Hey guys,
I've run into an issue that basically broke all my work up to this point. Every entry I've ever made in the sbps/squadname/squad_action_apply_ext has been straight out erased from all of my projects. This was a ton of data that is impossible to reproduce. It gets even better, this applies to already packed mods as well, so it appearently broke the tuning packs I have published on Steam Workshop. It seems like there was a change to this data section in the february patch - can anybody confirm this?
Furthermore - can anybody explain this? I mean, am I the only one affected or did Relic just screwed all of their community mod makers over?
It's due to the changes they made to fix the veterancy issue where squad_action_apply now has two sub-categories which overwrites the previous stuff. It's now divided between squad and squad_entity. |
No matter wha ability and DPS buff you give them, they will still die like flies if they won't get -29% rec. acc.
If they were turned into DPS units, then you can have Conscripts in front to soak damage/merge to maintain firepower. It works quite well in the mod I've worked on where Conscripts can screen and Penals deal the damage.
And don't say "But focus fire."
Because a lot of units die very quickly to focus fire. |
I will take a look at this game as well. Might appear on my channel |
Probably should tone down their reinforce cost at veterancy 3 and fix the fact they get their vet 1 applied to all weapons outside of the Stens. I don't mind Sappers being effective, but 13 manpower per model at end-game veterancy is way too little.
Also random note, Sappers get the 0.9 Received accuracy that applies to the majority of British troops when they are in cover so that's 0.72 before additional cover modifiers. |
OKW should have side-tech for their healing, repairs, and the flak cannon. Furthermore shrecks should be removed, MG-34s for Obers more costly, kubel less armoured. Ober suppression should be made into a timed ability and maybe a slight nerf to their vet 2 accuracy (30% from 40%).
At the same time they need better support options so they don't have to blob infantry to survive against Riflemen, Tommies, or buffed Penals, etc. ISG needs to actually have AOE because it currently act more like a somewhat accurate sniper cannon rather than an HE thrower, non-doctrinal MG. Raketen needs to be a semi-useable AT gun that isn't cleared in a single shot, even if it's more costly.
I don't care if Relic said no, but you'd see less OKW blobs if they had something to counter blobs that isn't vehicle-based/Ober based as tossing MP is kind of how OKW has to deal with stronger infantry outside of call-ins and Obers (Don't give the Soviet excuse, their Penals need fixing so they're worthwhile).
Volks with panzerfausts and can upgrade to two StG 44s for some AI so they can hold the line until more elite troops arrive. Their assault rifles would be weaker than PGs and worse than Sturmpios at short, but it's something that isn't more LMGs which is needed.
As for needing to side tech to grenades, not necessary if they have to side-tech into healing, repairs, and flak cannon which could be MP based for the first two.
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Someone said the T-70 is bad despite the fact you get recon, mobility, the ability to murder infantry horribly, self-repair to eat another pak shot, and counter most light armour that isn't dedicated towards AT? Oh dear, someone hasn't been playing properly. |
Alright it's been awhile since I've updated, but I'll give a quick run down of recent changes that have been added:
General Changes
Call-Ins
Most call-ins have been tied to requiring tech for their specific faction. They can still be called in, but at a 50% higher mark up price in both manpower and fuel. This might be overdoing it, but it is a test to see how well the game can fair without a reliance on call-in tanks.
Why weren't artillery vehicles included? To somewhat match howitzers which do not require tech, could be changed in the future, but getting artillery vehicle makes the player more vulnerable to normal assaults unlike the call-ins below.
-Puma and StuG E require BP 2 for normal price. Tiger and Elephant require Heavy Panzer Corp for normal price. Panzer IV Command Tank needs Support Armour Corp for normal price.
-All Soviet vehicles require Mechanized Kompenya for Normal Price.
-Jagdtiger and Sturmtiger requires Schewer Panzer Headquarter for normal price.
-British Churchills require either Hammer or Anvil tactics locked in for normal price.
-USF require Major for Pershings, M10s and Sherman Dozers.
UKF
Mill Bombs
Can be unlocked earlier and now provides HEAT grenades to Tommies to allow for defense against fast armour attempting to flank ATGs.
-Can now be unlocked without tech requirements.
-Grants HEAT grenades to Tommies.
UC
Now matches the normal game, but the manpower increase remains the same.
-Removed fuel cost
USF
Rear Echelon
Can now place mines to give USF some minor defense against approaching armour without the need for M20 AT mines.
-Can now place M7 Mines that slow vehicles upon hit and deals 60 damage, 30 damage to infantry. 10 munitions and requires an officer to be on the field before they can be planted.
M36 Jackson
Now has 45 LOS to improve its ability to hunt and engage armour as it's a very fragile vehicle that is not hard to hit given it's the USF end game TD.
-Sight from 35 to 45.
.50Cal
Given AP rounds to allow the .50cal to somewhat deter even light tanks to some extent and gain additional damage. With the .50cals increased penetration, this should give the LT tier some fallback AT that is not bazookas.
-Can now load AP rounds for +10 pentration
-Penetration to 7/6/5
OKW
Volk Panzerfaust
-Now deals temporary engine damage for 8 seconds.
-Cost from 15 to 20
Volk StG
Improved performance of the StG at mid-range to make more of a difference against charging units and as a general firepower upgrade.
-Mid-range from 18 to 20.
-Mid Aim-time Multipliers from 1.25 to 1.
Raketenwerfer
Boosted the performance of the Raketen to enhance OKW's AT arsenal due to the lose of Panzerschrecks.
-Range from 50 to 55.
-Arc from 30 to 35.
-Cost from 270 to 300
ISG
Additional improvements to its AOE and now has the ability to fire smoke rounds on a quick recharge to allow OKW to smoke-off targets. Also improved its ability against structures.
-ISG can fire smoke barrages.
-AOE from 3 to 3.5.
-AOE building damage profile now matches mortars.
Soviets
T-34/76
Slight improvements to improve effectiveness as it still has one of the worst main guns of the medium tanks.
-0.4 second reduction on reload time making it 5.9/6.4
-Manpower to 280 from 300 manpower. |
Cheaper with veterancy at vet 3 by 3-4 manpower replace tripwire mines with part of their defensive buffs they get at vet 3 so it's less of a sudden power shift and then buff Penals accordingly.
Now you got one infantry unit for dealing damage, one meant to absorb, provide utility and everything else that isn't just raw DPS which is how it should be. |
Eastern Front Armies should get increased repair speed which should bring the base repair up to 2 from 1.6 when they purchase their minesweepers considering how hard it is for them to get vet as they gimp their weak weapons even further. |
They'll need more than just decrew protection given. This thing needs massive buffs. It's probably one of the most buffed units in my mod due to how bad it is as a stationary defensive weapon.
-Their vehicle-like accuracy means they rely on scatter which is terrible for engaging infantry on anywhere which is not flat terrain and hitting inf in cover.
-Their low health means they can easily blow up.
-Their limited crew sizes makes them easy to snipe and can been stolen. (But honestly, who'd actually steal one unless it was in the OKW base?)
-Their long reload and only being able to fire around one to two burst before reloading means they are vulnerable, particularly if they failed to do anything on that burst. Worse they have 2.5 seconds of cooldown.
-Lack of actual damage. It fires 6 rounds per burst at 15 damage, but it has 0.5-0.75 seconds of bursts which means its actually firing less than six rounds most of the time unless the target is at a far distance.
-Their mediocre range of 40 means they aren't really that good at playing defense like a machine gun bunker, even if they do have 360 rotation.
It needs the major buffs to even be semi-viable even if it means a pop and cost increase. It means it can actually lockdown areas against infantry.
Some of my changed that should be minimum and these aren't even all the changes of what I did:
-Gun health from 470 to 560.
-Now accuracy value. 0.05/0.0375/0.025 to 0.775/0.5/0.46.
-Range from 40 to 45.
-Cooldown reduced to 1.75 seconds from 2.5
-Gun now has a higher target priority. Units will now focus on shooting the gun over the crew.
-Increased the number of cooldowns required before reloading from 1-2 to 5.
-Accuracy against targets in heavy cover/garrisons from 0.5 to 0.8. Light cover to 0.9.
-Can now use attack ground.
-Crew from 2 to 4.
I know cover is important, but the flak emplacement should deny infantry from even going into an area like an MG bunker or Bofors. Indirect-fire and armour/heavier vehicles should be required to clear it rather than being able to shoot the crew in the face.
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