Hi.
Need some help, Have 2 questions for you today.
------------Question, 1 ---------------------
How can I add squad members as I level up my custom squad veterancy level?
Have tried with some result, but it just spawns a entity witch is not grouped with the squad.
------------Question, 2 --------------------
As I haven't yet figured out how to add squad mates through veterancy levels. I cloned the British "Bolster Infantry Size" Upgrade. But that only works for units that is constructed through buildings, and not if you call in dispatch or airdropped units.
As an example, I have created a custom ranger squad, witch is linked in the "Ranger Dispatch" Abiliti, as Well as a spawner in one of the "aef" starting buildings. But when I upgrade the Cloned "Bolster Infantry Size" it only works for the "Ranger" unit witch is constructed through the Barracks, Its not possible to reinforce the Dispatched "Ranger" eventhough it uses the same spbs/ebps squad.
Any help on these matters would be greatly appreciated
I can answer the first one.
1. Use Add_Squad_loadout or I think that's the name. Make sure to use the proper entities. Best reference though would be to look at the Rear Echelon file, look through their vet 3 and then copy and then modify the file the corresponds with the one that adds another member. |
I may have replied to this in a different thread.
But my opinion is that 45 range is too potent, and 280 health, and an acceleration buff may be too much or unnecessary. A damage increase of 20 to 25 on top of your other suggestions is my suggestion.
25 Damage would then make it more potent vs LT teir but not vs anything else aside from the odd infantry hit. Even if it did, it's not enough to change how it works vs light tanks or anything outside the LT vehicles and M3 which I want to avoid. 45 Range gives it a unique thing of being able to damage light tank(ish) from afar without taking damage. It shouldn't be a unit fighting head-on against the other lights, but a skirmisher which it can't do as of now as it must get into their range to open fire with the 2cm.
After what scout car has done to UK, what kind of "defined" role do you want for scout car? Make USF Lieutenant Tier useless?
Some changes, I agree, is needed, like fixing coaxial mg(bug since coh1). But most of it are nonsense buff.
How would USF LT tier be useless? The vehicles still arrive earlier, have their utility, and combine well with the LT squad's shock value. Furthermore, the 222 is more expensive so Ost is investing more to counter the M20 rather than less. It's more than double the fuel of 2 scout cars.
That would put it leages ahead of greyhound, which costs significantly more.
Greyhound needs its reload retuned to 3 flat, canister to go down in price to 40 since it's much less potent. Add a .50cal to make the Greyhound an aggressive scouting unit. Also add smoke.
Okay I think everyone forgot the price tag change as well. 260/35 vs the 210/15. That's a significant fuel investment early game. You lose the 222, it's going to hurt even more than losing a half-track. Furthermore, while yes there are possible issues, but I can't go on explaining every little detail and change needed like how UCs cost too much fuel and take too long to build, the PIAT having issues with light armour, LT tech being entirely dedicated towards AI, etc.
We can't look a the 222 in a vacuum, but we also can't say everything around the scout car is going to be static.
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If anyone's played my mod they know my opinion on the 222, but I'll throw it here as well.
Currently Ostheer is stuck into static play until T3 because any light armour they pull is immediately invalidated by the Allied light armour in the form of Stuarts, Quads, T-70s, AECs which arrive only a minute or so after unless you're bleeding the other side dry with sniper play, but that's another issue of snipers being too strong, yet a necessary crutch for Ostheer to compete in the infantry war against WFA/Brits. Furthermore, if against USF, the Captain alone negates effective usage of the car.
I think it'd be best if the 222 was revamped to be a more potent and expensive skirmisher scout rather than being a dirt cheap anti-scout car scout unit which is mediocre at harassing anything outside of units incapable of effectively harming light armour. This would give Ostheer possibly more breathing room and not be as locked into paks in the light vehicle phase, particularly on more open maps where the 222 can kite and chip away at light armour.
I do not think the 222 is fine at its current state. It's a cheap light vehicle whose role disappears after about a minute or so until you get spotting scopes for map hacks and it's only good at warding off the most basic of squads mid-late game. It can only fight scout cars effectively, or if you are microing like crazy and it's unsupported, the M15 AA HT. I don't care if its a scout car in real-life, the unit needs a more defined role. It's not exactly a good sniper hunter, or AI vehicle, or anti-light vehicle and has probably the least amount of shock value of any light vehicle for its timing aside from the elusive Greyhound which is due to its commander and a stat issue with its reload being wonky (2.8/4.2 what?).
Suggestions:
-Coaxial MG now has 10 degree traverse to the left, right, and up.
-Coaxial MG Reload from 6/6.5 to 4/4.5.
-2cm autocannon accuracy at far from 0.025 to 0.03
-Moving accuracy of the 2cm accuracy from 0.5 to 0.75
-Health from 240 to 280.
-Autocannon range from 40 to 45.
-Cost from 210mp/15fuel to 260mp/35fuel
-2cm autocannon has x9 accuracy against infantry (.57/.36/.27 vs inf)
-Acceleration from 2.4 to 2.8
-Armour from 9/4.5 to 12/6.
-Coaxial MG now gains accuracy bonuses with veterancy.
-222 autocannon can now attack ground.
Yes, I know these are rather big changes but it gives the 222 a defined role where it can harass other light vehicles, forcing them to close in to fight and lure them into other units. With more health, it's a little bit heavier to not be 2-3 shotted by 80-120 damage models allowing it to escape. Now it also has enough armour to not be warded off by small-arms from the front while modifications to the MG and autocannon allows it to be better at harassing infantry on the flanks and chase after them. At the same time, it's not dirt cheap enough to be a spam unit which is not ideal in CoH 2 anyways as you'll rarely be building multiple 222s. Furthermore, none of these are massive spikes in power so its effectiveness against things like the M20 and AA HTs won't be increasing aside from being able to engage a little bit earlier. And against M20, while it can engage it more efficiently, it's now more expensive as a response option.
Anyways feel free to argue and tell me why it's a bad idea, but I'm a total believer the 222 needs a better defined role which should be a light, ranged skirmisher scout which the game needs more of. Not more units with higher HP pools and more damage that are generally driving up to their targets and killing it.
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Bofors tech cost is free?
Yes and its time remains the same due to its static nature. Of course you can now tear it down for a refund now so after you set it up and force indirect fire to be deployed, you can retrieve your Bofors and get a partial refund. |
Alright, while I'm still having issues, I did make some changes to the mod that will be incoming whenever I fix the issue with the main mod page:
AEF
WC51
Making the vehicle more durable and cheaper had the consequence of this unit being able to rush the opponents cut-off and provide mobile cover for riflemen within the first minute of the game that is very difficult to fight off and can easily be repaired when driven off. This has been changed to help delay such a push.
-Moved to 1 CP
British
AEC
Reverted changes to match Relic's intention. Also increased the time it takes for an AEC to reach the field to delay this unit.
-Changes reverted to match the AEC in the main game.
-Teching costs returned to AEC. Bofors remains free.
-Research time from 30 seconds to 50 seconds
Ostheer
Sdfksz 222
Altered the 222 to be in-between a light tank and scout car in terms of cost. 2cm autocannon now modified to be able to cause some harm to infantry, health increased to provide better survivability and autocannon range increased to allow the 222 to kite other light tanks. It will still lose to the other light tanks head-on, but it can now cause damage to them without being in harms way. Also improved acceleration to help the 222 get out of danger more quickly from approaching light vehicles.
-Health from 240 to 280.
-Autocannon range from 40 to 45.
-Cost from 210mp/20fuel to 260mp/35fuel
-autocannons has x9 accuracy against infantry (.57/.36/.27 vs inf)
-Acceleration from 2.4 to 2.8
Bug Fixes
-Falls/Jagers no longer cloak on retreat. |
Anyone have any word on this or a solution to fix this? Still getting "Error Code 9: File not Found" when I attempt to update my mods.
I can upload a fresh mod perfectly, but I've gotten the same error for whenever I tried to update and this includes mods I made after the issue became apparent. It's not an isolated case on my end, it applies to everything that I might add to the workshop. |
They're stealing stuff from me, I swear |
Buildtime is linked to cost if I remember correctly.
It's not, build times can be adjusted separately. |
Soooooooooo, why do you think the 222 should be able to outperform every other light vehicle in the game? Then, also let it be able to kill infantry, scout, flank ambulances and get away, kill snipers, and AA. OST already has mortars and snipers for infantry counter and MGs to hold ground.
How does it outperform them even with these changes exactly? It's not exaclty murder on wheels vs inf like Quads, T-70, etc. It still losses horribly to the other vehicles above scout cars horribly in a head-on fight and it doesn't have increased damage meaning it still takes the same number of 2cm shots to kill. |
How does this compare to the new 222?
Was there a 222 buff since the 221 was converted? Because as of now, all Allied light armour that aren't other scout cars will smash it with minimal resistance. This includes T-70, Quad, Stuart, AEC, and if ready, M15 AA HT. |