General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Any action that disables infantry movement will automatically cancel movement orders. Sometimes this will even make infantry unable to respond to a retreat command.
I think max_speed_modifier will work just fine.
1. Check out how the soldier_stun critical is implemented in modding tools.
2. Why not already use the soldier_stun critical as it is implemented for the stun nades?
To go along with this, go to the critical tab. Create or clone a copy of soldier_explosive_round. Cloning it will also change the sniper crit, also change your selected ability's crit to your new crit. Add a modifier (under the apply modifier), add speed_max_modifier. Put in Multiply by 0. And there you go, movement will stop but not interrupt orders. If you want the affected squad to still be able to retreat with this crit, you need to go to retreat part of squads (every single squad in the game) and add speed_max_modifier, multiply by 1 and set it to exclusive. Now they can retreat while being stunned.
I discovered this interaction when I was modding weapon racks with osteer.
As we all know, ostruppen have reduced accuracy when out of cover. In coding this is just permanent at all times. This value is multiply by .5. They regain accuracy when in cover on a per model base. This value is multiply by 3. So the total is actually 1.5 accuracy while in cover. However these changes also apply to slot weapons. So in terms any slot weapon acquired by ostruppen are very accuracy. Is this a bug? My solution to this bug(?) so slot weapons are the same dps with out hurting the kar98s while in cover is, reduce the in cover bonus to times 2 but increase the accuracy their kar98s by 50%. While they gain a buff in out of cover combat, this buff has actually very little impact seeing accuracy while out of cover is still bad.
The stun crit that still allows movement is soldier_explosive_round. This is same crit that the osteer sniper uses and it only applies to the affected models and not the entire squad. I just tested it in replacing the stun grenade from stun_soldier to soldier_explosive_round.
Currently I have not touched any the doctrines, but I probably will in the future. If I am going make my own doctrines, I will probably edit the free doctrines and leave the others incomplete and broken. I am not going to restrict players based on a pay wall.
I will request advise in balancing this mod. I may look at it and it seems fine at the moment but I may and most likely am wrong.
-T0 (starting building)
1. Field Team: 150 Manpower
Three man engineer squad, meant for building and repairing vehcials.
zero weapon slots
Three Upgrades (one of three)
Hazard Removal, 30 mun: Minesweeper and barb wire cutters
Medic upgrade, 50 mun: Can heal near by units
Two Grenade launchers 100 mun: 2 long range grenade launchers designed to clear out buildings
2. Osttruppen: 200 manpower
Same as live
6 man cannon foder
NO Fausts
two weapon slots
3. Stormtroopers: 270 Manpower
Same as live expect different abilites and no cloak
four weapon slots
-Three weapon racks can be built, all cost 100 Man and 10 fuel
Stg 44 Assualt Rifle.
Panzerbuashe 39 AT rifle
Shotguns
-T1 (infantry support)
1. Frontier Guards: 320 Manpower
4 man sqaud armed with MP 40s and a LMG 34
Has armor
Reduced movement speed during combat
one weapon slot
2. MG 34
Same as live
3. Pak 40
Same as live
4. 10 cm Mortar
Same as 120mm mortar
5. 10.5 cm lefh Artilliery 400mp 40 Fuel
Same as live
Requires Teching
Built by engineers
6. Flak 88
Same stats as Pak 43
Bofors place holder
Requires teching
Built by engineers
-T2 (vehicals)
1. 250 Halftrack: 100 man, 10 fuel
Unarmed transport
2. 250 Mortar Halftrack: 200 man, 40 fuel
Same as live
3. Puma 280 Man, 80 fuel
Same as live
target weak point changed to OKW's aimed shot
4. Short Barrel, Panzer 4 300 Man, 100 Fuel
Preforms same as command tank
Can be equiped with an MG 42
Requires Teching
5. AT Hetzer 280 Man 70 Fuel
Weapon is the same as SU 76
Flame Hetzer Place holder
Requires Teching
6. Panther 490 Man, 175 Fuel
Same as Live
Requires most teching
7. Knights Cross Holders 450 Manpower
3 man squad with a lot of health
3 stg 44s
limit to one the battle field
requires most teching
-T3ish (teching building)
Allow for powerful upgrades to be purchased.
-Panther Unlock
-Grenade Unlock for Frontier Guards and Stormtroopers
-Bolster Squad for Field Teams and Osttruppen
-Armor pirecing rounds for Puma, Hetzer, and Panther
-Stablizers for Puma, Panther, and Panzer 4
-Armored skirts for Hetzer, Panther, and Panzer 4
Doctrinal Changes
Jaeger Armor Doctrine (now Field Operations)
1. Unlocks Kubal
2 Unlocks 222 Scout Car
3. Spotting Scopes
4. Elephant Tank Destoryer
5. German Marksment
Festung Support (now Logistical Operations)
1. Opel Blitz unlock
2. Field Team Salvage
3. Cashes
4. Oblersoldaten unlock
-5 man squad with superior weapon usage
5. Fuel to Manpower
Festung Armor (I do not have a name yet)
1. Ambushing Stormtroopers
-5 man squad armed with mp 40s and camouflage
1. Standard Infantry
Some infantry are inherently better at certain ranges. This is fine, but infantry that straight out wins at all ranges is not good. First off, I am not talking about upgrades, I am referring to freshly built infantry. The Conscripts vs Grenadiers is a good example of good asymmetrical balance. A bad example, Penals will be Grenadiers at all ranges. Penals are suppose to be the soviet's mid range unit while shocks are the close range and the guards are long range. So why should non doctrinal beginning of the game infantry be just better than its counterparts? Grenadiers and penals have both the same teching costs, not to mention. To create a balanced game, there needs to be a good baseline. Additionally, with under-performing units, sending in pairs or blobs is there only answer and this will cause the opponent to blob too.
Here is my solution on how to balance starting infantry.
Grenadiers
-Switch MG42 and Grenadiers
Grenadiers are simply better to have when starting the game to capture terrioties. This change also helps cut down the sniper usage and MG spaming.
Penals
-decrease the squad size to 5 from 6
-change manpower from 300 to 250
Infantry Section
-Change target size from .8 to .91
-Change manpower cost from 280 to 250
Infantry Sections will still be very potent but this will hopeful help cut the power level of bolster squad
Rifleman
-Change individual health from 80 to 70
-Change manpower cost from 280 to 260
2. Population Cost and Upkeep costs
In the current state, some factions have very high population costs and some factions have very low population costs. This also translates to upkeep costs.
For example: Osteer vs USF: the Pak 40 has 9 population and all other at guns have 7. At 2 additional population, that is about 3 additional manpower per minute. An Ost player would get a pak around the 7 to 8 minute mark. A Ost also must build and extra engineer seeing he can not use vehicle crews to repair his vehicles. Pioneers also cost 1 additional population or about 1.5 more manpower each. And lets say the game goes on for about another 20 minutes. Grenadiers and the superior Riflemen cost the same amount of population.
For 2 pak 2 pioneers vs 2 M1 at gun and 1 RE the upkeep difference is 330 across 20 minutes, enough value to build another combat squad. This might not seem like much but it does make a difference
Some population discrepancies are
-Pak 40 is 9 population while others are 7
-M2 HMG is 5 population while others are 6
-pioneers are 6 population while Combat engineers and RE are 5
-Penals/Riflemen/Infantry Sections are 7 while the inferior Grenadiers are also 7
3. USF free officers
Why does USF Receive free elite infantry when teching up? This help contributes to the man spam play style of the faction. My suggestion is that they should buy the officer separate from teching
4. other minor changes
Royal Engineers have too small of a target size
-change target size from .8 to 1. This will make it more a supporting role than a combat role.
Engineers should only have one weapon slot instead of two. Additionally to make engineers more of a support role than a combat role.
Guards having both ptrs and Dp 28s
-Guards start un-upgraded and choose one exclusive upgrade.
Possible change for the mortar pit, add in a mobile mortar and make mortars able to be put in trenches again.
In this game, I would say that the determining point of the game would be when I called in close the pocket. My opponent and I were engaging a battle in one part of the map. He had a ISU 152 and SU 76 and some infantry on the other part of the map. He did not realized that close the pocket had happen until it was too late.
B4 Direct fire, pretty much destroy any tank with in range. It deals 640 damage, panzer 4 has 640 hp and a panther has 800. By the time it reaches the B4, it has low enough health to be destroyed.
In this replay, I went for encirclement Doctrine for the Stormtroopers. I did not really use anything else. I saw an opening for them and I took it. This was a pretty good replay, even though I had a high ping. My units ping was about the length of a grenade fuse... This cause me to lose a lot of squads which kept the game quite interesting.