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Some QoL suggestions

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9 Mar 2017, 20:39 PM
#221
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



Maybe a little adjustment of the emblem of Soviet engineers:
Emblem 1 - Main Engineering Management, emblem of the Engineer Troops of the Red Army.
emblem 2 - separate engineer companies of infantry divisions




You can contact with Kasarov, it is his shieldemblems. Maybe he will edit it ^_^
His thread: https://www.coh2.org/topic/59479/victorious-day-art-assets
10 Mar 2017, 06:58 AM
#222
avatar of Thunderhun

Posts: 1617

Added some issues for OKW:

Pak 43
Using Ostheer crew instead of OKW crew. At the same time leFH 18 using OKW crew.


Sappers on repair stations and near the SWs truck.
Instead of OKW sappers used Ostheer sappers.


And new variant for Ostheer Opel Blitz call-in icon


Don't forget the OKW's Bunker and Flak Emplacement. They use Ostheer gunners as well

Also about the bunker, it costs 150mp and it has only 1 upgrade: the MG-42 for 60 muni.

Why not change the cost to 150mp + 60 muni and add the MG-42 from the start?

Fun fact about sapper and medic stations;. last time I played as USF, healing stations provide soviet medics instead of USF medics. Not sure about repair stations. I think it's the same with the UKF.
10 Mar 2017, 11:05 AM
#223
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1


Don't forget the OKW's Bunker and Flak Emplacement. They use Ostheer gunners as well


Yes, have forgotten about it.


Also about the bunker, it costs 150mp and it has only 1 upgrade: the MG-42 for 60 muni.
Why not change the cost to 150mp + 60 muni and add the MG-42 from the start?


US bunker also has only 1 upgrade. I think here should be something more, than merge upgrade and price with standart bunker. Maybe even balance tweaks.
But something need to be done, cause it is needless micro.


Fun fact about sapper and medic stations;. last time I played as USF, healing stations provide soviet medics instead of USF medics. Not sure about repair stations. I think it's the same with the UKF.


USF has tank crew on repair staion, and it is already mentioned. UKF using their royal engineers.
On Medic stations used Soviet Medics for USF (Going to add it to the first post), and UKF using their medics.


10 Mar 2017, 11:12 AM
#224
avatar of Vipper

Posts: 13496 | Subs: 1

No need to merge bunker/fighting position and HMGs. One might want to use the for garrison only
14 Mar 2017, 21:16 PM
#225
avatar of RussianHamster

Posts: 88

I dont know if someone talked about it, but sometimes in late game i faced with the problem of excess units, whitch already played a role in current game (kubelwagen, M3, sdkfz250, trophy HMGs/mortars/ATguns and etc.). Thats unit spend your manpower all the time and if you have a limit than you need to lost it to the enemy. But we already have a nice ability in Ardennes Assaul campaing whitch recalling unnecessary units from the battlefield.
I think may be a good idea to add same ability to any CoH2 faction. With this you can recall units for fast and without givin exp. for your enemy.
15 Mar 2017, 15:56 PM
#226
avatar of Tigerass

Posts: 15

This is a very dedicated list... I like it a lot. :-)
I would like to add a few more things.


User interface-issues:

1.) The Ostheer "Sd.Kfz. 251 Halftrack" front MG42 is missing its muzzle fire when firing.

Screenshot:
- http://i.imgur.com/T7tA0Ai.jpg
(http://imgur.com/a/A9Y3a)


2.) Currently a number of weapon icons are missing their number of remaining crew models (Indicator in the global unit controls and in the badge above the unit).

OKW (Pak 43, flak 20mm) emplacement,
Wehr (Pak 43, LeFH-18) emplacement,
and Soviet (ML-20, B4 203mm) emplacement

Screenshot:
http://www.coh2.org/file/9635/lololo.jpg

" - wafive in thread http://www.coh2.org/topic/42582/wehr-arty-officer-ability "


3.) UKF commander abilities missing area of effect circle.

Certain UKF commander abilities from the "Tactical Support Regiment" commander are missing the circle on the battlefield that shows their area of effect when activated.

It would be great if those abilities had a red or green circle on the actual battlefield so that the player and the opposing player could see the area of effect (like "P-47 Rocket Strike" or "Stuka Close Air Support" loiter attacks).

1. "Artillery Cover"
2. "Close-Air-Support strafes" (Forward Observation Post - loiter run)
3. "Recon runs" (Forward Observation Post - loiter run)

Screenshots:
- http://i.imgur.com/vGY144N.jpg
- http://i.imgur.com/3l19NxU.jpg
(http://imgur.com/a/BhaiG)



Visual-issues:

4.) USF "Sherman Calliope" missing back part when gun destroyed.

The USF "M4 Sherman Calliope" is missing its back part textures and its antenna when its main gun is destroyed.

Screenshot:
- http://i.imgur.com/1LfnRTj.jpg
(http://imgur.com/1LfnRTj)


5.) Crew members "Stormtroopers" / "Jäger Light Infantry".

Abandoned vehicles and tanks that have been recaptured by Wehrmacht "Stormtroopers" and OKW "Jäger Light Infantry" show Wehrmacht "Panzergrenadiers" as crew members.

Screenshot:
- http://i.imgur.com/PYZcF4d.jpg
(http://imgur.com/PYZcF4d)


6.) Missing hatches UKF "Valentine" and "AEC Armored Car".

The hatches of burned /cooked UKF "Valentine Light Tank " and "AEC MK.III Armored Car" are missing.
The hatches are hidden inside the turret.

Screenshots:
"Valentine Light Tank"
- http://i.imgur.com/O2y1pBK.jpg
- http://i.imgur.com/o5TTutX.jpg

"AEC MK.III Armored Car"
- http://i.imgur.com/ls6NdGy.jpg
- http://i.imgur.com/pco0DtI.jpg

(http://imgur.com/a/wZ0wy)


7.) Recrewed UKF "Vickers Heavy Machine Gun" texture issue.

This texture issue seems to occure on every winter map (even for Standard build UKF "Heavy Machine Gun Teams") and on summer maps for non UKF factions that captured the Heavy Machine Gun.
This visual issue can be seen when the Crew member is moving the gun around the battlefield.

Screenshot:
- http://i.imgur.com/OQ1rSm4.jpg
(http://imgur.com/OQ1rSm4)


8.) Wehrmacht "StuG III Ausf. G" shows snow effects on its main gun and top MG42 when its main gun is damaged.

When a Wehramcht "StuG III Ausf. G" has a damaged main gun and is driving over snow terrain the main gun and top mounted MG42 shows snow coverage.
When the tank is driving over a street again the snow effect vanishes.

Screenshot:
- http://i.imgur.com/GAmiw3E.jpg
(http://imgur.com/a/iSeSm)



Audio-issues:

9.) OKW "Kübelwagen" still gives no voice reply when ordered to capture territory.


10.) No speech reply for Soviet "Conscripts" when they enter or exit a "M3A1 Light Scout Car".

There is no speech reply played when a Soviet "Conscript Infantry Squad" is ordered to enter and exit the "M3A1 Light Scout Car".


11.) It seems like every UKF unit voices are a bit lower in volume than those of other armies.



German Live Build Version 4.0.0.21647
15 Mar 2017, 17:02 PM
#227
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

This is a very dedicated list... I like it a lot. :-)
I would like to add a few more things.


Userinterface-issues:

1.) The Ostheer "Sd.Kfz. 251 Halftrack" front MG42 is missing its muzzle fire when firing.

Screenshot:
- http://i.imgur.com/T7tA0Ai.jpg
(http://imgur.com/a/A9Y3a)


2.) Currently a number of weapon icons are missing their number of remaining crew models (Indicator in the global unit controls and in the badge above the unit).

OKW (Pak 43, flak 20mm) emplacement,
Wehr (Pak 43, LeFH-18) emplacement,
and Soviet (ML-20, B4 203mm) emplacement

Screenshot:
http://www.coh2.org/file/9635/lololo.jpg

" - wafive in thread http://www.coh2.org/topic/42582/wehr-arty-officer-ability "


3.) UKF commander abilities missing area of effect circle.

Certain UKF commander abilities from the "Tactical Support Regiment" commander are missing the circle on the battlefield that shows their area of effect when activated.

It would be great if those abilities had a red or green circle on the actual battlefield so that the player and the opposing player could see the area of effect (like "P-47 Rocket Strike" or "Stuka Close Air Support" loiter attacks).

1. "Artillery Cover"
2. "Close-Air-Support strafes" (Forward Observation Post - loiter run)
3. "Recon runs" (Forward Observation Post - loiter run)

Screenshots:
- http://i.imgur.com/vGY144N.jpg
- http://i.imgur.com/3l19NxU.jpg
(http://imgur.com/a/BhaiG)



Visual-issues:

4.) USF "Sherman Calliope" missing back part when gun destroyed.

The USF "M4 Sherman Calliope" is missing its back part textures and its antenna when its main gun is destroyed.

Screenshot:
- http://i.imgur.com/1LfnRTj.jpg
(http://imgur.com/1LfnRTj)


5.) Crew members "Stormtroopers" / "Jäger Light Infantry".

Abandoned vehicles and tanks that have been recaptured by Wehrmacht "Stormtroopers" and OKW "Jäger Light Infantry" show Wehrmacht "Panzergrenadiers" as crew members.

Screenshot:
- http://i.imgur.com/PYZcF4d.jpg
(http://imgur.com/PYZcF4d)


6.) Missing hatches UKF "Valentine" and "AEC Armored Car".

The hatches of burned /cooked UKF "Valentine Light Tank " and "AEC MK.III Armored Car" are missing.
The hatches are hidden inside the turret.

Screenshots:
"Valentine Light Tank"
- http://i.imgur.com/O2y1pBK.jpg
- http://i.imgur.com/o5TTutX.jpg

"AEC MK.III Armored Car"
- http://i.imgur.com/ls6NdGy.jpg
- http://i.imgur.com/pco0DtI.jpg

(http://imgur.com/a/wZ0wy)


7.) Recrewed UKF "Vickers Heavy Machine Gun" texture issue.

This texture issue seems to occure on every winter map (even for Standard build UKF "Heavy Machine Gun Teams") and on summer maps for non UKF factions that captured the Heavy Machine Gun.
This visual issue can be seen when the Crew member is moving the gun around the battlefield.

Screenshot:
- http://i.imgur.com/OQ1rSm4.jpg
(http://imgur.com/OQ1rSm4)


8.) Wehrmacht "StuG III Ausf. G" shows snow effects on its main gun and top MG42 when its main gun is damaged.

When a Wehramcht "StuG III Ausf. G" has a damaged main gun and is driving over snow terrain the main gun and top mounted MG42 shows snow coverage.
When the tank is driving over a street again the snow effect vanishes.

Screenshot:
- http://i.imgur.com/GAmiw3E.jpg
(http://imgur.com/a/iSeSm)



Audio-issues:

9.) OKW "Kübelwagen" still gives no voice reply when ordered to capture territory.


10.) No speech reply for Soviet "Conscripts" when they enter or exit a "M3A1 Light Scout Car".

There is no speech reply played when a Soviet "Conscript Infantry Squad" is ordered to enter and exit the "M3A1 Light Scout Car".


11.) It seems like every UKF unit voices are a bit lower in volume than those of other armies.



German Live Build Version 4.0.0.21647


Wow, very solid list of suggestions! Thank you for your work!:thumbsup:
17 Mar 2017, 19:39 PM
#228
avatar of Tigerass

Posts: 15

Visual-Issues:

1.) OKW "Volksgrenadier MP 44" shows no bullet tracers flying through the air.

The "MP 44" of the OKW "Volksgrenadiers" shows no bullet tracers flying through the air.


2.) The turret of all OKW and USF tanks/vehicles tilt horizontally a little bit when the tank/vehicle is rotating or moving.

For Example:
The turret of the OKW "Kingtiger" tilts horizontally a little bit (jerky) when the vehicle is rotating about its own axis (unsmooth animation issue).

Steps to reproduce :
- So order the tank to stop
- Give the tank a rotation order (180°) and watch the turrets movement.

This also happens when the tank is driving and changes its direction (so also rotates in its movement).
This can also be seen when the turret is rotating back into its standart postion (0°) at about -1° or +1° reaching 0° postion.



Audio-Issues:

3.) Audio issue (engine sounds) in replays and live games.

I do not know if it is possible or an easy fix but when watching replays or live games the engines of enemy vehicles and tanks can not be heard when they are not near the front but are in the point of view of the watcher (fog of war is disabled).
The selection of the player or team (by clicking the players summary ui or select one of his units) decides which engines can always be heard.


Could it be possible that when the fog of war is disabled that enemy engine sounds can be heard, no matter how far the enemy vehicles are away?


Steps to reproduce (just for clarity):
- Watch a live game or start a replay.
- Disable fog of war.
- Select the axis (Wehrmacht or OKW) player or team as main "character" by selecting one of his units, so that his ui summary is highlighted with a yellow edge.
- If an allied (Soviet/USF or UKF) vehicle or tank is approaching from the map entry point, get the camera (point of view) over to the vehicle or tank.
- There is no engine sound. Only a "dirt" sound can be heard.
- Select the allied player as main "character" and the engine can be heard.


4.) The "Flak 43" on top of the OKW "Schwerer Panzer Headquarters" has no firing Sound.

The OKW "Flak 43" on top of the OKW "Schwerer Panzer Headquarters" has no firing sound when the health hits a certain amount
(approxametly when under 70 % of health / "first damaged state" of the model.).

Steps to reproduce :
- Build a OKW "Schwerer Panzer Headquarters".
- Get the "Schwerer Panzer Headquarters" damaged to approximately 60 % of health.
- The OKW "Flak 43" on top of the OKW "Schwerer Panzer Headquarters" has no firing sound when firing at enemies.

Screenshot:
- http://i.imgur.com/wTW3GLl.jpg
(http://imgur.com/wTW3GLl)


5.) No shot sound when British "17lber Emplacement" fires flare.

There is no shot sound played when the soldier from the British "17lber Emplacement" is firing the "Fire Flare" ability.

Steps to reproduce:
- Build a British "17lber Emplacement".
- Garrison the emplacement with a British unit.
- Fire the "Fire Flare" ability.
- There is no sound played when the soldier fires the flare into the air.

Screenshot:
- https://i.imgur.com/dQ2Cw9v.jpg
(https://imgur.com/dQ2Cw9v)



German Live Build Version 4.0.0.21647
17 Mar 2017, 21:52 PM
#229
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Visual-Issues:

1.) OKW "Volksgrenadier MP 44" shows no bullet tracers flying through the air.

The "MP 44" of the OKW "Volksgrenadiers" shows no bullet tracers flying through the air.


2.) The turret of all OKW and USF tanks/vehicles tilt horizontally a little bit when the tank/vehicle is rotating or moving.

For Example:
The turret of the OKW "Kingtiger" tilts horizontally a little bit (jerky) when the vehicle is rotating about its own axis (unsmooth animation issue).

Steps to reproduce :
- So order the tank to stop
- Give the tank a rotation order (180°) and watch the turrets movement.

This also happens when the tank is driving and changes its direction (so also rotates in its movement).
This can also be seen when the turret is rotating back into its standart postion (0°) at about -1° or +1° reaching 0° postion.



Audio-Issues:

3.) Audio issue (engine sounds) in replays and live games.

I do not know if it is possible or an easy fix but when watching replays or live games the engines of enemy vehicles and tanks can not be heard when they are not near the front but are in the point of view of the watcher (fog of war is disabled).
The selection of the player or team (by clicking the players summary ui or select one of his units) decides which engines can always be heard.


Could it be possible that when the fog of war is disabled that enemy engine sounds can be heard, no matter how far the enemy vehicles are away?


Steps to reproduce (just for clarity):
- Watch a live game or start a replay.
- Disable fog of war.
- Select the axis (Wehrmacht or OKW) player or team as main "character" by selecting one of his units, so that his ui summary is highlighted with a yellow edge.
- If an allied (Soviet/USF or UKF) vehicle or tank is approaching from the map entry point, get the camera (point of view) over to the vehicle or tank.
- There is no engine sound. Only a "dirt" sound can be heard.
- Select the allied player as main "character" and the engine can be heard.


4.) The "Flak 43" on top of the OKW "Schwerer Panzer Headquarters" has no firing Sound.

The OKW "Flak 43" on top of the OKW "Schwerer Panzer Headquarters" has no firing sound when the health hits a certain amount
(approxametly when under 70 % of health / "first damaged state" of the model.).

Steps to reproduce :
- Build a OKW "Schwerer Panzer Headquarters".
- Get the "Schwerer Panzer Headquarters" damaged to approximately 60 % of health.
- The OKW "Flak 43" on top of the OKW "Schwerer Panzer Headquarters" has no firing sound when firing at enemies.

Screenshot:
- http://i.imgur.com/wTW3GLl.jpg
(http://imgur.com/wTW3GLl)


5.) No shot sound when British "17lber Emplacement" fires flare.

There is no shot sound played when the soldier from the British "17lber Emplacement" is firing the "Fire Flare" ability.

Steps to reproduce:
- Build a British "17lber Emplacement".
- Garrison the emplacement with a British unit.
- Fire the "Fire Flare" ability.
- There is no sound played when the soldier fires the flare into the air.

Screenshot:
- https://i.imgur.com/dQ2Cw9v.jpg
(https://imgur.com/dQ2Cw9v)



German Live Build Version 4.0.0.21647


Will add it to the your list! ;)

Also, i want to add suggestion about TWP (Target Weak Point), vet 1 abillity for Ostheer units and OKW Pak 43. At the moment in the game exist 2 variants of TWP - For TD (You can chose the target), and for paks (activatible abillity for 5-7(?) seconds).
I suggest to change icon for on of this two abillities on this one:


It will help to player recognise, that this abillities have different type of working.
18 Mar 2017, 21:05 PM
#230
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2



Maybe a little adjustment of the emblem of Soviet engineers:
Emblem 1 - Main Engineering Management, emblem of the Engineer Troops of the Red Army.
emblem 2 - separate engineer companies of infantry divisions




Whoosh!
Have fun with it!
19 Mar 2017, 05:00 AM
#231
avatar of Crecer13

Posts: 2184 | Subs: 2

jump backJump back to quoted post18 Mar 2017, 21:05 PMKasarov


Whoosh!
Have fun with it!


Thanks man, nice work
19 Mar 2017, 06:55 AM
#232
avatar of Tanker

Posts: 53

Just few bugs i found while playing OKW:
1/ Raketenwefer unable to move or retreat
Step to produce:
- Hit a mine.
- Use cloak.
- Unable to unable to move or retreat.
2/ Sturmpioneer unable to move or retreat
Step to produce:
- Turn on minesweeper
- Sweep a mine and come closer to disable it.
- While removing mine disable minesweeper package.
- Sturmpioneer unable to move or retreat.
19 Mar 2017, 18:44 PM
#233
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

jump backJump back to quoted post19 Mar 2017, 06:55 AMTanker
Just few bugs i found while playing OKW:
1/ Raketenwefer unable to move or retreat
Step to produce:
- Hit a mine.
- Use cloak.
- Unable to unable to move or retreat.
2/ Sturmpioneer unable to move or retreat
Step to produce:
- Turn on minesweeper
- Sweep a mine and come closer to disable it.
- While removing mine disable minesweeper package.
- Sturmpioneer unable to move or retreat.


Will add it to the list, thank you!

Have made some new icons:
1. PM-41 Barrage icon.
At the moment it has non-standart design.
---->

2. Smoke barrage icon for M1 mortar.
We have right icon for standart barrage for M1 (see first post), but we don't have right icon for smoke barrage, only for phosphorus barrage.


3. Stuka barrage abillity.
This icon not for Wurfrahmen 40, but for abillity from the doctrine. It will help to better clarify, what abillity doing.
---->

20 Mar 2017, 08:02 AM
#234
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

Standart icon for DShK.
SneakEye has suggested his icon for DShK many weeks ago, but this icon not match to units portrait and model (other face and red star on helmet). I have made standart icon for DShK, which match to unit portrait and model.


New icon for M2HB
As was mentioned in first post, M2 should get shieldsymbol like DShK has, due to it is 0.50 HMG too. I have made new icon to match this shieldsymbol.


And second variant for HM-38 icon, which based on portrait from alpha 2013. Mainly it is the same portrait, but more colorful.
26 Mar 2017, 11:50 AM
#235
avatar of Mr.Smith

Posts: 2636 | Subs: 17

We were thinking of adding hold fire to almost everything that also has prioritise vehicles.

To do this, we need to find:
- a position in the grid where no affected vehcile/AT gun has abilities
- a hotkey for non-grid-key users that is not used by any ability (or used by the fewest possible abilities)

For the grid position, location 22 in the grid (to the left of prioritise vehicles) seems to be the "emptiest" spot. The only things that I have found that have abilities there are:
- Soviet AT ambush (we could move it to position 32; i.e., just below hold fire)
- Soviet vehicle repairs ability (we could move it to position 34, i.e., to the right of prioritise vehicles
- KV8 flamethrower switch (it won't be getting hold fire, so no need to change that)
- Potentially release from hull down too?

With respect to which hotkey to assign, does "Q" do anything for classic hotkeys? (I know that Q is attack-move for grid-keys. However, I'm looking for a hotkey to use for classic-hotkeys).
29 Mar 2017, 06:37 AM
#236
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

Balance:
29 Mar 2017, 08:48 AM
#237
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

jump backJump back to quoted post29 Mar 2017, 06:37 AMcapiqua
Suggestions.PART I
These are suggestions for US design, there isn't a discussion about up/op units:

-Mines(ofAssEngi) for Echelon troops, results:
1st elimination of few Riflemen from his blob, incorporating Echelon Troops.
2nd opens the window of opportunity to more commanders

-Cheaper technology at the level of the other factions, results:
1st Purchase officers independently, this lowers tech costs.
2st Elimination of fewRiflemen from his blob, incorporating tech Troops (MGS, M20, ATguns, etc).
3rd Elimination of linear strategy (Riflemen, Riflemen, repeat, repeat etc) opens the window of opportunity to more strategies.

Suggestions.PART II
This suggestion was brief (PartI) but to detect these bugs and try to solve it has been extended to improve other factions.
The important is to get the idea, the changes can be other.

-Give reconPaSS to FieldOfficerWEHR, SturmOfficerOKW (like AirlandingBRIT and MajorUS),
Swap recons commanders per other units/abilities, results:


1st Remove this bugged ability; The recon P47 overview of its own circle-reticle and when turning
it does in a larger circle by what makes it extremely OP. http://fs5.directupload.net/images/170328/fgtbnw3l.jpg
2nd Swap recons the eliminate great support for artillery in team games.
3nd You can not see back the enemy reaching advanced positions
4th You eliminate factions that can not defend themselves against planes recon and faction that they can. Now it's equally now.
5th To be pass-recon you would only see a line of fow not a large circular extension.
6th In US forces you release 3 slots to replace them by Persings or Elite troops. Necessary upper numbers of heavy in proportion
to be on the level of other factions. http://fs5.directupload.net/images/170328/fnp6526s.jpg
7th "Recon Support Company" have ReconPass, this should replace recon of the Major. 80MU cost. US does not have
non-doctrinal units like sniper or Tracking su85. Therefore, it would help a lot.
8th In WEHR you release 7 slots to replace them by Tigers or Elite troops. Necessary upper numbers of heavy in proportion
to be on the level of other factions.
9th In WEHR you (CAS commander) Swap reconPass to replace them by Elite troops. This eliminates a lot of power to CAS.
And the reconPass gives it to FieldOfficerWEHR. 80MU cost.
10th In SOV you release 4 slots to replace them by IS2 or T34/85. Necessary upper numbers of heavy in proportion
to be on the level of other factions. Maybe Shock troops with flares in vet1
11th In OKW you release 1 slots to replace them by Elite troops. Eliminate FlaresArty ability. Give reconPass to SturmOfficerOKW
to be on the level of other factions. 80MU cost.
12th In Brit Swap recon Command Vehicle by flares mortarSOV. 80MU cost. I suppose was nerfing bonus and fixed penalized speed.

PartII in short: eliminate recon circle(All), flaresartyOKW . This would allow to have many free slots for swaps by units dispatch.
Give ReconPass to officers FieldOfficerWEHR, SturmOfficerOKW, MajorUS. All like AirlandingBRIT.
Resurrected commanders with these changes.


Both suggestions have a big influence on balance.
As previously stated (on the bottom of the first post):
Suggest your own ideas! But remember this thread not for:
Balance suggestions
31 Mar 2017, 18:17 PM
#238
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1

What about to make KV-2 Siege indication to green brace padlock, like handbrake was made?
2 Apr 2017, 07:45 AM
#239
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2



1.Symbol overhead
Taking advantage of the QoL for GCS, I make mention of the overlap of QoL abilities, which have also occurred for a long time:
-Abilities hold fire and prioritize vehicles overlap symbol overhead.
-Handbrake havent symbol overhead.
-Previous abilities overlap with bonus abilities like "Mark Vehicle", "PantherCMD", etc.

2. Abilies like "PantherCMD" and "PanzerIVcmd" Do not receive symbol over heads, I guess they do not receive their own aura.



To facilitate the symbols over heads,in summary:
-Remove symbols in Holdfire and Prioritize.
-Symbols overhead provided by positive or negative bonuses.
4 Apr 2017, 07:23 AM
#240
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

What about to make KV-2 Siege indication to green brace padlock, like handbrake was made?


I'd say take it a step further and give it to all vehicles unable to move, such as hull-down vehicles as well. (Not that anyone ever uses that ability, but still.)
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