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MeatShieldNZ
KeymasterThanks for taking the time to post this. We do have plans to overhaul small arms eventually but it just doesn’t make sense to do this before we finish the doctrines.
If you have realistic suggestions on changes you would like to see then feel free to post them here for future reference.
MeatShieldNZ
KeymasterExcellent post and well thought out. Nice demo video too
I would agree that low caliber specialists should be improved, I just don’t know whether its game engine related or not.
Maybe adding a “stun” critical versus non elite infantry would help as well as a bit more damage.
Its definitely something worth looking into but for a more in-depth fix this may have to wait.
If you would like to do more theory testing I would recommend downloading some specific “test” maps from the workshop which would remove the terrain variable.
MeatShieldNZ
KeymasterI have quite different data for the 7.5cm StuK42 Pzgr 39/42:
Peter Chamberlain, Hilary L Doyle and Thomas Jentz all have it at 138mm versus 30 degree plate (100m)
Bird seems to be out on his own on this one, so we decided to go with the majority rather than showing possible bias.
I have taken this approach with all of my research to avoid bias. As you can appreciate we are dealing with very old documentation that sometimes gives quite different values. Not to mention the multiple different testing methods and definitions of a successful penetration.
Bird seems to calculate things differently to most of the other notable authors on the subject.
From my raw data on the 17 pdr APCBC I have 5.5 inches at 500 yards. To my knowledge this is the only actual close range post war testing figure that exists, we have simply extrapolated the data slightly differently than Bird resulting in the 10mm variance at 100 meters.
Thanks for taking the time to post but based on the above I am comfortable leaving the values as they are in game.
I hope that my explanation is enough to explain our reasoning.
08/08/2019 at 10:27 pm in reply to: A lot of suggestions for "new" units, abilities and kinda balance changes #9836MeatShieldNZ
KeymasterMortar Halftrack incendiary is fixed for next patch.
Regarding creeping barrage: Canadian Arty has 4 separate batteries, you can create your own.
MeatShieldNZ
KeymasterHey there! Welcome aboard
10/07/2019 at 12:48 am in reply to: Introduction of the F1 into tier 2, and other suggestive ideas #9437MeatShieldNZ
KeymasterFirstly thank you for putting together such a comprehensive document, Wow! Very impressive!
I envisage this being part of a wider balancing beta at some stage in the future where we can test out a number of options in moving vehicles around the tiers.
Like splitting “medium’ tanks into 3 categories:
Early/Light Medium
Medium
Late/ Heavy Medium
We spent a lot of time balancing after SS/US doctrines were finished and most of it ended up being obsolete once we got further down the doctrine completion path. We simply dont want to open this can of worms again yet because regardless of how much testing you have done there is always unforeseeable balance issues.
To answer a couple of your questions:
Correct – HEAT rounds do not loose penetration over range IRL or in the mod.
The AEC would have died to one shot due to its much lower mass than the Valentine. More mass IRL = more hitpoints in game.
Sorry to not be more helpful but we are determined to finish the doctrines this year and have to be a bit bloody minded about our goals for now.
MeatShieldNZ
KeymasterFree weapon spawns are another issue that should be checked for. Vanilla values make these unusable
MeatShieldNZ
KeymasterAgain a beautifully detailed suggestion post however most of this is just not possible with the current mod tools. We can’t add vehicle models or infantry skins.
If we could there would definitely be a bigger Hungarian contingent.
MeatShieldNZ
KeymasterThanks Chief, we will add you soon!
MeatShieldNZ
KeymasterNice job on the post. A lot of effort went in to this I can see.
I like the idea of changing to Luftwaffe collar tabs and once we have finished the last 4 doctrines we will definitely do some tweaking of the very early doctrines that we modded.
Regarding the Officer, he was based on General-Leutnant Richard Schimpf, commander of the famous 3rd Fallschirmjäger Division in Normandy until severely wounded at Falaise.
MeatShieldNZ
KeymasterThe A.I should still be a challenge on Hard and Expert. Maybe you chose a community made map with poor path finding? Sometimes they can cause the A.I to get stuck.
Try testing it with a vanilla map
MeatShieldNZ
KeymasterHi there Chernobylman,
Yes any fan art is appreciated, we would be happy to feature it in our monthly blog update.
We are currently working on Soviet Artillery if you need a theme but any Wikinger unit is ok with us.
Thanks
MeatShieldNZ
KeymasterAusf D: Manual Turret is implemented.
Ausf G: Slightly heavier than A, so means more hitpoints.
MeatShieldNZ
KeymasterYes, we will add you for the next beta in a few weeks time
MeatShieldNZ
KeymasterThanks, we will look to add you for the next beta in a few weeks time as this doctrine is nearly done. Will be in touch for details
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