You are overlooking something incredibly obvious, for Mother Russia then has a long punishing debuff after.
yeah theres definitely no debuffs for mother russia anymore. not even a speed debuff.
back to main topic, OKW has shreks infantry, ober lmgs, falls, etc that get affected by valiant assault, basically units that are really strong without a buff.
soviets infantry wise get conscripts, which are shit for dps, lets be real and then shocks. who have to get penile sword fighting range close to do ober like damage. and then like engineers.
and maybe penals. but nobody goes penals+shock doc in this current patch.
that leaves the team weapons like the maxim, which doesnt get the speed buff, and to top it off, when it suppresses stuff, its accuracy gain gets offset due to how supression works unless the enemy squad is unlucky to not get suppressed or is in green cover.
so its obvious, and not an issue as to why the soviet alahu akbar ability is so strong in comparison to valiant assault to me.
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hey cookiez, I think there is a mistake in the icon near spotting scopes ability. All the other icons show unit that can use the ability or army emblem if its available to all units of the type but in this case there is scope placed there. I get that it connects with the name of ability but it also suggests that its the sniper that has the ability, not all wehrmacht vehicles.
Yo
not a mistake, intended^tm.
it's a scope that helps your units snipe stuff like you said, so it's Pretty appropriate.
It could be misconstrued for being for the sniper... But then again the ability description is talking about being stationary and not rotating.
Also Reading this thing assumes you actually own the game and can therefore go in game and see what unit has what, or what the abilities even are..
if it's truly that confusing.
There's plenty of cases of this, fear arty uses the Ania icon from the campaign, raid operation shows a commando symbol... if I change this spotting scope one, I'd have to change those. And I don't wanna, I like muh icons :'[
It's Swag over everything really.
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infantrycrush needed to be removed from tank destroyers and tanks with higher speeds/speed states(basically only m10s and panthers, cromwells and warspeeding/blitzing tanks)
taking it from all mediums though is straight dumb and soft to me. 85% of the time trying to crush with something like the sherman ends in it getting pakwalled to death or snared and then pak walled/shrekt any fucking way, especially now that both volks and grens have snares. crushing was tank suicide in the preview mod vs the new volks with that 100% hp 100 damage snare(havent played it or checked earlier notes so i hope that was fixed)
part of a mediums power/advantage is when theres not enough AT on the field(which usually means you won early game to get the medium tank advantage out) is them being enabled to push squads around to run them off fast as a result of the lack of AT.
some soft-ass, spongey, charmin shit there.
I guess we can still push them to stop weapons from firing, but thats kinda meaningless now with the lack of single shrek squads(all double shreks, or snares, good luck charging into that)
tank crushing is apart of coh, always has been.
#bringbackcrushing or just make vehicles phase through infantry altogether if we're THAT FUCKING soft now because because kubels,uc's, etc pushing shit out of cover is retarded gameplay too |
I think there are a few missing abilities - don't think I saw Sector Arty for Wehrmacht or Zeroing Arty for OKW.
EDIT: Also the Sector Bombing from Overwatch or the Warning Flares from Overwatch (if that counts as an ability)
no offmaps are in this unless they come with a modifier, e.g. Hold the line, or require certain amount of muni like scavenge.
warning flares is self explanatory and theres no modifier with it, so its not here. |
Speaking of which, wouldn't it be better to say that ability and Hit the Dirt makes the area/users count as being in light cover instead (which would therefore not stack with the defensive benefits of heavy cover)? Of course, it wouldn't be bad to state the actual defensive benefit of light cover in addition to that for the unaware.
Also, just wanted to make sure - the distinction between Wehr's Tactical Advance and USF's Tactical Movement is that the former lasts during retreat, yeah?
They both last on retreat, I've lost my fair share of thompson paras because of that shiet.
I'll find a way to word Htd better.
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Hey Ciez
you miss OH Sprint ability from Encirclement doctrine (Different from global Sprint) and does WP barrage disables tank? Same with Comet WP shell?
Also what does Churchill's smoke ability do and is Mandoes' smoke grenade any different from normal smoke grenade?
commando smoke nade gives non directional yellow cover, and added
added churchill vehicle smoke...but only because it makes it move slower unlike the other smokes
for consistency sake ill add the sprint from encirclement. though it isnt actually different from tactical movement other than its available on single units instead of forcing you to use it on all units.
phosphorus...added as a global ability. however yeah comet phosphorus is different, it doesnt block weapons it only blocks sight.
the mattress WP barrage is just like usf phosphorus though.
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amazing! cruzz always finding that lowkey stuff! appreciate it alot!
Exclusive blocks out modifiers with the same modifier_id. What you say is correct for combined arms, as it lacks any modifier_ids, but command tank will stack with hulldown just fine because the buff ids are different.
Does not require vetted vehicles, nor do they have to be shermans. The check is for ALLIED vehicles in radius 35 which are type medium_tank OR heavy_tank OR t_70.
Affects all allied units, not just your own
/fixedall
Grants an invisible bush that gives yellow cover, rather than -50% received accuracy.
the cover that the cons poop out is called "tp_LIGHT", well at least its cover type is tplight.
so naturally I went to the tplight cover file itself on most weapons, which is where I saw most guns have 0.5 accuracy against tplight, and that it wasn't directional or anything wierd like that, so to simplify the description of it, I just said "-50% received accuracy" am I wrong in saying that, or am I missing an important detail along the line there somewhere? Does this cover not actually work as im implying?
Missing but might as well be mentioned:
Blendkorper grenades will disable weapons on a vehicle in the smoke. But they'll immediately unlock once leaving as the debuff is only a 1 second duration (constantly gets reapplied while you're in the smoke)
and added in that last one.
thanks again. |
Great work!
I did notice a typo in the penalties applied to the UKF command vehicle though. Shouldn't it be +100% reload and cooldown?
ahahha yes good catch. a -100% reload command vehicle could you imagine |
It does with vet. Reference veterancy guide.
i think he means the commander upgrade itself, not the panther command tANK
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So the description that they disable tanks is bogus then? Shame on you Lelic.
now that u say that....it reminds me. I think airburst does cause a vision critical if it hits vehicles, ill fact check that in a second but I just forgot.. i dont use anvil that much and I definitely dont hit vehicles with it that much when I do.
i added it now
Hey Cookiez you should also add smoke to both OH and USF vehicle and Major abilities,
I had panzer tactician in the early versions of this but I cut it, it doesnt do anything other than create abig billow of smoke.
sherman smoke...same thing really. smoke doesnt do anything modifier wise other than forcing you to attack ground.
The other guides cover stuff like that enough either way, i think.
also I haven;t used the ability for a while so how does the arty from Panzer Commander of OKW's Elite Armor work?
the panzer commander arty drops 5 really really really accurate shells with like a 10 second delay. one shots all howitzers
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