VinnySOB

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 22 total)
  • Author
    Posts
  • VinnySOB
    Participant

    Thank you. I did not know it was a bug, I thought the Bren was more for a reason. Thanks again Olhausen.

    VinnySOB
    Participant

    Just to throw in my two cents: I agree that Infantry doc is lacking late game vs big cats, especially, when supported by Ostwind and elite troops. Even if you equip your rifle squads with Bazookas, they struggle. The best case is to not go into late game, obviously, but a lot of people are playing VP mode, so the games can last a long time. I have believed, since the early beta tests with this doc, that they needed something else for late game as they lack in support abilities.

    1. Since they cannot get a Jumbo, can they get a 76mm AT gun? I have always felt they needed this. This would help vs big cats.
    2. Mines are not effective at the moment, but mines should be able to disable and even destroy tanks. An immobilized big cat is a dead big cat. Mines just do not work well right now. Once the damage model is fixed for these people will start using them. Perhaps a mine laying ability which puts down several mines, like the anti-personnel mines laid by Wehrmacht, as they lay 4 at a time.
    3. Sticky bombs would help up close, but not much help at a distance. With replacement depot ability, you can stand to lose a few troops.
    4. What about making the bulldozer add on/upgrade increase frontal armor of 105 and M4, that will help too.

    I have suggested these changes since beta testing the doc, but hopefully, all of us filling out the Relic survey will finally get them to release the modding tools and we can get a Jumbo Sherman.

    VinnySOB
    Participant

    Thanks Meatshield,

    I made the list as a far future wish list, so I do not expect any of these things to be addressed anytime soon, and many of the items are merely a personal preference. So, please do not think I am complaining or dissatisfied with the mod or the progress you guys have made. Of course you guys need to finish up the docs first and foremost, and again, this was a personal, future wish list. I do appreciate you taking time to respond with your thoughts though.

    As to the US Bazooka, it went through several changes and fired several types of rounds:
    M1 “Bazooka”

    • First issued June 14, 1942 by Capt. L.A. Skinner
    • Used the M6 HEAT and M7 Practice rockets.
    • Could penetrate up to 3 inches (76 mm) of armor.
    • Velocity of 265fps (80.77 m/s, 180 mph)
    • Overall Length: 54-inches.
    • Weight (unloaded): 18 lbs.

    M1A1 “Bazooka”

    • Improved electrical system
    • Simplified design
    • Used the M6A1 HEAT and M7A1 Practice rockets.
    • Forward hand grip removed.
    • Contact box removed.
    • Supplanted the M1 in production beginning in July, 1943.
    • Overall Length: 54.5 inches (1,380 mm).
    • Weight (unloaded): 13.26 pounds (6.01 kg).

    M9 “Bazooka”

    • Battery ignition replaced by trigger magneto.
    • Could be disassembled into two halves for easier carrying.
    • Used the improved M6A3 HEAT, M7A3 practice, and M10 Bursting Smoke (White Phosphorus) rockets (Weight: 3.4 lbs., Velocity: 265 feet per second).
    • Could penetrate up to 4 inches (102 mm) of armor
    • Supplanted the M1A1 in production beginning in October, 1943
    • Overall Length: 61 inches (1,500 mm) fixed / 31.5 inches (800 mm) folded.
    • Weight (unloaded): 15.14 pounds (6.87 kg).

    M9A1 “Bazooka”

    • Improved coupling mechanism for launch tube
    • Optical reflector sight replaced the iron sights beginning in September 1944
    • Supplanted the M9 in production beginning in June, 1944.
    • Overall Length: 61.1 inches (1,550 mm) fixed / 31.5 inches (800 mm) folded.
    • Weight (unloaded): 15.87 pounds (7.20 kg).
    • This reply was modified 7 years, 1 month ago by VinnySOB.
    in reply to: About balance。。。。 #4407
    VinnySOB
    Participant

    Those were probably early Sherman 75mm. Sherman 76 and easy eight had pretty decent firepower. There is a really cool movie about a Sherman crew, with Brad Pitt. Cannot remember the name, but it is bad ass. They have to fight a Tiger and it is not good for the Shermans.

    in reply to: Medics/Medic Station Upgrade Suggestion #4006
    VinnySOB
    Participant

    I was not aware the medic healed units in a house or trench, that definitely makes him more valuable to me now. Also, the medic + truck thing is something I thought may work, but never bothered. I will definitely try that as well. The AI does love making the medic and he somehow shoots the hell out of my troops with his pistol from inside of buildings. LOL. I should build him just for that.

    in reply to: Changelog 3.1.6a hotfix live on Steam ! #4002
    VinnySOB
    Participant

    Sounds amazing! You guys are the best of the best. Keep the awesome updates coming! And, thanks for fixing the US AB fighting hole bugs. Much appreciated.

    • This reply was modified 7 years, 2 months ago by VinnySOB.
    in reply to: Medics/Medic Station Upgrade Suggestion #3985
    VinnySOB
    Participant

    Personally, I never build the medic unit for a couple of reasons:

    First, you cannot have him attach to troops, like the linking ability in BK, so it is another piece you have to keep near your troops without getting him killed.

    Second, it requires micro, as mentioned by Olhausen, which makes it less appealing. So, if you do not get him killed, you have to run him near troops, or troops to him, and then use his ability.

    Last, you have the ability to build forward medic stations which allow for reinforcement, healing, and a forward retreat point. I usually build these over ambulances.

    This is one area I really think Spearhead did a good a job. They did away with forward medic stations being built on strategic points and had a medic team (two models) which has the ability to put up a forward medic station. Therefore, if you purchased a medic squad you could move them to an area on the battlefield, similar to an ambulance, and have them use either their heal ability, like the medic unit in Wikinger, or set up a forward field hospital and retreat point, which is basically the same model used now as a forward medic station. Also, you could only build one medic team, so you could only have one forward medic station, which you could pack up and move, and you could also have an ambulance if necessary for larger maps.

    I am always happier to have more units than less, even if I do not use them often, but the medic is the one exception as there are better options early game, like a forward medic station, which also reinforces and acts as a retreat point. I believe it is a far better bang for your buck. Same with the ambulance and forward HQ which also heals.

    in reply to: Infantry Doc Guide #3968
    VinnySOB
    Participant

    Another great guide. Thanks Death Kitty. One thing I have found to use in place of the ambulance is the forward medic station that can be build on a strategic point. It also serves as a retreat point and can be built straight away by your engineers. However, you are correct that not having the platoon command post does deny you the 57 AT gun. Again, great guide.

    VinnySOB
    Participant

    Sorry, one other bug I came across with US AB is the field gun/arty. It still shows that white phosphorous will unlock at vet level 1 and after 75 kills it did not unlock. I believe you were removing WP from all other US doctrines, so I am not sure if it should be gone, or if it is just not unlocking properly at vet 1.

    VinnySOB
    Participant

    I have played the new beta and 3.1.6 full release and the changes have not been implemented. Will they be showing up in a future patch then?

    Also, forget to mention this. The 501st intelligence recon unit does not have hold fire. Is this being added, so that they do not give away their position when scouting in enemy territory?

     

    • This reply was modified 7 years, 2 months ago by VinnySOB.
    VinnySOB
    Participant

    Thank you. I appreciate you taking care of this even though you guys have a bunch of more important things to worry about.

    VinnySOB
    Participant

    Some things still seem to be out of sorts:

    Engineer still shows rear echelon

    Spotter still moves with binoculars on

    Mortar Pit will not hold fire

    Descriptions still state you can build 2 demo rangers and 2 105s, but you cannot

    Requests:

    I assume you have not added evasive action to demo squad because of the flamethrower. Can we have the option to pick flame or bazooka, instead of just adding a bazooka, so that if we pick the zook, we get evasive action?

    Not having evasive action really limits this piece. It makes setting charges almost impossible without microing someone else with smoke to get them into an area. They are the only ranger squad, aside from captain squad, that cannot camouflage and move into enemy territory. I would like to be able to sneak up and lay a charge on a bunker or bridge, or whatever, but they cannot.

    Also, can we get flares or booby traps instead of the stick charges? The doc has spotters and a sniper, but flares would be nice and actually, booby trapping points would be even better. That is a demo squad function and does not even require evasive action to do it. Please consider making this more of a demo squad than a flamethrower squad. I would rather just have an option to have combat engineers called with the ragtag or as another build option if flame is that important. Just my thoughts, I think the unit could do a lot more than it does now if had evasive action and or booby traps and or flares.

    Keep up the amazing work. This doc gets better every build.

    VinnySOB
    Participant

    Ok. That makes sense. Thank you for Clearing that up. I am sure others were wondering that as well.

     

    VinnySOB
    Participant

    much better, Hold fire does not work on mortar pit, but all other bugs with it seem to be gone. Spotter still moves when in binoccular mode, and demo ranger states can build two, but only allows one. Other stuff is great, I was buiding rifles like they were going out of style. They do not reinforce fast though, are they supposed to? They build faster than I can reinforce one man from the team. Doc is way better now. I will keep testing as I did not get to build everything last time. Great work.

     

    VinnySOB
    Participant

    Awesome! When does this take effect?

     

Viewing 15 posts - 1 through 15 (of 22 total)