Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => General Discussion => Topic started by: Otto Halfhand on July 20, 2012, 09:34:55 PM

Title: Weapons_Capture_Squads
Post by: Otto Halfhand on July 20, 2012, 09:34:55 PM
One cannot but notice that when one captures a crew weapon and pans over it the weapon is now manned by the capturing Squad type. What are the best squads for capturing weapons to obtain the best weapons performance and survivabilty? How does vet effect the performance based upun Capturing Squad type? All crew weapons and factions are included.
Title: Re: Weapons_Capture_Squads
Post by: Cranialwizard on July 20, 2012, 09:38:51 PM
One cannot but notice that when one captures a crew weapon and pans over it the weapon is now manned by the capturing Squad type. What are the best squads for capturing weapons to obtain the best weapons performance and survivabilty? How does vet effect the performance based upun Capturing Squad type? All crew weapons and factions are included.

The best squads to capture weapons are those with low reinforce/high man count, preferably Riflemen and Volksgrenadiers simply because they offer less risk of getting insta-gibbed and don't automatically get lost when crewing something. They also have low reinforce, so that's a plus. For Soviets, the best reinforce type is Ingynery or Sturmovie IMO.

The capturing squad retains it's stats. So if Vet 3 KCH capture a MG42, you would have one bad ass MG42 crew.. (Though it would be a complete waste of 360 mp)
Title: Re: Weapons_Capture_Squads
Post by: Pac-Fish on July 21, 2012, 01:32:50 AM
Yeah basically what Cranial said. But just to add on: Never use a squad with 3 or less men unless u absolutely want that weapon which can happen (I once stole a Wehr player's MG using an engineer squad). Also if you recrew a weapon with like vet 2-3 grens they will be pretty strong. Just be careful that last guy doesnt get sniped. Basically you will have the same squad you had before, just firing a different weapon.
Title: Re: Weapons_Capture_Squads
Post by: Sommarkatze on July 21, 2012, 03:10:02 AM
I know PGs with 3 offensiv vet with a lmg mg42 is pretty good. An Panzer elit captured Zis-4 with full offensiv vet its the same but againt vechicles.
Title: Re: Weapons_Capture_Squads
Post by: Pac-Fish on July 21, 2012, 03:15:08 AM
I dont think PG vet effects the weapon itself.
Title: Re: Weapons_Capture_Squads
Post by: Otto Halfhand on July 21, 2012, 03:46:28 AM
Hey Sommarkatze. What you say is very true for pickup weapons. THe wehr Shrek does more damage then the PE shrek but with Off vet PE gives 1.25 damage. Pick up a wehr shrek and watch the rust fly. I think this is an ommission or error in the the code. IE any shrek on the ground is treated as a wehr shrek when wher is in game. I do not know if the same applies to crew weapons. But a captured 88 with PE vet would do 1.25 more damage.  So What about the Sovs. It would make more sense to use stormovie than ings because they have more Health but even if i lose a 150 to 180 mp eng squad I still get a 260 MP HMG. I like the red tide for the cheap guards and usually use the NKVD squads as capture squads. but if the performance is better using the guard squad it is a calculated risk wether to take the chance.
Title: Re: Weapons_Capture_Squads
Post by: Dann88 on July 21, 2012, 05:34:18 AM
We discussed about this in "combat situation" right?
Title: Re: Weapons_Capture_Squads
Post by: Otto Halfhand on July 21, 2012, 06:10:24 AM
Hey Dann,
 IIRC we did but the search fcn only yielded a reference back in November. Do you remember what month the discussion took place?
Title: Re: Weapons_Capture_Squads
Post by: Dann88 on July 21, 2012, 06:33:51 AM
Nearly a year if I'm not wrong. Infrantry units like guard, stormtruper, KCH take 2 popcap per man normally, but they will only take 1 popcap per man as weapon crew, right?
Title: Re: Weapons_Capture_Squads
Post by: Otto Halfhand on July 21, 2012, 03:33:23 PM
I believe the captured weapon is assigned the pop of the squad or emplacement of the original owning faction. IIRC HOWITZER pop =11. Check the next time you capture a Nebel.

Yeah I can't rely of discussions from old versions of EF for coding. Thanks Dann.
Title: Re: Weapons_Capture_Squads
Post by: Dann88 on July 21, 2012, 03:47:43 PM
Actually I wonder about MGs, mortars, they are easy to capture. But yeah, you're right. ;D
So if using units like guards, at least we still have benefit from popcap with super health/armor/weapons.
Title: Re: Weapons_Capture_Squads
Post by: Mr.ious.Q on July 21, 2012, 06:34:27 PM
Guys, sorry to interrupt but isn't the Conscripts is the most effective squad to recrew/ capture a weapon ? I don't seem to know why they can't capture a deployed weapon but they can pick up dropped items.
Title: Re: Weapons_Capture_Squads
Post by: Pac-Fish on July 21, 2012, 09:43:38 PM
Conscripts can not recrew weapons. Something to do with technical issues I think. That why ingineery and Strelky are the next best option. And I'd rather pick something up with Guards or Strelky than Conscripts. They too weak to get the most out of it.
Title: Re: Weapons_Capture_Squads
Post by: Mr. Someguy on July 21, 2012, 09:46:49 PM
The way I see it, Conscripts have virtually no training. The reason they can't capture heavy weapons is because they'd spend more time standing around it scratching their heads than they would shooting it at enemies.
Title: Re: Weapons_Capture_Squads
Post by: Pac-Fish on July 21, 2012, 09:51:39 PM
Time to use the "How To Operate And Maintenance Your MG42" manual :D