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Unofficial Revamp mod (EFA & WFA & Brits)

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8 Jul 2017, 11:41 AM
#241
avatar of Vipper

Posts: 13476 | Subs: 1

"M4A3 Sherman
We are adding consistency to the HE shells.

- HE shells now ignore terrain
- HE shell distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
- HE far AOE from 0.05 to 0.15

Smoke Canisters (affects all Sherman variants):
- Smoke Canisters from multi to single cast (this makes it that only one sherman uses the ability per click)
- Smoke canisters distance scatter max from 1.5 to 8 and a 1.25 FOW multiplier from 1. (to cover a bigger area)
- Fixed an issue where Bulldozer sherman would fire fewer smoke canisters than vanilla shermans"

Again one has to check the base line:
If Ostheer PZIV is the base line M4 is equal or better to most stats (accept armor which is becomes rather irrelevant from the high efficiency of AT units), yet it is cheaper and gets AP/HE rounds (can become a better versions of ostwind), crew repairs and smoke.

The unit is more cost efficient than the base line.
8 Jul 2017, 11:45 AM
#242
avatar of Vipper

Posts: 13476 | Subs: 1

"Forward Assembly
We have removed the Emplacement Garrison Aura from the Forward Assembly to reduce the effect of massing emplacements in a single area. In return, the Forward Assembly has been reduced in cost to allow the British to reinforce on the field. The building can also be upgraded to provide an alternative to healing.

Cost reduced from 250MP to 150
- No longer awards garrison aura (the only way to get the garrison bonus is to have a squad garrisoned inside the emplacement)
- Artillery flares range increased from 40 to 75
- FRP cost reduced from 200 to 100
- Activating FRP incurs a 33% resource penalty, and cannot be toggled on/off for 60 seconds
- Can upgrade medics for 50MP/60MU
- (Repair station disabled)"

If one takes ostheer banker as base line this is wait more cost efficient.

In addition the healing allows one to upgrade tommies with pyrotechnics giving UKF a very big sight range advantage and able to spam the dirty cheap artillery.
8 Jul 2017, 11:52 AM
#243
avatar of Vipper

Posts: 13476 | Subs: 1

"Base 25 pounders
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements. This is something that the British were particularly inadept at, so far.

Airburst changes make it so that teching Anvil will allow the 25 pounder barrage to also double as an area-denial ability.

Damage
- First Howitzer now fires 4 shells (down from 6)
- Second Howitzer now fires 5 shells (down from 6) and reload time to 4 (from 4.7)
- HE shell AoE/Penetration increased to Sexton levels

Scatter
The goal of scatter changes is to make barrage predictable regardless of map size.

- First howitzer has 0 angle scatter and 5 scatter-max and 1 scatter-ratio (i.e., relatively accurate)
- Second howitzer has 7.5 angle scatter, 12 scatter-max and 1 scatter-ratio
(original scatter for both Howitzers was 9.25 angle, 18.5 scatter-max, 0.074 scatter ratio)
- Airburst shells have a randomized 3-10 second interval between them and come with increased scatter radius (from 7 radius to 20 radius)
- The barrage becomes inaccurate if vision of the target location is not maintained

Responsiveness
- Howitzer rotation rate and responsiveness increased
- Shell speed increased from 29 to 40

Usage/Cooldown
- 80 second cooldown"

This ability will become spamable since it is dirty cheap and available to too many units.

My suggestion would be to replace pyrotechnics to an upgrade similar to Coh1 where the upgraded unit loses all bonuses/penalties from cover get the scoped lee Enfield but loses all weapon slots. Then they can use arty but for more MU.

Vet 1 for tommies could be replaced with something else.
8 Jul 2017, 11:56 AM
#244
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post8 Jul 2017, 11:45 AMVipper
"Forward Assembly
We have removed the Emplacement Garrison Aura from the Forward Assembly to reduce the effect of massing emplacements in a single area. In return, the Forward Assembly has been reduced in cost to allow the British to reinforce on the field. The building can also be upgraded to provide an alternative to healing.

Cost reduced from 250MP to 150
- No longer awards garrison aura (the only way to get the garrison bonus is to have a squad garrisoned inside the emplacement)
- Artillery flares range increased from 40 to 75
- FRP cost reduced from 200 to 100
- Activating FRP incurs a 33% resource penalty, and cannot be toggled on/off for 60 seconds
- Can upgrade medics for 50MP/60MU
- (Repair station disabled)"

If one takes ostheer banker as base line this is wait more cost efficient.

In addition the healing allows one to upgrade tommies with pyrotechnics giving UKF a very big sight range advantage and able to spam the dirty cheap artillery.


The differences between the forward assembly and a Command Bunker in the mod are:
- The Command Bunker is more durable (size footprint/HP)
- The Command Bunker can still reinforce even when the territory is cut off
- The Command Bunker is not the only way to obtain on-field reinforcements for OST; Forward Assembly is.
- The Command Bunker is not necessary to obtain weapon upgrades on the field

British artillery is still locked behind a global 80 seconds barrage. Not picking medkits means you cannot heal on the field, and you can also not heal while moving.
8 Jul 2017, 12:00 PM
#245
avatar of Vipper

Posts: 13476 | Subs: 1



The differences between the forward assembly and a Command Bunker in the mod are:
- The Command Bunker is more durable (size footprint/HP)
- The Command Bunker can still reinforce even when the territory is cut off
- The Command Bunker is not the only way to obtain on-field reinforcements for OST; Forward Assembly is.

British artillery is still locked behind a global 80 seconds barrage. Not picking medkits means you cannot heal on the field, and you can also not heal while moving.

Command bunker is more expensive, supports weaker infantry, does not work FRP and can not call in artillery.

Since you set EFA as the base line imo you should use your baseline to determine the cost efficiency of the other units...

80 seconds is not a real limitation for a dirty cheap ability.

Having mainline infantry with LOS better than scout infantry (+50 at vet 1) able to call in arty can prove very problematic.
8 Jul 2017, 13:40 PM
#246
avatar of LimaOscarMike

Posts: 440

any explain why it seemed like Lee enfield Infiltration Commandos wont pick squad mate bren gun if the man get shot even somehow full men squad dont equip with bren gun at all they rather hold Lee enfield instead
8 Jul 2017, 14:25 PM
#247
avatar of Mr.Smith

Posts: 2636 | Subs: 17

any explain why it seemed like Lee enfield Infiltration Commandos wont pick squad mate bren gun if the man get shot even somehow full men squad dont equip with bren gun at all they rather hold Lee enfield instead


Commando Lee Enfields are slot items. You need to buy the free upgrade for the enfields to be removed, so that other slot items can show up.
8 Jul 2017, 14:30 PM
#248
avatar of LimaOscarMike

Posts: 440



Commando Lee Enfields are slot items. You need to buy the free upgrade for the enfields to be removed, so that other slot items can show up.


any further change from now on ? it's really great to have lee enfield and bren gun for long range firepower
8 Jul 2017, 15:12 PM
#249
avatar of wandererraven

Posts: 353

Commando Lee Enfields accuracy it 0.817/0.851/0.886 small lower than Ober Kar98
not upgrade to sten this is intesting way to play
I think set Light Gammon bomb to start cooldown like partisan
is ok ?
8 Jul 2017, 15:51 PM
#250
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Commando Lee Enfields accuracy it 0.817/0.851/0.886 small lower than Ober Kar98
not upgrade to sten this is intesting way to play
I think set Light Gammon bomb to start cooldown like partisan
is ok ?


The slot items we gave to Commandos use Tommy Lee Enfield stats.

The Lee Enfields are not meant to be an alternative to Stens; they are simply meant to be something that delays the arrival of Stens, like we did for all other infiltration squads. Maybe Commandos could get Colt pistols instead? :O
8 Jul 2017, 16:03 PM
#251
avatar of LimaOscarMike

Posts: 440



The slot items we gave to Commandos use Tommy Lee Enfield stats.

The Lee Enfields are not meant to be an alternative to Stens; they are simply meant to be something that delays the arrival of Stens, like we did for all other infiltration squads. Maybe Commandos could get Colt pistols instead? :O


that horrible
8 Jul 2017, 16:11 PM
#252
avatar of EtherealDragon

Posts: 1890 | Subs: 1




However, realistically, a flank with Grenadiers should be as rewarded as a flank with Volksgrenadiers. This means bringing small arms efficiency vs emplacements up and bringing lava nade efficiency vs emplacements down.


I agree with you there - thing with emplacements is that they do need more ways to counter (IE Infantry Flanks) - my only concern is that a low Brace duration overbuffs the current standard counters (ISG/Mortar Barrage Spam or Mortar HT Fire/Flamer HT). Even now a Flamer HT will do significant damage to a braced emplacement and ISG barrage timer is so low that 2 of them make short work of unbraced emplacements. I feel like Brace needs to be more than an off-map counter at at least be a "buy time to mount a counter attack" ability too. Maybe 15 seconds? I suppose you'd need to add a Can't Pack-Up while Braced rule as well so people can't just Brace and then Pack-Up to get resources from a doomed emplacement.
8 Jul 2017, 16:27 PM
#253
avatar of wandererraven

Posts: 353



The slot items we gave to Commandos use Tommy Lee Enfield stats.

The Lee Enfields are not meant to be an alternative to Stens; they are simply meant to be something that delays the arrival of Stens, like we did for all other infiltration squads. Maybe Commandos could get Colt pistols instead? :O


ok i see not use commando lee enfield data form Attribute editor
but 20 min agos I test play i can pick up double bren without use sten this ok ?
8 Jul 2017, 16:36 PM
#254
avatar of Mr.Smith

Posts: 2636 | Subs: 17



ok i see not use commando lee enfield data form Attribute editor
but 20 min agos I test play i can pick up double bren without use sten this ok ?


You can. It's just that your squad will be juggling 6 slot items, and you dont know which one you will be using at any point in time.



I agree with you there - thing with emplacements is that they do need more ways to counter (IE Infantry Flanks) - my only concern is that a low Brace duration overbuffs the current standard counters (ISG/Mortar Barrage Spam or Mortar HT Fire/Flamer HT). Even now a Flamer HT will do significant damage to a braced emplacement and ISG barrage timer is so low that 2 of them make short work of unbraced emplacements. I feel like Brace needs to be more than an off-map counter at at least be a "buy time to mount a counter attack" ability too. Maybe 15 seconds? I suppose you'd need to add a Can't Pack-Up while Braced rule as well so people can't just Brace and then Pack-Up to get resources from a doomed emplacement.


ISG spam is a non-issue in the mod. You need to drive it really close to fight the mortar pit. Then, with the removal of Vet2 racecar speed, enemy infantry will see you off. You will only really use ISGs to smoke and accompany an attack.

The other, flamer-based counters, we will have to re-evaluate.
8 Jul 2017, 16:44 PM
#255
avatar of Dangerous-Cloth

Posts: 2066

What is 5 seconds brace going to do? I tried using this, but it is really useless. How about 8 or 10 seconds?

If not, then remove it and simply give emplacements more armor or something once they vet up.
8 Jul 2017, 17:06 PM
#256
avatar of ZombiFrancis

Posts: 2742

What is 5 seconds brace going to do? I tried using this, but it is really useless. How about 8 or 10 seconds?

If not, then remove it and simply give emplacements more armor or something once they vet up.


Alternately, things like stuka bomb, werfer barrages, and railway artillery could be actually buffed against emplacements. Since the short timer could nullify the more high-damage alpha-strikes. Missing the brace would be destructive, but getting it would nullify its effect.

Things like ISGs and mortars, the current 'counters' would still be able to do their job, but their opponent would have to constantly micro/disable their emplacements to withstand continued barrages.

Brace should be bracing for impact from an explosion, not a stasis field from enemy attacks for X amount of time. An emplacement overrun with enemy infantry should be as survivable as a flanked MG or ATG.
8 Jul 2017, 17:19 PM
#257
avatar of wandererraven

Posts: 353

ok i see Test Infiltration Commandos carry bren without use sten
if bren user die not transfer to other squad member and chance to drop
dont think play Infiltration Commandos like Ostheer Stromtrooper :p
8 Jul 2017, 17:29 PM
#258
avatar of Dangerous-Cloth

Posts: 2066



Alternately, things like stuka bomb, werfer barrages, and railway artillery could be actually buffed against emplacements. Since the short timer could nullify the more high-damage alpha-strikes. Missing the brace would be destructive, but getting it would nullify its effect.

Things like ISGs and mortars, the current 'counters' would still be able to do their job, but their opponent would have to constantly micro/disable their emplacements to withstand continued barrages.

Brace should be bracing for impact from an explosion, not a stasis field from enemy attacks for X amount of time. An emplacement overrun with enemy infantry should be as survivable as a flanked MG or ATG.


I agree mate. Yet 5 seconds is just too little of a 'brace'. 10 seconds would be reasonable in my mind. How about yours?
8 Jul 2017, 18:03 PM
#259
avatar of ZombiFrancis

Posts: 2742



I agree mate. Yet 5 seconds is just too little of a 'brace'. 10 seconds would be reasonable in my mind. How about yours?


My opinion is 3 second duration, 7.5-10 second recharge. (4.5-7 seconds inbetween Braces.) 7.5 second recharge would literally just be 10% of the live duration and recharge.

I think short duration, short recharge is preferable to longer durations/recharges. Shorter timers increases the burden on the British faction player. But to be perfectly honest, I have no idea what will actually be best. Brace has been a contentious ability since it was released, and it's caused a litany of issues with how the game has been balanced. This is something that will have to be toyed around with.

IMO a change to brace warrants its own mod. One change for the whole thing: Brace. Otherwise it'll be more or less impossible to determine what is best.

And to go further, I think the whole British faction needs to be scrapped and redrawn from the beginning if they are to fit into CoH2 in a balanced and well-designed way.
8 Jul 2017, 18:53 PM
#260
avatar of Dangerous-Cloth

Posts: 2066



My opinion is 3 second duration, 7.5-10 second recharge. (4.5-7 seconds inbetween Braces.) 7.5 second recharge would literally just be 10% of the live duration and recharge.

I think short duration, short recharge is preferable to longer durations/recharges. Shorter timers increases the burden on the British faction player. But to be perfectly honest, I have no idea what will actually be best. Brace has been a contentious ability since it was released, and it's caused a litany of issues with how the game has been balanced. This is something that will have to be toyed around with.

IMO a change to brace warrants its own mod. One change for the whole thing: Brace. Otherwise it'll be more or less impossible to determine what is best.

And to go further, I think the whole British faction needs to be scrapped and redrawn from the beginning if they are to fit into CoH2 in a balanced and well-designed way.


Good idea, I like that! Never thought of that before.
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