Kappatch 2
Posts: 351
Anyway, a few more points of feedback:
The addition of suppression on the howitzers is perfect. It's exactly what they need to be effective even if they're not landing hits and getting squad wipes. The projectile speed increase on the ml-20 is noticible and awesome. If the projectile speed on the LefH was also increased, it wasn't noticible. Counter barrage seems a bit lackluster still but I only used it a couple of times. Maybe reduce the cooldown of barrages when it's in that mode? Not sure on that one.
I like how effective guards are now, maybe all they need to not be spammed is a 400mp price tag? Or perhaps just remove their DPs completely and make them AT specialists.
Posts: 1221 | Subs: 41
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Realized I hadn't even properly removed all abandons, a couple of light vehicles had abandon chances of 5(everything else was 10) which I handily managed to miss while mass replacing the game files . Will be fixed later this evening.
Other than that Cruzz, keep slaving.
Posts: 1162
My issue with lack of mortars is that this means maps with a large amount of high obstacles which make the pack howitzer/LEIG useless hugely penalize these two factions. Plus I'm trying to turn OKW into less of a massive infantry blob), adding new non-infantry options is a step on that road.
.
Fair point, but do be careful because I fully believe OKW is designed witg huge strengths and certain weaknesses. By plugging some of the weaknesses you could be buffing them overall while they still maintain all their might.
Perhaps LMG tweaks and adding a muni cost would be enough to offset giving them a wider operational reach (mortar).
For all OKW's powerful advantages, I just feel they are supposed to struggle with indirect fire a little.
As an example, it would be like giving Panzer Elite a P4. An extreme example, but lack of a medium tank is their designed weakness.
Posts: 369
shouldn't APCR be like - increased penetration in overall, no penalty for range (pen same at all ranges), same reload and lower damage?
APCR rounds have higher velocity and thus higher penetration but actually a heavier penalty for range than regular rounds. HEAT rounds have no penalty for range, because those rounds rely on explosives for penetration rather than velocity.
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Anyone who wants to play add me on Steam.
http://steamcommunity.com/id/PwnageMachine/
Posts: 229
…and my new computer is like 2 weeks away. DAMN IT.
Posts: 1122
Posts: 8154 | Subs: 2
Since the inclusion of WFA, theres no longer a need to make vet1 an ability and the subsequent vet levels stat buffs. This means that some units could see their performance buff slightly at vet1 instead of a huge jump at vet2 (IMO PG are a good example). This also applies if you are thinking of adding some abilities which might be "too good" for vet1.
-.-.-.-.-.-.-.-
KV-1: Man the Guns- Rate of fire increased by 30%, movement speed cut in half. 50 munitions, remains active continuously until deactivated, much like Take Aim on the 57mm.
KV-2: 152mm Barrage- Fires three shells out to 100 range. Can only be activated when deployed in artillery mode. 80 munitions.
"Personal Edit": make it work as Bunker busting from Brummba
Partisans: add members, let them put a beacon/mark a building so they can reinforce from it.
Pwferfer: flame barrage?
Guards: defensive stance? Not HTD, but the one from No retreat, no surrender. Stay still, increase dps performance.
OH Pio: same with Grens, i think the med ability could be buff. Self casting, reduce muni cost and/or give them a single stash just like the SP med kit.
Posts: 1276
Posts: 1006
Sturmpioneers with shrecks get to vet5 super fast.
Loved the MP40 and LMG purchase on Volks and Obers!
The mortar is also a nice add.
This vet5 system is still a problem. Makes OKW superb in late game.
Posts: 412
I'll update this post as I find things:
1.
PGrens, Stormtroopers: Smoke grenade, 20 munitions
15 munitions ingame at the moment.
2.
Grenadiers are available from HQ like other factions' basic infantry, but do not have access to any abilities without T1 built.
Rifle Nade unlocked with t2 as per vanilla game. Not sure if this is an error or clarification is required in the mod notes that Grenadiers require t1 building+T2 tech for LMG's & doctrinal G43's, and T1 building for Fausts.
Posts: 1221 | Subs: 41
This vet5 system is still a problem. Makes OKW superb in late game.
Which is why I'm seriously considering just adding vet4 to other factions. This will also fix a slight issue that most of them have of experience being largely meaningless for infantry units in games longer than 20 minutes because every squad that doesn't get wiped hits vet3.
Only issue is thinking up proper bonuses for each unit.
15 munitions ingame at the moment.
Thanks.
Since the inclusion of WFA, theres no longer a need to make vet1 an ability and the subsequent vet levels stat buffs. This means that some units could see their performance buff slightly at vet1 instead of a huge jump at vet2 (IMO PG are a good example)
Stats are easy but boring. I'd rather add some new abilities as ostheer and soviets don't really have a whole lot of them except for damaging grenades.
Posts: 8154 | Subs: 2
Stats are easy but boring. I'd rather add some new abilities as ostheer and soviets don't really have a whole lot of them except for damaging grenades.
Thats the reason i'm saying that a "powerful" or more useful vet ability can be given but that not neccesarily means it has to be vet1.
Posts: 1605 | Subs: 1
- increase SU-76 damage and penetrationg to ZiS-3 level
- remove +damage vet bonus
OR
- give it same projectile trajectory as M8 Scott (shoot over blockers)
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