Word of advice:
Stop asking for chewed food.
Load the game, play the game and test MOD, then post in the forum, about things you have actually tried....
Wonderful idea, like it. I tried something else with leIG18 and Panzerwerfer some years ago, worked fine.
I also see, that you don't have a building-Animation for new soviet tent. Osinyagov ask me some weeks ago to look at this unit. I made a small version, improvised animator.
Is it possible to add some camouflage skin to bunkers or some camouflage net? Usually static defenses are camouflaged.
Yep but it could an option so a player can decided if one want to invest so much in Bunker or get a weaker building with no garrison. (currently the tower can be garrisoned as far as I remember)
Beside, I also think the unit is kind of confusing. I would like the idea of give it a Radar-Modus like UHU.
I also wish:
- Tiger-Ace gets a normal Skin
- tank-commander of Tiger-Ace and Commando-Panzer-4 get their cover animation removed, so they stop beeing meerkats.
- StuG-3-G gets the MG-Shield removed, arrives when MG is upgraded.
Extra: tanks in spear-head-modus and in hull-down should get a range indicator.
ALSO: M8A1 Howitzer Motor Carriage should get fixed its gun. The shell is way too fast for a unit, should be more like StuG-E.
Actually I would try 2 fire modes one direct firing at small alnge with smaller range and one indirect with higher angle and longer range.
this an older post I had made for redesigning SWS trucks:
This another approach to OKW aiming at retaining to original design of aggressive truck use that has been lost its strength with the change to FRP.
Changes to trucks:
No limit to number of truck
Buy Cost 100/10
Set UP cost 50/5
They set up faster and are less vulnerable during set up. Once set up the about a bit tougher then Ostheer command bunkers.
Once set up the act as reinforcement point and can built the following units:
1 truck set up access to Leig
2 truck set up access to Obers
3 truck set up access to Puma
Aim of changes:
to make aggressive placing of truck a viable option of player while still allowing him easy access to basic tools if he loses 1 truck.
Leig provide indirect fire support, Obers elite infantry, Puma supports the RW.
Trucks can then upgrade:
1) to medic for 50/35 that gives access to 251 variants (AA fuel cost lowered to 40). Once medic truck is unlocked truck HP/armor to 75% of current levels.
Medic truck can be further upgraded with FRP (100/10) increasing HP/armor to 125% of current. Has aura decreasing reinforcement time by 25% does not heal.
Aim of changes:
Make FRP viable but one has to rely on med box for heal. Upgrade add the bonus of a tougher truck.
2)Mechanized 100/55 gives access to Luch and JP.
Mechanized truck can be further upgraded (50/10) with engineers increasing HP/armor to 125% of current.
Aim of changes:
Gives OKW access to 60 range AT weapon that is affordable and mid game specialized solutions.
3) Shwerer truck requiring at least 1 truck upgraded (100/75) giving access to Stuka and PZIV 4. Shwerer truck has no gun.
Shwerer truck can be further upgraded (100/60) that unlocks the Panther and gives the truck the gun. (Gun can use be aimed and has to use a 30 munition ability to engage aircraft).
Aim of changes:
Early access to medium and support vehicles. More tools to better time Panthers.
Once any truck is upgrade medic spawn in base truck.
Aim of changes:
OKW have access to heal while medic boxs remain an option for FRP.
Building a truck unlock Faust and grenades for SP.
Setting up a truck unlock the rest of grenades.
Upgrading all 3 truck gives access to ST44.
KT requires all tech unlock and is limited to 1 per Shwerer truck.
Other option for truck:
Truck in sector can be upgraded to gives access to a timed that increases (or decrease if enemy capture it) sector income at the cost of manpower.
Changes to units:
1)Now starting unit. VG flame-grenade replaced with a sort range explosive grenade. The grenade is a primary defensive weapon with 60 damage that adds suppression (close to 60% of suppress threshold) to target hits. Primary role to stop direct assault from enemy infantries.
Vet 1 ability "aim fire" cost 10 mu increases accuracy (10%) when stationary.
ST44 upgrade locked behind 3 truck, gives access to 5 ST44 on semi auto mod decreasing long range DPS but increasing mid to close DPS.(to M1 levels?)
2) SP 5 men squad armed with MP40. Cost 280 reduced repair speed. Access to flame grenade (pop down to 6-7). Can upgrade with wire Cutters increasing repair speed losing 1 weapon.
Get the ST44 upgrade with 5 ST44 full auto weapon with squad DPS about the current level.(bit lower close?)
3) Obers can now upgrade 1+1 shreck, lmg34. The lmg34 get the suppress ability from vet 0 but does all squad suffers accuracy penalties. (suppression increases with veterancy) (HMG34 becomes doctrinal?)
Ober can upgrade with 4 infrared ST44 about the DPS a SP but get a timed ability that bypass some cover bonuses.
4)JP redesign as 60 range Stug with a cost around 300/100 and cloaked being replaced by TWP. (cloak can actually be moved to stug). Armored is lowered target size becomes even smaller.
5)Stukas fires a single incendiary rocket at time.
Suggested changes are more a direction and numbers might be off.
The direction aim it one where OKW truck become a important part of the faction. In the same time losing trucks become less punishing since the player still has access to basic tools.
This actualy makes sense for a bad idea change. Last thing anyone needed was more Rangers on the field. One strong CQC squad to break some defenses was ideal, no need for changes there. Their cost was justified too. These are some changes just for the sake of changes.
I repeat my idea for balance team:
Use unique Ranger skin from game files, apply your changes to that squad, add it to new commander under new name. Leave heavy cav Rangers as they are.
I am not actually defending the changes I am simply answering your question why they removed the damage modifier.