Awesome, good to hear you're still working on Bayeux! Although it has honestly never been one of my favorites to play on I've always liked the overall design and aesthetics of the map... I'd say that by reducing the size and reworking the cutoff and central VP areas most of the critical gameplay aspects should have been tackled. Will give it a couple of matches for sure and report back.
GL with the rework!
yup, tooltip is wrong in this case. btw, i'd recommend checking the editor if you want to be absolutely sure about a unit's stats - which you might want to be before going into an argument about stats with people who usually know their stuff.
i'd say no to the op's proposal as a whole, although slightly increasing the build time of sandbags might not be a bad idea.
positioning in conjunction with cover is one of the key features of the coh franchise, and i'd rather see it being used more than less (which is obviously what moving cover to engineers would achieve).
Sorry for the slight off-topic, but I am quite curious here:
What was the new implementation fixing then?
If the bug was that you could heal multiple squads with just one medkit due to improper implementation, the "fix" was really just implementing the glitch properly and reproducible?
Well, it actually does not matter. The current form of the med crate is okay. It encourages blobbing, but apart from that it works fine.
yeah i think all it does is make it less punishing not to abuse the bug rather than fixing it. with the aura heal you can at least get almost the same result as with the glitch, so it's a pretty good workaround i guess
do you mean 'randomly crash landing' or crashing bc its plowing through a couple of trees / houses / other obstacles? i mean if it's the latter you'd deserve risking to lose it for not picking a better landing site... a bit like it's common sense not to drop falls or paras too close to a bunch of trees.
though i have to admit i haven't tried the glider for quite a while and have no idea how clunky it actually is to aim.
Isn't this literally how it worked before it was reworked to how it is now because of an unfixable bug?
yeah i also remember it worked like this before. funny thing is i always thought it was changed to aura-heal sort of as a buff and not because the crates used to be bugged.
i still like the old implementation better though, do you have any info on what kind of bug it caused by chance?
The moving penalty is actually even worse. It's a straight multiplier of 2 to both angular and distance scatter that is not capped by distance_scatter_max.
So as a rule of thumb, shots will scatter double as far in the left/right and up/down direction when moving.