mor_juliet

Forum Replies Created

Viewing 13 posts - 16 through 28 (of 28 total)
  • Author
    Posts
  • in reply to: Damage vs distance #4639
    mor_juliet
    Participant

    Target takes most damage with point-blank hit rather than zero damage.

    (example)If a grenade drops on the ground, an infantry is hit at different lacation:
    Suppose grenade do 50 maximum damage and 10(m) effective blast radius.
    Suppose infantry has 45 health(or hitpoints).

    If infantry is located at 0(m)-1.77(m), the infantry reduces by 50.00(100%) health(infantry die).
    If infantry is located at 1.77(m)-4.77(m), the infantry reduces by 33.33(66.6%) health(heavily wounded).
    If infantry is located at 4.77(m)-10.0(m), 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.

    Both maximum damage and blast radius are decided by caliber(or TNT mass), which you had already implemented in game. My model only provide how damage decay with distance.

    • This reply was modified 6 years, 7 months ago by mor_juliet.
    • This reply was modified 6 years, 7 months ago by mor_juliet.
    • This reply was modified 6 years, 7 months ago by mor_juliet.
    • This reply was modified 6 years, 7 months ago by mor_juliet.
    • This reply was modified 6 years, 7 months ago by mor_juliet.
    • This reply was modified 6 years, 7 months ago by mor_juliet.
    in reply to: Damage vs distance #4587
    mor_juliet
    Participant

    I’m a graduate student who is studying photonics(about light ),so I’m not good at rocket physics  😉

    in reply to: Changelog 3.1.6b hotfix live on Steam now ! #4092
    mor_juliet
    Participant

    Will this hotfix applied after 25th?

     

    in reply to: Medics/Medic Station Upgrade Suggestion #3983
    mor_juliet
    Participant

    Is that impossible to make AI upgrade Medical Station by adding new script,and not changes the game? Like how AI upgrade battle phase 1,2,3.

    Vanilla AI do reinforce its infantry(without mod). Wikniger AI reinforce its infantry in sometimes,but I’m not sure what condition make it reinforce.

    • This reply was modified 6 years, 8 months ago by mor_juliet.
    in reply to: AI Behavior suggestion #3590
    mor_juliet
    Participant

    [quote quote=3589]5.Forbid AI using vehicle crew disembark ability. It is too hard to make AI use this ability properly. Actually, personally i like this, becuase sometime AI will give you a 200MP/Free vehicle. :mrgreen: [/quote]

    That is why I said it should be changed. 😎

    mor_juliet
    Participant

    German infrared detector in WW2 was an active device(search light + detector),and it could not be used as a thermal detector. Basically,it isn’t better than eyes while searching camouflaged enemy.

    German infrared detector in WW2 was made in PbS(Lead sulfide),which could only detect radiation at wavelengths between  1 and 3 μm. According to Planck’s blackbody radiation law,this material can only detect object with several hundreds ℃.

    After 10 years,American infrared detector in Vietnam war can detect heat.

    mor_Juliet

    • This reply was modified 6 years, 9 months ago by mor_juliet.
    in reply to: Pricing Discussion #3125
    mor_juliet
    Participant
    • Sherman 75mm – 400MP 80F (320/65)
    • Cromwell – 380MP 70F (350/60)
    • T-34/76 – 360MP 60F (270/58)
    • Panzer IV G – 425MP 90F (330/68)

     

    • SU-85 – 400MP, 90F (400/120)
    • M36 Jackson – 450MP 115F (450/140)
    • Jagdpanzer IV L/70 – 500MP 135F (450/135)

     

    • IS-2 – 700MP, 240F (1500MP call in) (700/290)
    • Tiger II – 2000MP (call in) (900/345)

     

    • M26 Pershing – 650MP 150F (1150MP call in) (600/220)
    • Panther G – 650MP 200 F (600/220)
    • Comet A34 – 500MP 135F (800MP call in) (500/135)
    • T34/85 – 425MP 90F (425/135)

     

    • Churchill 75mm 490MP 150F (500/165)
    • KV-1 – 540MP 75F (300/100 move one tier down as T34-76)
    • Tiger I – 700MP 210F (1250MP call in) (600/250 shouldn’t be same tier as IS-2)
    • This reply was modified 6 years, 10 months ago by mor_juliet.
    • This reply was modified 6 years, 10 months ago by mor_juliet.
    • 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: General Waffen Guide. #3122
    mor_juliet
    Participant

    [quote quote=3111]fair point about the freiwilligen. Still, one of my squads usually has vet by late game (if not both) and i hate withdrawing vet squads. did not know about the 50 cal. dishka yes, but getting out a dish early game is difficult (i expect it to get harder one sovs get reworked). Need to test 50 to see if that’s with AP ammo or no. I would not advise building mechanized HQ first for any waffen doc (so far) Luft: needs its unique infantry to ensure its strong midgame Elde: pioneer are vital. you need to be able to bleed enemy with mines, and dug in units to hold ground in between barrage cycles. you need them ASAP. Panzer Division: Maybe? Would not advise, mainly because waffen mech HQ has no antitank capability. Luchs cant win vs a t-70, or a stuart, or even a puma. I personally have not tried it, but i cant see it working. Maybe against Russia, if so mm can penetrate t-70. b/c a stuart, AEC armored car or puma will 1 hit you. Stuart maybe, but still, has better armor? On top of the fact that no doc gives mech HQ units any bonuses… you would have to wipe numerous infantry squads from the field, and delay your battalion HQ. Iffy at best IMHO. [/quote]

    Luchs can be produced at 4 min after game started,while T-70 and AEC come out at 7 min( standard resource). When you decide playing aggressive,You can breakthrough enemy defense line in this period. No need to dig in much,because you are doing the blitzkrieg. Stuart can be destroyed by AT grenade,while US riflemen can do nothing to Luchs without bazooka.

    When you decide playing defensive,just go battalion HQ.

    • This reply was modified 6 years, 10 months ago by mor_juliet.
    in reply to: General Waffen Guide. #3105
    mor_juliet
    Participant

    In my Waffen game,I prefer keeping at least one SS Frewilligen squad in late game. They are cheap in reinforcement ,so I can use them scout ahead or capture abadoned heavy weapon.

    About 222,beware M2HB and DSHK38. It get destroyed in a second.

    Remember it ,Waffen can build mechanize HQ first. Skip the medical HQ,and you can get luchs very early to control the game easily.

    • 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: 3.1.5 Balance Feedback #2731
    mor_juliet
    Participant

    mongalong – I didn’t know that I could click on those message finding snipers. It is really helpful.

    meatshield – German light vehicles are not reliable. They get destroyed in half a second by .50 cal.
    My mortar was suppressed by his sniper in that map without obstacles. It will be good in other maps.

    Lorarius – So I got my own sniper in the end.

    in reply to: 3.1.5 Balance Feedback #2705
    mor_juliet
    Participant

    I had some problem countering snipers in previous match against Kraus. Sniper might be a little op,or Kraus used snipers well. Any tactics counter snipers?

    in reply to: Bofors range increase or turning boost. #2280
    mor_juliet
    Participant

    Enemy aircraft was passing free yesterday,made me play bad:(.Maybe gives borfors AA mode first.

    in reply to: JU87 Dive Bombing #1594
    mor_juliet
    Participant

    Ju87 only drop one bomb in game now,but Ju87 should not drop “one” 50 kg bomb.Bf109 can do this job better.

Viewing 13 posts - 16 through 28 (of 28 total)