Register Time: 5 May 2015, 18:45 PM
Last Visit Time: Today, 19:22 PM
Nationality: United States
I am always ready to break the meta. Got an idea, lets hear it.
I am very interested in this feature. I read all the threads here about recover wounded soldiers and I fail to mod it. I do not know if because the tool has a problem or because I did it in a wrong way.
I am going to explain what I did:
a. I created a medical Station entity
b. I added the "aide_extension_action" to the ebps file. In this extension I set up the medic to spam, meters and number of medics
c. I activated the extension action in the action_apply_ext of the same ebps
d. I went to the "army_bag" and in "casualties" I set the squad to spawn and number of casualties until spawn.
Sadly nothing happens. I am a bit lose here maybe someone know how to do it or at lease could give me a clue about how I must to proceed.
Here the link of the other threads that I readed about this matter:
First off, what you are asking is different on what the original post was actually about. Foxhound was looking for how Manpower was returned based on the OKW ability.
Second. I have tried enabling recovering wounded myself but it was inconclusive. I asked the author of the video how he enable it and it was just playing the animations in the world builder. I think it was scrapped content based off of interactions in CoH1. There is a lot of CoH 1 assets in CoH2 such as the Panthertum. Basic animators included just no sound bytes to go along with it.
In EBPS,UI there is a spot to for inserting a select skin summer/winter. Additionally, you will need to make the Force Skin from False to True. You will need to know the name of the skin which can be determined using the Archive Viewer but there are mostly labeled by number. Tiger Ace, Command Panther, and Red Banner T34/85 are the few exceptions. MWNL (Make War Not Love) are the Blood Splatter Skins. Some infantry models use skins as well such as PGrens using Stormtroopers skins.
Light Vehicles and Tanks
1. Puma (Effective even against Medium tanks)
3. M15 AA Halftrack
4. 251 AA Halftrack
8. M16 AA Halftrack
10. Greyhound (Too weak and bad Doc)
Here are my thoughts how to more properly balance the game out.
1. Mainline Infantry
I my eyes, all Mainline Infantry should be balanced with in each other (excluding doctrinal assets).
-Conscripts are noted to be the weakest of all. While the vs grens, they win at close range and lose at far, there still a window for clear victory. However when facing Volks it can be a bit messy. The main problem is the STG Upgrade. It just adds way to much fire power. I would like to see a MP40 upgrade instead to reduce long range while increasing close range. I could be just two to five MP40s.
-Volks: While on them I would like to see a small price increase based on the preformance from 250 to 255 or 260.
-Grens. Their Performance is hampered to the fact they have to be teched. This reduces initial field presence are additionally reduced the factions starting resources. What I would do is swap the MG42 and Grenadier. Additionally, I would swap the G43 and LMG42 to prevent the mindless a moving around and allow more mobility.
-Riflemen currently are slightly over-performing. I would say change the target size from .97 to 1 but then reduce the cost to 275 or 270 from 280 to prevent the extra bleed.
-Infantry section might as well be called better Grens. They need a bit of a rework. I would say change their target size from .8 to .9, change their moving accuracy from .25 to .5, and lastly adjust their cost to 260-270.
-Penals are a bit too strong for their timing so here is my simple suggestion: Why not make them in performance (excluding upgrades and abilities) equal to a riflemen? A five man squad with the same firepower.
2. Engineer types
-Equalized repairs but strumpioneers still need to be better because of thier price (maybe solely through the hazardous removal upgrade).
-USF Vehicle crews need to have weaker repairs because they are free repairs so Rear Echelons have a bit more utility.
-Rear Echelons/pioneers could use price decrease from 200 to 180 however Rear Echelons need to then pick up their own variant of the BAR. (Maybe no fire while moving)
-Royal Engineers. Move to T0 but reduced their Target size to match their role.
-Sturmpioneers should not be the starting unit.
3. Support weapons
-Maxim needs a slight suppression increase.
-I would add an T0 upgrade to OKW to allow access to the Raketenwerfer, MG34, and to the SWS Halftracks for ~100 manpower 30 Fuel. This would allow more accessible MG34s and allow light trucks to have a more of an impact. Additionally, this would reduce the effectiveness of FRP by delaying the teching.
-USF Mortar with its reduced range I would like to see faster setup and tear down to allow it to become more mobile.
4. Light vehicles and light Tanks
The Problem with these units is that snare range is too far. A simple range reduction. Additionally to prevent the M3 plus flamer I would add the flamer to require AT grenade (which I would include the Molotov as well. Making it a three in one.)
For now, these will be my suggestions. I do not feel like typing anything else for now.
1a. I would like to combine riflemen flares and forward observers since they are largely alike
1b. Alternatively, I would like it to see forward oberservers to extended other units such as officers, rear echelons, and HMGs.
2a. I have experimented around in turning the IR pathfinders into a 2 man marksmen like the soviets but still call in arty barrages. Cost would still be 2cp and now 400 manpower. A lot people liked this
2b. The Barrages could be the Major Barrage but shared a global cool down. Not very strong but much more spam-able.
3. The Greyhound main gun needs to be buffed from 60 damage to 80 damage. Maybe additionally the armored skirts should already be upgraded as well. As suggested above, I would not like to see it to lay mines since it would be too overlapping with Lieutenant Tech because the Greyhound is an alternative to the Stuart. The M20 could use a bit of a rework like early WBP. (Weaker gun but cheaper to lay mines and support flanks.)
I would still like to see the standard Paratroopers over the Airborne Assault Group or Pershing
In 3v3, (I actually do this) Puma spam is actually quite powerful. Puma's range and AP is quite good for the cost. Its great when properly combo'ed with something such as Elite Armor. Elite Armor allows access some great options.
2cp Singal Relay. Pop this to see enemy vehicles (mini-map) and hunt them down such as an USF Ambulance a or a Katy. Destroying your opponents first tank quickly is also important.
4cp Emergency repairs. Good to quickly repair mine crits if you 'found' one.
7cp Heat rounds. Allows Pumas to hit harder
8cp Panzer Commander. (not applicable to puma.)
11cp Sturm Tiger. A good alternative to 'fight' infantry and great for ambushes. Additionally allows an heavy asset without T3, granted with FBP it will cost more without T3.
(This strat is heavy in munitions so a sturmpioneer build maybe needed over Volks. This strat could be applied to any heavier call-in)
Puma do have smoke to escape out of AT gun range but have more trouble with infantry AT the most because they are mobile. Puma anti infantry is OK but not the greatest.
Also, a bug/feature (not sure which) OKW's Puma Aimed shot will still stun turretless vehicles (Assault Guns) such as SU-85 and Priests while others have the turret lock.