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OlhausenKeymaster
Is a very good point, I will take a look for the next patch
OlhausenKeymasterExcellent, thanks a lot for the contribution
OlhausenKeymasterOk, we are reworking the Wehrmacht doctrines and now we remove completely this structure from the game. It was replaced for the ARV vehicle and the Advance repair SWS truck.
This bug is not anylonger in the Mod then FIXED !
04/04/2019 at 6:55 pm in reply to: [3.1.8 Beta] – AT gun will lost ‘Target vehicle only ‘ability after using AP #8272OlhausenKeymasterThe fixation take time but cames anyway. Thank you for the reports.
Then FIXED ! for version 3.3.3
OlhausenKeymasterHi Sun1praxis, first than nothing thank you for the good feedback. Lets see your points:
- I am not totally sure about what nerf needs the emplacement but I gess maybe the main problem is the .50 caliber with high penetration values, who can destroy infantry and light vehicles ? thats correct ?
- The soviet AA truck has the same armor than any other halftrack in game. I double check today for you just in case but I can not find anything wrong in my numbers.
- Yes agree with the flammehalftrack of def doctrine. I am going to nerf it for sure. I will try to do it for the next patch.
- About linear doctrines of the Wehrmacht and soviets: my team and I are working really hard to speed up the modding process. In a few more days we are going to release Tank Hunter doctrine. We are modding about 1 doctrine per month that why we are not going to invest time to tweak them. You will be added as beta tester for the next doctrine development then you will be more involve with us in the development.
- Mortar range for all mortars in game is calibrated regarding historical facts. I prefer to stay in this way.
- I think the Sdkfz 22x series will be better whe I calibre the .50 calibers. Right now the big problem with them is any .50 penetrate it and kill it pretty fast. Sadly not for this patch but it is in my notes.
I will check the other points later. Cheers
OlhausenKeymasterFrom my side is a green light. I will wait for the rest of the team.
OlhausenKeymasterHi mate: about your proposal, in my peronsal point of view, I dont know the others
a. Longer range for grenades, I personally dislike the idea. Will lead us to balance problems
b. Reduced cost, maybe yes. I could agree and do it in game if others think in the same way and not lead us to balance problems.
I always think about PvP balance when I change this kind of things.
OlhausenKeymasterI will check it thanks for the report
EDITED: Fixed for the next patch. Now Zis 3 support now mortars and HMGs.
- This reply was modified 5 years, 8 months ago by Olhausen.
OlhausenKeymasterWe need to be more specific about building mines. A normal soldier can not transport the required elements to line mines and fight at the same time. About boby traps, yes we could transfer to more units in game and it has more logic to me.
OlhausenKeymasterFixed !
OlhausenKeymaster@TankDoc_1985 About the HEAT AT gren:
a. The auto fire is like anyother at gun. Piats, Panzershreks, bazookas etc.
b. Codding a target ability bundle to the rifle in the squad will be tricky and sometimes the weapon ability will disapear because is bundle to the rifle and the soldier with the rifle could die. Then paid ability is not an option.
Possible solution if the balance is brake is a slower rate of fire and worst accuracy. Personally I feel ok and well balance. Whats the others think about it ?
OlhausenKeymasterIs very strange what do you say. My mod values say the follow:
a. Pak 40 have min damage of 634 and min pen of 50. Scout car have max health of 313 and max armor of 38. Then Pak 40 should kill it with one shot with no problem
b. 6pdr gun is another history, this gun has a min damage of 274 and min pen of 52. Then this gun will need x2 shot to kill the scout car. But it worst with sabot because sabot has less damage and the vehicle can resist almost 3 shot bec ause sabot has a min damage of 121.
Then about your question:
a. 6pdr needs between 2 or 3 shot to destroy the scout car depending which round are you using
b. Pak 40 should destroy it with one shot.
Also take in consideration the gun could miss the shot because the scout car is very fast. In my games I never have problems to take down a scout car with a pak 40. If you have some evidence about pak 40 please share with me then I can take a closer look on it.
Cheers, Olhausen
OlhausenKeymasterYes, the UI Bug will be solved when we came back on this doctrine to move the airstrikes to a command unit like British COC.
About your proposals:
a. Airstrikes will be reworked, when we came back on them and they will have multiple planes call in a command unit. Sadly this will not happen in a short period of time. We need to finish soviet and wehrmacht
b. Separete call down for paratrooper call in, I like that. Maybe I can do it for the current patch
c. Jackson instead M10, mm dont know I prefer the jackson only for armor.
d. Airborne beacon as retreat point, well we prefer the player do this action in the FHQ tent. Also the beacon is reducing the spreed area of the paradrop units. Question: this area bonus needs to be reduced more ? If the answer is yes, how much do you think it needs to be tweak (in porcentage %)
- This reply was modified 5 years, 9 months ago by Olhausen.
OlhausenKeymasterI like those ideas, sorry If sometimes I dont fix all the stuff, most of the times I am running trying to finish the new doctrine, balance elements and fix the critical bugs.
I am putting all of this in my list of things to do
OlhausenKeymasterHi Aydin:
The 17pdr gun is not like other AT guns in game. This one is a force modding. In vanilla game there is not a movable 17pdr, we force the model inside the pit to work as movable unit. That why this particular unit looks and act a little funny.
My advice to you with it:
If you lose the gun and the crew survive, then try to use an ambulance to recover the gun. You can buy the death soldiers and the gun will appear again.
Sadly we have limitation with the tool and we need to adapt to have more models in game.
Regards, Olhausen
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