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Messages - Kolaris
1
« on: September 10, 2010, 02:29:35 AM »
I know the mod has turned hands quite a few times, but I'm still hopeful that someone remaining knows the answer to this...
The Russians CP Icon, the one displaying CP/click on to go to the Doctrine Menu, will only "flash" when you've accumulated enough CP to purchase something.
This is the way the British CP Icon works as well. However, the PE/US/Wehr ones will always flash if you have 1 CP or more. Very annoying.
I'm wondering if any of you know exactly what determines which system gets used, the "Flash if something can be purchased" vs "Flash if CP >= 1". I'm guessing someone did at some time because the Soviets are working "the right way".
I've checked racebps, tuning, command trees, command tree upgrades, even the .lua files and the CP Ring animation file. Can't find a clue anywhere.
Anyway, I'd be grateful if you could point me in the right direction, or better yet, implement the British/Russian version for the other three factions.
2
« on: September 05, 2010, 10:54:50 PM »
Aesthetically I'd love a revamp of the Garand so it fires much faster (ffs, its a semi-automatic Rifle but fired slower than the bolt-action Rifles at pretty much all ranges?) but then either less accurate or with less damage to keep the dps the same.
But never going to happen.
3
« on: August 31, 2010, 06:25:19 AM »
I don't think Brits have a problem with AT since PIATs were buffed.
Define "problem". No British AT can hit a moving/kiting target. Thus, we get bullshit like Button to act like a crutch. I'd call the whole system broken even if its workable.
4
« on: August 31, 2010, 04:03:09 AM »
I think the LT is way down the list of British things that need fixing, but he could do with a radius increase, stacking decrease, and individual vet increase.
Territory control, AT, and cost of basic Infantry unit are all much higher priority though imo.
5
« on: August 26, 2010, 04:19:45 PM »
I agree with re-arranging the LHS Commando tree. There's 0 use for MGs or Mortars at 7 CP, but they could breathe a lot of life into British diversity if they were useful.
Overwatch....there are so many problems with RCA. The entire RHS tree is basically automating something the player should be doing himself, so its bound to be less useful at higher levels of play. I could sort of see both Overwatch and Counter-Battery getting a scatter reduction...you shouldn't be sitting around under a warning symbol anyway, and Counter-Battery represents a full tree of dubious usefulness + disables barrages, sooo...
6
« on: August 23, 2010, 03:16:04 AM »
Posting a screenshot...too much work  Sniper has 75 health, Spotter has 50. They're both Airborne armour, which means they've got a 75% chance to be Sniped while moving whereas most Snipers have 50%. You can find that stuff in the "ebps" folders.
7
« on: August 21, 2010, 07:44:31 AM »
There was no "Schwimspam" in any of the Tournement games; believe me, I watched every single one  There were two games where 2 Schwims were built, both times were by partyduler. The one where he beat Rizz, I know for certain the second Schwim was only built as a replacement after the first died. The second time when he beat Budwise, I don't remember if both were on the field at the same time, but he was able to go T1-T4 with only Storm support. I do remember Bud lost almost entirely because he got several Lend-Lease Shermans and they failed spectacularly against a Panther.
8
« on: August 19, 2010, 08:27:17 PM »
I agree, I would have preferred something like this over lots of the vCoH changes, but alas...
Stuart needs some other tweaks beyond this however. Its useless against Wehr but very OP against PE. It could use some increased moving Accuracy (50% is quite low) and the same 80% received damage from Schrecks other Light Vehicles get, while at the same time some nerfs to the damage vs PE Vehicles and damage/AoE reduction to Canister Shot (could use a price decrease at that point).
9
« on: August 19, 2010, 06:02:20 PM »
Agreed with Dennis, in this game it wasn't the ZiS-2 that was ridiculous but the SU85.
I think part of the reason we saw almost no SU100s in the Tourny is because there's no point if the SU85 already penetrates everything.
ZiS-2's have a huge disadvantage in not being able to recrew, that's a huge con atm.
10
« on: August 17, 2010, 06:24:37 PM »
Wow, the ISU-152 OHK's Pumas. That is...excessive. Even for its reload time.
11
« on: August 17, 2010, 05:55:09 AM »
We're still on the patch from the Tournament I believe.
12
« on: August 16, 2010, 10:38:33 PM »
The Soviet Major himself shares the armour type of Knights Cross Holders and British Officers (Heroic), but his critical type is that of normal Infantry, which means he's OHK'd by Snipers but is a bit less flammable.
His 4 Bodyguards are just standard Infantry with high health though.
13
« on: August 16, 2010, 06:01:34 AM »
After watching all the Tourny replays, the only apparent counter to Sharpshooters is a Wehrmacht Sniper. Direct assaults are dangerous as hell, because the Spotter loves gunning down Volks/Grens one by one.
Bikes and Mines also fail because Sharpshooters are tough enough to take the hits, while a Command Squad takes care of the Bike.
I'd say remove the high critical hit chance from the Spotter, perhaps increasing his accuracy in exchange. Then and/or lower their health.
It still doesn't fix the attractiveness of Snipers by nature of them not needing an upgrade before you purchase them, however. I think they'll always be one of the most popular Soviet units for that reason.
14
« on: August 16, 2010, 05:18:43 AM »
I feel sorry for the Shtrafnyie troops. Or should we be happy that they don't get forcible placed on the frontlines? There's no reason to get them over Strelky. Very useless unit atm, as 0 purchases would show. The SU100 is also a bit "out there" I think, simply because the SU85 already penetrates just about everything available to the Axis. Something else that I couldn't easily show is that half of those Medium Range Supports were purchased after the Long Range Support upgrade. Snipers and ZiS 2's were clearly the favourites over Mortars and Tank Hunters, although a few people had games decided against them because they couldn't recrew their AT Guns. Maybe Tank Hunters would have served better. EDIT: Oh, was that the insane 1 hour game between you and Sandland? By far the most entertaining Replay I saw in the whole tournament
15
« on: August 16, 2010, 04:41:14 AM »
Basic Statistics Total Games: 54 Avg Game Time: 22:56
PE Record: 11-6 Avg Win Time: 19:20
Wehr Record: 16-21 Avg Win Time: 24:28
Soviet vs PE Record: 6-11 Avg Win Time: 23:44
Soviet vs Wehr Record: 21-16 Avg Win Time: 23:27
Doctrines PE Doctrine Choice Breakdown - No Doctrine: 2 Luftwaffe: 10 Scorched Earth: 4 Tank Destroyers: 1
Luftwaffe Ability Selection - Luftwaffe Ground Forces: 10 Wirbelwind: 9 Flak 36 88mm: 1 Fallschirmjager: 2 Butterly Bombs: 1 Henschel Strafing Run: 0
Scorched Earth Ability Selecton - Booby Trap Buildings: 4 Booby Trap Points: 4 Sector Artillery: 3 Roadblocks: 1 Scorched Earth: 0 Hummels: 0
Tank Destroyers Ability Selection - Teller Mines: 1 Jagdpanzer IV: 1 Hetzer: 0 Double AT Efforts: 0 Tank Awareness: 0 APCR Rounds: 0 Jagdpanther: 0
Wehr Doctrine Choice Breakdown - No Doctrine: 8 Defense: 6 Blitzkrieg: 13 Terror: 10
Defense Ability Selection - For the Fatherland: 6 Fortify the Perimeter: 6 Flak 36 88mm: 3 Advanced Warning: 4 Registered Artillery: 3 Rocket Barrage: 0
Blitzkrieg Ability Selection - Stormtroopers: 13 Urban Assault Force: 9 Armoured Assault force: 4 Assault Grenadiers: 7 Blitzkrieg Assault: 3 Manpower Blitz: 1
Terror Ability Selection - Zeal: 7 Propaganda: 7 Kingtiger: 0 Jagdtiger: 4 Inspired Assault: 6 Firestorm: 6 V1: 1
Soviet Doctrine Choice Breakdown - No Doctrine: 17 Propaganda: 9 Urban Warfare: 6 Breakthrough: 22
Propaganda Ability Selection - Dugouts: 4 For the Motherland: 3 Red Tide: 1 Trenches: 9 Katayusha: 9 God of War: 3
Urban Warfare Ability Selection - Close Quarters Combat: 5 Not One Step Back: 5 KV-2: 1 Partisans: 3 Sabotage: 3 Sniper Ace: 3
Breakthrough Ability Selection - Inspiring Speech: 15 Tank Riders: 7 IL-2 Sturmoviks: 3 Lend-Lease Sherman: 13 Mechanics: 11 ISU-152: 6
Buildings PE Buildings - Logistik Kompanie: 8 Kampfgruppe Kompanie: 12 Panzer-Jager Kommand: 14 Panzer-Support Kommand: 5 Reinforcement Point: 2
Wehr Buildings - Wehrmacht Quarters: 36 Kriegs Barracks: 21 Sturm Armoury: 15 Panzer Command: 17 Kampfkraft Center: 14 Bunker: 23 Forward HQ: 2 Observation Post: 3
Soviet Buildings - Mustering Tent: 53 Support Barracks: 52 Armoury: 35 Tank Hall: 45 Outpost: 12 Trench: 0 Dugout: 1
Upgrades PE Upgrades - Defensive Operations: 10 Incendiary Nades: 2 Panther Battle Group: 3 Increased Squad Sizes: 5 AT Nades: 4 Field Craft: 1 Kampfgruppe Kompanie: 7 Panzer-Jager Kommand: 12 Panzer-Support Kommand: 5 Advanced Repair: 3 Group Zeal: 2 Veteran Sergeant: 0 Mp44: 25 G43: 25 Panzerschreck: 4 Armoured Skirts: 1 MG42: 0 FG42: 0 Logistic Car Upgrade: 3 Spotting Scope: 0
Wehr Upgrades - Phase 2: 35 Phase 3: 30 Phase 4: 18 Infantry Vet 1: 9 Infantry Vet 2: 3 Infantry Vet 3: 1 Support Vet 1: 1 Support Vet 2: 0 Support Vet 3: 0 Vehicle Vet 1: 2 Vehicle Vet 2: 2 Vehicle Vet 3: 1 Tank Vet 1: 5 Tank Vet 2: 3 Tank Vet 3: 1 Repair Bunker: 5 Med Bunker: 12 MG Nest Bunker: 2 Flammenwerfer: 17 HT Flammenwerfers: 0 Minesweeper: 1 Mp40: 28 Mp44: 20 Panzerschreck: 30 Walking Stuka: 4 LMG42: 6 Puma 50mm: 2
Soviet Upgrades - Medium Range Support: 22 Long Range Support: 43 Light Tank Support: 34 Heavy Tank Support: 17 Artillery Spotter: 18 PPS43: 32 PPSh41: 13 DP28: 2 Flamethrower: 3 Shtrafnyie Troops: 6 Red Banner Strelky: 11 Shock Guards: 5 Assault Ingeneary: 4 Ballistic Veterans: 2 Gunnery Veterans: 6 Men Against Tanks: 8 SU100: 1 T34/85: 10
Abilities PE Ability Usage - Suppressive Volley Fire: 8 Incendiary Grenade: 4 AT Grenade: 17 AB Grenade: 2 Overdrive: 2 Incendiary Mortar: 1 Sprint: 0 Treadbreaker: 3 Focused Firing: 1 Butterfly Bombs: 2 Booby Traps: 23 Panzerfaust: 2 Henschel Strafing Run: 0 Scorched Earth: 0 Sector Artillery: 2
Wehr Ability Usage - Grenade: 17 Panzerfaust: 29 Assault: 12 Bundled Grenade: 13 Force Retreat: 0 Observed Fire: 0 Registered Artillery: 0 Rocket Barrage: 0 Inspired Assault: 0 Firestorm: 7 Propaganda: 15 For the Fatherland: 4 Blitzkrieg Assault: 0 Manpower Blitz: 0 V1: 1
Soviet Ability Usage - Molotov: 15 Sprint: 1 Grenade: 9 Smoke Nade: 2 AT NAde: 13 Commander Artillery: 57 Sniper Artillery: 46 Satchel Charge: 3 Charge: 5 Inspiring Speech: 8 Not One Step Back: 1 For the Motherland: 1 Red Tide: 2 IL-2 Sturmoviks: 2 God of War: 2
Units PE Units - Panzer Grenadiers: 74 Assault Grenadiers: 2 Tank Busters: 7 Kettenkrad: 2 Schwimmwagen: 0 Scout Car: 4 Munitions HT: 1 Vampire HT: 1 Infantry HT: 22 Mortar HT: 3 Armoured Car: 23 Marder: 21 ATHT: 5 Panzer IV: 2 Hotchkiss: 0 Panther: 8 Luftwaffe GF: 10 Wirbelwind: 6 Fallschirmjager: 2 Flak36 88mm: 0 Flak38 20mm: 0 Hetzer: 0 Jagdpanzer IV: 3 Jagdpanther: 0 Hummel: 0 Goliath: 2
Wehr Units - Pioneer: 68 Motorcycle: 8 Schwimmwagen: 10 Volksgrenadier: 101 MG42: 52 Sniper: 17 Grenadier: 27 Mortar: 4 Pak: 27 Halftrack: 17 Puma: 52 StuG: 19 G-Wagon: 2 Nebelwerfer: 8 Officer: 0 Knights Cross Holder: 4 Ostwind: 11 Panzer IV: 5 Panther: 13 Goliath: 6 Stormtroopers: 21 StuH: 6 Tiger: 8 Jagdtiger: 4 King Tiger: 0 Flak36 88mm: 3
Soviet Units - Ingeneary: 126 Sturmovie Ingeneary: 3 Command Squad: 55 Conscripts: 125 Shtrafnyie Troops: 0 Strelky: 51 Red Banner Strelky: 20 Guards: 20 Shock Guards: 5 Tank Hunters: 40 Sharpshooter Team: 46 Mortar: 12 Veteran Mortar: 2 ZIS-2: 35 Veteran ZIS-2: 20 Medic Truck: 18 T-70: 13 T-90: 20 SU-85: 27 SU-100: 2 T34/76: 13 T34/85: 21 IS-2: 5 Lend-Lease Sherman: 14 Mechanics: 6 ISU-152: 8 Tank Riders: 4 Katayusha: 20 Partisans: 3 Sniper Ace: 2 KV-2: 1 Artillery Firebase: 4
Miscellaneous Grenadiers Reformed: 14
Command Squad Vet Breakdown - Vet 1 - Offense: 18 Defense: 19 Vet 2 - Offense: 8 Defense: 11 Vet 3 - Offense: 0 Defense: 0
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