Spotted a big mess with DP-28 upgrades. If you pick up one DP-28 somewhere, you will get three variants of DP-28 upgrades:
1. Single DP-28 upgrade. Doesn't have name of the upgrade.
2. Another one single DP-28 upgrade (but with text about two DP-28). Doesn't have name of the upgrade as well.
3. Three DP-28 upgrade (locked due to occupied weapon slot).
On the good side, these "twins" using separated strings for each, unlike upgrades for Guards
And some small issues with UI indicators.
1. Panzergrenadier's mark target using incorrect icon for portrait indicator.
2. Tank hunter ambush tactics (variant for tanks and tank destoryers) using incorrect icon for portrait indicator.
37. M4A3 Sherman and ISU-152 using the same strings for their yellow advice text for shells.
38. M26 Persing and ISU-152 using the same string with yellow text for their piercing shot.
39. Vehicle detection for conscripts with PTRS-41, vehicle detection for tank hunter infantry section and tracking for soviet tank destroyers using one string for description of the effect on top-left portraits corner.
40. Airborne guards using string with white text for their triple DP-28 upgrade from double DP-28 upgrade. As result, all three DP-28 upgrades using one string for white text.
41. Anti-Tank Gun Ambush Tactics and Tank Hunter Ambush Tactics (both are commanders slots) using one string for their yellow text description.
Perhaps I'm the only one, but I think the HE/AP (/HVAP) shells for the Shermans could use an infantry and tank symbol to make it easier to distinguish the ammo type at a glance.
Or at least put a penetration symbol on the AP/HVAP shells like this (top one):
The patch UI changes were great.
Thank you, the logic of choosing these icons was to no spread inconsistency beyween "shells" abilities.
AP icon was taken from AP for M4A3
HVAP was taken from HVAP for M1 AT Gun.
I usually trying to use these assets:
HE
HEAT
AP
HVAP
WP
Piercing shots (Jagdtiger, ISU-152, 17-pounder and M26 abilities)
Canister
I hope in future Relic agreed to adjust all artillery and shells abilities in the game. I am ready to assist. It requires mainly assets from gamefiles.
The only change i would like to see, is to add some symbol to mark ability as switching ability (really confusing for ISU-152 and M4A3 when it has WP shells.
you can't use the weapon icon bellow the shield symbol becouse the breakthrough symbol doesn't lock sweepers or flamer. So best idea would be changing the shieldsymbol and leave the weaponsymbol to other upgrades.
Agreed, see previous posts with possible shieldsymbol
First one fits best imo because it shares the same 'demolition' symbol as the Breakthrough Equipment in the commander slot. Second one would be great if we ever get something like "Festungspioniere".
Second one, originally, was suggested as general shieldsymbol for Ostheer pioneers, since WFA and UKF engineers all have unique shieldsymbol for them.
The game consists of various small things, but since the Soviet Airborne Forces cannot get visual / gameplay changes that this commander should really make the Airborne. I cannot enjoy these commanders. But I still want a little improvement, at least in the form of icons: weapons and heavy weapons: mortars, machine guns, AT rifles were dropped in a soft parachute container, so you can at least replace the SVT-40 icon drop.
I can't agree, because ingame version using model like on current icon. I would vote for this, if there will be an option to add new models.
Some possible ideas about highlited issues: Urban kit for M4A3
Demolish pioneers
First variant based on DerbyHat idea, second one is from Kasarov collection, which match with OKW design.
OKW Tiger
Most obvious idea, since it is command tank, give faction symbol on shieldsymbol, like it was done with command panther
As you know, enery bulletin has one or several symbols for fast recognise the affect. I believe it was ok in the beginning, but then a lot of disparities appeared. I will not list them all, just give some of them.
Example 1 - dispatch
Both bulletins reduce the time between dispatch. Earlier bulletins using right symbol, later bulletins using left symbol. Also, left symbol used for ability recharge bulleting, and reload bulletins.
Example 2 - reload
for some reason, you can face three different symbols for reload bulletins. Lightning symbol also used for reduced cooldown. Second one also used for increased rotation rate. Third one was mentioned in example number one.
It can be fixed, just need to make some symbols system to avoid overlapping between different effects.
The other issue - incorrect unit on the bulletin's icon. Some people can be confused by large number of M-42 bulletins, and 0 bulletins (according to image on icon) for ZiS-3.
Also, there is no order by affected units, so you need to lurk bulletins for one unit in the chaos. It can be fixed with some manipulations with bulletins name. i've made it in russian numerical veterancy mod, and it looks really good!
Issue number two - bulletins with the same effect, but different %
Every bulletin should provide small, but meaningful effect. Currently, there are a lot of bulletins, especially for East factions, which provide the same effect, and the only difference - %. Some examples:
2 bulletins with 10% experience for HMG (1 special for Maxim, 1 for Maxim and MG 42)
2 bulletins with accuracy for Maxim (2% and 3%)
3 bulletins for Mortar accuracy (2%,3% and 5% for PM-41)
2 bulletins for SU-85 penetration (3% and 4%)
2 bulletins for ZiS-3 rotation (5% and combo bulletin 2% pen and 3% rotation)
4 bulletins for ZiS-3 penetration (2%,3%,4% and combo bulletin 2% pen and 3% rotation)
In my mind, every unit should have only one bulletin for every effect, but with solid % (for example 5%). Other option - bulletin with two effects, but smaller %(like 3% and 3%). So, 1%-2% bulletins should be reworked.
Issue number three - sevral units have one bulletins or don't have them at all
In the beginning, according to exist bulletins, every type of units has it own gentleman's set of bulletins. Like near by all vanilla infantry units, which were on the start, have their accuracy bulletin, and every HMG has number of bulletins for cooldown, reload and expirience. Here is some units, which require some bulletins:
Both 76-mm "Sherman" - 0 bulletins, not integrated in any global medium tanks bulletins
M1 mortar - 0 bulletins
KV-2 - 1 bulletin
KV-1 - 2 bulletins
SdKfz 221/223 - 0 bulletins
Ostheer Puma - 0 bulletins
M26 - 1 bulletin
T34 Calliope - 1 bulletin
Goliath - 1 bulletin
This list is not full.
Issue number four - late game bulletins
There is no doubt, that late game bulletins not used often because no guarantee, that you will use something from late game stuff, and their bonuses are on the same level with early game bulletins(2-5% mostly).
Something should be done with it. My idea based on unique options, like Ostwind supress bulletin provide, and some bulletins as gentleman's set, but with really meaningful influence, like increased expirience. For example dispatch bulletins for super heavies are really useless.
Issue number five - covered influence
Several bulletins affect not only listed in the description units. Like several StuG III G bulletins affect StuG III E and...Elefant. Bulletins should affect only one, two or max three units with some common thing (like mainline infantry, elite infantry, HMG or units with the same base in extremis, like grenadiers and assault grenadiers, or Guards and Assault guards).
IOW, every unit should have gentleman's set of 3-4 bulletins with good, but not extremely powerfull effects and 1-2 bulletins with unique bonuses, which increase unique advantage of unit, or open new options. (like mentioned above Ostwind bulletins).
Just an example - super heavies.
IS-2 and Tiger
2 gentleman's set bulletins - penetration and increased expirience.
IS-2 has bulletins with standart and half-standart effect - reload and speed/rotation.
Tiger has bulletins with standart and half-standart effect - increased armor and sight/turret rotation.
At the same time
Tiger II has only one bulletin from gentleman's set - increased expirience.
M26 has one bulletins from gentleman's set - increased penetration.
I would like to hear your opinion, i believe we can figure something interesting!
I would like this theme get bumped with some information from the patchnotes, when bulletins were reworked. The goal was to make all bulletins give 2-4% only. And this is one of mentioned above issues from current system.
Patch from September 24th, 2013
As you can see, much more bulletins gave several bonuses each. Most of them were changed to remove damage bonuses, but some were just nerfed, like -10% reload bulletins, or veteran training for half-tracks (give 2% health and save from doubleshot from at-guns). Last one was later implemented for M15 AA gun on third veterancy with +40 health iirc.
More bulletins provide extra accuracy, armor and reload buffs. And from quicklooks, several bulletins for tanks were really cool, like Veteran Training: Tank (T-34/Panzer IV) - +2% accuracy and +3% armor or Sibling Rivalry (Soviet) (IS-2) - -10% reload.
The most interesting for me was this:
2013 - Shooting Gallery (Maxim) bulletin was changed from +5% suppression to +10% experience.
2014-2015 - New bulletin was added for Maxim with +5% supression.
2017 - This bulletin was nerfed from +5% to +1%.