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VinnySOBParticipant
Thank you for the response. That is really amazing that you can create your own abilities. Great. I cannot wait to see what you guys come up with next. Thanks again.
VinnySOBParticipantThis is good news. The group abilites sound interesting. The rapid movement ability is how other mods allow the AT guns and weapons teams to (sprint) as well. It works nicely.
On another note, I was playing Spearhead’s rifle doctrine (infanrty doc) last night, and as far as I know, all of the abilities used for all their docs are taken straight from commanders in the game, but I could be wrong about this. Is that where all abilities come from or can you create your own?
The reinforce ability SH uses for riflemen is similar to the reinforcement depo you were planning/using, but it reinforced an entire squad if 3 or more are lost, so even if you lose half of the squad you get a new one and I believe it was far less expensive to use.
Looks like you may be using the soviet reinforce ability which requires squad wipe for replacement. I am only going off the Spearhead US rifle and Soviet reserve docs as they both have a reinforcement ability and they are slighly different. The US version is much better. Plus, the little emblom that pops up in the riflemen portrait, when the reinforcement depo ability is in use for your infantry doc, is that of the soviet reinforce ability. Not sure if that makes any difference or if it is purely asthetic. I am curious about this though.
Looking forward to the next installment of infantry doc goodness.
VinnySOBParticipantI know I am not the person you are asking, but I found these cool posts from the WW II forum:
http://www.ww2f.com/threads/to-e-for-the-basic-us-infantry-squad-platoon.19320/
There is even a cool diagram. Looks like bazookas were an individual squad and not part of a normal rifle team, but they all appeared to have a bar and a rifle grenade. Also, looks like HEAT rounds were common for bazookas, sounds like an upgrade for infantry doc! Pretty cool forum.
I have wondered this myself, what if when you selected a weapon option, or two, the rest would be locked out, so you could not have one of each type of weapon in each squad, i.e. grease gun, bazooka, rifle grenade and bar. I believe this is the first mod to allow all weapon types in one squad. It is probably a balance thing, but it would be cool to have to make a choice when upgrading your squad. Plus, you can always pick up weapons from the battlefield.
Or, like the WW II forum shows, all rifle squads should have the bar and the rile grenade, but that would make them very tough early game, even though the munitions would not be available early game to use the rifle grenade. However, the Soviets start with PPSH and that makes them very deadly up close early on and they have anti tank grenades as well, so rifle grenade would not really be overpowered if all squads had it, maybe the typed of rifle grenade round would be a more realistic unlock, say smoke, anti vehicle, etc. They also talked about attaching mortar rounds to their rifle grenades to really clear a position. Interesting.
16/08/2017 at 1:53 pm in reply to: Question regarding camo/bushes mechanic, spotting, and more. #3735VinnySOBParticipantThank you for the detailed response. It is good to know the spotting mechanic is in the game and that specific units have the ability. I assume it will be in the unit descriptions at some point which will ensure those vehicles are used for that role. I guess I have to get used to building scout cars:) I am glad you enjoy the videos. Thanks again.
VinnySOBParticipantThanks for clarifying the repair question. As to the fighting positions, they cost $200 for regular AB to build and there is no .50 cal upgrade, which I assume is intentional, but pricey. However, you also get the facing/line of sight indicator when placing it, even though it does not have the .50 upgrade.
The AB engineers (forgot the cost) build the fighting position which does have the .50 cal (which I believe is correct) however, there is no direction/line of sight indicator when placing it, so looks like that may need to be switched, since you will/can add a .50. Definitely helps if it is firing in the right direction.
01/08/2017 at 11:36 pm in reply to: Are the US AB 501st intel supposed to be able to reinforce at beacons? #3470VinnySOBParticipantthank you for Clearing that up. You guys do great work.
VinnySOBParticipantGreat Guide. Especially the info about Easy Company. I really never use them. I had no idea they were such a good unit.
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