No, this will lead to a similar problem Relic had when they released Opposing Fronts. When that CoH1 expansion pack hit, it included a new targeting system where every model chose his target individually instead of focusing down a single model as a squad. The result of that, and what this would also lead to, was squads having full members with very low health. I used to have a screenshot of a full 4 man squad of Panzergrenadiers with one pixel of health.
This suggestion would lead to Grenadiers that are hard to kill while they're in combat, until they reach low health and the entire squad wipes in 2 seconds. Bad for gameplay. |
I still advocate giving it Spotting Scope functionality, so that it can see further when parked. That's what the open top was for in the first place, better visibility. |
Thread: USSR AA3 Jul 2016, 04:50 AM
Make AA consistent and planes have HP. Let the AA units have Target Tables against planes then the issues of the Quad would be solved along with every other AA unit that fails to stop planes on the 2-3 pass.
This, but also give every AA unit an AA mode that locks them in place but reduces their TTK on aircraft to a couple seconds. |
If you start a game on south Semois (just chosen for the mostly flat area), spawn a unit and command it to attack ground like 30 meters in front of one of the stone walls, rounds will occasionally hit the stone wall even though it's clearly outside of the scatter area. Either the physics system is bugging out, or there's some minor height variation added to rounds for cinematic effect or whatever. Either way it clearly happens, most of the lucky shot from across the map videos prove that as well.
I know what part you're talking about and I believe that's related to territory height differences. There are areas where the scatter distance expects it to collide with the ground, but because the ground it is expected to hit is lower than the projectile, the projectile just continues onward until it hits something or goes off the map. A good way to recreate this is to enter a map with a prominant ledge and attack ground at the edge of it. Some of the projectiles will scatter over the ledge, but keep going because the ground isn't there. |
I assume scatter heightwise is added randomly as none of the weapon stats seem to have an effect on it.
I don't believe there is any height scatter, just distance scatter. That's why you never see shells fly over a vehicle, only fall short or hit. |
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I thought PGs were inferior at long-range since the March Deployment years back. Nonetheless, they definitely are now, which is the topic. https://docs.google.com/spreadsheets/d/1LOYMDi_XR7rILsk6HbAZqGihsk22t-45C_6NbQEP-m0/edit#gid=0
Okay so technically Grenadiers have a higher DPS rating for 3 meters near max range, but Panzergrenadiers are still better the other 32 meters. I feel we're more or less arguing semantics when you say Grenadiers are better at range. It's not technically incorrect, but that 0.8 DPS difference at max range is negligible... |
7,4 is greater then 9,4 how exactly?
Because that is DPS of PGs and grens with no upgrades.
You'll have to forgive me, I'm going off year old information from memory. Have Grenadiers or Panzergrenadiers DPS changed since then? |
Panzergrenadiers would've taken the role of CoH1 grenadiers but they come with StGs already which makes them unreliable at range, which drops the burden back down on Grenadiers.
Panzergrenadiers actually have higher DPS than Grenadiers at range, though the LMG 42 gives the range advantage back to Grenadiers. |
What I propose is the Volks get a remake of their old selves. NCO/Squad leader gets an StG 44 by default.
Fun Fact: The Squad Leader StG in CoH1 had almost the same stats as the squad's Kar 98k. Though it appeared to fire in bursts, these were actually just single bullets with 3 tracers, and done at the rate of a bolt action. If I recall, the only stat that was different was the reload rate, so it had an insignificant sustained DPS advantage due to reloading less often. |