Olhausen

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Viewing 15 posts - 61 through 75 (of 267 total)
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  • in reply to: problems :No mods are showing in my COH2 #7904
    Olhausen
    Keymaster

    Btw, here some ideas from Starbuck.

    To improve d/l speed of updates:
    1. Start Coh2 and let it stay in main menu for a an hour or
    2. Let it d/l all your maps, skins, etc. 2. Go to manage and “unsubscribe” from every map you have. I would also unsub from any and all skin packs(except Wikinger skin packs of course) After I took the time to do this, everytime I wanted to d/l a friends map in game, or have a mod or skin update, it would do so much, much quicker.
    btw, unsubscribing from every map and skin does NOT remove it from library…it just means that the game wont look to re-download it again
    Hope this helps you.
    • This reply was modified 5 years, 9 months ago by Olhausen.
    in reply to: problems :No mods are showing in my COH2 #7899
    Olhausen
    Keymaster

    Hi mate: I readed somewhere about a problem similar to you, apparently this thing happens when the user has a lot of mod installed.

    There is a lot of things to try like:

    a. Remove all your mod files and try to re download them using the modding hub in game.

    b. Try to unsuscribe to all your mod element and re-suscribe again one by one and try to download them again using your modding hub in game.

    c. We can not help you to download manually other mods but we could help you with our files. I will try to update our mod files today or tomorrow max to give you the files.

    I hope this could help you

    Regards, Olhausen

    in reply to: Zis 76mm AT effectiveness? #7883
    Olhausen
    Keymaster

    Hi Aydin: Well you are right the soviet zis 3 gun is not a good AT gun. Basically this weapon in real life was an artillery gun and soviets use it with AT purposes. Basically his low velocity gives the gun a poor AT capabilities.

    Here some stats comparatives between pak 40 and zis 3 gun:

    Penetration at 100m/500m/1000m

    Pak 40:

    PzGr 39 APCBC-HE: 116mm/105mm/93mm

    PzGr 40 APCR: 157mm/132mm/106mm

    Zis 3 76.2:

    BR 350A AP-HE: 82mm/75mm/67

    BR 350P APCR: 119mm/89mm/60mm

     

    in reply to: "Best" AI in Wikinger? #7882
    Olhausen
    Keymaster

    Hi Aydin: Starbuck our AI Coder works hard for the 3.3.1 patch to do the AI better. I am agree with you about the AI performance. In my point of view the best one is the AEF with the best phasing in my point of view. I tried it in the version 3.3.1 and it is really good.

    Personally I want a few things for the others AI:

    1. General: The tanks cames in a good timing in the AEF factions. I think the others factions should be tweak in the same way.
    2. Also the building restriction for the call in works really good for the AEF and should be similar for the others ones to avoid constant spam when the HQ is destroyed.
    3. Soviet AI is the most anoying one. Mostly because the soviet heavy tanks are dooms machines and the AI spam them too much. I think tanks like IS-2/ISU-150/ISU-122 should be limited for the AI, delay them all and increase the arrive times for them after AI lose them

    We are traveling in the correct way, I am sure in time the Wikinger AI will be really nice to play.

     

    in reply to: Soviet Heavy Weight #7870
    Olhausen
    Keymaster

    Thanks guys, we are aware of that, we will start working in soviet factions in a few days and we will focus in those problems.

    in reply to: Making flamethrowers more realistic #7868
    Olhausen
    Keymaster

    Hi guys: I take your oppinions in consideration and I implement some changes for the infantry flamethrowers:

    . Reduced the damage in open terrain

    . Reduce the flamethrower time activated by one second

    . Reduced the area effect radious from 4 to 2 meters

    . Reduced the damage and the damage over time.

    . Reduced the friendly damage

    . Reduced damage vs vehicles (criticals stay)

    . Change the prices: Before 60 ammo/ Now 50 ammo – 15 fuel. To prevent the exploid specially in the early game.

    I hope this could help. Lets give it a try in the new version 3.3.1

    • This reply was modified 5 years, 10 months ago by Olhausen.
    Olhausen
    Keymaster

    @Sun1praxis I can agree with you with the long range damage of rifles. All those weapons needs some calibration like I said in other post. Sadly this will not happens until the end of 2019. We need to finish all the factions. I will try to implement some changes on the flamethrowers because right now they are Over Power 😉

    Regards, Olhausen

    in reply to: Balance Ammo Dump #7866
    Olhausen
    Keymaster

    Hi guys, thanks a lot for the feedbacks, I am sorry about the late answer, I was really busy around the new Wehrmacht doc.

    About the ideas:

    a. Yes Death Kitty I am agree of do the Pershing ace more interesting. For that we need to add him some extra ability. We already have the Weak point HVAP shot but I have my open mind about one more ability at least. Then feel free to post any idea. And btw, sadly I have no time to do changes in the tech tree of the finished doctrines (for now) When we finish all then we could sit together and see what we will do with some of them.

    b. Phosphorus M20 off map: I balance more this thing. Here are the changes: (1). Reduced the salvo from 10 to 8 — (2). Increase the dispersion area from 20 to 35 meters radious — (3). Increase the delay between shells from 0.25 sec to 2 sec max and 1 sec min (random option). Also I increased the price and recharge times. I am sure now will be much better.

    c. About SMGs: well they are quite powerful right now. I think we need to calibrate more the weapons in general. The only problem with that is “take tons of time if we want to do it correctly” My idea is to have more realistic magazines and his reload times. Most of the actual values are based on gameplay things to show the player the differences between the different guns. Personally I prefer to do it more realistic but like I said maybe at the end of the year when all doctrines will be finish or about to be finish.

    d. Grenade range: Wikinger mod is a 4 year mod and during this time I had a lot of type of ranges for the grenades. I tried loger ones and shorter ones. Personally I am happy with the actual state. I prefer to not move again in the same task. Basically there is nothing broken. If something is working fine then better to dont touch it.

    Thanks again guys. Regards, Olhausen

    in reply to: Please give Deckungsgruppe the D ;) #7828
    Olhausen
    Keymaster

    Thanks a lot mate. All reports are important to us.

    Fixed !

    in reply to: Suggestion for airborne #7825
    Olhausen
    Keymaster

    We could try to do something like vampire in COH1.

    in reply to: Centaur AA needs buff against infantry #7824
    Olhausen
    Keymaster

    Mmm do you feel it weak. I personlly fee it really anoying some times. Specially with player who use two at a time.

    in reply to: A new way to play Wikinger: #7823
    Olhausen
    Keymaster

    Thanks for the advice, lets me see what we can do.

    in reply to: Let's get to the essential! #7822
    Olhausen
    Keymaster

    Hi Sun1praxis:

    Thanks a lot for the complete feedback first. About your ideas, yes I must admit, right now the anihilation mod takes too much time specially for PvP games with experience players. 3v3 could take more than 1:30 hours some times and this is too much.

    Lets me explain a few things around the mod:

    a. In the past, one way to finish the endless war was to aim the main base with artillery from a long range and hammer it to finish the game. Problem is the game finish most of the time in an arty fest. That why we rework the artillery system using a most historical accurate with observers

    b. I will think about the idea of no MG in bases. Maybe it could be an option for a game mode.

     

    in reply to: Some idea to give a slightly buff for Luftwaffe #7789
    Olhausen
    Keymaster

    Ok lets do it then.

    I will check the green smoke option.

    in reply to: Some idea to give a slightly buff for Luftwaffe #7779
    Olhausen
    Keymaster

    Ok, we could do some adjustmens but not bigs reworks:

    What about this:

    a. Luftwaffe officer now have x4 MP40 and x1 FG42. Maybe we could give them x3 FG-42 and x1 Mp40 instead.

    b. An extra man upgrade after vet 2 or 3 but not a marks man

    c. Gebirgsjagers will be moved to the Wehrmacht then I prefer to not touch them for now

    d. Increase the bonus of the elite trining maybe x2 vets instead one.

     

Viewing 15 posts - 61 through 75 (of 267 total)