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Vet trees
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Topic: Vet trees (Read 13095 times)
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nugnugx
Donator
Posts: 4051
Re: Vet trees
«
Reply #20 on:
December 25, 2010, 04:35:00 am »
Quote from: Illegal_Carrot on December 25, 2010, 04:18:18 am
vet is exactly the same between the M10/M18/Sherman/Perhsing/T17/Croc; it's like this for most units.
and that's how it would be done , why have every vet different for every single unit ?
have two of the same for inf / light vehs / tanks/ mortars / arty etc..
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: Vet trees
«
Reply #21 on:
December 25, 2010, 05:06:37 am »
Because 'Penetration x1.15' is useful on a Panzer 4, but near useless on a Panther.
'Max Health x1.2' is useful on a Panzer 4, Panther, Tiger, etc., but nowhere near as useful on a StuG or Ostwind.
If you have the same exact vet for all infantry/vehicles/armor/artillery, then one tree or another will be obviously superior on most units, which would totally eliminate the the point of having optional trees.
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nugnugx
Donator
Posts: 4051
Re: Vet trees
«
Reply #22 on:
December 25, 2010, 05:49:00 am »
Quote from: Illegal_Carrot on December 25, 2010, 05:06:37 am
Because 'Penetration x1.15' is useful on a Panzer 4, but near useless on a Panther.
'Max Health x1.2' is useful on a Panzer 4, Panther, Tiger, etc., but nowhere near as useful on a StuG or Ostwind.
If you have the same exact vet for all infantry/vehicles/armor/artillery, then one tree or another will be obviously superior on most units, which would totally eliminate the the point of having optional trees.
Ofcourse that's why tanks like sherman/p4/m10/m18/ can have penetration and tiger/king tiger/ pershing/ panther can have max health 1.2
I don't see a problem here either and you don't have to set every single vet for every single unit but for 4-5 units.
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Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #23 on:
December 25, 2010, 05:49:50 am »
King Tiger with 400 extra hp from vet would be OP.
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nugnugx
Donator
Posts: 4051
Re: Vet trees
«
Reply #24 on:
December 25, 2010, 05:52:55 am »
Artekas vet 5 :
Failure at understanding examples 120%
oh and Artekas , it is possible to affect scatter, whenever a vetted howie enters a field he affects all arty globally to increase the scatter. Not possible ? totaly possible !
OP? maybe
«
Last Edit: December 25, 2010, 06:11:42 am by nugnugx
»
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: Vet trees
«
Reply #25 on:
December 25, 2010, 07:13:08 am »
Quote from: nugnugx on December 25, 2010, 05:49:00 am
Ofcourse that's why tanks like sherman/p4/m10/m18/ can have penetration and tiger/king tiger/ pershing/ panther can have max health 1.2
I don't see a problem here either and you don't have to set every single vet for every single unit but for 4-5 units.
No, that won't work. If you give the exact same vet to every unit of a similar 'type' (infantry, vehicles, tanks, etc) then some vet trees will be OP/superior on some units and UP/inferior on others. It comes from the fact that some units of the same type fulfill a different role.
Additional penetration is useful on a 50mm Hotchkiss, but not a 37mm Hotchkiss. Accuracy bonuses would be more useful on Tankbuster PGrens than on Assault or vanilla PGrens, as would reload buffs. Max health bonuses would be much better on KTs and Jagds then on Tigers and Panthers, while reduced penetration buffs would be better on Tigers and Panthers, but not so useful on KTs and Jagds.
If you create a generic batch of buffs for units of the same type (but fill a different role), then every unit will have a clearly superior/inferior vet tree.
If you create a generic batch of buffs for units that fill the same role (but are a different type), then every unit will have a clearly superior/inferior vet tree.
You
would
have to create a separate vet tree specialized and tailored for each and every unit, or else which vet tree you go would be determined by which tree is better for that unit, rather than your playstyle, company composition, doctrine choices, or any other factor.
If you don't understand this then you are incapable of understanding even the simplest, most obvious of observations.
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Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #26 on:
December 25, 2010, 07:38:17 am »
Myself being unable to understand examples at vet 5 would be super OP!
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11on2d6
EIR Veteran
Posts: 193
Re: Vet trees
«
Reply #27 on:
December 25, 2010, 09:45:19 am »
Quote from: Artekas on December 25, 2010, 07:38:17 am
Myself being unable to understand examples at vet 5 would be super OP!
It would also be totaly expected by most ppl tbh.
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nugnugx
Donator
Posts: 4051
Re: Vet trees
«
Reply #28 on:
December 25, 2010, 04:32:28 pm »
Carrot i know that , but to make things easier they can be categorized into smth like assault inf / AT inf / heavy armor / medium armor etc
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Vet trees
«
Reply #29 on:
December 25, 2010, 04:37:03 pm »
Quote from: Artekas on December 25, 2010, 03:20:23 am
It's not possible to give some kind of "increase incoming scatter" buff. Artillery barrages don't target units, they target the ground, and shells fly into the ground and explode, damaging units.
Its possible ;p
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #30 on:
December 25, 2010, 10:14:42 pm »
Oh really? How so?
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Scotzmen
EIR Veteran
Posts: 2035
Re: Vet trees
«
Reply #31 on:
December 25, 2010, 11:04:13 pm »
well rgd's have a line that dictates how far a shot scatters....
How else do you think a shot scatters. If there wasnt a line it would have to aim at a unit. If it didnt have this line a shot could scatter anywhere on the map. actually no the unit would just be unable to shoot lol
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Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #32 on:
December 25, 2010, 11:50:38 pm »
I know how scatter works, but you can't just have an artillery piece with veterancy globally increase scatter while it's on the field.
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nugnugx
Donator
Posts: 4051
Re: Vet trees
«
Reply #33 on:
December 26, 2010, 06:08:38 am »
Artekas can code better than EIRRMOD,
I smell a challenge has been bestowed upon thee EIRRMOD !
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Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #34 on:
December 26, 2010, 06:15:24 am »
How do you get the idea that I think I know how to code better than EiRRMod when I'm asking him how to do something?
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Vet trees
«
Reply #35 on:
December 26, 2010, 06:38:50 am »
Quote from: nugnugx on December 26, 2010, 06:08:38 am
Artekas can code better than EIRRMOD,
I smell a challenge has been bestowed upon thee EIRRMOD !
EiRRMod has zero clue how the weapon RGDs work. Scatter is a wepaon RGD thing. In all honestly - the chances of artekas knowing more than EiRRMod about coding scatter ar quite high. And his knowledge is most definitely better than yours, nug.
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Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #36 on:
December 26, 2010, 06:43:02 am »
Didn't know EiRRMod wasn't an RGD Coder...
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nugnugx
Donator
Posts: 4051
Re: Vet trees
«
Reply #37 on:
December 26, 2010, 06:59:46 am »
Quote from: Mysthalin on December 26, 2010, 06:38:50 am
EiRRMod has zero clue how the weapon RGDs work.
I'm sure that if EIRRMOD said it's possible, than it is.
Logged
Artekas
Donator
Posts: 784
Re: Vet trees
«
Reply #38 on:
December 26, 2010, 07:03:29 am »
He also said that CCT buffs stack and that we were going to get a Warmap on Christmas. People make mistakes, and EiRRMod is no exception. Now I'm not saying for 100% sure he's wrong, but if he's right I'd like to know how it's possible.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Vet trees
«
Reply #39 on:
December 26, 2010, 07:19:06 am »
Quote from: nugnugx on December 26, 2010, 06:59:46 am
I'm sure that if EIRRMOD said it's possible, than it is.
Technically it IS possible - by giving the arty unit a completely different barrage ability each time the buffing unit is brought onto the field - and that is rather clunky and prone to be buggy(like, the arty unit becomes unable to barrage period once the unit is off-fieldand thereforth).
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