Actually, I just thought the following.
On release, the Mortar Pits (allong with all other emplacements) were garrisonable by MG teams. Could the MG weapon slots be interchangeable with Mortar weapon slots. Would that also make all garrisoned mortars able to fire on whichever direction ordered (without relocating)
|
Bah!
Thus.. creating garrisonable buildings is something that only Relic can do? My ears have picked up a longstanding demand for Relic to "release modding tools". Is this a piece of functionality that is currently missing due to the lack of tools?
Thanks, I appreciate it!
2) That would probably be an ability with the type 'always_on', as used for Forward Observers, Osttruppen accuracy bonuses and stuff like that. This ability would apply one or several modifiers while (and only as long as) a certain requirement is fulfilled - in this case, the unit must be garrisoned. Not a big deal at all!
I see. In this case (if I go with the one-mortar-per-Trench implementation), I would have to give the same conditional modifier for all mortars that can be constructed or captured by the Brits.
Thanks, I appreciate it!
Sadly, this is not possible either.
What would probably be doable is to have both mortars in the pit be inactive and uncrewed when you build it. If you garrison one mortar squad, one will be manned, if you garrison another, the other will be as well. HOWEVER, the two mortars in the pit will always use the model for the 3-inch, no matter which model the garrisoned mortar teams actually use. The crews in the pit are also pre-set and will not correspond to the actual garrisoned crew, I believe.
Another possibility I'm not quite sure about is a system that works like USF vehicles do: You build an abandoned mortar pit which can only be crewed by a mortar team. If crewed, the pit can be abandoned again at any time, ejecting the mortar squad. I'll have to look into this, though!
That's an interesting alternative implementation; make mortar pits kind of like USF vehicles. Each garrisoned mortar activates a mortar weapon on the pit.
If I go down this route, will it be possible to implement the following, though:
- Small arms/grenades should damage the garrisoned mortars directly (without having to destroy the pit entity first).
|
That is indeed true, but the second would be the case for trenches as well! Although it might look slightly less awkward.
You are right. I kind of completely forgot that garrisoned models kind of "disappear" when they die. That's great, because the idea of disappearing models from mortar pits will not look so alien after all!
Sure, here you go: http://steamcommunity.com/sharedfiles/filedetails/?id=635567216
It's in the German Defensive and Infantry doctrines. There might be a lot of bugs, because I haven't worked on it for about a month and Relic made some alterations to the Attribute Editor in the meantime, but the last time I checked, mortars in trenches worked fine: You could garrison them while retaining full functionality. Currently, that includes only the Ostheer GrW34, however!
Thanks! I just tried it and it looks great!
I am going to have a jab at the following tasks, and I would appreciate your expertise to help answer whether those tasks are "doable" or "it's probably impossible/too much work/don't even bother"
This is what a plaussible roadmap would look like:
1) Let's assume that I would like to extend the trenches you used for the Defensive commander so that they can hold 2 mortars at the same time. Would it be possible to control the both mortars' abilities while having the trench selected?
2) What is the easiest way to bestow a small buff (e.g., to reload) to garrisoned mortars (i.e., least amount of work)
3) I would like to take the Mortar Pit building model and turn it into a garrisonable Trench thing. What I mean is that whichever mortar & crew is garrisoned is visible at preset locations on the mortar pit (like they currently are visible around the middle of the trench). (Let's ignore the fact that we also have the 2 abandoned mortars there). Would this be a doable task?
From my (users') experience with garrisons, there seem to be 2 kinds of them:
- Ambient buildings: Garrisoned units will instantly zoom to whichever window is closest to the enemy. That looks a bit awkward
- Trenches: Units will tend to remain at their garrisoned spots, without zooming (or I've never noticed that because of the net).
Would it be possible to:
- Take the Mortar Pit building
- Assign the precise spots where units should appear (8 of them basically, since I have 2 mortars and max crewsize is 4 for each)
- That way, the two mortars will spawn exactly where the current two mortars are at
- The crewmembers will remain at their preset positions
(let me know if something doesn't make sense. I wrote this in a bit of a hurry)
|
Thanks for getting back to me!
We could certainly replace the mobile mortar version with another model (nobody is going to notice that anyway)
The main reason it would be a nice idea to have the mod look as similar to the live version would be to aid its adoption, basically. Since Relic decided to go with double-mortar Pits in this iteration of CoH, this makes things complicated.
Initially I thought:
- We have a decrewed animation for the mortar pit (there used to be an abandoned critical)
- Would it be possible to create a half-crewed animation (only one mortar operating)
However, now that I have read your reply and I have been thinking about it some more, it will look completely awkward for the following reasons:
- It is not going to be possible to make the mortar pit crews consistent with the crews actually manning the mortars.
- The attackers will probably be attacking the mortar pit itself, and there's not going to be any animation playing when a mortar crew dies.
Do you have a link to your commander mod? I never had the opportunity to use garrisoned mortars. I only figured out that the possibility existed when I read the patch notes that this was getting removed.
|
I haven't the slightest clue about creating my own mods. However this is for a good cause.
Brief description
I want to see whether it is modable to build a Mortar Pit emplacement that feels more like a trench, than the immersion breaking "building" that the maligned mortar pit is known for.
The UKF player will be able to build mortars from their T2, and they will have the option of building vacant mortar pits for their mortars. While the mortars are located inside the mortar pit, they can benefit from:
- Some kind of defensive bonus (something better than heavy cover)
- Some kind of offensive bonus
The bonuses could be arbitrary (e.g., -10% reload time. -60% damage taken).
The idea is that if this is moddable and visually-appealing, we might be able to convince Relic to accepting this into the mainline.
Why this is important
Currently, the Mortar Pit is the cornerstone and the cause of the Brit sim city. Suppose you want to build a Bofors:
- Brits lack mobile indirect fire
- The mortar pit is expensive, so that it is not too spammable
- Thus, the mortar pit has to outrange all other indirect fire (otherwise it is useless)
- This creates a problem when you want to take down a Bofors cannon that is flanked by 2 mortar pits.
If we could create a garrisonable mortar pit, we could immediately do the following:
- The mortar pit will have absolutely no more need for its insane range (if you are under attack, you can relocate)
- No more need for brace (overwhelmed? you can retreat)
- No need to retain bofors barrage (if you want to defend your bofors, you can relocate your mortars)
Detailed description
Basically, this mod should give the UKF player the ability to create the following two entities;
1. The Brit 3 inch mortar
If the animations for it exist in the game files, then please do. Otherwise, just copy-paste any existing mortar and call it the 3 inch mortar. I don't think anybody will care.
The stats of the mortar are irrelevant.
2. Mortar Pit
Basically, this is an empty pit. While there is no mortar garrisoned, it would be nice if you could completely remove both the crew and the mortars to simulate a vacant pit.
If it is not possible to remove the mortars, you can simulate this by simply removing the crew.
Garrisoned pit
Since Relic gave us a double-mortar pit, this is where it gets tricky. If you could make the visual representation match the number of garrisoned mortars, that would be awesome.
e.g., if there is only one mortar garrisoned, there should be only one mortar visible.
Mortar Pit buffs
Make them something minor (like -10% reload time etc). However, please be sure that the buffs:
- Apply on each mortar only once
- Are removed from the mortars once they exit the pit
(i.e., no buff stacking)
Pit/Mortar death events
Let's make the Mortar Pit a bit more durable than the trench, so that Mortars will, realistically, die first before the pit is destroyed.
Both the proposed modifications aim to make the mortar pit less of a death trap for the garrisoned mortars (else, why would you EVER place 2 mortars in such a vicinity to one another).
- Mortar dies
When a mortar dies inside the pit, the mortar should drop outside of the pit and be recrewable.
- Pit dies
Both mortars survive and remain where the mortar pit was previously at (just like an MG team does when the occupied trench is destroyed)
Mortar variety (optional)
It is entirely possible that a UKF player may capture other factions' mortars. If it is possible to copy-paste the garrisoned mortar stats into the mortar pit weapons. That would be great.
If it would also be possible to copy-paste the visual style of the garrisoned mortar it would be ace!
In the grand scheme of things, it won't matter as much, though.
Barrage/abilities from within the mortar pit
If possible, it would be nice to be able to access the mortars' barrage ability while the mortars are garrisoned (otherwise, why would people garrison their mortars if it makes their ability less accessible than before?)
If this is not possible, it would be nice to copy-paste the barrage weapon stats into the mortar weapon entity (just like the procedure outlined in the "Mortar variety" subsection).
In the latter case, the mortar pit emplacement would endow a permanent barrage-status ability to the garrisoned mortars, and that would be the only buff that it provides.
What about Bofors/17pdr?
We can solve the Bofors problem easily by making it something between the OKW flak base and the OKW flak emplacement. There should be some middle ground where Bofors can stand up on its own, be counterable by indirect fire and AT fire, and hold up against infantry. Brace is optional here (since there's Popcap requirements).
The 17pdr makes absolutely no sense as an emplacement. It is currently counterable by AT guns and tanks (which it should counter instead). On the other hand, it is nearly invulnerable to infantry rushes (which it should be completely vulnerable to). Copy-pasting a unit that works (Pak43) would be the best idea, I believe.
|
Eh, I'll trade bulletin stacking for the commanders I'm missing. Plus you still can have different bulletins that affect the same unit.
Removing bulletin stacking is not a bad decision per se (it just reduces the amount of bulletins you HAVE to get). However, in light of bulletin stacking being removed, they should kind of rework bulletins:
- Certain bulletins affect the same unit with the same bonus (e.g., MG accuracy bulletins)
- Some units are affected by multiple bulletins (thus nullifying the non-stacking concept)
- Certain bulletins give higher bonuses than other bulletins (some give 5% speed, while others give 5% speed & 5% acceleration)
- Some bulletins are downright useless (all the dispatch bulletins, JT penetration, light tank armour bulletins etc).
|
Is it? if it can counter enemy mortars, ATG and AT infantry, one has to risk vehicles against it which in most cases are more expensive than M8a1. Buffing the unit so much combined with the m36 sight buff will probably prove problematic, since M36 will be able to spot and counter most vehicles and m8a1 counter ATgs...
I don't really see where the problem exactly lies if the Scott can counter all that. The Scott is not a 2CP(?) 200MP/40FU mortar half-track. It's a late-game indirect fire unit. The following factions have these non-doctrinal tools to provoke the kind of reaction you describe (force the enemy to attack);
- Soviets have Katyusha
- OST has Panzerwerfer
- OKW has Stukas
Moreover, some factions have additional side-options to counter pak-walls:
- OST: Brummbar (hopefully, with the new Patch)
- OKW: KT
At this point I am a bit curious. How do you counter extreme pak-walling (a non-doctrinal option for OST) as USF?
|
This is excellent work, most informative, and well done!
Given that you got access to the motherlode, I have a few suggestions to make if you plan on expanding coh2chart!
Would it be possible to...
1) Provide matchup-specific stats for 1v1 (as opposed to faction-specific win ratios)
i.e., give the win ratios of:
- OST vs USF
- OST vs UKF
- OKW vs UKF
- etc..
2) Change the Y-axis values back to 0-100 (rather than displaying the offset). This should make it a bit easier to compare win-rations visually between different game-modes (and also a bit less missleading!)
3) Provide finer-grained stats for the top 250 tier. Basically this:
Nice job!
I'll say that the skill categories should be moved, at least for the 1-250. Top100 or top150 would be a bit more accurate.
Having a separate category would be way better, something along the lines of 1-100 ; 101-250 ; 251-500 ; 500+
4) Have a way to filter stats for only evenly-matched games. Basically this:
This is exactly why looking at these stats as they are is not particularly informative - I want to be able to filter the win/loss ratios by only looking at games where the players involved were relatively equal in skill (say, within 50-100 spots from one another, whether they are in the top 50 or the top 500). This is the only way to actually look at balance. Otherwise it could very well be that top 150 players lose 85% of their games with axis or allies against other top 150 players (implying awful balance) but you can never see it because 80% of their games are against much lower ranked opponents so their ratios even out towards 50%.
|
If you want to compare it whit mortars you have to keep in mind that it uses lower trajectory so projectiles have less travel time and are better against moving targets. Has a barrage range of 80. Is more mobile. Can not be countered by mortars and can pop smoke to counter direct fire.
Those are valid points. The trajectory point is crucial (Pack Howie and Leig had an insanely low shooting angle during Leigfest, which created all sorts of issues).
However, a barrage range of 80 is necessary for a unit that -might- be used to counter a Pak wall -- something that the Pak Howie is not great at. A 60-range Scott means you will be shot back at.
Feel free to. The unit might or might not be Op, but there is nothing "minor" to specific 4 buffs and 2*far AOE buff.
One could argue that the M8A1 has been completely forgotten while numerous buffs came and went to other indirect fire pieces (LEIG, Pak Howie etc). All 3 buffs aim to correct inconsistencies between the M8A1 and the other indirect fire pieces.
Technically there are three buffs:
- Health buff: absolutely necessary for a T3.5 unit
- Built-time: This is a mere formality. Completely bypassed by the Captain's Supervise ability.
- AoE profile buff: This one we'll have to see (while also taking the 100 damage of this arty piece into account).
|
Describing as "minor buff" 4 buffs with far AOE receiving a +100% accuracy you sound as if you are trolling actually.
M8 Motor Carriage
• AOE mid modifer from 0.15 to 0.25
• AOE far modifier from 0.05 to 0.10
• Build-time from 80 seconds to 50 seconds.
• Health from 320 to 400
I think I have to disagree with this. The number of lines on a changelog (number of buffs) is not a good way to measure the (absolute value) of the performance of a unit. If your monthly salary is 1 penny, multiplying that quantity by 100 does not make you a rich person. Also, I don't see the accuracy buff that you mention?
Now, if you compare the new AoE profile you will see that:
- It is inferior to the AoE profile of mortars (but same AoE radius)
- It is identical to the AoE profile of the Pack Howie (However the Pack Howie has 50% bigger AoE radius; something it is notorious for)
However:
(I think I now see OP's point) the M8A1 Scott deals 100 damage per shot (as opposed to 80 damage per shot of other indirect fire pieces). However, instead of nerfing the AoE profile, as the OP suggests, (which will make Scott useless for garrison clearing), wouldn't it be better to tone down the amount of damage to 80 ( if a nerf is needed)?
|