Ahem.
Squad size from 6 to 5.
Arm crewmen with Con/Guard Mosins, not nerf rifles.
Pack up/deploy time from 1.3 to 2.
Ready_aim time max/min from 0.5-0.125 to 1.5-0.75.
Cost from 240 to 260 (unless base price isn't 240 anymore, it's been a while). This one is optional. |
Come play Europe in Ruins mod--we have persistent vet -dangles in front of all the unit preservationists- |
I think the price should be fine as-is. Price paradoxes like the P4-vs-T-34-85 have existed since vCoH; look at Volksgrenadiers and Grenadiers; for a whopping 20 MP more (300 MP) than a Volks squad, you got the Grenadiers which were a huge improvement (much more than 20 MP's worth). |
Next we should remove suppression, because impacting the enemy's ability to move freely about the battlefield is a stupid mechanic that can occasionally decide games.
Healing should also be removed, because this mechanic can unfairly impact enemy players who do not bother to spend the time/micro to heal their infantry.
The removal of crush is just silly and nonsensical, and the hallmark of catering to bad players. If you are not paying enough attention to retreat from an oncoming crush or to cover your troops with enough AT to dissuade the enemy from executing it, then you absolutely deserve to get your sh*t wrecked.
Mines, AT, and snares exist for a reason. Use them, or suffer.
Oh, additionally, I think we should nerf Axis units' effectiveness at long range, since the Soviets (pre doomPenal) were never very good at it to begin with. |
The return of Conspam has begun... |
So, I can no longer access the USF, OKW, or British Forces, nor are those items present in my list of owned DLC. If I click on them in-game (to select them) I'm directed to the store page and those items are listed for sale, but not as 'already owned'.
Can I get an explanation? I've owned the Western Front forces since Christmas, and the British since they came out. Add that to myself being a longtime franchise player, and one who still plays and actively mods in vCoH, and you bet your sweet behind I'm right pissed.
EDIT: So, the problem was solved. After checking integrity of game cache, and two complete reinstalls of Steam, the DLC has re-appeared. I'm baffled. If a mod would kindly lock this, it would be much-appreciated. |
So...was/is vet in vCoH broken too? )))) |
There seems to be some speculation in this thread. Not replying to anything in particular, just saying:
When your unit targets another and fires, it makes an accuracy roll. If the roll is successful, then the round is guarenteed to hit the target; scatter is rendered irrelevant unless the projectile is set to be ballistic (following a parabolic arc), and has the tp_artillery collision type. tp_homing is what causes the 'heat-seeking' effect to occur. tp_artillery doesn't make use of any accuracy value; it relies solely on scatter (thus, any accuracy bonuses for units like artillery or the KV-2 are useless)
If the shot does NOT roll a hit, scatter is now in play. Calculations are made, RNGsus rolls his dice/scratches his balls/both and a random path within that weapon's scatter profile is determined. Any object that the projectile is set to be able to collide with that happens to be in the way of that projectile will catch it with their teeth, but if the projectile is set NOT to collide with something (like fences), it will simply fly straight through and impact the ground.
These same principals apply to 'tracer' using units; i.e. all small arms. Even a weapon with 0 accuracy could still be quite deadly if it has a small enough scatter value, since tracers will automatically impact the first solid object they come in contact with (assuming no hit is rolled, and the shot has scattered), barring instances where a hit is rolled, in which case the shot will phase through anything in its way until it impacts its target, which will INSTANTLY receive the appropriate damage from that weapon (tracers deal damage on, basically, the principal of a hitscan; the visual tracer is just for eyecandy and its velocity has no bearing on weapon performanc).
Now, you can 'abuse' (disclaimer: technically not abuse, neither is shooting through hedges that aren't the solid, projectile-blocking type, afaik) the overshooting scatter thing to pull off WTFrange shots if you use attack ground at the edge of the units' range. Not that I use that with vCoH ATGs...or anything...heh.
THIS HAS FUNCTIONED AS SUCH SINCE THE OLDEN TIMES (vCoH) WHEN THE ANCIENTS (Bikes, T17s, KCH) ROAMED THE WORLD (Angoville). -bangs gong- |
The only time FRPs become a problem for their user is if he cocks up and the enemy makes it into sword-hitting/mortaring range. And in that case he's stuffed unless he has a KT or other uber tonk in his back pocket.
FRPs reduce micro tax, offer on-the-spot healing (except for the Brits, who can heal their troops/blobs on the move, en masse), and allows you to rapidly outmaneuver your opponent. If I dick up and get caught in an MG, and HAVE to retreat, I'm looking at 60s+ to get back into the fight, not to mention reinforcing. If he dicks up, he's looking at MAYBE 30s+, probably less since most players will retreat at the first sign of trouble, then come back and try again.
The halftrack argument is foolish; Ost can get away with a medic bunker and command bunker, they don't even need the HT, and the Soviets can't upgrade theirs to actually deal respectable damage anymore. So I've got a fragile transport with a fairly meh .50cal that gets ganked by the nearest source of hard AT before you're able to do anything. Its mobility is not enough to make up for its fragility, the fact that it's tied into T3, the fact that it eats 5 pop, and the face that no matter what you do, it WILL die at some point during the game, forcing you to replace it.
I ALWAYS bring an M5 into battle as the Soviets, otherwise their field presence SUCKS. However, it's a bitch-and-a-half to keep it from getting pimpsmacked by gobs of Axis AT past the 30 minute mark, especially if it's against OKW and large amounts of Shreks. We're not even considering the horror that is, and always has been (since vCoH) halftrack pathing. It's a massive micro tax in any fight that sees rapid advances or retreats.
Meanwhile, an FRP user need only mash the magical T key to return to healing, reinforcing goodness.
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FRPs are neat, I guess, but I think they should be removed and replaced with more conventional options. The Brits have the forward assembly, so they can reinforce without having to run back to base. OKW is sort of stuffed, but you can soft retreat to the medtrack without much trouble. The US already has the ambulance, which, while even more frail than an M5, offers heals and reinforcements in the field nonetheless.
If we are against removing FRPs, then I suggest enacting an aura, tied to the FRP entity itself (be it the Major squad, medtrack, or assembly) that would alter the retreat bonuses of all player squads that retreat while the 'retreat to FRP' ability is active, thus removing any and all retreat bonuses other than the removal of suppression and the increase in movement speed. Something like this should be fairly easily coded, even for a novice RGD user. |
Mines might work, but the Puma and Stug? they'll rekt by medium-tanks let alone this Heavy-KV tank..
And for Panzer 4, that's way to late-game. KV will be out before you can even put up a Tier 4 building
:|
The KV-8 (flammenKV) has an ATO flamethrower and a 45 mm gun that has worse penetration (and damage?) than the PTRS wielded by Guards. I'm fairly certain that the StuG can sit right in front of the KV and derp it to death, and the Puma should be able to kite it--effortlessly--unless you play with your face. |