ok thanks.
about the trenches, I couldnt make "wooden_log ..." objects vault-able. then i just switched them to "wooden_slat..." objects, it worked. |
1. also, how do you make your craters have cover bonuses?
right now i am just using spline tool deform mode.
do i have to add extra cover objects?
2. my trenches, made with deformation tool and trench objects aren't vault-able. is there any reason why? |
genius. thanks |
I think it really depends on if you wanna make a competitive map or flavourful map.
Looking through lists in the workshop, it looks as though flavourful-ness tops competitiveness by a fair amount. |
ok. I am back with a fresh question!!!
I am trying to make a map around "Pavolv's House" which is in stalingrad.
So I have to put a lot of buildings in, but I don't want it to be a building camp fest.
Question: How do I make a 'destructed' buildings? |
...
Overall I think lethality is actually slightly too high across the board right now. Obers, Fallshirms, BARS, M1919A6 and some tanks being the biggest offenders. I'd like to see the power level of the game drop a bit - especially mid/late (but keep USF tanks the same) and see where things stand. Nerfing USF early game, while nerfing everyone else's late game would effectively buff the USF in cases of a long game.
+1. and with vet, especially the ability to get up to vet 5 with OKW,dps of some units go off the chart in late game. not to mention that forward retreating point makes getting vet so much quicker and easier.
a bit off topic but i think vet comes too easily in this game. vet 1 i understand, because you don't get combat bonuses(generally). but even vet 2 and 3 come way too easily. |
+1 |
I feel that soviet and osteer's minesweeper should make them repair faster like sturmpio's one.
(not USF's, because vehicle crews can repair too.
It feels unfair that if I upgrade my builder unit with early minesweepers, I'll almost never get vet and reap the benefits of vet repair modifiers because they'll never get vet.
Just an idea. what do you think? |
Yes and no.
Accuracy does not affect suppression against the squad itself, but it affects splash suppression. Basically:
For every bullet shot at the target squad it will receive the suppression value of the bullet multiplied with the cover modifier and modifier if the squad is suppressed, regardless if it hits or not.
Suppression_amount * cover_table_entry * squad_state_entry = Suppression per shot on target squad
For every bullet hitting the target squad all squads in an area around it will suppress all all squads in an area around it depending on the cover modifier of the targeted squad (not the ones nearby!), the state modifier (pinned/suppressed) of the targeted squad the splash modifier.
Suppression_amount * cover_table_entry * nearby_suppression_multiplier * squad_state_entry = Suppression per hit on target squad for all squads in a nearby_suppression_radius area around the squad.
Keep the "targeted" and "hit" in mind. Accuracy matters for splash suppression and both splash and target suppression depend on the cover and state of the target squad.
Complicated? A bit
Now look at what that means:
If you are shooting at a pinned/suppressed squad, others in the area will receive lower suppression!
If you have two squads as targets, one in the open, one in green cover and you shoot at the one in the open, both will quickly get suppressed. If you shoot at the one in cover, none will get suppressed.
If you fire at a house, nearby units will not receive noticeable suppression.
And now comes the really trick part where knowledge shines.
If you fire at an Oberkommando truck or a tank, it will deal no damage, but massively suppress all squads around it since usually cover, state and accuracy are all < 1. For a tank as target they are all 1, meaning you have a huge splash suppression! ;p
does that mean even maxim firing at tanks will suppress all nearby enemy units with great effectiveness? because even when there are like 3 units intertwined together charging my maxim, I still have to target them one by one after another to suppress all of them.
p.s. so according to your post, i guess the feeling i get about how it takes longer to suppress obersoldaten is just my flawed perception then. |
Just as a reminder - this is always averages. You can hit more or less etc.
Every single Shock entity needs 80 HP * 1.5 armor = 120 small arms damage to kill. There are 6 Shocks, so 6 * 120 = 720 damage to kill a whole squad.
Every single Obersoldat needs 80 * 1.25 armor / .75 incoming accuracy = 133.33 small arms damage to kill. There are 4 Obersoldaten, so 4 * 133.33 = 533.33 damage to kill a whole squad.
Keep in mind that some weapons have penetration values (M3A1SC, M3A1HT, M5, HMGs, ...) which kill quicker as they will pierce the armor more often.
Edit: Actually calculating the chances for a Obersoldaten StG44 squad to win against a Shock squad at close range is borderline impossible to do without certain assumptions. If you make the assumption that all entities stand equally far from each other and they always focus one entity, then the calculation gets rather simple.
Calculate the time it takes for either of them to drop an opposing entity and save how much dmg the other did till that point in time. Recalculate the damage of the squad lacking one entity and repeat (one starting at 0 the other at the dmg they already dealt) until all entities are dead.
Anyone can do that. It's simple, but it takes some time and effort.
does anyone know if less incoming accuracy give some immunity to suppression? |