Updated
Reworked the soviet teching to be more like the live version with some tweaks
Added Sherman upgrades
Fallschirmjagers are now dropped in.
other minor fixes |
But like I said, since the Obers already have an LMG upgrade I'm having trouble trying to figure out how to make it so the 2 units don't overlap each other with their respective LMG upgrades.
Maybe not focus on the weapon but utility and durability? |
That picture was from a mod I'm working on. The source files are available here.
Have a look at upgrades/vehicles/churchill_vickers_k as well as the the slot item and weapon it adds. Pay attention to reference the correct hardpoint, since I reorganised the Churchill's weapons. The Vickers K should not be on a hardpoint higher than 5, because the hardpoint index for change_weapon actions is capped to 5 for some reason.
Thanks. In my mod, I removed the grenade from the churchill and was planing to add the vickers pintle as part of the vet 1 so it can fight infantry better. |
Wait did you add the 2-inch mortar to the British or something because I think I've missed that then.
I just hate having static in-direct fire units which both sides cry against, that's all.
I added in a mobile mortar equal to the WBP USF Mortar, but mortar pits are still available under Anvil. This makes it more a mid game mortar because it requires a bit of teching. |
better leave that work to relic professionals or to no one. This Xommunity have 0 idea about doing things right.
Like I see you do anything about it. Let see your mod that fixes problems in the game. Let see your suggestions in action. |
Assume You have completed your mod. What do you expect going to happened?
I am hoping it will create fun and entertainment and maybe inspire some ideas for future patches. I know I changed to much for most considerations but some small things, like not adding in T0 weapons teams. |
im sorry but do you thinking at all doing this? Axis T1 gives access to 6 units for same 200/30 as oponents t1 with 3 units. Not going to read.
It requires Battlephase one of half of them. About same cost for all the other faction for the next tier of units.
Also, there are "6" units for T1 USF, OKW, and "7" UKF. Just add small amounts of side teching. |
Where is Soviet Zis?
Forgot to type that. It is in T2 |
Seeing as you removed the MG34 from the OKW's HQ I see no reason to remove the requirement which I would have suggested, it's for testing purposes, I wanted to see if it would be truly as OP as people claim it would be if it was in the live game, so far I have no such luck of being OP with a Tier 0 MG in my mod.
The other suggestion I wanted to make was that of replacing the mortar pit with a mobile mortar squad while transforming the pit itself into a garrisonable emplacement, something which Svanh and Planet Smasher already did, I used their work to base off my own mod and for now it's working out great if I'm honest.
Axis no longer have a cause to whine about long range OP mortars that gain vet in like, half a minute, Brits have a mobile mortar and they are still unique, everybody is happy and satisfied.
Cheers.
I removed all T0 MGs to allow an infantry focus game for at least minute or two. Personally I do not like T0 weapon teams. The kubal and bren are fine seeing the will die in the first sign of AT.
It is possible to make the trench into a mortar pit but I did not want the two overlap. So adopting the short range mortar allows enough difference between the two. Though the short range mortar may need a price reduction because 260 is quite alot. Perhaps 220 or even 200 since they do have less range. |
I think a Croc would be very appreciated for the USF since they're the only Allied Army not to have a flame tank.
Soviet Teching... Yeah, the requirement for T4 to have T3 before it is dumb if you ask me, just my opinion.
Infiltration, I never liked it since a unit just popped in the building you chose out of thin air, like how in fuck's name do they magically teleport to that point, unless they're partisans then.
Well since an ability in the vanilla game already para-drops them like the Airborne I see nothing wrong with that, even if it's 1944/1945.
Optionals close combat upgrades are always welcome as well, I've made the Volksgrenadier STG package to give them the entire squad STGs instead of just 2, now I'm trying to figure out how to make it so they also have an MG upgrade, not that I don't know how to do it, question is if it Obers already have it, what should I replace it with for them in order to give it to the volks?
Speaking about flame tanks I should buff the flame hezter. Perhaps reduce the cooldown or increased armor and health?
The delay and flare for infiltration is an idea to allow for some counter play. If your opponent puts a squad into the building it will force the spawn to be back at base. Also I forgot to add in the patch notes that those grenades start on cooldown.
To me, the STG package seams like a bit too much mid and long range damage plus STGs are quite well used. That is why I went for a MP40 option. A volks mg upgrade? A LMG or an HMG? And how are you having trouble? |