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russian armor

Kappatch 2

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2 Feb 2015, 08:47 AM
#141
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post31 Jan 2015, 00:31 AMCruzz
Thompson upgrade option to riflemen with Armor? Not gonna work due to no SMG animations


But Riflemen do have Thompson animations, they use them in Ardennes Assault.



You can also spawn them in Worldbuilder and use them when the map loads up.
2 Feb 2015, 10:19 AM
#142
avatar of spam.r33k

Posts: 503

i noticed that the ost t1 structure is still able to produce grens although theyre now available from the hq, too

this could be used to rapidly rebuilt grens if needed (with sufficient manpower)

is this intentional?
2 Feb 2015, 11:17 AM
#143
avatar of TNrg

Posts: 640

Great work, all changes are spot on!

No-one else disagrees either, Relic has to acknowledge that this is what the community wants.
2 Feb 2015, 12:59 PM
#144
avatar of Spearhead

Posts: 162

Can someone tell me how to activate the mod? I clicked subscribe in Steam and I find it in the modification list ingame (with the options to deactivate), yet it doesnt do anything.. ? Thanks

Nevermind, I got it figured out ;)
2 Feb 2015, 19:47 PM
#145
avatar of BartonPL

Posts: 2807 | Subs: 6

I prob have a solution to shreck problem.

Since volks now have MP40's and faust you can change Obersoldats name to CoH1 gren type (call them like Waffen-SS Grenadiers or sth like that) with obers skin, give them LMG and Shreck upgrade and place them in T2 or T1
2 Feb 2015, 21:45 PM
#146
avatar of Snikeduden

Posts: 16

Have you considered changing/improving trip wire flares? For example reduce build time and increase flare duration by a tiny bit. Right now there is also a cooldown on the ability which I believe is equal to build time. If this was removed it would be possible to quene up more than one build order.
2 Feb 2015, 22:48 PM
#147
avatar of Ducati
Benefactor 115

Posts: 164

Good work Cruzz! Everything looks promising. I will try and play some of this mod in the coming days.

jump backJump back to quoted post2 Feb 2015, 11:17 AMTNrg
Great work, all changes are spot on!

No-one else disagrees either, Relic has to acknowledge that this is what the community wants.


I think, at the end of the day, the community just wants better balance. I don't think you can say whether these changes will satisfy that requirement without significant testing. If implemented as is, I think we would be in a better place in a lot of ways. However there are some pretty major changes, and as with the official patches, I can guarantee there are some unforeseen consequences.
2 Feb 2015, 22:52 PM
#148
avatar of TNrg

Posts: 640

jump backJump back to quoted post2 Feb 2015, 22:48 PMDucati
If implemented as is, I think we would be in a better place in a lot of ways. However there are some pretty major changes, and as with the official patches, I can guarantee there are some unforeseen consequences.


I agree, though I think making the situation even worse would really require some effort
2 Feb 2015, 22:56 PM
#149
avatar of some one

Posts: 935

Channel is always empty. Seems like there is no posibilties to play this againt players. Only if you have enough friends.
2 Feb 2015, 23:57 PM
#151
avatar of Frost

Posts: 1024 | Subs: 1

Is Relic listening?

:snfPeter:
3 Feb 2015, 00:22 AM
#152
avatar of Sedghammer

Posts: 179

Hey Cruzz,

Thanks for this patch. I'll be testing it out, but from the changes I can already say - Thank you so much! Many of the mechanics that have been bothering me for ages were addressed. I just hope relic adopts most of these changes.

:bananadance:
3 Feb 2015, 00:45 AM
#153
avatar of spaz
Donator 11

Posts: 44

Cruzz, awesome work. Any thoughts on how to fix demo charges or make the pop cap dependent on territory held?
3 Feb 2015, 02:56 AM
#154
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post3 Feb 2015, 00:45 AMspaz
make the pop cap dependent on territory held?


Please no, this is one of the things CoH2 improved. Otherwise the game is based less on strategy and more on getting the snowball rolling, which also happens to be why everyone hates OKW. It'd also be axis-bias because they rely less on pop-cap than allies do, since the potency of certain units (especially OKW's) is much higher and thus requires a higher popcap to defeat.
3 Feb 2015, 03:55 AM
#155
avatar of spajn
Donator 11

Posts: 927

Relic probably gonna look at this "awesome the hardcore crowd got their own mod, now we can keep NOT working on the game for the casuals because they don't care anyway"
3 Feb 2015, 05:50 AM
#156
avatar of Switzerland
Donator 33

Posts: 545

I adopted 5 goats, just to make the RNG god happy now that Cruzz has clawed his followers away. So that when we all go back, he treats us justly.
3 Feb 2015, 06:58 AM
#157
avatar of GuyFromTheSky

Posts: 229

I adopted 5 goats, just to make the RNG god happy now that Cruzz has clawed his followers away. So that when we all go back, he treats us justly.


Aren't you supposed to sacrifice goats?
3 Feb 2015, 07:16 AM
#158
avatar of ASneakyFox

Posts: 365

any youtube videos of anyone playing this mod?
3 Feb 2015, 08:58 AM
#159
avatar of pherrera

Posts: 43 | Subs: 1

Great work! I especially like the MG formation change, definitely a good small little touch that can have a big impact. Will try the mod sometime later and come back with more feedback!

Piero Herrera
3 Feb 2015, 10:49 AM
#160
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

CoH2 doesn't lend itself to this as well as DoW2 did but you could give volks an expensive squad lead upgrade armed with a short ranged weapon. charge mp and mun or something and increase the reinforce cost and population.
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