MeatShieldNZ

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Viewing 15 posts - 16 through 30 (of 164 total)
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  • in reply to: Changelog 3.3.7 hotfix (d) is now live on Steam! #12097
    MeatShieldNZ
    Keymaster

    Hi Lutzow,

    Yes correct, this is a preview that is in beta testing it is not released on steam yet. I have updated the title to avoid confusion.

    in reply to: Suggestion for Panzergrenadier Panzer IV J #11958
    MeatShieldNZ
    Keymaster

    Interesting idea.

    just an FYI, there is no difference in armor values between the Ausf H and J.

    yes it is a downgrade but it is also cheaper so you should be able to field more to compensate for slower turret traverse.

    in reply to: Thoughts on the OMSBON doctrine #11831
    MeatShieldNZ
    Keymaster

    Advanced evasive action is a very new feature and will probably take several balance patches to get it exactly right. We want to add this ability to other units in the future but also wanted to see how the ability was used and countered by the community first.

    Regarding the Wehr Defensive doctrine you have the Panhard and the officer unit that have advanced detection against AEA units.

    in reply to: Hello #11737
    MeatShieldNZ
    Keymaster

    Hey Gaz,

    Glad you are enjoying the mod and welcome to the forum!

    in reply to: Mortar nerf suggestion #10813
    MeatShieldNZ
    Keymaster

    It’s already been nerfed for the next hotfix. You can check the changes for 3.3.7 B in the changelog section

    in reply to: Dropped in to say hello #10748
    MeatShieldNZ
    Keymaster

    Welcome Aboard!

    in reply to: Incendiary/wp rework #10430
    MeatShieldNZ
    Keymaster

    Grenades versus slit trenches were modded recently, they should be much more effective if you can land it in there.

    Theres still issues with grenades versus buildings but that is a massive job to fix so will have to wait unfortunately

    in reply to: My lot on the RNG debate. #10367
    MeatShieldNZ
    Keymaster

    Good post DK, such a civil place this forum 🙂

    Having call ins change depending on tier is only something that our modders have only learned to do very recently. I have no doubt that next year many of the call ins will be tweaked and balanced better, including changing with each tier.

    MeatShieldNZ
    Keymaster

    “the Churchill has lower armor values in comparison for what I can find for Churchhill MK IV’s”

    Could you elaborate please Chief, do we have an armor calculation error?

    MeatShieldNZ
    Keymaster

    The modding of the Luftwaffe tiered Call-in is something that has been learned by our modding team only recently, “the more they mod the greater their skill increases”.

    What does this mean? Well earlier doctrines will be looked at in the future to most likely have a similar structure, still RNG callins but with different units depending on tier.

    So to use your example you wont get your guaranteed Panther but you will get either a Panther OR something of equivalent power for that tier.

    But again this will have to wait until doctrines are finished and will coincide with modernising some of the early doctrine work next year.

    in reply to: Incendiary/wp rework #10319
    MeatShieldNZ
    Keymaster

    Incendiary was nerfed recently, is the issue just insta burning houses?

    What cost do you think it should be?

    in reply to: A few thoughts on One Hit Kill guns #10306
    MeatShieldNZ
    Keymaster

    I am not going to get involved in this debate too much as there is no perfect solution.

    Just try to remember that this game engine is not a tank simulator, we are already doing far more then most mods when it comes to reflecting tank combat and that is manipulating what is basically a cube cut in half with front and rear values.

    Tanks didn’t have healthbars and any lucky shot could destroy a tank but its a game and it needs fair rules.

    Here are some of the “rules” we use which may help you:

    Hitpoints are based on real mass

    Penetration is based on real world values. There are 3 different pen values per gun (close,mid,long)

    Damage is based on projectile type and HE weight. Different multipliers are used for APCR versus APHE for example

    Damage does have a small RNG variance. Max/Min value

    Damage does increase with veterancy.

    All level 5 Aces one shot on penetration

    Armour is based on thickness and angle combined.

    Vehicle cost is based on a spreadsheet formula of all of the above plus many more variables like DPS, turret rotation, speed etc

     

    As I said there is no perfect solution where every tank will perform exactly as you expect it to but we do feel this is at least an unbiased and fair way to mod without simply basing it on hearsay and personal opinion.

     

    in reply to: Statements and findings about the AVRE #10187
    MeatShieldNZ
    Keymaster

    Tested this last night with Olhausen.

    90% of bunkers destroyed with one shot from a direct hit or very near miss.

    We are going to increase the max damage and area of effect to hopefully remove the outlying 10%. This will make the AVRE perform as intended.

    in reply to: SS Verbrannte Erde problems #10160
    MeatShieldNZ
    Keymaster

    Some good ideas there, thanks for the post.

    I would say most of the OKW and US doctrines will get tweaked in the future as these were the very first ones we did a few years ago now.

    This will probably have to wait until we finish Wehrmacht and Soviets though.

    in reply to: A little buff to the Soviet Tier 0 infantry #10135
    MeatShieldNZ
    Keymaster
Viewing 15 posts - 16 through 30 (of 164 total)