mor_juliet

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Viewing 15 posts - 1 through 15 (of 28 total)
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  • in reply to: Grenade fuse #5705
    mor_juliet
    Participant

    Yes, price should go a properly change if the fuse get overhaul.

    The one need to be modified is the time delay fuse, and impact fuse like British gamma bomb is pretty good now. I don’t know whether the rifle grenades are impacts fuse or not, but I think Meatsheild knows it 😛

    in reply to: Grenade fuse #5694
    mor_juliet
    Participant

    I knew the fact that they will shout, and I’d dodged some grenades with it. The problem is that the 3 seconds fuse is still too short for realism(4.5 seconds) and gameplay(not every player is enjoying heavily micro game).

    >mongalong. So grenade was just not got overhaul? Good to hear it.

    • This reply was modified 6 years, 10 months ago by mor_juliet.
    • This reply was modified 6 years, 10 months ago by mor_juliet.
    in reply to: M20 utility car buff #5653
    mor_juliet
    Participant

    First, I did some test and found that M20 command vehicle(not sure about the vanilla one) has a bug : It can’t fire when it is moving.

    The suppression rate is too low. Even an infantry squad with one LMG get better suppression rate than the HMG which is carried by M20.

    in reply to: Stuka Zu Fuss and friends… #5644
    mor_juliet
    Participant

    I think the problem is coming from the damage/AOE model.

    1.A shell direct drop on my IS-2 and IS-2 got destroyed? Okay.
    2.Two shell drop 10 meters away from my sherman and sherman got destroyed? not a good feeling.
    3.One shell drop 20 meters away from my inf and inf got wiped out? No way

    in reply to: M20 utility car buff #5642
    mor_juliet
    Participant

    I think it need a buff on the machine gun,too.

    in reply to: 50 Cal Machine guns #5641
    mor_juliet
    Participant

    .30 cal is better than .50 in early game, because .30 cal can also pen light vehicle and kill inf faster(just feeling). I don’t know if you want to nerf US army or buff it.

    in reply to: Sniper range #5479
    mor_juliet
    Participant

    I have same feeling,too.

    in reply to: Leig/AB howitzer early game #4943
    mor_juliet
    Participant

    My idea is that :
    1. No more auto fire.
    2. No more pop limitation for mortars and support guns.
    3. Cost a bit less in firing barrage for mortars, support guns and field arty(25 pounders ,leFH 18, etc… )

    in reply to: Static Field Howitzers Rebalance #4826
    mor_juliet
    Participant

    I agree that Static field arty is useless now, and it really need some change(buff). Comparing static field arty with other indirect fire weapon which was already nerfed, static field arty don’t have any advantage except firing range. By the way, I still think heavy mortar need some change.

    in reply to: Veterancy and detection range #4781
    mor_juliet
    Participant

    Getting vet in this mod is super easy : It is another balance problem.

    I just intended to give an example, and +2 or +5 are both fine. All I want to implement is that veteran soldiers should recognize enemy easier than newbies.

    in reply to: Veterancy and detection range #4774
    mor_juliet
    Participant

    As I already mentioned, normal units increase detection range slightly(maybe +5 meters per vet), while scout units are having additional bonus(+20 meters per vet).

    • This reply was modified 7 years ago by mor_juliet.
    in reply to: Ostwind firing rate #4751
    mor_juliet
    Participant

    Maybe you can decrease the reload time to increase rpm? It only takes Ostwind 0.3 seconds to reload in warthunder, although I know that warthunder is not a good reference.

    mor_juliet
    Participant

    If JU87 is removed, I think they will have some problem to fill the blank ability. I would recommend making JU87 more expensive to reflect the fact that the Germany airforce is dying.

    in reply to: When to use Stug? #4676
    mor_juliet
    Participant

    Stug-III ausf.G has better frontal armor than all Pz-IV variation, so it can take sherman 75mm and T34/76 easily. I’ll recommend using Stug-III in tanks combat, while Pz-IV is good in general purpose.

    in reply to: Damage vs distance #4652
    mor_juliet
    Participant

    Suggested model has smaller deadly radius, but larger light damage radius.

    Current model:
    If infantry is located at 0(m)-3.33(m) (0%-33.3%) , the infantry reduces by 50.00(100%) health(infantry die).
    If infantry is located at 3.33(m)-6.66(m) (33.3%-66.6%) , the infantry reduces by 33.33(66.6%) health(heavily wounded).
    If infantry is located at 6.66(m)-10.0(m) (66.6%-100%) , the infantry reduces by 16.66(33.3%) health(lightly wounded).
    If infantry is located outside 10.0(m), the infantry reduces by 0 health.

    Suggested model:
    If infantry is located at 0(m)-1.77(m) (0%-17.7%) , the infantry reduces by 50.00(100%) health(infantry die).
    If infantry is located at 1.77(m)-4.77(m) (17.7%-47.7%) , the infantry reduces by 33.33(66.6%) health(heavily wounded).
    If infantry is located at 4.77(m)-10.0(m) (47.7%-100%) , the infantry reduces by 16.66(33.3%) health(lightly wounded).
    If infantry is located outside 10.0(m), the infantry reduces by 0 health.

    • This reply was modified 7 years, 1 month ago by mor_juliet.
    • This reply was modified 7 years, 1 month ago by mor_juliet.
    • This reply was modified 7 years, 1 month ago by mor_juliet.
    • This reply was modified 7 years, 1 month ago by mor_juliet.
Viewing 15 posts - 1 through 15 (of 28 total)