General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
I really hated what they did to Ostruppen in the final patch. They should be a T0 unit but they decided to put in T1. If they were in T0, then it opens more possibilities to skip T1. There is reason why I changed them quite a bit in my mod's. Accuracy penalty/buff system they have is stupid as well. In my mod, I changed it so they receive less damage while in cover rather than they can not fight unless in cover. This makes them more generally convenient and have the possibility on them able to flank reasonably if needed.
if you already bought the game, please give it another go now, in today patch state, it is finally playable.
make sure to do at least 5 games, of course before you start, watch some tightrope replay vids on youtube, with the latest patch, just to refresh and pick up some meta
I have 4.2 total played hours. I did not get very far into the game. Only touched the Brits in tutorial and have not touched the German nor Italian factions once. Did they improve the AI? Did they make the campaign not repetitive? Have they replaced the icons so they are not using CoH2 assets? Did they fix the sound balancing so where you can hear infantry fighting?
This will likely ruffle some feathers. Most players do not touch multiplayer. There is generally low transfer rates from single player to multiplayer. There will likely not be a spike of players until there is a singleplayer expansion or a PvE expansion. There is a reason why I have not touched the game since release. While there were many game braking bugs I ran into, the game was not fun and repetitive.
That and I found the game release state an insult in which I am far too salty to forgive. The game release was less polished than my own mods. Sure, I had sky high expectations, but I can not say it was even good for a casual.
Double check the hard point of the ability. The "vanilla" weapon hardpoint should be 4.
on the ebps, ensure that the napalm weapon is pointing to the barrage weapon. Hard point 4 weapon parent has the hardpoint is 3 as it parent. Copy the behaviour in the weapon tab from the old napalm weapon to the new napalm weapon.
Double check the weapon range of the napalm weapon and see what the minimum range is on both the napalm weapon and on the regular barrage.
On one hand it seems interesting, on the other it seems to be fairly weak for 200 muni even fully upgraded. At 145 muni still seems meh but would be very spammable, the best case would be to use it in the retreat path of a blobber as it will be to late to do anything at that point and entire armies could get wiped. However, if they activate like S-mines they can easily get removed by tanks or even LV for little reward.
Is it possible to switch it to the 30 muni mines? Say 5 to start with and bump it up from there. That way it would be anti-everything but not overly punishing against infantry unless you retreat extremely low model squads thru the area.
The designed for I have for the US faction is quite absurd. The ability is a 0CP ability. ALL abilities are 0CP. You invest your CP's to either improve the quality or reduce its cost and cool down. This is suppose to mimic Ardennes Assault Campaign where you spend your requisition for upgrades. You can access it immediately but a premium. Additionally, it is a click and go compare to say an S-Mine field with no board posts. Of course there still need to be adjustments for everything. Every single US doctrine now sports this motif. This more of the tame abilities. Additionally, the rest of the doctrine has to be taken account for it is an outlier doctrine where the other abilities do not have reduced cost of its abilities in the other slots. This doctrine makes that the supply trucks, which replaced the cashes, provides more resources.
I find this mechanism more interesting than the current blow up stuff one.
You might want to change the in game name of the ability though since "cluster bombs" seems confusing.
Technically it is accurate but you are right. Changing the name to cluster mines should be good.
I like the anti-handling fuse better than the impact fuse. Cool demonstration. Hopefully there isn't any weird interplay between different permutations of when upgrades are purchased (I.E. 10% muni cost reduction of a fully upgraded drop being worth more than if you purchased it before fully upgrading the amount of mines dropped.)
Thanks, it should work fine since they all affect the same ability. "Apply modifiers" to the same ability though I do wonder about the Engine's "Order of Operations."
Side note, you can now play around with it along with every other change in my mod.
Seeing I stop playing because of how bad the campaign was, probably when the AI is improved but even then I have moved on. Four hours I gave it in my stream and I was insulted on how low quality CoH3 was. I even took PTO for Thursday and Friday and it failed be in a less then a day. It's polish was on par with my own mods.