I do think that the infiltration changes were made for a good reason, but I do agree that the feature isn't as elegant or interesting as it could be.
My suggestion would actually be to make the infiltration squads come out at full power, but with a delay equivalent to a build time. That would allow them to be used more aggressively, but not as a quick reaction to a retreat, which was pretty cheesy. It would require planning. |
That's a good idea OP, it would help with bulletin diversity a bit.
Just have to say it- bulletins are awful. Too many to balance, so they're tuned down to not amount to anything. Small stat changes are boring, since they're differences in scale rather than kind.
If CoH3 has anything like them (please no) there shouldn't be more than 20 per faction, for ease of balance.
Beyond that, I think it'd be fun in they did something more noticeable to just one unit on the field. For instance, you could make an engineer have rifles instead of smgs. Or one of your tanks can get sandbags, trading acceleration for armor.
Just for flavor and personalized units, which the current system tries and falls short of. |
Since the mod tools haven't been updated, this could be tested by copying all of the JP4 files from the AE and seeing if the behavior is different. |
They should have just let vet 1 give a slight buff to co-ax, hull and maybe side gun, instead of a 2dps pintle.
I completely agree. That would read better, since other tank pintles are decent. I also don't like the look of so many armor ports open and crewmen exposed.
The Churchill pintle is ok for a modder's "we added this because this is all we can do" type feature, but I think it should have stayed that way. |
Try it. Pathfinders do way better than vanilla riflemen, maybe something to do with the critical shot I didn't really analysed the why.
Scoped garands do have twice the dps of normal garands at long range, so that could be it. Not counting crits, since they don't apply to vehicles.
However, the best weapons against light vehicles are the ones with low accuracy (SMGs, mostly). Kubels, for instance, have a target size of 14, so every single round an infantryman fires will hit the vehicle. |
now the AoE changes should have barely any noticeable effect other than bringing the numbers of autofire and barrage in line with each other. but i'm quite puzzled what the "fire-time" changes are referring to. could anyone give more info on this?
Each weapon has a "wind down" time after firing. Thanks to the outdated mod tools, I can tell you that the old values were 1.125s for barrages, and 2s for autofire. For AoE, autofire did more damage than barrages. Though the patch notes don't say for sure, I assume the barrage value is being used for both now. The fire rate increase isn't worth the AoE loss, so autofire has been nerfed. |
DhSK and .50 cal share the same unit icon. Please revert this back, they used to be unique
The .50 cal used to use the default MG icon, so no unique content has been lost. Since they are both HMGs, I think this change fits. |
Thanks for the update! I'm glad the VSL StG-44 and team weapon icons made it in.
I would also appreciate an update to the attribute editor. |
I'd like to mention that the default M2HB crew has an extremely long reinforce time. I suggest lowering to a standard value and adding the build time to the gun. |
Since the ability unfairly punishes minimap players, I suggest that it makes enemy players' cursors invisible.
But really, I think the bonuses being lost in combat are fair and offer counterplay which is currently missing. |