I have not found any good way to do this. Many people talk about grabbing the frame buffer for the video card right before it is shown in game. They say this is how Steam, Discord, etc work. But they warn it may cause anti-cheat flags to go off. And may kill FPS on certain videocards.
So for now, I dont see a good way to do it. Still looking.
First of all, thanks a lot for your effort.
I have found a way to alt-tab without my game locking completely (it only locks in first few seconds). If I open the task manager before starting the game, it doesn't lock-out completely but only until I click on the game window and press CTRL.
I think it'd be still more convenient to have an in-game display but if it's going to drop FPS or risk an unintended ban, it might be better to just leave it as is. |
Hey, Rosbone. First of all, thanks a lot for all your work and effort. Your program is extra useful in these days where we can't check out ranks on the leaderboards.
May I make a request? It's fine if you don't want to bother since it's a small and mostly a personal thing.
Can you add a on-screen display while in-game? Something that displays information with a toggle button so that people can turn it on or off anytime they want without alt-tabbing? My game breaks every time I alt-tab (mouse locks-out and I can't play unless I restart my computer) so it's mostly a personal request but I believe it'd be convenient for other people as well.
Thanks again for all your work! |
Since we are looking at minor problems with base factions this patch, can we also please add actual sandbags to REs, too?
Before the "Tank traps are sandbags for REs" argument,
Tank traps are:
-Don't provide enough directional cover for 5-men squads
-If you build 2 of them, you always need to wire them off since unlike sandbags, they will provide cover to enemy if built near cap flags.
It'd be a nice consistency change (and a buff to REs) between the faction engineers that can build green cover, I believe. It's not like REs provide a lot of utility already so they can use some utility buffs like being able to build convenient sandbags instead of tank traps for heavy cover. |
Why is nothing being done about the T2/Pgren rush?
Did I miss something in the patch notes about this?
They did add the fuel cost of BP1 to the T1 but then they reverted it for some reason (?). I suppose they think that tier skip is only strong with Osttruppen.
Pgrens should be back on T2, there's absolutely no reason for a squad as strong as Pgrens to come that soon, especially considering that they require no munition cost and scale greatly with vet, unlike their counterpart that comes later-on (namely, Rangers). |
You are assuming that UKF cap slower in preview when they can actually cap faster by producing a Ro.E.
There's absolutely no benefit of producing sappers in the early-game beyond capping purposes. The MP that goes to there will result in less firepower which will indirectly end up costing you map control. Unlike other factions' engineers, you can't even build sandbags with them or destroy cover to help defending.
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I have no idea why scott barrage is still only 80 range, if they want buff barrage, range change should be first.
This right here.
If the balance team is insisting on making Scott barrage-focused artillery unit rather than a frontline auto-fire unit, range of the barrage should be buffed so that it's actually useful in the late-game.
In exchange, smoke cannister can be removed to make the unit more vulnerable to dives. |
removal of out of cover penalties, which is a huge buff to combat performance.
Feel free to compare out-of-cover DPS and in-cover DPS of non-upgraded infantry sections. You might find out something interesting.
Their penalties only matter when equipped with Brens, where the cooldown and reload of the weapon is so long that the penalties actually create a difference.
The only "huge buff" they get is the 0.05 target size difference they get when in and out-of-cover. |
"Raid Package added; provides 1 scoped Lee Enfields, +33% capture and decapture rate and a 15% speed boost when not in combat. Removes the penalties for fighting out of cover, but increases construction time by 75%. 40 munitions.
Scoped Lee Enfield DPS at 0/10/15/20/25/30/35:
2.81/3.11/3.24/3.36/3.5/3.67/3.84"
Let's look at positive and negative of this "upgrade":
Positives:
1-Passive sprint out of combat.
2-Fast cap/decap bonuses
3- +1DPS at maximum range compared to an unupgraded squad
Negatives:
1-31.5 seconds sandbag build time.
2- -2DPS at minimum range compared to an unupgraded squad.
3-Locks out both flare and medic upgrades.
4-Limits squad's weapon upgrades to only 1
5-Costs 40 muni.
Don't you think its negatives overshadow its positives, too?
This is no "upgrade". It's a downgrade. At best, it's a sidegrade. |
USF are able to wrangle their other vehicle's crews for repairs, though, and USF having a second RE is no different to OST having a second pioneer, is it? REs are also able to double as a minor AT platform when given Zooks.
The population space required for the second RE is even less a concern for USF, as well, given their ability to decrew (All other) vehicles to temporarily increase their effective popcap.
OST needs another pio by default for any tank in the late-game, it's not specifically tied to having a Tiger or not. USF, on the other hand, needs a RE purely for Pershing. This practically adds 250MP cost to Pershing itself. When you compare it to mediums USF can field that doesn't need this extra cost, Pershing isn't a viable choice.
Although, viability of pop abuse is off-topic, I'd like to talk about it, too since you've mentinoed it.
Pop abuse is problematic in a lot of ways. Sure, you get more vehicles by doing it but every time you need to reinforce your infantry you need to decrew at least one of your tanks to do so, which effectively decreases your active combat force throughout the game and adds extra micro tax. Depending on how short the intervals between reinforcements, extra micro tax from decrew/recrews can be disastrous in late-game unless you've 200APM or something. |
A vet 3 5-men RET squad should easily be enough to keep a Pershing running considering all the other tanks have their own crews.
Single RE is never enough for Pershing to work efficiently. REs, for some reason, has only 10.5 repair speed at vet3. That's 30.5 seconds of repair time for just 2 ATG shots that'll most likely penetrate Pershing's 270 armor (especially if we consider it's late-game and ATGs are vetted up). For comparison 2 vet0 pios with minesweeper upgrade have 15.2 repair speed, meaning, they can repair a Tiger that took 2 ATG shots in 21 seconds. 2 vet3 pios w/ minesweepers and 5-men can repair it in 11 seconds but that's a very rare occurrence, of course.
Pershing either needs its crew back or some form of crew repair ability (Slow but full repairs like Soviets or fast but limited repairs like OKW/UKF) for free or for a small munition cost. The need to buy second RE is a big disadvantage for Pershing as of now. |