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OlhausenKeymaster
Thanks for the report.
FIXED !! for the next patch.
- This reply was modified 6 years ago by Olhausen.
OlhausenKeymasterThank you mate I will check it
EDITED Olhausen: I check it and it was an animation bug. Is fixed for version 3.2.4
- This reply was modified 6 years ago by Olhausen.
OlhausenKeymasterHi Nick:
Thanks for the feedbacks ;). Well, I prefer to not give the infantry doc more toys for now. New units will lead us to more balance issues.
I will Check the Xylophone weapon to see the critical and stuns values, same with HE artillery. As far as I remember the stuns are related to the caliber of the weapon. I will put it in my list of things to check.
OlhausenKeymasterHi again Aydin:
To use the Special artillery you need a convination of elements.
- Unlock Fire Direction Center
- Build an infantry observation unit and move it to the artillery foxhole and activate the binos.
After that:
a. Go to your main base and click the Fire Direction Center. In there you will have the off map artillery. The only ability ready to use is the pack howitzer off map, the other two needs to be unlocked by tech tree.
b. Other option is to check your base building menu. We add an option in the fast selection bar down and right in your screen. Remember again you need to “unlock by tech tree” the Fire Direction Center to get access to that.
I hope this could help
29/10/2018 at 11:02 pm in reply to: Improving and Supporting Assault team against infantry in trench #7492OlhausenKeymasterI think it should be a way to boost the grenade vs trenches but the main problem right now is:
“The trenches dont have his own cover values and they use the general garrison cover value” Then it is not possible to mod specifically the grenade vs trenches” It is a mod tool issue sadly. I am sure there should be a way to do it but sadly the time is the main problem right now.
OlhausenKeymasterHi, it is not dead, basically I still working in some elements
a. The elite infantry is now more limited, cost more and have more reload times and build times.
b. The airstrike system will be totally reworked for the next patch. British doctrines are using the new system with observers and SS and AEF will have the same mechanics.
c. AT squad are now on the last tier to allow light vehicles tactics
But I did not change the nodes income for now.
OlhausenKeymasterHi Morgoth: you have really good points, but the fact is, is not possible in our acutal state to reconstruct the AT system for infantry. We could do small changes.
I am fully agree about the problems with light vehicles like Puma and Halftracks. Maybe we could do his Mgs more usefull vs infantry. Giving them more accuracy, damage or giving “suppression ability”
Also, I am aware about the AT weapon problems. A few patches ago I worked around them. For the next patch I will tweak it more to give them better cover values vs infantry weapons and tank Mgs.
OlhausenKeymasterHi Morgoth: First, thanks a lot for the feedback. Personally, I like the idea of non shooting on movement. I will check my values and see what I can do.
About “reload time” of those vehicles, well I can increase the time but the problem is, it will be a bit too much for a PvP.
About “aim time” the idea not feel bad but lets try first the non moving shooting. In the acutal state the ISU is slow, reload time is high and if we add 3 sec aim time will be maybe a bit too much. Maybe I can increase a bit the aim time as a first step.
26/10/2018 at 9:44 am in reply to: Combined Operations Command Doctrine – Patch 3.2.4 is now live on steam!! #7478OlhausenKeymasterI will try to update it soon as possible.
OlhausenKeymasterHi Joas, thanks a lot for your instersted in our work. I will take a look in your proposal. If this fit better we will sure add it.
EDITED Olhausen.
Moved Freiwilligen West to position 11.
- This reply was modified 6 years, 1 month ago by Olhausen.
OlhausenKeymasterFixed ! finally.
OlhausenKeymaster@About Jumbo 75: yes I want to have it in Wikinger too. In a future for sure.
@About the other proposal, I will wait for others oppinion. I was playing the LID in PvP and I found it really good. What do you find weak on them ?, I am curious.
OlhausenKeymasterHi Snake, personally I feel them ok, maybe we could work a bit around the prone to give suppression bonus and the player could have something to defend itself. This is not my idea, was an idea from a community member.
OlhausenKeymasterHi Jacobby: I check everything and all is working ok and all is in his place. I also answer to you in discord. Is really important to have all our Wikinger elements and also select them correctly when you start a game.
You must select our win condtion pack and tunning pack to start a game. Be sure you have our last version in this case 3.2.3
This is not a bug, but I will try to help you to solve your problem. Lets me know if you need assistance.
Regards, Olhausen
Edited Olhausen: This is not a bug and Jacobby fix his issue. Case close.
- This reply was modified 6 years, 1 month ago by Olhausen.
OlhausenKeymasterI like Meatshield idea about paid ability. Then only problem is the ability grid. Riflemen have a very crowd one.
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