General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
What I have found is that the 25 Pounder acts like a turret, like a tank, rather than a team weapon. In comparison, the 17 pounder has a unique animator state that is triggered on the sbps/squad_team_weapon/in_setup_action.
For the barrage ability, here is a quick checklist:
For the barrage, ensure that the ability is properly looking for the correct hardpoint.
What is the facing angle?
facing_ignore = false
Requirement issues?
ebps/weapon checklist:
How do you have the parent weapon set up?
Are the other hardpoints attached to the parent? (probably should be set to 1 that are not hardpoint 1)
Light infantry non-slot weapons range is reduced to 35 and no longer interferes with the attack order and attack move order.
In playing around with income I think I found a sweet spot that in general increases the duration of the phases of early, mid, and late game. Here is a total summery of right now:
Right now, I have implemented various comeback mechanics to make games for entertaining and here is a list of all effects:
Soviets Mobilized Reserves:
Fresh Conscripts no longer need to reinvest with munitions for the seven man squads with it being a global upgrade. In order to make penals more able to get back into the game, they now gain vet 1 immediately if they did not already have it as well as their cheaper reinforce cost.
Volks upgrades:
If a volks squad needs to be rebuilt, the global upgrades should help them get back into the fight. Zeal was probably the weakest of the bunch so like penals, when this is upgraded, vet 0 volks become vet 1 volks.
Ostheer:
Now not only they have new comeback mechanics they have new non doctrinal supply mechanics as well. Soviets and brits build cashes, USF can upgrade WC51 trucks to Supply Trucks. OKW can build Supply HQs that are hybrid of the HQ, Supply truck, and Cashes. Ostheer has now it's old T4 structure reintroduce into a Research building.
In playing around with manpower income and now trying out 250 manpower per minute.
Penals are now able to be upgraded with PPSH's
Penals' vet 1: to the last man, now also increases burst duration per model missing.
This should give soviets a decent smg unit non doctrinally but this is a side grade and does not replace shock troops.
Conscript Assault Packages completely replaced and removed:
Advance War's Conscript Assault Packages replaced with Conscript Tactics
Conscript Support Tactic's Conscript Assault Packages replaced with Hold the Line
OKW's supply trucks replaced with the ability the lockdown SWS halftracks into supply centers.
Once set up, the player can choose between the increase of fuel or munitions. Can change whenever you want, barring cool down.
MG34 Moved to T1 but the cost is reduced to 230 manpower.
Munitions Opel Blitz added to T2. Ability Cooldowns and medic packs removed. Aura now also reduce weapon cooldowns. This unit will help fill in the gap for OKW who lacks a mobile reinforcement point.
I like the light arty barrage. Most of the time, my opponents moves or retreat the team weapon in time, so the cheaper cost is a plus because it did its job of displacing the target to create an opening.
Actually not true. 2 of every 3 Volksgrenadier squads were armed with automatic weapons, this was to give them a high volume of fire to make up for both the lack of men and lack of skill. The intent actually was to have them equipped with Sturmgewehrs, but the reality was that there were not nearly enough to go around, so most Volksgrenadiers were issued MP 40's instead. It kind of irks me that Grenadiers have the option to become MP 40 squads (uncommon by my understanding) but not Conscripts or Volksgrenadiers (PPSh/MP 40 squads extremely common).
That said you obviously have a different vision than I do and you have put in a lot of work into your mod, so I congratulate you on the release! I still do like a lot of the changes, I just feel strongly about a few of them.
I have thought about this. Both in live and my mod, there is no designated non-doctrinal CQB/CQC unit for soviets. Any added item can not overlap with Shock Troops, Doctrinal PPSHs, or outright replace and remove Doctrinal ppsh. I have multiple ideas:
1: Combat engineers
With mobilized reserves no longer being automatic, researching it could grant the combat engineers with a PPsh upgrade that grants an extra man from either the PPSH upgrade or from mobilized reserves.
Or just make the equipped with PPsh's.
2: Penals
Right now penals, in my mod, are significantly different. PPsh upgrade for them could make them stand out.
3: Replacing the PPSH doctrine
There are 5 doctrines in live with this ability but only 3 in my mod. Replacing 3 could allow more variety in doctrines while allowing ppsh's non doctrinal.
Advance Warfare could gain either For Mother Russia or a new ability. The PPSH doctrinal ability does give conscripts oorha back so maybe a combo ability using the Speech Evasive Tactics which may include AT grenade assault. Maybe camouflaged?
Conscript Support Tactics could revert this doctrine wounded recovery station for Rapid Conscription while a ability could be added, Hold the Line. There is speech for a Hold the line ability, in which it could provide defensive buffs for infantry in friendly territory for the duration.
Guard Rifle Combined Arms Tactic's PPsh could be replaced with a vehicle breakthrough ability to help full fill its role of combined arms. There is speech for a Fire and Maneuver ability which is focused on tanks. The vehicle breakthrough would enable vehicles to capture at a fast rate and move at increase speed.
No, no, I mean have Riflemen use the RE winter skin instead of their current winter skin... on winter maps. I'm not sure if that's something that's actually possible to do, however. Its just always felt odd that despite having an infantryman model with a Greatcoat, Lelic decided to have Riflemen just put on gloves and a scarf rather than actually wear said greatcoat.
Those skins are not interchangeable. There is a way to use the Cold Tech upgrade and display a different squad to build, but at the moment I will not change anything.
During WW2 the US did have a shortage of winter weather gear, which military didn't?, and so it was not uncommon for them to use the M-1943 with heavier undershirts. Not preparing for winter is a common occurrence which is usually solved by wearing extra layers. I can speak from personal experience. I was deployed to Kuwait in 2016, in which I learn how to mod in my down time. First step off the plane, it was 130 F (54 C). When winter came around, working night shift, the wind chill it was 22 F (-5 C). Command thought oh here are some propane heaters that are above your head... They did not work. Just because it was 80 during the day does not mean it was not cold at night. That temperature difference change happen during my shift. Back at home working in the winter, wind chill was -40 F (-40 C), and all I was issued was a rain jacket. Even the basic cold weather gear was not enough for those temps.
I haven't read through all the notes, and obviously I haven't played it yet (If i even get chance), but one thing that jumps out to me (for some reason) is reducing any squad sizes below 4... I think that being the minimum size is probably for the best, due to how it interacts with a few game mechanics. (Admittedly changes to "max models killed" and a few other things you've done make it less an issue). I dunno, I think this is just a personal thing.
There are only three units with 3 models. Before hand there were IR Pathfinders that had three models but they had no survivability with a target size of 1 while these three units do. It is experimental, no doubt about it.
Ostheer's Pioneers with the target size of 0.5, they will be dodging bullets left and right including the tank mgs. Very cheap squad replacement at 150 .
Brit's sniper has a target size of .7 which is similar to other light infantry. Plus the extended range of 45 from the standard range of 35. They should avoid damage all together.
And the one doctrinal Urban Assault Grenadiers with flamethrowers. They have a target size of .75. This will make them resilient and they are suppose to be more of a support squad rather than a frontline squad. This squad may fall too quickly.
(Completely non-gameplay related... but since you've taken REs out of USF's nondoc lineup... perhaps the RE model could be the Rifleman Winter skin now? :^) )
Probably not. Riflemen still use that skin on winter maps. Plus being cover in snow on summer maps, not exactly fitting, unless it is an ruined urban environment with dust everywhere.
Wait, territory gives manpower bonuses in your mod? What's the reasoning behind that? My understanding is that Manpower income being divorced from territory (and being inversely proportional to army size) is intended as a way to let a person recover from a severe setback.
An experiment to see if cashes become more prevalent in match ups. With potential increase of manpower and decrease fuel and munitions, players either invest more so into capturing fuel and munitions points or invest into cashes/trucks, as well as defenses such as bunkers. These values are quite small still, so I would expect a modest impact.