Sturmovik destroying anything on wheels or legs no matter where you were on the first pass.
Fixed that up for you. |
or can we buff the ostheer pios repairspeed? im often baffled how long they take to repair when compared to other factiosn repair abilitys..
The Eastern Front Armies could use a repair boost in general. Aside from more engineers/Vet 2 they don't get any ability to increase their repairs non-doctrinally. If the sweepers for the EFA engineers gave a repair boost it would be good as it gimps their ability to get Vet 2.
As for Sappers vs Pioneers, maybe Sappers shouldn't be as tough in terms of durability until their vet kicks in, but I never felt it was too much of a problem unless we're counting Anvil.
As to why they are more survivable, they have 0.8 received accuracy for those who didn't know. That's higher than Sturms, of course without the damage output off the bat. |
The engine damage critical is the punishment for player thinking their tank can steamroll everything.
Where is your engineer with minesweeper?
The 75% critical was to prevent snare used as offensive weapon. However, allies units suffer more since their vehicles have low health.
Imagine King Tiger can now clear mine, blast AT gun and fortification without support. Yes, the game deteriorates more with this suggestion.
Engine damage is enough from a 30 munition mine. Destroying the engine should be reserved for dedicated specialist AT mines aka the Riegal and M20 AT mine and it shouldn't be RNG that someone's tank, just because it hit a dirt cheap Soviet mine or Schu mine, ends up completely crippled and might as well be written off-dead.
And where did the 75% crit come from? Not sure if you knew, but back before they cleaned up some of the insane RNG, the Panzerfaust and AT Grenade both had a chance of causing engine destroyed crits and this was before snares required 75%. You could cripple the heaviest of tanks if you were lucky and got that 5% chance to destroy the engine.
|
Here are some stats for the chance of engine damage and destroyed engine:
M6, Schu, TM-35
Damage:200
Engine Damage: 100%
Engine Destroyed: 50%
Teller
Damage:400
Engine Damage: 100%
Engine Destroyed: 50%
Riegals and M20 mines always kill the engine.
Why should these general-purpose mines have a 50% of crippling the engine of a tank/vehicle? I know mines should be used to deny advances and slow careless vehicles, but a 30 munition investment completely crippling a vehicle? It almost reminds me of when panzerfausts and AT grenades had a chance to kill the engine of a tank.
|
I know this isn't that major of a thing, but the regular general-purpose mines that OKW, Brits, doctrinal USF, and British mines should not kill/destroy the engine when the vehicle has at least a considerable (75%+) remaining.
It's another piece of RNG that still exist and should be removed. You're already punished by engine damage and 200 hit points shaved off your total health I don't we need a chance for even more damage to be inflicted given that these are general purpose mines, not dedicated AT like the M20, Tellers, and Riegals. |
Guards have a singular feature which prevents them from being reliable and relic refuses to get rid of it. Funny thing is, guards are the ONLY squad like this.
Captain and LT would like a word with you as they also share the guard-plan.
Anyways, Guards should always be behind cover when fighting so make sure to bring a few conscripts to build them some sandbags to fight from. Guards are rather expensive per model at 27mp, despite their weapons being worse compared to their similar costing counterparts (rifles, tommies, grens). They do work well alongside T1, though if you're on an open map and you want a long-range squad, get Guards as Soviets only have snipers for anything that's semi-decent at range outside of support weapons. |
Firefly needs to reload speed to be shorter so it's 7-8 seconds and maybe the turret to be quicker. Haven't seen it enough to know how slow it is, though I should probably check the editor for that.
Once these are done I would then make Tulips cost less to use and recharge, but be much less burst damage than they are. Damage to around 120-160 from their current 240.
|
not a bug. reinforcement cost multipliers are saved at squad level.
That's how it works.
Explained:
Tommies are 70mp per entity which makes the Tommy squad cost 280 as its four models added together.
The reinforce is then calculated by the squad's. Most squads have 0.5 as their reinforce cost modifier, though exceptions like PGs, Tommies, Obers, and Falls exist.
When these models join a new squad or form a new one (weapon teams) they do not keep their old reinforce cost as their previous squad modifier (0.4) does not exist as the weapon team squad is a separate file which has its reinforce cost set to 0.5.
|
Sounds very good, they problem is Sturmpios have no animations for MP40, so relic won't implement them.
In order to still makes those changes possible, you need to replace the upgrade with something like combat training, which just increases the DPS on the levels you suggested.
You can easily add the animation to the model in question just by dumping the MP 40 into the abp file. You can already do it in the mod tools. I've got PGs carrying FG42s despite the fact it makes no sense.
As for the changes, the weapon idea would be neat. More MP40s are always good and further states what role the sturmpioneers should be fighting at early-game.
|
Thread: Centaur3 Nov 2015, 08:36 AM
A speed boost would be better to allow mobility and kiting which is lacking.
|