Login

russian armor

Making M-42's canister shot more player friendly

11 Jan 2022, 16:17 PM
#1
avatar of Vipper

Posts: 13496 | Subs: 1

M-42 come with canister shot mode and in that mode it fire AI rounds as reduced range.

The current implementation has an issue where the when in canister shot mode the weapon will retain the engage vehicles mode and will not fire on soft targets.

Possible solutions:
make free engage the default mode for canister shot
remove the option for this mode
or
Since the mode is not that great replace with single AI shot.
11 Jan 2022, 16:33 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

Rifle units also shoot at tanks in range and it was never a problem.

Right clicking correct target might be an issue, but that is a vipper issue, not game issue.
11 Jan 2022, 16:59 PM
#3
avatar of Katukov

Posts: 786 | Subs: 1

the m-42 canister shot fucking sucks lol


this isn't a change that it needs
11 Jan 2022, 17:04 PM
#4
avatar of Crecer13

Posts: 2184 | Subs: 2

jump backJump back to quoted post11 Jan 2022, 16:59 PMKatukov
the m-42 canister shot fucking sucks lol


this isn't a change that it needs


That's right, all its needs to be is a temporary ability but from the distance of the AT projectile.
11 Jan 2022, 17:20 PM
#5
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post11 Jan 2022, 16:59 PMKatukov
the m-42 canister shot fucking sucks lol


this isn't a change that it needs

Canister might "suck" or not but that is balance issue, this is not about balance but about being easier to use.
11 Jan 2022, 17:41 PM
#6
avatar of Katukov

Posts: 786 | Subs: 1

jump backJump back to quoted post11 Jan 2022, 17:20 PMVipper

Canister might "suck" or not but that is balance issue, this is not about balance but about being easier to use.


-> set it up to fire at all targets manually
solved problem
11 Jan 2022, 17:46 PM
#7
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post11 Jan 2022, 17:41 PMKatukov


-> set it up to fire at all targets manually
solved problem

Switching to free fire is an easier solution but there is not reason why an AI weapon should be set to fire only at vehicles to begin with.
11 Jan 2022, 18:06 PM
#8
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post11 Jan 2022, 17:46 PMVipper

Switching to free fire is an easier solution but there is not reason why an AI weapon should be set to fire only at vehicles to begin with.

I wonder if it might something to do with it being an AT weapon with AI ability.
11 Jan 2022, 18:22 PM
#9
avatar of Protos Angelus

Posts: 1515

jump backJump back to quoted post11 Jan 2022, 18:06 PMKatitof

I wonder if it might something to do with it being an AT weapon with AI ability.


Don't you dare bring logic and common sense to a Vipper thread! Vipper's new year thread died and now another pointless thread sprouts up to incite "discussions".
On the topic at hand. The M-42 is fine. There are currently no major balance issues and since the probability of a another patch coming, it's quite pointless to discuss such minor "issues" where a single button press is too much for some skilled people
11 Jan 2022, 18:23 PM
#10
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post11 Jan 2022, 18:06 PMKatitof

I wonder if it might something to do with it being an AT weapon with AI ability.

When you install and load COH2 you might discovery that canister shots are not an AI ability but switchable shells.

Now if in your opinion there a valid reason why an AI shells should be set to fire only on vehicles feel free to provide it.
11 Jan 2022, 19:16 PM
#12
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Canister Rounds were pretty much neutered after their range got reduced. I'd be more in favor of just replacing them with a 1 shot ability and giving it back some range. Something like copy pasting the Greyhound's canister shot will be fine I think - it's good-ish but not game breaking by any means.
11 Jan 2022, 20:16 PM
#14
avatar of Katukov

Posts: 786 | Subs: 1

unrelated but it was funny how people went 4 of these ATs and the balance team insta nerfed it because it actually destroyed blobbing as a tactic

and in typical axis main fashion they neutered it and left it in the dust to be the worst soviet unit you can purchase for manpower. Would rather buff it's cost rather than to make a pointless change to a unit that NOBODY uses
MMX
12 Jan 2022, 01:55 AM
#15
avatar of MMX

Posts: 999 | Subs: 1

jump backJump back to quoted post11 Jan 2022, 20:16 PMKatukov
unrelated but it was funny how people went 4 of these ATs and the balance team insta nerfed it because it actually destroyed blobbing as a tactic

and in typical axis main fashion they neutered it and left it in the dust to be the worst soviet unit you can purchase for manpower. Would rather buff it's cost rather than to make a pointless change to a unit that NOBODY uses


Probably more because it outranged basically everything except indirect fire pieces, including MGs at which it could fire with impunity. I'm glad this was changed back then, even though I agree the canister shot is rather pointless after the nerf.

The baby AT-gun is also far from a useless unit that nobody ever gets; at least in 1v1s they're pretty decent for the cost and complement certain builds very well.

But balance issues aside and to come back to the original topic: I think the target priority switch as proposed in the OP isn't a bad idea at all. Even though it may only save you an extra click this would still be a nice QoL addition and pretty much in-line with a lot of other QoL changes the game received previously. Not sure why people are getting out pitchforks here but I guess it's the usual bite reflex.
12 Jan 2022, 12:22 PM
#17
avatar of Support Sapper

Posts: 1220 | Subs: 1

The Sherman when switching shell retain whatever fire mode you was in, so it still can fire on tank with HE or at infantry with AP. Since we're at switchable shell, making priority vehicle the default mode for AP and change to HE turn to free fire seem like a reasonable QOL change.
12 Jan 2022, 12:25 PM
#18
avatar of Vipper

Posts: 13496 | Subs: 1

The Sherman when switching shell retain whatever fire mode you was in, so it still can fire on tank with HE or at infantry with AP. Since we're at switchable shell, making priority vehicle the default mode for AP and change to HE turn to free fire seem like a reasonable QOL change.

The AP shell of 75mm Sherman have decent AI, a similar change could apply to the 76mm HAVP rounds though.
12 Jan 2022, 16:40 PM
#19
avatar of Mr Carmine

Posts: 1289

Making it into a expensive timed ability with long cooldown with 40 or 50 range would be the best solution imo. Its usefull and cant be spammed or changed on the fly this way.
12 Jan 2022, 18:53 PM
#20
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post12 Jan 2022, 12:25 PMVipper

The AP shell of 75mm Sherman have decent AI, a similar change could apply to the 76mm HAVP rounds though.

Still, most player will always want to fire at infantry with HE and at tank with AP so save a click when swiching shell seem woth it.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

759 users are online: 759 guests
3 posts in the last 24h
4 posts in the last week
23 posts in the last month
Registered members: 48722
Welcome our newest member, asherllc
Most online: 2043 users on 29 Oct 2023, 01:04 AM