MeatShieldNZ

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  • in reply to: Damage vs distance #4649
    MeatShieldNZ
    Keymaster

    How does this differ from what we have now?

    in reply to: Damage vs distance #4633
    MeatShieldNZ
    Keymaster

    I still don’t understand this to be honest. I have some questions:

    Zero damage for a point blank hit?? Can you imagine the complaints we would get.

    Are we really discounting the shockwave effect on infantry?

    Is it the fragments accelerating?

    Fragments versus vehicles?

    Please give an example of what will happen ingame to various units at various distances that are within the blast radius. Thanks

     

    MeatShieldNZ
    Keymaster

     

    All good mate, I was just trying to paint a picture of the challenges and potential different pathways that we face as a mod team.

    Our Bazooka in game is based on the M9A1 with M6A3 HEAT rockets already because they gave the best anti atmor penetration for the US (100mm).

    We could look to add the Phosphorus rocket though

    MeatShieldNZ
    Keymaster

    Hi Vinny,

     

    Thanks for taking the time to post your thoughts, I will try and answer as many as i can in RED


    Different icons for Soviet and Wehrmacht pioneers as they share the same icon now and an Icon should be a quick reference to unit and faction. I don’t see the problem as they are in different factions but we could consider it?

    No construction engineer for either the Soviets or perhaps the Wehrmacht. They function too similarly. This unit is necessary right now as the combat engineer cant fit everything in its menu. We do have a plan to eliminate the need for this unit though.

    No battle phases for Soviets, as this has always been a Wehrmacht progression, again, too similar. cant they just build an actual conscript unit out of the HQ and increase the cost of the building to eliminate the cost of a phase upgrade, the initial buildings go up very fast, so not much time lost.Yes agreed, also a long term plan is in place for this

    The addition of the quad-50 to one of the US docs. It is already in the game, so why not. You’ll see it soon 🙂

    Some variation in the US light vehicles-they are very similar, if not the same. All light vehicle rosters and combat need a rework, it will happen eventually

    More scouting pieces, that are built cheap, but still see camouflaged units, like a version of the US jeep/truck, kubel wagon, light scout car, instead of t70, etc. Agreed, will take a look

    Spotter vehicles should be able to use bushes mechanic or camouflage. Good idea

    being able to use abilities from trenches and houses, like grenade (again) panzerschreck, binoculars, etc. This is more of a game engine issue at the moment, we would love to find a working solution.

    convert a Sherman into a Zippo/flame Sherman, if possible  Its been tried, best that has been achieved is a static version which isn’t great…

    convert a Sherman into a Jumbo Sherman, if possible–can’t the name and armor values be adjusted? We’ve tried to create a skin that gives the appearance of a the Jumbo but the turret is way too different from the 75/76. You wont see this until we get the ability to add models unfortunately.

    Make a regular, non-flame hetzer. I know this is possible because Spearhead did it – Yes, it will be in Wehrmacht

    Separate load outs for standard rifle units based on doctrine, i.e., armor doc gets bar and rifle grenade options only, AB rifels get grease gun, bar, or rifle grenade, etc. more variation between docs. Another rework, yes we’d love to eventually

    Bring back the grease gun for US forces – We plan to bring it back

    Nearly all combat units should be able to build a slit trench for themselves. That was one of the first things we learned in the Marine Corps. Everyone learns to dig a trench and use it for cover

    Bring back slit trenches This trench is bugged, your units wont turn and engage if they get flanked, that’s why its gone

    Increased effectiveness of long range weapons, at long range, against units charging with short range weapons, especially against flamethrowers:) A stationary squad with bolt actions should cut people down at medium to long range Yes, all part of a planned infantry weapon rework

    Short range weapons should decimate units up close, like a blender, just cut them up

    mines seem to need a buff against troops and infantry. Big mines should destroy most tanks or really chew them to shreds and infantry mines should suppress and even pin units that were not directly killed by the blast. I miss using mines. Agreed, more work to be done here

    Less flame overall, or doctrine specific. All pioneers should not have flame, no need for a flame Ranger, give them a Zippo Sherman, limit flame to specific docs even, US AB has no flame and it works well. It was not that common of weapon in the European theater due to it’s weight and short range, and the fact that it would explode if shot. From what I have read the Germans used it far more than anyone else, except for the US Marines in the Pacific, so it should not be so readily available to so may troops, doctrines. And, the Brits rarely used them, form what I have read, because they had the crocodile. That is what made terror doc so cool in BK mod, flame was their thing. Yes, we could look at reducing them a a bit, now that they are so powerful. I’m not a fan of limiting weapons too much between doctrines, its just not realistic.

     

    Or, make flamethrowers explode when shot and the whole squad burns and dies. lot less people will use that troop, hell make a special flame troop, but make it explode.

    Add some more passive abilities to the docs. There are lots of them in vanilla and some are really cool and unique and could enhance the differences between docs. Like US armor doc having multiple tech tree item for the command car. This could be one unlock, instead of three, and it would free up more spots for other things. Same with Arty doc for SS, the special troops on the bottom of the tree (jagers?) have like three upgrades, I would rather just unlock them completed, like the Wehrmacht special troops and then have some other cool stuff in those spots.

    Radio beacons to triangulate units on mini map, and the ability that tells you what the other side is producing, radio intercept maybe? They are in vanilla, both cool, but one requires you to build receivers and the other is passive.

    Upgraded heat rounds for bazookas in one of the US docs Could you give us some research on this please

    The little things count and the more unique the doctrines, troops, vehicles etc, are the more they promote additional strategies  and specific benefits and hurdles. Example, most troops should run from a tank and have no ability to hurt it. This creates a fear factor and promotes using a rock, paper, scissors/combined arms approach to how you build your forces. AA for planes, AT guns for tanks, MGs for troops. As it stands (I think) too may troops can attack a tank, like flame pioneers, for all but US, all basic rifleman for all factions have at least an anti-tank grenade, or AT weapon of some sort. I would like to see it limited.

    Ok, enough for now. The mod is great as is, and I know you guys are not done adjusting and improving it, but perhaps some of my wish list will be included in future patches. Thanks.


    Time is our biggest enemy, do we keep going back and perfecting the doctrines we’ve done? Do we do small side projects like mines, infantry weapons etc? Or do we push on and get out more non-linear doctrine reworks?

     

    Regards

    MeatShieldNZ

    • This reply was modified 7 years, 1 month ago by MeatShieldNZ.
    • This reply was modified 7 years, 1 month ago by MeatShieldNZ.
    in reply to: Stuka Zu Fuss One Shots American Bases #4471
    MeatShieldNZ
    Keymaster

    Maybe increased scatter area? Still devastating but the rockets simply don’t land as clustered, therefore would not all hit the base.

    MeatShieldNZ
    Keymaster

    Hi Vinny, as there is no side armor in COH2 it wouldn’t have been considered when doing the pricing. I don’t think they should be in the same doctrine though, will take a look and see.

    MeatShieldNZ
    Keymaster

    Hi Andrew, welcome and thanks for your feedback.

    Unfortunately Soviets have not been reworked yet and the T34-85 does seem to be a bit too easy to get. Pricing probably wont change as these current prices were decided very carefully over a 6 month beta period, but we may look at reducing its availability in non tank doctrines especially.

    in reply to: Suggestion : "Cease Fire" option on tanks. #4250
    MeatShieldNZ
    Keymaster

    Hi Mainblocks,

    Could you clarify what you mean by cease fire.

    Is it “Hold Fire”?

    in reply to: Changelog 3.1.6b hotfix live on Steam now ! #4205
    MeatShieldNZ
    Keymaster

    Hi Morgoth,

    Nice catch with the sturmpioneers, we will fix this ASAP in our next hotfix.

    MG strafe is a loiter ability, while it cant be clicked on the HQ territory there may be some overlap of the strafing pass if it is clicked just outside.

    We will try to recreate the Wehrmacht HQ bug, but have never seen or heard of this before.

    in reply to: boys at rifle deals to high damage #4170
    MeatShieldNZ
    Keymaster

    Hi Morgoth, is this related to just the British Boys AT or all AT rifles?

    They certainly shouldn’t be dealing anywhere near the damage of even the smallest AT guns.

    in reply to: OKW "Luftwaffe" Breakthrough Tactics #4078
    MeatShieldNZ
    Keymaster

    Hi Ragnar,

    Luftwaffe currently has a few abilities in a second row, we are looking to change that by moving some to a unit.

    MeatShieldNZ
    Keymaster

    Thanks Vinny, the idea behind the fighting hole is for it to be free, worse than a trench and to represent surrounded AB units by giving all around protection.

    Obviously its not working as intended so we will re look at it again. It shouldn’t have any directional indicators or .50 upgrades either.

    in reply to: How common was the BAR in US rifleman squads? #3741
    MeatShieldNZ
    Keymaster

    Hey Guys,

    Interesting subject 🙂

    My original doctrine design was going to include an overhaul of the rifleman loadout but due to time constraints this has been pushed out to a later date and will be included in a more general infantry rework for all doctrines.

    I know they aren’t perfect at the moment but they also aren’t really broken either, so the decision was made to leave them as they are.

    in reply to: Aiming weakspots ability #3720
    MeatShieldNZ
    Keymaster

    Hi Morgoth,

    I have found out a bit more about this ability. Apparently it was modded before we did our armor rework so it is not working properly at the moment and needs to be fixed. In saying that it still will give you an insta-kill versus light or medium tanks but the criticals versus heavier tanks is not working. We will add it to the long list of things to do 🙂

    in reply to: Aiming weakspots ability #3681
    MeatShieldNZ
    Keymaster

    Hi Morgoth, I will find out for you exactly how the ability works and get back to you soon.

Viewing 15 posts - 106 through 120 (of 164 total)