This isn't hard to change if you want to, projectiles have a time to live value which will just make them go poof in midair after a certain amount of time. But hitting stuff across the entire map is hilarious so it would be sad to see it go |
Connected through forward HQ. No news here, next.
Ostheer can do the same through Opel Blitz trucks. |
Can't reproduce, seems to work just fine when I'm testing it against the AI. |
Would it be possible to integrate orders for MGs in buildings so that they are forced to look out of a certain direction of the house?
Most likely not possible.
Also would it be possible to integrate something like this? Your text..
Possible if you make custom icons for all weapon combinations and then do some some pretty lengthy slot item checks, not worth the effort. Assuming the height of the icons isn't super limited, anyway.
Will this affect their attack behavior?
No, vision is not a consideration for the attacks of these abilities. |
Hey Cruzz I noticed that Snipers are shooting vehicles when ordered to attack move. Is there a way to change that?
I'd have to make a sniper specific version of the prioritize vehicle ability tank destroyers have. I'm probably not going to, I don't think making amoving snipers easier is really something required.
On a side note while playing the Kappatch I was wondering what purpose the Penal battailon has when there are guards too. Dont they fill a quite similar role?
Okay - Penals get flamers and therefore are a little better against infantry and guards get the PTRS that neglects cover to a degree and kills lights vehicles. But I dont feel they make such a big difference.
Penals are (atleast supposed to be) the most effective short range squad soviets get that isn't shocks, they do have better damage than guards at short while being cheaper and better on the move. I might reduce guard mosin nagant short range damage a bit at some point to emphasize their role as more of a long range squad.
Cruzzi can you explain why P47s have so huge vision range OUTSIDE their patrol area?
Because it has two planes that have circular vision while pretty much every other attack plane in the game has one plane with conical vision. Will probably switch them over to a cone to match other factions next patch. |
Saying that OKW is a poorly designed faction that needs to be reworked, or that Soviet is a poorly designed faction that needs to be reworked is thus simply meaningless. If Obers do too much damage, reduce their damage. If Soviet stock units suck, buff their stock units. If Soviet Call-Ins are OP, nerf their call ins.
OKW is a badly designed faction because they have no real option except a massive infantry blob, and even that infantry is all equipped exactly the same as they have no differing infantry upgrades either. Just twiddling numbers around is not going to change the fact they have no real support weapon play, and their resource income situation coupled with stupidly good AT on their base infantry makes skipping all their lighter vehicles and going straight to heavy vehicles the optimal choice in every game. From a purely design rather than gameplay point of view it also makes no sense for the late war german faction to have almost no automatic infantry weapons but have massive squads of cheap infantry rivaling the soviets.
Soviets are badly designed because without a (very specific) doctrinal choice they lack both infantry that can do anything in the late game, and vehicles that can do anything in the late game. Far better designed than the massive blobberino of OKW, but that's not high praise.
USF are a version of OKW that doesn't get any heavy tanks to hinge on in exchange for not having the weird resource situation. They too, like OKW, lack meaningful support weapon choices, leading to heavy infantry blobs, and their armor situation quickly deteriorates in the late game due to the high DPS paper armor vehicle selection coupled with the lack of infantry support at that stage of the game. |
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Would you mind changing the Obersoldaten LMG firing position to prone? As it stands they dont fire on the move anyway and nobody would seriously shoot an LMG from the hip^^
Or if its possible - only let them shoot from the hip when the target is close?
Prone fire would probably look better, and has no real gameplay implications, so will look into it next time I'm updating. I don't see why it wouldn't work, but Relic's animations work in mysterious ways.
On a side note: Someone some time ago suggested a rename for the Obers. That would really make sense for all the german players here since "Obersoldaten" souds really damn silly in german.
"Ober geil" would translate to "super cool" in a childish way in german which makes "Obersoldaten" sound somewhat like "Superdupersoldier"...
"Waffen SS" or "Kreuzträger" or "Sturmbrigade" would sound much more convincing
There are additional, unused audio lines available for production etc. if you rename them "Honor Guard", which I assume was their name at some point in development as its referenced to a lot in the game files. Whether that name would actually be much of an improvement in terms of silliness, I can't really say. |
#6
Quality of Life:
Made a new turn plan for light vehicles which I'm considering applying to all vehicles eventually (with appropriate changes, anyway). Weird 360 turns should no longer happen, and vehicles should prefer making turns over pivoting, speeding them up in corners.
Affects WC51, Ambulance, M20, 222, Opel blitz truck, puma (both), Kubel, m3a1. Greyhound is a comparison vehicle that still uses original Relic turn plan, if you want to compare to the original pathing weights.
Made a new turn plan for USF AA HT which makes it prefer moving in reverse for a bit longer, seemed unreasonable for a rear mount to have exactly the same reverse behaviour as other vehicles.
General pathfinding values that apply to ALL vehicles:
Right of way 4 --> 3 (less aggressive moving out of the way for friendly units)
facing turn weighting 1.5 --> 2 (prefer pathing in current direction more)
facing turn penalty distance 15 --> 100 (movement distance above which current direction is no longer considered for pathing)
Balance:
Normalized Puma acceleration values for Ostheer and OKW puma, acceleration 4, deceleration 5 for both (OKW was higher, ostheer was significantly lower)
Implemented a bunch of february patch changes (mortar vet, pak40/43 stun shot, other minor changes) where applicable and not interfering with my previous changes. Patch changes that definitely won't be implemented: For Mother Russia buff, Pack Howitzer vet2 nerf
Added a minor 10% deflection damage value to AT-guns and tank destroyers (M10, Jackson, SU85, ISU AT, JagdPIV, Puma, Panther, Stug G). Won't affect much except for killing heavies with super low health.
USF M3 halftrack health increased to 320hp (200hp) to match other faction reinforcement halftracks.
Withdraw and Refit refund increased to 85% from 75%. Also fixed WC51 fuel cost for refunding purposes.
Increased USF Ambulance acceleration to 1.7 (1.3).
Bugfixes:
Fixed Ostheer PIV firing animations for main gun. Can't help Command Tank stub gun projectile appearing too far out, Relic did not add a marker for the shorter gun so forced to use the long gun version.
Bugfixes for my own changes:
Fixed Ostheer Puma call-in requirements |
Add new entries to a construction group in squad_engineer_ext in the sbps files for the pioneer unit. Remember to check the ebps files for the things you add to the build menus for possible requirements. |