Question regarding camo/bushes mechanic, spotting, and more.

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    • #3629
      VinnySOB
      Participant

      Hello Devs,

      I was playing as the Wehrmacht today and I was using a Puma scout car, with defensive doc, and I was surprised that it did not have a camo or bushes ability. I realize the Wehrmacht have not been overhauled yet, but is this something you are planning on doing for recon vehicles? I would like to be able to hide my recon pieces. Especially because you only have anti-tank teams and 1 sniper with the ability to camouflage and get vision for you.

      Also, does the spotting mechanic work with COH 2/Wikinger? One of the reasons jeeps and other spotting units were still useful mid and late game in COH 1 (BK mod) was that they could detect hidden units like snipers, AT guns, etc. I am not sure that this exists in COH 2/Wikinger. Does it? If not, will it be implemented? It will make the scout pieces much more useful throughout the entire game.

      Pantherturn bunkers. Will they have the ability to target vehicles only and will they be able to hold fire…maybe even get nets or bushes? I know these are not hot-button items at this point, just curious as I had one shooting at infantry and I did not want it to.

      Ostwind, maybe every Wehrmacht doc should not have this unit. You already get the AA half-track and the Ostwind is well armored and rotates 360 degrees, making it the best AA unit in the game. Perhaps it was the AA unit of choice during WWII and it was widely used, which is why both German factions have it.

      The builder unit for Soviets/Wehrmacht: I like having the unit as it differentiates these two factions from the others and I prefer that none of the factions play the same…I am also hoping you do away with the generic battle phases for the Soviets and use something else.  At any rate, I have found it useful to have the builders around late game to repair or man empty tanks or weapons. That being said, because they are very limited, other than building base structures, they should also have something else that makes them unique. You can use them for the hull down ability with two of the Wehrmacht docs, which is nice, but they should have a special ability for every doc which makes them not only useful mid to late game, but potentially necessary.

      Or, you could eliminate the unit for either the soviets or the Wehrmacht and have the pioneers build the base buildings. I would prefer if the Soviets kept the unit and had their symbol changed back to a hammer as it is a very “soviet” symbol. Also, this would make all factions function differently and would not really ruin balance. Also, the builder should be able to sprint and attack units with pistols or something. It is strange that the AI seems to shoot at me with his builders, but I am unable to target units with mine.

      Again, I realize you have not addressed the Soviets or Wehrmacht yet, so most of what I am discussing will change anyway. I just wanted to throw in my two cents. As always, keep up the amazing work. I appreciate all the hard work you put into this masterpiece.

       

       

    • #3693
      Olhausen
      Keymaster

      Hi Vinny:

      First sorry for the late answer. First lest talk about recon on Wikinger.

      Wikinger Spotting system:

      We are tweaking our spotting system but the mod have multiple options in this very moment.

      Vehicles:

      First the vehicles. Every single faction have a vehicle for this purpose. I will put them one by one:

      a. Wehrmacht Puma

      b. SS Sdkfz 223 (I need to move this to 221)

      c. British Bren  Carrier

      d. Soviet T-70

      e. Americans M-20

      To be clear about how the recon works, I will talk a bit about how camouflage works on Wikinger. Basically camouflage units can be only spotted by enemies in a range of 10 meters (game values). What does it means ? You should be really close to a camouflage unit to see it (with a normal unit)

      The recon units have extra bonus to find them. Talking about vehicles those units can spot camouflage units at 45 meters by default (35 meters more than normal units) and using the recon ability on them you will have 40 more meters boost.

      Squads:

      We are tweaking the recon system and we are working on spotters. But right now all units with Scopes and Binoculars have the capability to detect camouflage units. But this will only happens if they are in his line of sigh during scope & binocular ability.

      To give you a number, the detection of camouflage unit is 50% of the range of the scope & Binocular. If you have a magnification x6 then you will be able to detect camouflage units at x3.

      The system is not yet finish at 100% but you have options right now to detect camo units.

      Soviet & Wehrmacht bases and build units:

      Personally I always dislike the “age of empires” build stuff in these factions. My idea is to remove the building bases stuff and set up pre-build bases for those factions. Then the builder squad will be required only if you lose a base building.

      We already have a code to implement it using the WCP, and we will do it when we move with the team to mod Wehrmacht and Soviet factions.

      Pantherturn

      Yes you are right in this point. I will put your idea in the list of things to do for the next patch.

      Ostwind and german AA

      I will discuss with the team your idea.

      Bushes and decorations

      Starbuck is working hard on this matter, I am sure he will add in an incremental way more of them.

      Thanks a lot for your interested in our work, and for your videos. I enjoy them a lot.

      Regards, Olhausen

    • #3735
      VinnySOB
      Participant

      Thank you for the detailed response. It is good to know the spotting mechanic is in the game and that specific units have the ability. I assume it will be in the unit descriptions at some point which will ensure those vehicles are used for that role. I guess I have to get used to building scout cars:) I am glad you enjoy the videos. Thanks again.

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