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14/08/2017 at 9:34 pm in reply to: Question regarding camo/bushes mechanic, spotting, and more. #3693OlhausenKeymaster
Hi Vinny:
First sorry for the late answer. First lest talk about recon on Wikinger.
Wikinger Spotting system:
We are tweaking our spotting system but the mod have multiple options in this very moment.
Vehicles:
First the vehicles. Every single faction have a vehicle for this purpose. I will put them one by one:
a. Wehrmacht Puma
b. SS Sdkfz 223 (I need to move this to 221)
c. British Bren Carrier
d. Soviet T-70
e. Americans M-20
To be clear about how the recon works, I will talk a bit about how camouflage works on Wikinger. Basically camouflage units can be only spotted by enemies in a range of 10 meters (game values). What does it means ? You should be really close to a camouflage unit to see it (with a normal unit)
The recon units have extra bonus to find them. Talking about vehicles those units can spot camouflage units at 45 meters by default (35 meters more than normal units) and using the recon ability on them you will have 40 more meters boost.
Squads:
We are tweaking the recon system and we are working on spotters. But right now all units with Scopes and Binoculars have the capability to detect camouflage units. But this will only happens if they are in his line of sigh during scope & binocular ability.
To give you a number, the detection of camouflage unit is 50% of the range of the scope & Binocular. If you have a magnification x6 then you will be able to detect camouflage units at x3.
The system is not yet finish at 100% but you have options right now to detect camo units.
Soviet & Wehrmacht bases and build units:
Personally I always dislike the “age of empires” build stuff in these factions. My idea is to remove the building bases stuff and set up pre-build bases for those factions. Then the builder squad will be required only if you lose a base building.
We already have a code to implement it using the WCP, and we will do it when we move with the team to mod Wehrmacht and Soviet factions.
Pantherturn
Yes you are right in this point. I will put your idea in the list of things to do for the next patch.
Ostwind and german AA
I will discuss with the team your idea.
Bushes and decorations
Starbuck is working hard on this matter, I am sure he will add in an incremental way more of them.
Thanks a lot for your interested in our work, and for your videos. I enjoy them a lot.
Regards, Olhausen
OlhausenKeymasterHi Morgoth:
First thanks for the good post. Lets try to evaluate your points.
Shermans 76m vs Panzer IV serires:
Technically and historically speaking Sherman M4A3 76mm was a superior tank. Had better armor and better weapon stats. Right now in game Panzer IV APHE round is doing more damage than Sherman M4A3 AP round. The difference is on vehicle hitpoints. The team rework the hitpoints of all vehicles based on realistic mass to have a game reference. Basically, historically speaking any tank who receive a penetrated shot should die but this is a game after all and tanks survive this kind of things.
You have a good point about Panzer IV ausf H. I will discuss this with my team.
Bazookas vs Panzershrecks
Basically Bazookas has less penetration in comparison with Panzershrecks but talking about warhead, bazooka was superior.
Basically in mod the damage is is related to warhead. More explosive more damage. We maintain an historical proportion to measurete it. That why bazookas are more deadly when penetrate, but remember Shrecks can penetrate any vehicle in game and bazookas can not penetrate most of the heavy vehicles in the german side.
Soviet Army:
Yes you are totally right about this point. Sadly we are now working on Americans and SS factions but you have my word, soviets will have a big rework when my team will rework his tech trees.
Volksgrenadiers:
Another good point. Yes you are right, basically, about 3 years ago when I started Wikinger I use the Volksgrenadier as a core infantry for the Wehrmacht. Is far away about reality and I am sure “Meatshield” our historical advicer and Wikinger co-designer will be glad to change it when the times cames and we rework the Wehrmacht.
AT guns:
AT vs inf: infantry has a (+) bonus vs AT weapons.
AT vs Tanks: tanks has a (-) bonus vs AT weapons.
My idea is player use the correct unit to attack specific weapons. Then an AT weapon can resist better the tanks attack, but not the infantry one.
Again thanks a lot for the good post.
Regards, Olhausen
- This reply was modified 7 years, 3 months ago by Olhausen.
OlhausenKeymasterQue grande Gorito !!!!
01/08/2017 at 11:23 pm in reply to: Are the US AB 501st intel supposed to be able to reinforce at beacons? #3468OlhausenKeymasterHi Vinny:
Yes is intentional, Intel section can not be reinforced on Beacons. It is because the “3D model” of the intel section not support airborne animation.
But you could reinforce in “Airborne forward HQ”
Regards, Olhausen
- This reply was modified 7 years, 3 months ago by Olhausen.
OlhausenKeymasterFix it, (need test)
25/07/2017 at 5:51 pm in reply to: Unable to access command points menu after some time into gameplay #3322OlhausenKeymasterHi Res:
American infantry doctrine and Wehrmacht factions have unfinished tech trees. The only factions with 16 abilities tech trees are:
a. SS Scorched Earth/SS Wunderwaffe/SS Luftwaffe in OKW.
b. Airborne/Armored Doctrine in American side.
I dont know if this what you say or you have a different problem. Could you talk more about your bug.
Regards, Olhausen
OlhausenKeymasterHi Aydin:
AI hard is a big cheater basically, then most of the time, gets this big cats pretty soon.
This is my team work tactic:
a. When I play vs Hard & Expert AI, I always pick maps longer than wider. In this way is easy to defend. Teams can concentrate better the efforts in certain locations.
b. Try to get 50% of the map and dig in fast as possible with trenches. Trenches will provide good covers to protect against AI spam.
c. I have most of the time in my team a Defensive Doctrine. This particular doctrine will provide Bunkers to maintain a defensive line in the mid & late games.
My defense line:
a. A line of trenches. Wehrmacht factions are the best option for that. They can dig in faster because have pios in the early game.
b. The trench closer to the enemy should have an HMG and should have other trenches in his flanks with soldiers to provide support and prevent flanking maneuvers.
c. Behind the trench, I always buy first, a small AT pack and after that a medium or heavy one to provide cover vs vehicles. AI is not very smart, and if put your pack is in ambush, even if you can not penetrate the tank, most of the time, the AI try to pull back his tank when is hitting by an AT weapon.
d. Behind the packs I always set up a mortar or light artillery to provide extra cover.
e. At the end I use panzershreck squad to hit and run when I required. If I have time, I usually put my AT squads in ambush in certain places ahead of my trenches.
Most of the time this tactics works pretty good. The only problem that we have now is AEF doctrines are spaming a lot of map artillery and this heavy artillery destroy defensive lines very fast. But I will fix that in the next patch.
This is my advice for you, I hope it could help.
Regards, Olhausen
OlhausenKeymasterWell done
OlhausenKeymasterGood point.
OlhausenKeymasterThanks, I think we could nerf a bit the ammo income of expert. It will do the trick I think.
Whats the others think ?
OlhausenKeymasterWell done 😉
OlhausenKeymaster@qinzuoiu Hi and thanks for the report.
About AI:
. German AI is really bad if you compare that with his allies counterparts. We are working in a solution for that.
. Expert AI still have a lot of ammo income and will spam airstrikes sadly. A quick fix could be to reduce his ammo income to balance the equation.
A question for you: How do you feel the “hard AI” in this new version ? I could try to fix my numbers comparing both values and try to find a mid point between them.
Cheers, Olhausen
OlhausenKeymasterAchtung !
New version 3.15b is now live on Steam Workshop. I hope you guys enjoy the new version and post here in forum your comments.
I want to say “thanks” to my team for the support and the hard work, we have a long road ahead.
Regards, Olhausen
OlhausenKeymasterThanks to share Card 😉
OlhausenKeymasterHi Blitzkrieg 428:
Yes, Wikinger mod Stress a lot CPU and GPU. There is a lot of factors about that.
- High camera angle
- Improved AI
- Much more units & abilitites
If you use custom maps will add more extra elements to overload your hardware. Then what I recomend:
- Lower your graphic settings
- Use “Wikinger” low camera angle
- Use vanilla maps
- Try to play more vs Players.
We are trying to find a solution for low end PCs with my team.
Regards, Olhausen
- This reply was modified 7 years, 4 months ago by Olhausen.
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