starbuck

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  • in reply to: On the rework of US armor. #14763
    starbuck
    Moderator

    Battlechief pretty much covered everything I was going to say.
    Here are some other thoughts on your suggestion:

    -Stuarts were purposely withheld from the recon call-ins for a few reasons.  One, it would be too powerful at tier 1, and two, you can get them very cheap at tier 2 with the LV cost reduced upgrade. Your suggestion of two Greyhounds would be more powerful than the intended strength of the recon call-in. Your justification isn’t enough for us to change, and it’s slightly less interesting as far as vehicle variety.
    -Abrams has always been a Jumbo. That wasn’t changed.
    -Abrams airstrikes were something we felt was an extra bonus not really deserving(fitting?) to be prevalent in an Armor Doctrine. They are basically directly from the AB doc, so giving them to armor as well only made sense if they were limited.
    -Just about all of the TF Abrams call-in vehicles are from other doctrines. Again, having them as a one time “event” makes it more interesting. If they all die, does US armor fold?  Nah. The only thing I can see from your suggestions that I agree with is giving the Pershing a cap of 2 after the ace dies.

    Since this was a massive, time-consuming rework that is fairly recent, it extremely unlikely that any of it will change in the near future as we’ve moved on to other things that need attention….namely Wunderwaffe.

    Like I said, the only thing I could see changing is the Pershing cap.

    Thanks for your post.

    in reply to: On the 52nd Lowland Division (re) #14088
    starbuck
    Moderator

    I know your intent is to not cause massive effort, but your rework would be exactly that.  At least a 2-3 weeks of work.

    Some of your QoL ideas may be doable.

    Will take a closer look at the “taxes”.

    in reply to: A Cooler LMG For the Luftwaffe #14087
    starbuck
    Moderator

    Believe it or not, we considered adding the mg-15 to tier 3 fusiliers, but decided the work to add it would be not be worth it since they are nearly identical.

    I suppose we could just change the art a little and call it an mg-15….

    EDIT: Added for next patch.

     

    • This reply was modified 3 years, 6 months ago by starbuck.
    in reply to: Compile post: #13498
    starbuck
    Moderator

    Thanks mate for compiling these into one.  Please continue to add to this as new posts are created. It will be a big help in keeping thoughts centralized and not lost.

     

    Thanks again.

    in reply to: CheatCommand Mod that is compatible with Wikinger? #12471
    starbuck
    Moderator

    First thing you need to do is in your steam library right click on Coh2…go to properties.

    Inside General Tab, find “Set Launch Options…”

    Type   -dev  in this box

    When you load the game go into the console by holding Ctrl+Shift+~

    Use these commands to adjust Manpower, munitions, fuel, command pts.  You must type them in exactly like I have below…or just copy/paste these individually into the console:

    Player_SetResource(Game_GetLocalPlayer(),RT_Fuel, 9999)

    Player_SetResource(Game_GetLocalPlayer(),RT_Manpower, 9999)

    Player_SetResource(Game_GetLocalPlayer(),RT_Munition, 9999)

    Player_SetResource(Game_GetLocalPlayer(), RT_Command, 32)

    Player_SetPopCapOverride(Game_GetLocalPlayer(), 1000)

    FOW_RevealAll

     

    Obviously, you can choose to use whatever numbers you want instead of “9999”.

    Please let us know if this worked for you!

    Good luck

     

    in reply to: OKW Easy AI will not set up trucks #10946
    starbuck
    Moderator

    Can you confirm you are playing the latest version of Wikinger?  3.3.7

    In our latest version, OKW will spawn the completed trucks around it’s main HQ.  They no longer even have mobile sWs trucks.  OKW AI is now very challenging.

    in reply to: AI Difficulty #8702
    starbuck
    Moderator

    Try this map on expert and see if you still think the AI is too easy:

    https://steamcommunity.com/sharedfiles/filedetails/?id=408720981

    AI has changed from when you first played.  It has been nerfed because of many complaints of it being too hard.  The end-game, however, should be where it becomes more challenging with lots of heavy armor.  Granted, the AI is brain dead in how they use the armor….

    Unfortunately, the AI is very inconsistent.  Like Meatsheild said, it depends a lot on the map.

    Join us on Discord if you haven’t already and we can discuss maps, modes that you have discovered that work best for AI.  Members there can also potentially suggest maps that work well too.

    in reply to: Unit Portraits & Realism & Other #8555
    starbuck
    Moderator

    We did an edit of all ss troop portraits awhile ago. Tried to remove all evidence of ss runes or deaths head.

    If I missed some, i will try to fix them.

    Hop in discord. It will help communication of these errors much easier.  Thanks for the reports.

    in reply to: Lets talk about AT guns #8134
    starbuck
    Moderator

    We initially had the pak40 in a hull down position/emplacement for the Iron Will Doc.  Since it was “protected”, it was limited in its firing arc and could not be rotated.  Everyone hated this, so it was removed.  You want it back?  Or you want it done differently?

    There is no way to have a visual “towed AT gun”, but it’s definitely possible to fake this.

     

    in reply to: Waffen SS AI (but believe others too) "stuck" #8133
    starbuck
    Moderator

    One thing I’ve noticed about “AI issues” is that the common thread between a lot of problems is the Conquest Mode. When playing in VP or Annihilation mode, I haven’t seen these AI problems…especially on this map in particular.

    My guess is that in the Conquest Mode, the AI gets confused as every point is a Victory Point…sorta.

    Obviously the map plays a big role in AI path finding and behavior, but I recommend not playing against AI in Conquest Mode.  Try this map again in the other modes I recommended and see if you encounter the same problem.

    Sorry that you’re having this problem.  I know that PVP is not for everyone and get frustrated when AI is dumber than expected.  I appreciate the report and hope that a solution can be found.

    in reply to: "Jumbo" – super tank ;) #8028
    starbuck
    Moderator

    If you select a Jumbo and a “regular” Sherman side by side and have them rotate on their axis, you will see the Jumbo is much slower.  If you again select them side by side and have them race to a position, the Jumbo is clearly slower.
    Do you feel the speed isnt slow enough?

    starbuck
    Moderator

    Bump.

    Changelog updated

    in reply to: Wikinger Skin Packs for ver 3.1.8 #6137
    starbuck
    Moderator

    Huge thanks to all for your kind words and support!  We’re glad you like them.

    We also wanted to mention that the US skin pack has been updated recently.  The latest updated US skin pack is dated for February 21, 2018.  It has a few adjustments and additions including one for our new “model” Jagdpanzer Sd. Kfz. 162 – 75mm L/48:

    Relative Armor Front max/min: 124/70.  Rear max/min: 24/20.

    Max Pen AP: 116mm.

     

    in reply to: Version 3.1.8 Now live on Steam !! #6130
    starbuck
    Moderator

    Bump. Change log updated

     

    in reply to: Guide to Combat Phases, or why you might be losing #5149
    starbuck
    Moderator

    Awesome guide!  The mortar “trick” is something I will use in the future.

    Thanks for making this.

Viewing 15 posts - 1 through 15 (of 37 total)