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Heavy Weapon Pick-up... probable solution!

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#50690

Re: Heavy Weapon Pick-up... probable solution!

Cope is a member of our team, and that fix will be included in 1.24.
Valar Morghulis
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?
#50694

Re: Heavy Weapon Pick-up... probable solution!

Modders for the Win!! ;D ;D ;D
Shame on Relic... :'(
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#50696

Re: Heavy Weapon Pick-up... probable solution!

This is great news! Good job Copernicus. Can't wait for this to get in the mod.
#50697

Re: Heavy Weapon Pick-up... probable solution!

I don't get it.... does it means that Soviets will be able to capture heavy weapons?
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#50701

Re: Heavy Weapon Pick-up... probable solution!

Relic sucks, Modders rock!  ;D ;D ;D
#50704

Re: Heavy Weapon Pick-up... probable solution!

@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).
#50709

Re: Heavy Weapon Pick-up... probable solution!

YEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAHHHHHHHHHHHH!!!!!!!!
:D:D:D:D:D:D:D:D
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#50711

Re: Heavy Weapon Pick-up... probable solution!

Hooray! what an impressive achievement! :O
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#50715

Re: Heavy Weapon Pick-up... probable solution!

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).

that's right... it's an odd balance... nothing better than be able to recrew enemy weapons, let alone own heavy weapons ;D!!
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#50720

Re: Heavy Weapon Pick-up... probable solution!

Paciat wrote:
Relic sucks, Modders rock!  ;D ;D ;D


+1  8)
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If you want a picture of the future,
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— forever.
#50721

Re: Heavy Weapon Pick-up... probable solution!

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

-cope.
#50726

Re: Heavy Weapon Pick-up... probable solution!

Cope ftw! No more drawback on introducing new factions to the game!
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf
#50730

Re: Heavy Weapon Pick-up... probable solution!

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.  :)
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#50733

Re: Heavy Weapon Pick-up... probable solution!

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.  :)

Indeed.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#50734

Re: Heavy Weapon Pick-up... probable solution!

at last jerries aa flak cannons and Flakvierlings will be taken by my great russian troops muhhaha 8)
this a huge achievement for coh modding community
great!
in this link you will see what
will happen to the ostheer  :)
http://static.howstuffworks.com/gif/axis-conquers-philippines-6.jpg
freezing till death in easternfront

Last edited November 24, 2010 at 9:17 PM by nickpol15

#50736

Re: Heavy Weapon Pick-up... probable solution!

nickpol15 wrote:
at last jerries aa flak cannons and Flakvierlings will be taken by my great russian troops muhhaha 8)

Youre right, Sharpshooters will be a bigger pain in the ass now. And with a Mosin penetration buff even PE SC and WH bikes will have problems hunting them.
1 great thing though, both types of constripts will be usefull, just like Volks are usefull after Grens hit the field.
#50738

Re: Heavy Weapon Pick-up... probable solution!

i am so happy i have to post twice
Hooray!!
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#50745

Re: Heavy Weapon Pick-up... probable solution!

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.
If you get into an argument with me, you're wrong.
#50746

Re: Heavy Weapon Pick-up... probable solution!

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.


+1  Losing 3 dirt poor conscripts to man a weapon is not good for balance.  I am also in favor of allowing more and cheaper conscripts to smother the enemy late game for extra fun gameplay.
#50748

Re: Heavy Weapon Pick-up... probable solution!

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.

I understand youre point but Soviets have no halftracks and NKVD cant retreat. Outposts are weaker than bunkers and Forward HQ too. Soviet weapons also need more crew men. Soviet engiees repair speed and HP low is also so it makes AT guns less survivable.

1.24 will probably nerf Sharpshooters so decrewing German weapons will be harder.
#50749

Re: Heavy Weapon Pick-up... probable solution!

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.


I agree with this. Strelky have seven men after all, so it's not like it will be especially hard to find men to recrew things.

@Paciat - The Soviets might find it slightly harder to recrew vehicles than other factions (but only assuming those other factions have built a halftrack or FHQ, which they often won't), but if so that's a downside which can be balanced for and gives them some flavour. I can't see it being a serious issue to be honest.
#50752

Re: Heavy Weapon Pick-up... probable solution!

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.
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If you want a picture of the future,
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— forever.

Last edited November 25, 2010 at 10:10 AM by IJoe

#50753

Re: Heavy Weapon Pick-up... probable solution!

So do you also have a solution for the starting unit? Good work on the recrewing ;D
Communism is Soviet power plus the electrification of the whole country.
#50755

Re: Heavy Weapon Pick-up... probable solution!

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.
#50756

Re: Heavy Weapon Pick-up... probable solution!

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.

+1
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#50758

Re: Heavy Weapon Pick-up... probable solution!

Sorry, forgot about the pop cap.  :-[
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#50759

Re: Heavy Weapon Pick-up... probable solution!

IJoe wrote:
Sorry, forgot about the pop cap.  :-[


Well, I'm not 100% certain about the pop cap thing, but even if conscripts do use up pop when they recrew a weapon, the main point is about being able to try and steal most empty weapons most of the time if you have a unit of conscripts around, just because they are so cheap and you probably aren't using them for anything else after the early game.
#50761

Re: Heavy Weapon Pick-up... probable solution!

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?
If you get into an argument with me, you're wrong.
#50764

Re: Heavy Weapon Pick-up... probable solution!

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.


For capturing soviet weapons you can use pioneers, than the crew will be smaller, even after replenishing to full size squad (standard vanilla size),yet more vulnerable - it's only a matter of choice.
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#50765

Re: Heavy Weapon Pick-up... probable solution!

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?


I thought NKVD might be all right recrewing because they can't retreat, which potentially makes it more of an issue to use them with recrewing.

@GodlikeDennis - I would be up for a game now, but I appreciate I'm two hours late. Just had lunch.
#50766

Re: Heavy Weapon Pick-up... probable solution!

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.

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Last edited November 25, 2010 at 3:48 PM by Raider217

#50767

Re: Heavy Weapon Pick-up... probable solution!

I wouldn't see why vet couldn't grant more squad members like it does now. The imbalance comes from the recrewing and vet is lost when the squad dies anyway. I would also like to keep larger squads from vet because it feels very soviet.
If you get into an argument with me, you're wrong.
#50770

Re: Heavy Weapon Pick-up... probable solution!

oh lawd this is allmost to good to be true ;D

+9999 you rock cope.
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#50771

Re: Heavy Weapon Pick-up... probable solution!

What a great news!! Thanks Cope!!!!!    :D :D :D :D :D :D :D

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.


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?

"Du sublime au ridicule, il n'y a qu'un pas"
-Napoléon Bonaparte
#50772

Re: Heavy Weapon Pick-up... probable solution!

Nils18 wrote:
So do you also have a solution for the starting unit? Good work on the recrewing ;D

what are you talking about? soviets are supposed to have no starting unit, yaknow..
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#50773

Re: Heavy Weapon Pick-up... probable solution!

Red_Stinger wrote:
What a great news!! Thanks Cope!!!!!    :D :D :D :D :D :D :D

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.


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?


1. What's wrong with NKVD?
2. Do you realize how much upped engineers cost (the upgrade itself, the pop cap, plus the muni cost)? It's like recrewing guns with sharpshooters, only even more expensive.
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If you want a picture of the future,
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— forever.
#50837

Re: Heavy Weapon Pick-up... probable solution!

If Soviets can recrew, how about making them drop PTRDs and LMGs just like other fractions do?
#50846

Re: Heavy Weapon Pick-up... probable solution!

@IJoe

There is nothing wrong with NKVD, but its basically conscript lead by a commissar... And there are too cheap too reinforce anything, plus they dont have any training...

I realize how much sturmovie engineers cost, but in the other hand engineers are also very cheap and can reinforce any weapon... not good for balance I suppose... But we should be talking about that in an other section of the forum!
"Du sublime au ridicule, il n'y a qu'un pas"
-Napoléon Bonaparte
#50879

Re: Heavy Weapon Pick-up... probable solution!

Don't forget that every cheap Soviet infantry also has low surviveability, so it will be easier for enemy to decrew gun again
#50883

Re: Heavy Weapon Pick-up... probable solution!

I'm fairly sure the crew doesn't have the stats of the squad that mans it.
If you get into an argument with me, you're wrong.
#50904

Re: Heavy Weapon Pick-up... probable solution!

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.

Why not just find another way to balance them? It seems like the easy way out just to say that this unit can't recapture heavy weapons.
To have an easy time re-capturing weapons is a natural advantage that comes from having a large army. There is many other ways to balance the unit, like lowering their cap rate, less hp etc. Sure it is a bit more work to enable them to recapture weapons and than make them balanced again, but I think the end result will be better if we don't take the easy way.
GodlikeDennis wrote:
I'm fairly sure the crew doesn't have the stats of the squad that mans it.

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. I have not experimented with it my self, but I think that some of the stats carries over to the crew.
#50905

Re: Heavy Weapon Pick-up... probable solution!

Well, the skin & the weapons definitely do.
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#50932

Re: Heavy Weapon Pick-up... probable solution!

Normal squads do, but because of the fix I don't think soviet ones do. Since the dll injection thing creates a new squad rather than divide the squad members between the current squad and the weapon. Someone'll have to ask Rizz or Cope.
If you get into an argument with me, you're wrong.
#50936

Re: Heavy Weapon Pick-up... probable solution!

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.

An MG that withstands 5 sniper shots? Dont think thats possible.
If a WH is vet 2 it has elite armor, HP regeneration and is allmost impossimbe to kill. But the most survivable MG is the Commando HMG with smoke.

Anyway crew stats and vet change when you recrew.
#51014

Re: Heavy Weapon Pick-up... probable solution!

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?  ;)
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Wunderwaffen Doctrine: What technology created for us, we drive it towards the enemy.
#51017

Re: Heavy Weapon Pick-up... probable solution!

I love you guys
#51018

Re: Heavy Weapon Pick-up... probable solution!

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?  ;)


Sure. Why not? \
As long as it won't make the Devs' brains boil.  :)
Just don't overnerf soviets as well.
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If you want a picture of the future,
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— forever.

Last edited November 28, 2010 at 6:46 PM by IJoe

#51020

Re: Heavy Weapon Pick-up... probable solution!

BurroDiablo wrote:
I love you guys

That is good.
#51042

Re: Heavy Weapon Pick-up... probable solution!

Paciat wrote:
If Soviets can recrew, how about making them drop PTRDs and LMGs just like other fractions do?

+1  I also recommend putting the cost of the strelky LMGs / PPSH from a mere 35 up to 75 munis so it's on par with the LMG42 and the Bren LMGs in terms of cost.