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russian armor

S-mine launchers

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11 Jan 2015, 02:04 AM
#21
avatar of braciszek

Posts: 2053



Zimmerit doesn't blow up infantry, it's paint... :huh:


Clarification: If you want to charge into infantry and blow them up with s-mine launchers (because infantry in this game sure as hell dont climb onto tanks nor go near them), then everything might as well be coated with Zimmerit and not be stopped by mines so the carnage wont end.
11 Jan 2015, 02:55 AM
#22
avatar of Mr. Someguy

Posts: 4928

Clarification: If you want to charge into infantry and blow them up with s-mine launchers (because infantry in this game sure as hell dont climb onto tanks nor go near them), then everything might as well be coated with Zimmerit and not be stopped by mines so the carnage wont end.


But none of the in-game Soviet AT is magnetic anyway.
11 Jan 2015, 03:04 AM
#23
avatar of braciszek

Posts: 2053



But none of the in-game Soviet AT is magnetic anyway.


AT rifle grenade/AT grenade could be considered magnetic, given their ability to follow their target ingame. :P

But whatever.
11 Jan 2015, 05:22 AM
#24
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

that's not magnetism, that's magic B-)
7 Jun 2016, 13:33 PM
#25
avatar of Olhausen
Modmaker Badge

Posts: 245

I just browsing the forum when I find this old post.
I mod this ability for my mod. Panzer units use different types of systems.

a. The Multiple tubes in the exterior of the tank.
b. A tube inside the tank. This one can be loaded with S-mines and activate electrical by the crew.

Here a screenshot of my modded ability for tiger.



Here the adress of my forum:
http://wikingeretw.com/WikingerForum/index.php

And here the adress on steam of my mod
http://steamcommunity.com/sharedfiles/filedetails/?id=536953701&searchtext=

Ability will be ready for my next update, with other stuff

7 Jun 2016, 13:58 PM
#26
avatar of Super Vegeta

Posts: 84 | Subs: 1

jump backJump back to quoted post10 Jan 2015, 22:02 PMKatitof

Give that with CoH1 tiger ace frequent engine breakdowns as well.


Give IS2 30 second reload then yeah
7 Jun 2016, 14:17 PM
#27
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3

What if we made it so the tank had to be stationary for 30 secs to reload the ability, and reloading had a muni cost, AND it was doctrinal? Then it MIGHT be sensible.

Edit:
Should probably not be the first doctrinal ability in said doctrine as the shock value is too high.
7 Jun 2016, 18:13 PM
#28
avatar of __deleted__

Posts: 4314 | Subs: 7



Yeah we need more RNG in this game. Praise RNGesus :snf:


If I remember that campaing, that tiger get engine problems 24/7 so I don´t think there was any RNG involved
7 Jun 2016, 19:23 PM
#29
avatar of Mr. Someguy

Posts: 4928

If I remember that campaing, that tiger get engine problems 24/7 so I don´t think there was any RNG involved


Me from last year thought he was talking about the Tiger Ace from Terror Doctrine, before it was replaced by the Tiger II.
7 Jun 2016, 19:40 PM
#30
avatar of __deleted__

Posts: 4314 | Subs: 7



Me from last year thought he was talking about the Tiger Ace from Terror Doctrine, before it was replaced by the Tiger II.

I thought he talked about campaign tiger ace. Katitoff can you explain further ?
7 Jun 2016, 20:27 PM
#31
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Wtf is this necro


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