#50688
Heavy Weapon Pick-up... probable solution!
Check this out: http://forums.relicnews.com/showthread.php?255309-TOOL-Fixed-DLL-for-new-Factions-and-TeamWeapons Will this work? Rizz?
Archived topic · 60 posts
General Discussion
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
Wilson wrote:
@cephalos - Yep, so no more odd balance with soviet mortars and AT guns (not that the balance is bad now, but it'll be easier to get a fair balance once they can recrew them).
Paciat wrote:
Relic sucks, Modders rock! ;D ;D ;D

Copernicus wrote:
Actually Relic created one of the best games of the last 10 years. I'm merely improving upon their fantastic work ;).
-cope.

IJoe wrote:Copernicus wrote:
Actually Relic created one of the best games of the last 10 years. I'm merely improving upon their fantastic work ;).
-cope.
I don't think anyone on this forum denies that fact. Don't get me wrong, we all think CoH is really good. But it's just that it's not good enough (in terms of sides represented, historical accuracy, gameplay issues etc.) that's why people show interest in creating and playing various mods.
The fact, that modders have that plenty of trouble with modding, has a lot to do with Relic's position towards the community, and that could not go unnoticed. This is the reason why critical notices towards Relic, like some of the above, would even appear.
Once again, thank you and, of course, all other members of the modding team for your work, it is greatly appreciated by us, CoH lovers. :)
Last edited November 24, 2010 at 9:17 PM by nickpol15
nickpol15 wrote:
at last jerries aa flak cannons and Flakvierlings will be taken by my great russian troops muhhaha 8)
GodlikeDennis wrote:
I really don't think it's a good idea to allow conscripts the ability to recrew. They're too numerous to be honest.
Conscripts would be more useful if their price were reduced with each support barracks/tank hall upgrade. They would then serve a purpose lategame. Also, if their AI were fixed and the weapons switched between members properly.
GodlikeDennis wrote:
I really don't think it's a good idea to allow conscripts the ability to recrew. They're too numerous to be honest.
Conscripts would be more useful if their price were reduced with each support barracks/tank hall upgrade. They would then serve a purpose lategame. Also, if their AI were fixed and the weapons switched between members properly.
GodlikeDennis wrote:
I really don't think it's a good idea to allow conscripts the ability to recrew. They're too numerous to be honest.
Conscripts would be more useful if their price were reduced with each support barracks/tank hall upgrade. They would then serve a purpose lategame. Also, if their AI were fixed and the weapons switched between members properly.
Paciat wrote:
NKVD cant retreat

Last edited November 25, 2010 at 10:10 AM by IJoe
IJoe wrote:
What's wrong with conscripts rearming a weapon?
I mean, engineers are even cheaper (as a squad) and faster to produce, and there's enough of them to rearm any captured weapon without loosing the whole squad on it (so it could be replenished further on).
All in all, 1 unit of volks can replenish 2 vanilla weapons, 1 unit of conscripts - just the same amount of soviet ones. (Though I do realise they may be used to rearm 3 hmgs ::) )
Post Merge: [time]1290679808[/time]Paciat wrote:
NKVD cant retreat
True, but conscripts can.
Wilson wrote:IJoe wrote:
What's wrong with conscripts rearming a weapon?
I mean, engineers are even cheaper (as a squad) and faster to produce, and there's enough of them to rearm any captured weapon without loosing the whole squad on it (so it could be replenished further on).
All in all, 1 unit of volks can replenish 2 vanilla weapons, 1 unit of conscripts - just the same amount of soviet ones. (Though I do realise they may be used to rearm 3 hmgs ::) )
Post Merge: [time]1290679808[/time]Paciat wrote:
NKVD cant retreat
True, but conscripts can.
I'd say you aren't likely to have as many spare engineers running around, whereas you might well have a conscript squad left which doesn't have much value as a combat unit, but which could very easily recrew multiple enemy weapons and become far more valuable. It depends on whether you want Russian players just stealing every heavy weapon they can get their conscripts to simply because they don't have anything better to do with them. Also, conscripts don't cost population do they? If that carries over to weapons they recrew, it could potentially be very OP.

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!

IJoe wrote:
Sorry, forgot about the pop cap. :-[
GodlikeDennis wrote:
Remeber that if Soviet weapons require more men than those of other factions a balance issue exists in that Soviets will recrew vCoH weapons too easily and that germans would recrew soviet weapons with difficulty, having to sacrifice a whole squad.

GodlikeDennis wrote:
Remeber that if Soviet weapons require more men than those of other factions a balance issue exists in that Soviets will recrew vCoH weapons too easily and that germans would recrew soviet weapons with difficulty, having to sacrifice a whole squad. Clearly the crew numbers of Soviet weapons will be reduced to standard size and priced accordingly.
Rizz just told me that, as of now (WIP), conscripts don't have the ability to recrew but NKVD do. Although this may not be final in any means, it may mean that there's more value in getting NKVD.
PS. Wilson, what's your RO name and are you up for a game right now?
Last edited November 25, 2010 at 3:48 PM by Raider217

Raider217 wrote:
I wonder if with this fix their maximum squad numbers will be brought down from 5 to 3, because i've grown quite used to having at least 4 men in the squad and it was nice anyway because of increased surviveablity. Hopefully the options stays to have the squad go up to at least 4.
Red_Stinger wrote:
What a great news!! Thanks Cope!!!!! :D :D :D :D :D :D :DRaider217 wrote:
I wonder if with this fix their maximum squad numbers will be brought down from 5 to 3, because i've grown quite used to having at least 4 men in the squad and it was nice anyway because of increased surviveablity. Hopefully the options stays to have the squad go up to at least 4.
Anyway, I hope conscript and NKVD wpnt be allowed to recrew weapons. It would be logical. On the other hand engineers should logically recrew weapons, and are cheaper. Maybe dev should allow this only to upped-engineers?

GodlikeDennis wrote:
I really don't think it's a good idea to allow conscripts the ability to recrew. They're too numerous to be honest.
GodlikeDennis wrote:
I'm fairly sure the crew doesn't have the stats of the squad that mans it.

SavageWorld wrote:
Some experts on gr.org talked about how you could use Knight's Cross Holders to recapture mg's and make them almost imposible to kill because of their armor type, and their high dps at close range.
Werwolf wrote:Paciat wrote:
If Soviets can recrew, how about making them drop PTRDs and LMGs just like other fractions do?
+1 it's only fair, right? ;)

Last edited November 28, 2010 at 6:46 PM by IJoe
BurroDiablo wrote:
I love you guys
Paciat wrote:
If Soviets can recrew, how about making them drop PTRDs and LMGs just like other fractions do?