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MeatShieldNZKeymaster
Thanks Vinny, will get these fixed for the next patch.
MeatShieldNZKeymasterHi Vinny,
The idea behind the design is that Airborne Engineers in reality were more of an assault demolition team rather than a traditional engineer who would have had training in mechanical repairs.
Airborne should be able to build foxholes anywhere, if you are in a position to build them in the enemy base then you’ve probably already won. The COH1 slit trench was ingame but it is bugged so has to be removed (troops wouldn’t turn and engage enemy behind them).
Could you clarify the errors around the fighting position/foxhole as this sounds like it may still be incorrect.
Thanks
MeatShieldNZKeymasterAh yes the Panther, you’ll find out very soon. 🙂
MeatShieldNZKeymasterVery good suggestions, I will see what the rest of the team thinks. If these are relatively easy changes we will implement them ASAP.
MeatShieldNZKeymasterHi PQOW16,
We havent made any changes to infantry in any recent patches?
You make some good points and we do realise that infantry could be better, but if we do a full infantry rework it will slow down the doctrine reworks which are already way behind.
I promise we will do it but we don’t have the time or resources at the moment.
MeatShieldNZKeymasterHi Death Kitty,
Thanks for the ideas.
- The SOE will definitely feature in the British doctrine reworks in some capacity using irregular warfare techniques. I cant say any more than that at the moment.
- I don’t know if the animation exists in the code for troops to auto dive into cover. If so it is something we would definitely look at further down the road. We are trying to get these doctrines out as quickly as possible as we are well behind schedule at the moment.
- Again we have some great things planned for the Wehrmacht Defensive doctrine and larger more complex minefields will feature!
MeatShieldNZKeymasterOKW/ Waffen also get a free heavy 37mm Flak Gun on the last truck. Just make sure when you set it up the gun is facing in the likely direction of airstrikes and has a good field of view (not behind trees or houses). Your base 20mm flak do not have AA mode but they will target planes automatically also.
MeatShieldNZKeymasterGreat guide Death Kitty, very well written and very helpful.
I’d just add that due to your fuel excess you should be using the paradrop munitions (for 100 fuel) as often as you can.
MeatShieldNZKeymasterYes two squads in tandem is the best solution
MeatShieldNZKeymasterYou are on the right track with panzershreck’s, their penetration is superb and they come early enough to combat early rushes. I like to use sprint and tell them to go to a location within shreck range but beside the tank, rather than specifically clicking on the tank as a target. This way they don’t charge the front and get suppressed or worse. And if the tank backs up they are more likely to still get in a hit or two.
Another early option is the panzerwurfmine which can damage their engine and slow them to an easy target. The IS-2 reloads extremely slowly so you can flank with panzer IV if you have them.
In the last patch we have modded flamethrowers to have more effect on vehicles. They can damage engines and blind crews and if the tank stays in the flames for long enough the crew will eventually abandon due to overheating. This may be worth testing but it is still quite a new feature so may need some balancing.
Panzerfaust is also good but takes longer to fire and costs munitions.
Pak40 will struggle to penetrate an IS-2 at maximum range. In Wikinger penetration is modded over 3 ranges long,mid and close. The unit U.I will tell you what the maximum (close range) penetration value is and you can also see what the maximum and minimum armor values are of yours and the enemy’s tanks.
Link to Wikinger armor: https://wikingeretow.com/faq/understanding-wikinger-armor/
- This reply was modified 7 years, 5 months ago by MeatShieldNZ.
MeatShieldNZKeymaster1) We have been working on infantry flamethrowers versus vehicles to bring them in line with the larger vehicle based flamethrowers and napalm drops. So they will give the same engine criticals etc but obviously less effective due to size. I don”t think buildings are modded yet.
2) Vehicles in ambush are hard coded to go invisible when they are in ambush so it looks a bit weird when you add bushes. we are trying to find a solution to this at the moment.
3) Not sure, but they will be easy to add as they are the same locations.
Beta will be updated in the next few hours so you can try all this for yourself and give us feedback.
MeatShieldNZKeymasterI found this one on steam, not sure how good it is as i dont use worldbuilder myself. Probably Starbuck would know best but I’d say most tutorials would be in video format.
https://steamcommunity.com/sharedfiles/filedetails/?id=183644615
- This reply was modified 7 years, 5 months ago by MeatShieldNZ.
MeatShieldNZKeymasterI’m not too fussed about manpower so I have just added my rough suggestion of fuel adjustments in red:
What would you pay for the following?
- Sherman 75mm – 400MP 80F (65)
- Cromwell – 380MP 70F (60)
- T-34/76 – 360MP 60F (60)
- Panzer IV G – 425MP 90F (60)
- SU-85 – 400MP, 90F (75)
- M36 Jackson – 450MP 115F (90)
- Jagdpanzer IV L/70 – 500MP 135F (100)
- IS-2 – 700MP, 240F (1500MP call in) (190)
- Tiger II – 2000MP (call in) (230)
- M26 Pershing – 650MP 150F (1150MP call in) (150)
- Panther G – 650MP 200 F (180)
- Comet A34 – 500MP 135F (800MP call in) (100)
- T34/85 – 425MP 90F (90)
- Churchill 75mm 490MP 150F (80)
- KV-1 – 540MP 75F (75)
- Tiger I – 700MP 210F (1250MP call in) (160)
MeatShieldNZKeymasterI think our biggest issue is that the Expert A.I can not be judged as a whole due to Allied A.I performing much more aggressively than the German A.I.
If we nerf the ammo it may help with the allies but make the Germans even less effective…
MeatShieldNZKeymasterGreat job Kitty of Death!
PS: If you would like to do more guides can I suggest you concentrate on the reworked doctrines first as guides for the others will be obsolete once we do the reworks. Thanks
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