wouldn't have vet either, similar to Uhu. Perhaps it can have an arty ability, an interesting one would be arty officer's coordinated barrage, requiring the player to build a panzerwerfer if they want to benefit from that.
Even being defenceless, it could well have shared veterancy and still have three levels of vet, if that might provide something interesting to the unit. Not all vet need be offensive, after all.
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Though broken replays won't work, I'm told by the team that we can still learn things by looking at the files.
Ah, fair enough then, thanks for letting us know! I'll be sure to forward any relevant replays, though I haven't encountered the issue myself.
Library -> Right click on Company of Heroes 2 -> Properties -> General : Launch Options -> Add -allowIncompatibleReplays
You need to add this to see the replay in game.
If it's a replay from the game version 4.0.0.23887 (between Winter Balance Patch and its hotfix) then you can normally play it entire but you will have the message "Sync-error detected" during the play.
Really? Strange that you even need to set that launch option then, if it generally doesn't cause (major) issues to watch an "incompatible" game. I suppose it's just a "safety" measure.
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It's not even that. Check this.
https://www.coh2.org/topic/107338/improved-postmatch-stats/page/1#post_id848620
All normal AT guns do 160dmg. They were all shooting at the same target and the live stats you can get out of a replay showed that the dmg tracker counted different values for each shot.
Pak: 550 - 826/1376 - 2203 - 3029
Zis: 550 - 1376 - 2203 - 3029
Pounder: 275/826 - 1376 - 1927 - 2478
Rak: 550 - 826/1376 - 1652/2203 - 2478/3029
57mm: 550 - 826/1376 - 1652/2203 - 2478/3029
There were 4 shots and each one is separated by a "-". The cases on which there's a "/" is because the game registered 2 values and updated immediately on the same shot.
How the fuck does THAT happen? Some of the bugged numbers I mentioned before at least make a little sense logically, but the PAK and 6 pounder are the same goddamn unit, just with different animations... and the 57mm and the 6 pounder are LITERALLY the same unit that's been edited!
I have genuinely no clue what could have caused this. |
Actually now you mention it I had a similar idea before, giving the FRP ability to an Sd. Kfz. 260/261. This is basicly a turretless 223 (perhaps replace pintle mg with panzer commander), so it would be possible to make with the modding tools. My idea was that this vehicle would have dual purpose: it would have a very long sight range (70~80), so, if it is indeed put into Festung Armor doctrine, then you can either use it to spot for hulled down panthers (they have longer range than elephant actually) or deploy somewhere safer for FRP.
Quality suggestion, if its possible to remove the MG from the 223 (Which I believe it is, fairly easily... I think this is one of the sorts of "model edits" that can be done with the modtools)and replace it with a Panzer(spahwagen) commander, then this would be an interesting addition to one or two doctrines. I wonder if it might be good in Mobile Defence, as well as your suggestion of Festung Armour? A mobile FRP would be thematically fitting in the former, but it's not exactly very synergistic with the rest of the doc.
Would such an unit have ANY means to defend itself, or offensive/utility abilities other than the sight and ability to deploy as an FRP? Admittedly both of those are probably enough, especially if it only costs 2/3 pop.
Anyone else got any comments? Sanders, perhaps? |
Hey everyone, just wanted to say that you can also submit old replays if you have any that meet the criteria.
Pre-patch replays just won't work at all though, will they? I thought each patch outright broke old replays due to the gameplay changes cocking up the demos? |
The unused ostheer Urban Assault doctrine has an ability that can convert ambient buildings to forward HQs (you can test it in cheat commands mod), tho it can't be built anywhere else like the soviet forward HQ in Urban Defense. Perhaps a concrete bunker could cover that part.
The unique thing about that german forward hq is that instead of medics it spawns mechanics, makes sense considering the abundance of healing options for wehrmacht.
But tbh I would be happy if all it would do is to simply provide a forward retreat point at T4 without any automatrons, perhaps not even reinforcing, forcing the player to put a 251 HT or a command bunker next to it.
If it JUST provides an FRP, perhaps it could be the ability of an unit, rather than a building or structure? The USF major does this, perhaps a new OST officer squad could be designed with this as an ability? (Or give it to the Artillery Officer, even)
Or perhaps there's some sort of unused Funkerwagen model that could get it. Unfortunately OKW already have the 223, and that has a different ability, or you could otherwise use that. |
Another thing with stats is that you need to keep in mind which faction and build order you played against.
If you play OKW and have a KD of 1 against UKF you did super well while having the same KD against Conscript spam means you likely lost the game.
This is also true. A model loss, or even a vehicle death, isnt as impactful between units, let alone between factions.
Honestly it would be better if Lelic just removed the "scoreboard", as it generally just misleads. |
I don't think removing the cheese is good, but i wouldn't mind if another modifier is added to units firing from vehicles (they currently have minus 50% acc) in the form of cooldown. And then further buffs, specially utility wise for those lights vehicles which are the most affected been added. But i don't think this is a priority at all as they are not meta problems on the foreseable future.
I'm disappointed that on this last patch, they didn't went full head on making Penals PTRS a full AT squad, nerfing their AI even more when upgraded and adjusting their satchel/snare availability.
I think by giving Soviets an alternative non doctrinal way to deal with heavy TDs, any adjustments to cheese ram + offmaps would been more than fine.
I guess that's a personal thing, I'm really not a fan of cheese and massive RNG, so really any reduction/removal of that is fine by me.
I'd agree that Penals turning into a "real" AT squad would have been nice... and would be a VERY good excuse to just outright remove ram and replace it with a more universal, and less disgustingly cheesy ability. As i say, it doesnt even necessarily need to be them providing tonnes of damage on their own. Button is a good example of an ability that lets an unit (Guards, obviously) provide good utility versus even heavy vehicles. I'm not suggesting to give Penals button, but they could well get some sort of utility ability, if the Balance team doesn't want to just give them Zooks.
Check when the video was uploaded. Porygon just want to complain as this has already been fixed (years ago).
I saw that it was from 2015, i just wasnt sure if it was supposed to demonstrate that something old had returned. |
Why it is useless?
Either because of bugs (kill/damage tracking, emplacements not appearing, efficiency been bugged, etc.) or due to how you need to understand the context behind the game you played in order to extrapolate any useful information. At which point, you might as well just watch the replay.
To give some specific examples of why the stat screen is useless:
Army Value is based on raw numbers, not the actual strength of units (particularly not in specific contexts). Unit "value" isnt a valuable statistic.
Kills/deaths are exceedingly misleading due to several bugs: examples of which include: A: USF crewed tanks count as five "deaths/kills" each, due to their associated vehicle crews. B: An S-Mine that detonates counts as a "death" for the Ostheer player for some reason. Other mines don't have this issue. There are other similar issues, but I dont think there's a need to provide an exhaustive list.
Damage is misleading because you can't translate it to any sort of useful metric. Infantry have 80 hitpoints, but doing 80 damage (Or any multiple of 80) to infantry doesn't mean you've killed x numbers of infantry, as they may simply be wounded and subsequently heal. The damage numbers aren't even divided between infantry and vehicles, and the latter have the lion's share of HP. The only thing you can really glean from high "damage" is that a player has damaged a lot of vehicles... but not that he's necessarily even killed any of them.
The only vaguely useful statistics might be Manpower/Munitions/Fuel spent, and how much of any of those you have taken away from the enemy through model drops and vehicle deaths. These stats arent displayed, though. |
So are you saying the only types of bugs that can be fixed are those that can be altered by the official modding tools. Jesus that's rough.
99% of the time, yes. Lelic /might/ make an effort to do something about stuff that can't be changed with the modding tools (The recent 64 bit addition, and the subsequent series of hotfixes, for example), but this is exceedingly rare, and most changes are made by the balance team, who only have access to the Mod Tools. |