OKW and USF because I don't like being shoehorned into boring meta-builds just to survive. Wehrmacht still the best designed faction in the game, and at this rate it always will be. |
like to see them 6 man though. more importantly though, are they tough enough to stand up to lmgs? armed to the teeth but if they are going to melt to lmg fire like all allied elite infantry, then whats the point?
Jeez, they already have the highest DPS of any unit in the game, with the possible exception of IR StG Obersoldaten (which I can't check because I don't know which file they use). |
What to do with vehicle death crits?
Currently the situation for (the vast majority of) vehicles is that a shot that brings the unit down to 0 health has these probabilities:
55% chance outright destroy
20% chance out of control
10% main gun destroyed
10% engine damage REAR ARMOR HITS ONLY
5% abandon
Due to the engine damage issue, it effectively is slightly harder to kill a vehicle when firing at its rear because the chance of the death crits will be slightly lower.
So anyway, what do you think should be done to these values? Conditionals can be attached to the crits to an extent, like "abandon, only if has crit x"
Is it possible for 'out of control' to only trigger if the vehicle is moving forward at a faster pace? It looks silly when a reversing vehicle instantly lunges forward and explodes. Also, disable 'out of control' on engine damaged vehicles, seeing a vehicle go 'out of control' and moving 2 inches a second just reminds me of this.
As for Abandon, what if we kept Abandon and maybe even increased the chance, but also inflict 'destroyed engine' and 'immobilized' on any vehicles abandoned by death critical?
Would it be possible for Infantry AT Abilities to trigger soft criticals (driver injured, gunner shocked, etc) like what used to happen in the Beta? I don't like that Infantry AT abilities are virtually useless now. There's no punishment for charging through infantry anymore, which makes anything short of another Tank much more vulnerable. Perhaps also increase the range on the Panzerfaust, since without the engine critical, the M3 and WC are free to rule the early-game against Wehrmacht.
What about the crappy Soviet call-in M-42 45mm At gun? I propose it functions like the Puppchen and can get suppressed, retreat and garrison buildings.
I propose lower the cost and change Vet 2 to Sprint. |
You can give them slot weapons that will not drop and do not take an item slot, like how conscript ppsh are setup. These are always equipped over the base weapon, but will never transfer to recrewed weapons.
"Heavy" Kar 98's that get equipped over their weaker Kar 98's, that's actually a really good idea. Easier to measure performance stat-wise too. As long as they don't prevent the MG 34 from being handed down or increase the drop chance (since the game will see 4 heavy weapons instead of 1), it'd be perfect.
I do. What is their reason for that? How they perform is entirely different topic but spawning like partisans and fallschirmjaegers is just a lack of imagination from relic´s part. They were "dudes with stuff" after all.
1. Spawning from a building is their entire appeal. The StG Upgrade gives them the same guns as Panzergrenadiers and the Panzerschreck only give them one. They're actually inferior to Panzergrenadiers in that way, coming out of buildings is their only upside. Remove spawning from buildings, and they become redundant.
2. "dudes with stuff" was OKW's Urban Assault Light Infantry, different unit with different weapons (4x MP 40). Not sure why people keep confusing them with Wehrmacht's Stormtroopers. |
I don't know if it's possible to create a new faction, but I don't think it is. I don't even know if you can switch units between tiers, I'm still trying to figure out how to do anything with the mod tools.
Regardless even if you could create new factions, there's the problem where a lot of models just aren't in the game. You could use alternative models (Kubel for Bike, WC51 for Jeep), but I dunno if that'd fill all of the gaps.
Not to mention of course that an exact 1:1 copy would be impossible due to differences in the core game mechanics and engine, and even a near-perfect copy would require you to painstakingly create every single unit. |
Because the LMG34 on them is so far out of the weapon performance curve it ain't even funny, needed to do something about it without altering the Obers too much. Any squad picking them up is a terminator. Maybe just flat out nerfing the MG34 and giving the 3 other guys better base weapons is a better choice, we'll see. But they absolutely need to have their damage spread out between the models better than now.
I could see increasing the base Kar98's being a problem with recrewing though. Imagine an MG 42 with half an Ober's DPS guarding the flank, it'd be the old Penal MG all over again.
Instead, is it possible to reduce the DPS of their rifles and the MG 34 to normal levels, then add a +35% (number is a guestination) accuracy bonus to the squad that loses effect if a model leaves the squad (to recrew a weapon)? I'd imagine it's possible, Veteran troops don't retain their bonuses when they recrew another weapon, I just don't know how complex it would be to work out.
I´d like spawning from ambient building removed from jaeger light infantry and stormtroopers, so that partisans and falls are only infantry who have it.
You realise Stormtroopers are just Panzergrenadiers with Gren Kar 98's who have to choose between one Panzerschreck or their default StG's, right? Popping out of buildings is the entire appeal of Stormtroopers. |
It should not be a mod, should be put into Coh2 right now!
Eh I disagree, there are some odd things in it, like giving Obers 2 MG's but not removing the 'drop' flag, which means you could potentially lose 1/3 of your DPS and never ever get it back. So much for reducing RNG |
Personally I'd like to see Blitz replaced with a "Creeping Assault" type deal where the tank moves at reduced speed with increased vision, range, and accuracy. Timed ability but may also be cancelled. |
Don't talk pudding about the irregulars, that grenade they have is amazing, and the lmg42 is an lmg42.
Actually the LMG 42 they get is different from the Grenadier's LMG 42, it has half the DPS at range. |
Cruzz whats your opinion on sturmpios mines ?I think they are a bit too good against everything.
They're identical to Soviet mines, just so you know.
http://www.coh2-stats.com/explosive_weapons/schu_mine_mp
http://www.coh2-stats.com/explosive_weapons/tm-35_mine_mp |