Company of Heroes: Eastern Front

Author Topic: [1.4.0.0] Conscripts  (Read 22974 times)

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #30 on: June 08, 2011, 10:15:07 PM »
At vet 1 they have a 5% received dmg bonus, but i added that as place holder, they could have a 15~10% i guess :-\ .

Currently i'm not able to find a way to give them the capture weapon ability at any given time without crashing the game (it works, but when they get heavy fire coh crashes) XD.
The -5% received damage at vet1 seems OK at this point.

I have retrieved several weapons with Conscripts at vet1. They frequently don't make it back to a reinforce point but I've not had a crash because the squad is eliminated. I sorta think when you lose a squad that is heavy fire.
Oh, that only happens with my current conscripts so don't worry about it.
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Offline Hendrik 'DarcReaver' S.

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Re: [1.4.0.0] Conscripts
« Reply #31 on: June 08, 2011, 10:55:54 PM »
And they STILL supress grenadiers when focus firing. Seriously, please reduce the supression to Volks/Riflemen values. It's ridiculous how a bunch of guys with 4 rifles and 224 can supress wehr/pe t1 units.

Abuse is abuse and has to go.

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #32 on: June 08, 2011, 11:55:08 PM »
And they STILL supress grenadiers when focus firing. Seriously, please reduce the supression to Volks/Riflemen values. It's ridiculous how a bunch of guys with 4 rifles and 224 can supress wehr/pe t1 units.
They already have the half of the suppression values of those units.
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Offline Hendrik 'DarcReaver' S.

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Re: [1.4.0.0] Conscripts
« Reply #33 on: June 08, 2011, 11:58:02 PM »
And they STILL supress grenadiers when focus firing. Seriously, please reduce the supression to Volks/Riflemen values. It's ridiculous how a bunch of guys with 4 rifles and 224 can supress wehr/pe t1 units.
They already have the half of the suppression values of those units.
Then I don't understand why they still supress :/
Does that have to do with nearby supression modifiers maybe? Or with the supression modifiers from command squad/ingenery?

Abuse is abuse and has to go.

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #34 on: June 09, 2011, 12:19:32 AM »
And they STILL supress grenadiers when focus firing. Seriously, please reduce the supression to Volks/Riflemen values. It's ridiculous how a bunch of guys with 4 rifles and 224 can supress wehr/pe t1 units.
They already have the half of the suppression values of those units.
Then I don't understand why they still supress :/
Does that have to do with nearby supression modifiers maybe? Or with the supression modifiers from command squad/ingenery?
I don't think so :-\. I've made a test without commissar and they still suppressed a pioneer squad.

Perhaps I'm looking at the wrong part, i'm looking at the suppression table located on the weapon file.
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Offline Hendrik 'DarcReaver' S.

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Re: [1.4.0.0] Conscripts
« Reply #35 on: June 09, 2011, 12:26:03 AM »
[quote author=blackbishop link=topic=5959.msg73350#msg73350
I don't think so :-\. I've made a test without commissar and they still suppressed a pioneer squad.

Perhaps I'm looking at the wrong part, i'm looking at the suppression table located on the weapon file.
[/quote]

Strange. Have you changed every value? Like nearby supression value etc?
http://dow2.info/coh/Weapon_Wehrmacht_Kar98K_Elite.html
That's an example for the supression tables of the Gren Kar98k. Maybe it helps. Dunno though.

Abuse is abuse and has to go.

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #36 on: June 09, 2011, 12:32:57 AM »
This is the current suppression table of conscript and engies rifles:
   
L    0.003
M    0.002    
S    0.0005    
Nearby Supp. Multiplier    0.1    
Nearby Supp. Radius          10


Suppression values for Grens:   
L    0.006
M    0.004    
S    0.001    
Nearby Supp. Multiplier    0.1    
Nearby Supp. Radius          10
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Offline GodlikeDennis

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Re: [1.4.0.0] Conscripts
« Reply #37 on: June 09, 2011, 05:59:59 AM »
Suppression modifier for target types?
If you get into an argument with me, you're wrong.

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #38 on: June 09, 2011, 06:23:51 AM »
Suppression modifier for target types?
Yeah, i forgot about those.
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Killar

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Re: [1.4.0.0] Conscripts
« Reply #39 on: June 10, 2011, 04:34:46 AM »
At vet3 the conscipts are unsuppressable, right?

Why not give the squad the commissar with PPS at vet3? He takes care that no soldier runs away

Vet1: recrew
Vet2: every soldier gets gun
Vet3: unsuppressable by commissar

The molotovs stays an independent upgrade (and will be hopefully nerved in the next patch)
« Last Edit: June 10, 2011, 04:38:42 AM by Killar »

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #40 on: June 10, 2011, 04:58:16 AM »
At vet3 the conscipts are unsuppressable, right?

Why not give the squad the commissar with PPS at vet3? He takes care that no soldier runs away

Vet1: recrew
Vet2: every soldier gets gun
Vet3: unsuppressable by commissar

The molotovs stays an independent upgrade (and will be hopefully nerved in the next patch)
That's the idea :-\... but it's the same reason that is keep us from add capture at vet2 that doesn't allow to add a commissar at vet3.

Hopefully conscripts suppression bug is now fixed.
« Last Edit: June 10, 2011, 05:20:04 AM by blackbishop »
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Killar

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Re: [1.4.0.0] Conscripts
« Reply #41 on: June 10, 2011, 05:02:13 AM »
When i remember correctly the Landsers should get a officer too as upgrade
« Last Edit: June 10, 2011, 05:11:04 AM by Killar »

Offline Dot.Shadow

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Re: [1.4.0.0] Conscripts
« Reply #42 on: June 13, 2011, 12:28:44 AM »
I've changed my mind. The conscripts are as they are, with the exception of the vet requirements.

Offline Blackbishop

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Re: [1.4.0.0] Conscripts
« Reply #43 on: June 13, 2011, 02:08:26 AM »
When i remember correctly the Landsers should get a officer too as upgrade
Nope, it's not the same, not even similar.

You got a 5 man squad, and the upgrade grants the squad leader a  MP40 and grenades, that's all. No change needed.

The Conscript upgrade will require a different soldier, in this case the commissar that is a total different entity than a conscript. Hence not possible.
Mors Indecepta

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

Offline Otto Halfhand

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Re: [1.4.0.0] Conscripts
« Reply #44 on: June 13, 2011, 05:36:31 PM »
When i remember correctly the Landsers should get a officer too as upgrade
Nope, it's not the same, not even similar.

You got a 5 man squad, and the upgrade grants the squad leader a  MP40 and grenades, that's all. No change needed.

The Conscript upgrade will require a different soldier, in this case the commissar that is a total different entity than a conscript. Hence not possible.
If I understand correctly, You have a 7 man squad, and the upgrade grants the squad leader aka commissar, a pistol or smg, still a 7 man squad, thats all; no change needed?
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