If you're in the circle when the plane starts its maneuver out to return and straffe it will follow you anywhere on the map. All loiters work like this to my knowledge. Now if you think about loiters only effecting the circle and the circle alone and any tank or infantry that left the circle has it's straffe canceled straffes would be absoulte trash. They'd have to have their costs lowered immensely to justify how quickly you can exit the circle. Especially with speed boost mechanics.
P47 used to follow but I don't think it does anymore. Hard to say with certainty because it doesn't hit anything anyway. |
The Greyhound can be quite nice for a Lieutenant build so you can deploy something similar to a Stuart so you can also deploy M2B HMGs. But, other than that it is pretty bad.
It still has the problem that it loses badly to a 222, even with the 70 munition armor upgrade. The upgrade should be included in the basic cost, and it would have been better if they gave it something else when they nerfed canister shot into oblivion. Maybe give it passive capping or the ability to lay the general purpose mines. |
Welcome! I recommend watching these tutorials first:
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
Awesome, thanks! |
I have some general questions on mods. I'm interested in making a mod because:
1)Larger (3v3 or 4v4) team game degenerate into a battle of mortars, LEIG's, mortar pits, walking stukas, etc, etc. I would like to make a mod that nerfs all indirect to the point that it is secondary to the main battle.
2)The tier system is messed up. It was okay when it was just Ost and Soviets but factions since then aren't organized the same way. I would like to try making a 4 tier standard where T1 is team weapons, T2 is light vehicles, T3 is mediums (T34/76, PIV, Sherman), and T4 is better tanks like T34/85, Panther, Easy 8. I would like to implement
I looked at the mod guide but it didn't answer all of my questions. If anyone has time to answer this I would greatly appreciate it.
Questions:
1) Can additional tiers be created, including costs to unlock tiers?
2) If UKF cannot be fit into the tier system, could it be excluded from the mod, at least temporarily? (It is so different from everything else that it seems like it would be really difficult to balance).
3) Similarly, can most commanders be excluded? Air supremacy, arty cover, Stuka CAS, Stuka dive bomb all problematic.
|
vet4-5 obers ofc needs a nerf, but at the same time vert4,5 needs to be more easily attainable for them.
jagd, ele and 152 are just dumb design but how would you nerf them? i think the best thing right now is to drastically raise their pop cap to decrease army size so those heavy tanks can get outnumbered
They used to be upper 20's in pop cap before that was lowered to "encourage the use of heavy tanks". I don't remember the exact words but it was something like that in the patch notes. I don't remember if this was done at the same time as limiting them to one.
The pop cap should be raised into the 30's on those TD's (at least the Ele and JT), and you shouldn't be able to bring in a second if you lose it. The fuel price is also much too low. |
How do they have stronger tank destroyers? Do you prefer a SU-85 vet3 or Firefly vet3 over a JP4 vet5? I don't.
Tank destroyers destroy tanks, not infantry - they are not the spearhead of an assault. They can only avert the power of tanks from their allies. How is that going to help the infantry if it's already overwhelmed by the enemy's infantry?
How are the allied mediums outclassing the axis mediums? What are you refering to? I don't know about you, but my favourite medium tank from the 640hp class is the OKW P4. That thing is a nightmare for the allies once he reaches vet4(granted he survives).
And how can you just call those heavy tank destroyers a design flaw? Are we now supposed to ignore them and act like they do not exist? How is your opinion helpful to form a consent?
Oh and btw, it's not like "allies" have mark target - there are 3 precisely 3 commanders from the Soviet faction that can use it. I might as well refer to "axis" having stuka bombs whenever anyone complains about op "allied" infantry.
This x 100
Some maps like Red Ball are really difficult for allies to win once the JT's and Elefant's are on the field. There are no allied counters to them. The only way to win that game late was Calliope's and bazooka blobs. |
Pfuss nerf
Kubel rework
Infiltration squads
Obers
Soviet buffs
Stug need
Cons buff
Demo rework
Garisons reworked
Counters to mgs in houses
Frienuly damage homogenisation
Howitzer survivability
More doctrinal choices
Loiters nerfs
Panther buff
UKF rework
When ???
Next patch will be calliope nerf, land mattress nerf, additional USF rifle nerf, ober reinforce time buff. Stop asking bad questions. |
Since adding the critical makes calculation more difficult (and really has to do allot on how many entities fire on the same entity and the thus the target squad size)with out it:
.....
Once more in the current state the squad are about equal.
You can't ignore the crit, which makes JLI hit much harder.
JLI get booby traps, sprint, 15 muni infiltration grenades, and thorough salvage. Pathfinders get beacons. If you think that is equal then okay. |
It's a bit difficult to have enough screentime for 3 specialist AI-only units (Pathfinders, Thompson Paras and LMG Paras) that offer zero AT utility, when the faction already has access to the best mainline infantry, and they have no AI issues to begin with.
Recon Company's vision of Pathinders as a utility unit seems more coherent than a "hey, let's strap another AI only unit in the roster" implementation of Airborne. Given that beacons are Paratrooper's main feature, it should be more affordable to field a Pathfinder & Paratrooper mixed army.
For Paratroopers, the simplest change I would make is allow Paratrooper-equipped support weapons to reinforce near beacons.
Pathfinders just need to be cheaper scout units, and provide the utility necessary to complement Paratroopers. I don't know:
- Smoke artillery callins?
- Allow Paratroopers to retreat to Pathfinders (in friendly territory only)?
- Lay mines? (or let Airborne paras also lay mines?)
To make them cheaper scout units that people would use, you would have to lower the reinforce cost to 28-30, popcap to 1 from 1.5 per model, and give them mines and possibly smoke. It would be helpful if they could reinforce from their own beacon. I would not use Paras to lay mines, they are too expensive to use for that. Also, giving them infiltration at 0 CP would make some people really angry.
Lastly, the P47 strafe does have to get fixed to make this commander viable. (See someone's post about this above) |
Maybe I was not clear enough, I did not claim that JLIRS are balanced fighting Pathfinder but that are both unit of equal value. I was simply responding to a claim that JLIRS is far superior unit to Pathfinders. They are not.
The fact that JLIRS will beat Pathfinders is not a indication of the units overall performance they same way that a maxim will beat hmg-42 does not make a maxim a unit of higher value.
So you are trying to say that infiltration and much better combat stats are completely offset by beacons? Players often use JLI because they're good and cost effective. Pathfinder's reinforce cost and popcap is too high for what they do. They are used about as much as the Greyhound, and for similar reasons. |