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SturmtruppeVParticipant
I agree with gamecks that panzer 4 J should be improved somehow like vet up and may be a free HE (cause the Panzer 4 F1 is not that realiable) and cost of HE round (upgrade and cost per active) is not so efficent and players likely never use it.
Cheap panzer 4 J is an important and specific point of medium tank focus of the doctrine.SturmtruppeVParticipantI agree, the all SS Arty infantries should be able to build mines, boobytrap and house trap too after the unlock, because it is in the descriptions and it should be a strong point to help the doctrine to counter medium tanks.
SturmtruppeVParticipantHey guys, it’s another feature can be considered later if you the devs too bush for the new doctrines.
The story is:
1/ I think the throwing range of regular grenade should be reduced to 2/3 or 3/4 of the present, right now, it’s nearly equal to the most effective range of sub-machine guns (MP40, Thompson, PPsH…), make it’s harder to the Assault team to approach, the thing usually happen when the defensive unit (often a fire team with LMG) throw a grenade and retreat, make the assautl troops risk themselves but getting spinned and being forced to retreat.
2/ The effective of SMG at the present is longer than nade already, but not long enough, cause the unit that is taken fire from the SMG team are still able to get closer to throw a grenade before taken damage from the SMGs, cause the infantry in Wikinger is not killed instantly like in Spearhead
3/ Historically and realistically speaking, a soldier can throw a grenade about 25–30 meters, and most effective range of an WW2 sub-manchine gun is between 100m and 120m meters (many sources in internet), however, it’s a game, so to reduce the throwing range may be give more chances for assault and avoid unnecessary grenade spamming
The gun range should be longer than human’s hand-throwingAfter a short converstion with Death-Kitty, We have some ideas to sum up:
– To give a slightly buff for SMG in range and damage
– To reduce a bit range of regular grenade.
– Do both of them.If I miss something, add them, Death-Kitty.
Cheers.- This reply was modified 5 years, 9 months ago by SturmtruppeV.
- This reply was modified 5 years, 9 months ago by SturmtruppeV.
SturmtruppeVParticipantHallo Sun1praxis,
It’s nice to have new guy who like the mod and care about its details 😀I agree with you somehow the mod should be lengthened tier 2-3 in order to avoid rush for Tier 4 and 5, in the past, I think the solution is to make the light vehicles much more useful in the late game like give them more special abilities or functions after tier 4-5 is openned which help them not to be obsoleted in the late game, so we can see more light vehicle all the time (mid and late games, not just tanks in the late game)
About the Base HMG Emplacement, if you are winning in the mid game with your light vehicles, try to use smoke (smoke grenade, mortar smoke and smoke rifle to block the line of sigh of the HMG) then use assault function troops which must have a charge or flamethrower to quickly destroy the initial HMG-emplacement in 3-4s while the smoke haven’t faded yet. That’s how i usually do- it’s really effective imo, and explainning why I always ask for more smoke weapons.
About the digging in stategy, yeah, there is some doctrines which can allow you do like Iron Will, US Arty and Infantry, OKW Arty, they have a lot of tools to build their own fortress, in the future there will be more such as Wehrmacht deffensive doctrine.
I somehow agree that light vehicle must get a buff in HP, longthening their survival time when being taken damages.
So, what do you think?!
Cheers.- This reply was modified 5 years, 9 months ago by SturmtruppeV.
- This reply was modified 5 years, 9 months ago by SturmtruppeV.
- This reply was modified 5 years, 9 months ago by SturmtruppeV.
SturmtruppeVParticipant@Olhausen: Ya, Those changes are good enough for the next patch.
Btw, a “green smoke” for the Luft officer may be also a good idea.SturmtruppeVParticipant@Death_Kitty: The 2nd is, at the present, with “Dispatch weapons”, the 600th, Gebirsjager, Luft officer and another unit only call-drop weapons.
My idea is not only weapon, the call-drop will drop 1 weapon squad with their stuffs, so you no longer need to use a luft pioneer to come to take the weapon, which makes the luft more versatile.@MeathShieldNZ: ya, I understand the situation, just some ideas saving for some day in future 😉
SturmtruppeVParticipantOr, if the partisan HQ doesn’t show the flags arround the building, so the German players need to burn random building for searching the The Resistance HQ, gonna be cool
or when the German players point the mouse at the Partisan HQ, it appears red surround
Because the German air-recon may spot the French HQ really quick (such as: Wehrmacht Mechanized)- This reply was modified 5 years, 10 months ago by SturmtruppeV.
- This reply was modified 5 years, 10 months ago by SturmtruppeV.
SturmtruppeVParticipant@MeatSHieldNZ yep, I prefer to switch the way operating between The Resistance and The NO4 commando, in which the The Resistance build HQ, and the No4 find a ambien building for HQ.
SturmtruppeVParticipant@Nike:
1. cheaper grenade imo gonna make the game all about spamming grenade.
2. HMG increasing the aim time is a good idea but I think with the completed of some elite doctrine with smoke and mortar and plenty of things can counter a HMG, personally I am fine with the HMG right now 😀
Cheers.SturmtruppeVParticipantI just did 2 more games, and the bug was being, with both of my A and B arty guns in Wehrmacht Deffensive
29/10/2018 at 5:12 am in reply to: Combined Operations Command Doctrine – Patch 3.2.4 is now live on steam!! #7482SturmtruppeVParticipantCool cool :3 smell like the old game Commandos of the old days 😉
SturmtruppeVParticipantI think we should give the bushes camoflage to every kinds of tanks. However, the tanks themself will be invisible and the bushes created in the followed ability will be visible.
So the enemies will be able to scout and guess whether there are enemy’s tanks in particular areas or not, in term of see some suspious bushes.
SturmtruppeVParticipantHallo,
1,4,5,6th I agree with Death_Kitty, others I have no idea 😀SturmtruppeVParticipantThank you for re-considering about the Falls 600.
I just want to share how I think Blitzkrieg mod is super-awesome when first look many years ago.
I played as luftwaffe doc and find out “yes that’s a real-coolest Luftwaffe division, fallschrimjager doesn’t silly run somewhere into the map but parachuting like a true paratrooper, that gonna be a fuking yolo when luft fights US Airborne.” That influence me a lots leading to this idea.
However, just do what you, the team, think it’s the best, everything is just my own opinion for reference!
Yours sincerely.
SturmV!- This reply was modified 6 years, 4 months ago by SturmtruppeV.
SturmtruppeVParticipant3. I know Germany was extremely limited in resource in 1944-1945 and the luftwaffe was exhausted after battle of England 1942, but there was once very big Fallschirmjager operation in 1939-1944 with a lot of small missions, more particular to resue Mosolini and in battle of the bulge, and all for gameplay experience.
Fallschirmjager regiment 600 is only 1 more squad to drop onto the field, It gonna be great and extremely more enjoyable if you re-consider this idea.- This reply was modified 6 years, 4 months ago by SturmtruppeV.
- This reply was modified 6 years, 4 months ago by SturmtruppeV.
- This reply was modified 6 years, 4 months ago by SturmtruppeV.
- This reply was modified 6 years, 4 months ago by SturmtruppeV.
- This reply was modified 6 years, 4 months ago by SturmtruppeV.
- This reply was modified 6 years, 4 months ago by SturmtruppeV.
- This reply was modified 6 years, 4 months ago by SturmtruppeV.
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