>Rifle-launched AT projectile
>Shortest-ranged AT snare in the game |
Soviets.
Punt Cons to T1, add le buff, add le access to DPs and SVTs (one or two) through vet or upgrades.
Grab Penals by the nape of the neck and drag them kicking and screaming to T0. Nerf liberally. Reduce price. Yay, T0 crap early game suicide infantry that can kinda sorta support your other troops.
Buff the Maxim's DPS, reduce the crew size to 4. Make it into the .30 cal of CoH2.
Drop the T-34 obr 1942's cost to 295 Manpower, 85-90 Fuel. Drop its population to 8.
Remove the PTRS from Guards. Make them drop in with a buffed DP (one, uno, singular DP) and a pair of SVTs on top of their Guards Mosins. Leave button on them--force them to synergise with...
Add a four-man squad to T1 or T0, armed with a pair of PTRS rifles. Unit can cloak in cover (no bonus) and can crap out TM-35 mines, because tank hunting.
Modify the SU-76M--it is now literally a ZiS on Kettenkrad treads with the option to swap to arced HE rounds. Move to T3 (swap with the lelT-70 if needed).
Drop the T-70s rate of fire (maybe by as much as half), buff it's penetration and damage so that it can actually hurt crap that's not on legs (like, oh, I don't know, in reality, when that 45mm could lay the hurt on Panzer IIIs and IVs?!). Also, one man turret = WTFrate of fire? Yeah...good one Relic...
Introduce modding so we can crack on actually fixing stuff kthxbye. |
Soviet Russia Doctrine
0 CP - Across the Volga!!1eleven: The cost to produce Conscripts is reduced to 120 Manpower, but they lose three of their rifles, and the remaining three can only fire five times.
1 CP - Blocking Detachment: All Maxims produced will automatically target your own troops. In exchange, for every two squads the Maxims kill (collectively), you will get a DShK machine gun!
2 CP - M-42!!!: Because who doesn't want 200 Manpower of useless!
3 CP - Loot: Conscripts will be armed with three normal Mosins and three Osttruppen Kar98ks if they somehow manage to make it to Vet1
12 CP - IL-2M Attacks: An IL-2M will attempt to strafe targets on the map. Unfortunately, due to poor coordination and the inherently terrible accuracy of most IL-2 crews in reality, their attacks are likely to strike your own troops and base. |
I'm just putting this thread here as visits to the relicnews threads (The Arsenal, for CoH2) are fairly rare, I'd bet. These questions are pertinent to both vCoH and to CoH2 as both games use (basically) the same tables to calculate everything in-game.
Despite being leveled primarily towards PQ/other Relic coders that might be present, if anyone on the forums could answer some of these questions or add input, that would be fantastic!
So, PQ, I've bugged you about this before and you kindly pointed me towards your twitch video regarding scatter. Whelp, I've educated myself both through that and have figured out a lot of how to manipulate the scatter_ext. I still have a couple of questions though.
Is it possible to have weapons shift their point of aim within a target area horizontally (using the distance_bracket_count_ground value)? I've gotten automatic weapons* to shift their aim vertically using the distance_bracket_count_air portion of the table. My actual angle_scatter value is very small (0.0717, reflecting the weapon's real life Minute of Angle value), so with only the vertical component function as of now, the end result is rather silly (rounds landing high and low, and on, the target, but aligned dead on--no shots to the left or right of the target). My net goal is to have X weapon randomly fire into the given bracket area of whatever it's shooting at--thus, there would be a (realistic) cone of fire being moved around rather than shotgun projectiles coming out of the weapon's barrel at odd angles.
How does the infrared halftrack's area reveal work? I've guestimated that it's tied to a weapon (evidenced by the setup/teardown times and the tracking cone ui), but I'm not sure. I've asked other coders and they're also stumped. Would the use of the IF HT's 'scanning' behavior be applicable towards my first question?
Is it possible to alter the collision of projectiles so that they'll impact friendly units as well as neutral/enemy ones? To anyone on the forums, you can notice this if you decrew an armored unit when playing as the Americans. If you have a second vehicle/antitank gun/unit with a weapon that uses projectiles trying to fire through said vehicle, you'll note that the shells will phase through the vehicle if it's owned by you or an ally, but it will impact--and damage--it if it's neutral/enemy.
Is it possible to modify the distance (within formations) between infantrymen via an ability/modifier? I know it's not listed under the actions table, but I don't know if it's possible to enable with the use of requirement actions or somesuch. This would be something like, 'press button -> infantry spread out via a toggle ability -> press again -> they move closer together again'.
* = In this case, my guinea pig has been the vCoH HMG42, using projectiles--if need be I can upload the files for both the weapon and the projectile entity and whomever can slap them into the appropriate dataattrib\attrib folder. |
^Up yer butt.
We need a new Luftlandepionier doctrine with LWGF, Fals, Wirbles, and Henschels along with a Konigskubel call in and a pair of upgunned Tiger II w. 105mm (to match the Soviets and their OP T-34-85 call in, ofc!)
Also, new DLC that's shrouded in mystery and that will likely very 'meh' in its delivery! |
Drop the population max to 50.
Revert the pop of the mediums etc to vCoH levels (8 pop Sherman or Pz IV, 4 pop Stug ftw).
Ta da, now KT/Jagd armies are a thing of the past (26 pop each, and fielding one = very limited support).
Doh. |
Lelno. |
Fine, perfectly balanced, Allies just need to l2p and use smoke, mines, and intelligent flanking.
Oh, Cons are OP and need a nerf.
/sarcasm
Carry on ^^ |
#B4lyfe. German heavies are no problem at all. At 3 vet it will oneshot Jagdtigers if you get a good hit. PB for 4v4 is 2 B-4 doing 135 and 84 kills. PB in 2v2 it is one B-4 getting 87 kill.
Having problem with blobs of Nazi infantry, or Nazi tank spills vodka?
Call +7-499-203-Gaubitza and we divide to more manageable pieces, order now.
Only single shot you say? No worries comrade, soviet artillery only needs single shot.
Lack of range? This is propaganda by enemy. Range is not problem with OKW trucks.
Lack of aim? For only the cost of single rifledivison we can get Yuri the aimer to be sober for 1 minutes, making perfect aim. After that he will celebrate victory or miss with vodka. Please pay more to get him sober.
I almost spat out my breakfast all over my laptop--you sir, have won the internet. |
Shhh-logic has no place here.
Instead, we need to remove Merge from Cons--the utility is overwhelming. |