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TankDoc_1985Participant
I’ve just tried and it is not possible to queue the mine planting as you could do with the engineersm would be great to have the mines queued up.
Also it would help if mines would planted i<span class=”kgnlhe FwR7Pc” dir=”ltr” tabindex=”0″ role=”button” data-term-type=”tl” data-sl=”en” data-tl=”hu”>nstantly.</span>
TankDoc_1985Participantyess!
TankDoc_1985ParticipantI agree on you two, your last paragraph summed it up good DeathKitty.
However this is offtopic for this thread, but this might be opened up in a new one.
Back to topic, one more thing, IS2 have limited time inf suppression, so tiger could have limited time unsuppression, like office charge, but I wrote this in the opening.
TankDoc_1985ParticipantColmar is crap as it is right now, even for 850 mp. Go for it and call it in only if you have plenty of CP and MP and you cant spend anywhere else. It doesn’t have apcr so it is good only against p4s but even p4 apcr can pen it. For 850 its not worth at all in its current state, maybe for 600 I would “buy” it, maybe. But I don’t understand why you brought Colmar to this argument. My point is not about who can have a (or 3) tiger and for how much price, but about the 2 tiger ace infantry nossuppress/nopin buff.
“Unlimited time and no cost; You make it sound as if its completely unrestricted, and quickly accessible.”
Yes it is. Call in that ace and puff, no more suppression for your infantry in a BIG range around it.
“Hans and Wittman both have extremely long cool downs, and are both expensive for a single Tiger tank”
If they are destroyed, well, that’s bad gameplay, and must be punished. That single tiger tank can take out everything except the heaviest ally tanks. 1250 mp for a tank like this is bargain.
“The range is sufficient, as you have far more room to work inside of. If its too large, then suppression breaking buffs need to be reduced to owned territories, as they are capable of being used anywhere, at the click of a button. You can assault any point with Rangers, and pop “Rangers lead the way” anywhere you want. It has no cost, and only has a cooldown for ability use.”
I said the aura range is too big, not too small. It needs to be toned down, maybe for half the current range. Rangers ability has cooldown, can’t be activated all the time, it has time limit for like 40 second and not always on, and it also doesn’t give “harder to hit” buff, so mgs and 20mils will still cut down those rangers, you just cant compare the two. Oh and rangers are rangers, their job was to do this stuff, but tiger ace nosupress/nopin bonus is applied even the shittiest infantry.
“Now, the argument of ” Insert-Tiger-Ace” has no cooldown ” will arise, and I am here to point out how God-awfully long their cooldown is when they get destroyed. You have a relatively quick infantry ability, then you have the hundreds of seconds cooldown of a destroyed Tiger. So I have no idea where this “No cooldown” thing came from; Its got a cooldown, you just gotta destroy it to make the ability limited.”
First of all, the cooldown starts when you call in that tiger ace. Idk how long it is, 10-20 minutes? If you cant make that tiger ace survive for 10-20 minutes, then see my previous point, bad gameplay–>get punished. What I referred to as no cooldown is for the “ability” itself, it is on indefinitely as long as the tiger is alive.
“The aura is unlimited so long as units are within range, and the tank is still alive. This is because other tank Aces get aura’s too. You don’t want to have to constantly use an ability to keep your units accurate with the M20 command car, do you? ”
Except, allied aces are destroyed easily with tigers, kt-s and jagdpanzers and that m20 is paper, not worth to risk it getting lost. However I will check the allies bonuses too.
“Lastly, since its a point worth rebutting; You don’t need an indicator, you merely need to recognize that the enemy has a Tiger beside it, and what units have Aura’s; Know your enemy.”
This one is where I very much don’t agree with you. I played the mod (and I play only wikinger mod, no vanilla) for over a year, and I realized this buff yesterday. I was used to the lightning icon of infantry buffs from foot officers, so I never thought that some other buff can have no lightning icon. Either drop that lightning icon totally or have it for every other infantry officer buff, no matter if officer is on foot or in tank. Right now its totally inconsistent so misleading.
This lightning icon:
- This reply was modified 4 years, 9 months ago by TankDoc_1985.
- This reply was modified 4 years, 9 months ago by TankDoc_1985.
TankDoc_1985ParticipantI agree with giving both observers to the player for the reasons that you wrote.
That other stuff, multiplying batteries is just too much meta and would be also too op. Maybe increase the number of shells to 1,5 or 2 times is fine, but that’s all. 3 batteries are fine right now, they stun tanks, even the heaviests and kills infantry also ROF can ben be high if you have the ammo for it because you can call in A battery, then B battery then C, and when C finishes you can call in again A battery.
Realism is important, but gameplay is more important because this is a game after all 🙂
TankDoc_1985Participant“Incenary for scored earth only” This, very much please. Even the now nerfed incendiary is still too OP. I was playing pgren and ss arty and I really felt bad for my enemy because Ive been on that side many times. WP that US inf have and limited US armor, can not destroy emplacements, FOBs and any other building while incendiary mortar wipes everything and wunder, arty, pgren can have acces to it (and other wehr docs, dunno).
At least now the mg bunker has 25% remaining health after inc mortar barrage, but thats easily killed with 1 or 2 normal tank shots or another inc mortar barrage.
Also cooldown should be higher so the enemy has at least a chance to repair buildings.
Also FOV should be required like for precision strike. This would be fine for wp mortar too.Maybe damage can stay like now, because FOV and higher cooldown would solve the imbalance.
- This reply was modified 4 years, 9 months ago by TankDoc_1985.
TankDoc_1985ParticipantHmm, I never thought it as a bug but a feature. I thought that it was the last effort the gunner to shoot the last bullet before they die and maybe hit something, so this made me to always fear the dying tank until it is really dead.
TankDoc_1985Participant“I’ve tried checking the games list, but rarely do we find a ready to join MP game.”
Join the Wikinger discord channel, matches are organized there, also you can make friends on discord and be steam friends so you can invite each other for playing!
TankDoc_1985ParticipantMake hull down ability an extra, optional ability, so no need to hate it. You could use it as right now with all the pros and cons, or you could use hull down also with all the pros and cons. Also make “hull up” take some time so it could be flanked. If you dont want to get flanked dont use hull down, easy as it is 🙂
TankDoc_1985ParticipantThere is no map list like that, but vanilla maps are fine for sure, try it and see if AI is still bad for you or not.
I meant low quality that you posted on imgur, it just feels not detailed enough so I guess it was made by an inexperienced mapper. Maps have some relation with AI pathfinding, that I know nothing about it, but I guess if its made poorly in the map then the mod AI wont work.
Those maps that have weapons on it are absolutely nogo, because those weapons have vanilla stats and also I always find those maps poorly made, and I guess AI pathfinding also poorly implemented on these kind of maps.
disclaimer: I know nothing about modding and map making and these stuff, so I am not howling down these creators I am just telling my experience with these kind of maps and wikinger mod
PS.: play PVP its the most fun 🙂
- This reply was modified 5 years, 8 months ago by TankDoc_1985.
TankDoc_1985ParticipantIts probably because of the map. Try vanilla maps or high rated community maps. (Btw by the look of that map I can say that is low quality that you screenshotted)
TankDoc_1985ParticipantConsidering you already had to RMA your card either the new one is also faulty or you did not plug it in good enough, try to unplug, clean it of dust if there is any, and plug in again. If still crashes revert to you old card. If no crash with old card get a refund of the new card and find another shop to buy it. (also you might got frauded and you got the RMA-ed card back)
Btw, I also have that lag sometimes when 1 second in game takes 10 second, basically the framerate drops to 1. But I can’t find out why this happening, it looks totally random, it can happen with AI or PvP on a map that run fine before, now it lags like this, after that its fine again.
My laptop spec:
i74720 2,6GHhz
Gefroce 950m GTX
8Gb ram
Kingston hyperx SSDTankDoc_1985ParticipantCool idea!
Would it be possible to make a halftrack model with a towed gun on it and when you use the “spawn AT gun” ability on the HT, the towed gun on the model would disappear, or the model of the HT would change to the normal version, and of course an AT gun would be spawned next to the HT?
Also hull down is great idea, I always struggle to position the guns in a way that they are in cover, so this would make this easier and less frustrating.
TankDoc_1985ParticipantI didn’t know that it works like a bazooka, but you made contextual bazookas for US airborne, maybe this gun could be contextual too, so one model would equip it if (light?) armor is range, this way they wouldn’t shoot at infantry and they would be also better against infantry.
Accuracy for it is fine I think, grenades can be evaded if the truck moves, but ROF reduce would be good, it would look more realistic.
TankDoc_1985ParticipantWell, if you nerf the factory jumbo to 75mm then add a field expedient jumbo that is an E8 with same or little less armor of factory jumbo, so infantry would have 1 of each tank on the battlefield.
http://www.tanks-encyclopedia.com/ww2/US/m4a3e2-jumbo-assault-tank
Alongside the up gunning of the Jumbo’s, the 12th Army Group commissioned the building of what became known as Field Expedient Jumbos. These were M4A3 (76) HVSS (often called M4A3E8s or Easy Eights) with additional armor welded to the glacis and turret. These tanks often achieved very near levels of armor to the original Jumbos. The additional armor was scavenged from wrecked tanks. Other M4s and Panthers were preferable. Entire glacis plates from wrecked M4s could be cut out and welded to the new vehicle without needing to move gun travel locks or cutting new apertures for the bow machine-gun. Much of this work was carried out by three civilian factories with an allowance of 85 man hours per vehicle.
Creighton Abrams jumbo Sherman was for example an Easy Eight with extra armor added on the battlefield, this tank is in the mod in the US armor doctrine Task Force Abrams call in you get Abrams himself too with his E8 jumbo (with its “Thunderbolt VII” painting on it, gj @starbuck).
(Also the name “jumbo” came after ww2.)
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