Unofficial Revamp mod (EFA & WFA & Brits)
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Jolly Good.
Shame they still have 3 Thompsons instead of 4, or was it 2 Thompsons and one BAR?
With the mod they start off with 1 bar and you can equip 2 thompsons for 45 (one thompson less than vanilla) and you lose one weapon slot. Recon paras were kinda brilliant because you could get 3 thompsons and 2 bars on them, which made them quite potent
Posts: 393
There was a small ninja-update last night that hopefully fixes the following issues:
- Soviet call-ins not losing the price penalty after teching
- Reload icon missing from Reload MG
- Commando smoke grenades/Sapper destroy cover being able to be cast on entities (and bugging as a result)
- Universal Carrier/Churchill preferring paths that force them to go in reverse
Also, some new things:
Pathing improvements
- Adjusted all vehicles/team-weapons in the game to prefer using forward movement to react to “right-click” commands.
- Units will use a reverse motion, only if significant gains are to be had (e.g., if a path that uses reverse is 2 seconds faster than any other path that doesn't use reverse)
- This doesn’t affect explicit reverse commands
Churchill
Increased the radius of the infantry support smoke buff to match the visuals; suppression modifier changed from -80% to -95% for units hiding in the smoke
17 pounder
- Armour reduced from 3 to 1.4 (due to being TOO resilient to small-arms fire)
So.. Let us know how the new pathing feels and how to make it better.
I just tested the 17 Pounder durability vs two Panzergrenadiers at close range. It took eight burst to destroy it. Quite satisfactory. Thank you.
The unit SIZE truly does make a difference after all and threw off my calculations. lol.
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With the mod they start off with 1 bar and you can equip 2 thompsons for 45 (one thompson less than vanilla) and you lose one weapon slot. Recon paras were kinda brilliant because you could get 3 thompsons and 2 bars on them, which made quite potent
Specially with the Armor bug they got from teching Captain, if I remember right, that is still in the game.
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Specially with the Armor bug they got from teching Captain, if I remember right, that is still in the game.
Didn't even know about that one. I need to look into this in that case (thanks)
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- Officer reinforce from 50 to 35.
- Officer reinforce time from 16 to 7
- Aura no longer affects teammates"
The officers aura need fixing because it does not help leigs (reload is bugged).
The units should also be able to vet.
Posts: 206
Rear Echelons should be a Cheap unit to crew support weapons and act like a background army, but they cost 25 (Like Penals and Volks)
And the second is why Riflemen Moving Cooldown penalty is so high?
Penals have 0.75 now (Before this patch it was 0.5) and g43 still have 0.5, which is ok, but why Riflemen have 1.25, it is almost the same as bolt rifle actions like kar98 (1.5)
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...
Thus, there's a mix-match of reasons why Tommies turned out to be this way:
- Mills Bombs being completely useless on the live version of the unit (and even if you made them cheap, they would never be researched (moving accuracy)
..
- Tommies being completely helpless when fighting anything other than infantry (moving accuracy)
...
- Bren guns being too RNG with the occasional 12 second reload time, making an AI-mostly squad completely unreliable (Bren reload time normalization)
...
I am not sure if Tommie's moving accuracy has the affects you describe since as far as I know Piats, bren and grenades require unit to be stationary to fire.
In addition since brens do not fire on the move they will probably not reload out of cover unless ordered to stop and shoot out of cover.
Posts: 3053
I am not sure if Tommie's moving accuracy has the affects you describe since as far as I know Piats, bren and grenades require unit to be stationary to fire.
In addition since brens do not fire on the move they will probably not reload out of cover unless ordered to stop and shoot out of cover.
Mills bombs are useless because tommies won't hit anything on the move and are best at long range but get beat by pretty much anything besides maybe pios if they try to close (which is necessary to throw grenades). They also had to leave cover most likely, and suffer the debuffs that come with that. Piats on sections are bad for the same reason
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Mills bombs are useless because tommies won't hit anything on the move and are best at long range but get beat by pretty much anything besides maybe pios if they try to close (which is necessary to throw grenades). They also had to leave cover most likely, and suffer the debuffs that come with that. Piats on sections are bad for the same reason
What has piat have to do with the moving accuracy of tommies? Do you mean that Piat will not hit a tank because Tommies have low moving accuracy?
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What has piat have to do with the moving accuracy of tommies? Do you mean that Piat will not hit a tank because Tommies have low moving accuracy?
PIATs have to close in to enemy tanks to fire. If Tommy moving accuracy is garbage, the squad contributes no DPS whatsoever while they're moving.
This, effectively, makes anti-tank capabilities of Tommies even more useless than their reload penalties and slotted Enfields already do in the live version.
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PIATs have to close in to enemy tanks to fire. If Tommy moving accuracy is garbage, the squad contributes no DPS whatsoever while they're moving.
This, effectively, makes anti-tank capabilities of Tommies even more useless than their reload penalties and slotted Enfields already do in the live version.
? Piat are meant to be used against vehicles, so equipping piat to Tommies turns them from AI to AT similar to PGs.
I don't see how does their ability to fire on infantry on the move affects their ability vs vehicles.
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Posts: 2636 | Subs: 17
? Piat are meant to be used against vehicles, so equipping piat to Tommies turns them from AI to AT similar to PGs.
I don't see how does their ability to fire on infantry on the move affects their ability vs vehicles.
That's because PIATs are meant to be used vs tanks and Enfields are meant to be used vs supporting infantry.
Only noobs send their tanks unsupported in the frontlines. Only noobs will voluntarily send their tanks close enough to be hit by PIATs.
Vs a half-decent opponent, Tommies will be forced to chase after the tank, to at least, force the tank to move and prevent it from pounding Tommies so hard.
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I am not sure if Tommie's moving accuracy has the affects you describe since as far as I know Piats, bren and grenades require unit to be stationary to fire.
In addition since brens do not fire on the move they will probably not reload out of cover unless ordered to stop and shoot out of cover.
Elite troops can fire bren guns on the move. Commandos can 2x equip brens and fire on the move. If you want to blob hard as UKF in teamgames commando with 2x brens + vanguard officer heroic charge is lethal.
Posts: 59
Elite troops can fire bren guns on the move. Commandos can 2x equip brens and fire on the move. If you want to blob hard as UKF in teamgames commando with 2x brens + vanguard officer heroic charge is lethal.
Holy pudding I always assumed Brens/any LMG on Commandos was a downgrade... I always knew Paras and Obers could fire their LMGs on the move but I never really thought Commandos could... This changes everything! So I'm assuming Shocks also fire on the move if you pick up an LMG?
Interestingly enough, Guard Rifles are the definition of "elite troops" but don't fire their DP's on the move
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Holy pudding I always assumed Brens/any LMG on Commandos was a downgrade... I always knew Paras and Obers could fire their LMGs on the move but I never really thought Commandos could... This changes everything! So I'm assuming Shocks also fire on the move if you pick up an LMG?
Interestingly enough, Guard Rifles are the definition of "elite troops" but don't fire their DP's on the move
Could be unit specific, as you're right guards don't fire DP28s on the move. Sturmpioneers for an example do fire the LMG34 on the move. Probably just a case by case.
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