Ok will ask them when they are online ty for the help |
Need help to make a mod similar to gg one but I would like to keep asymmetric balance in game
some example : reduce kar98 volks damage give them a scooped stg from the start so the dps is focus on the stg but make it so they can upgrade to sherck but losing stg so they have no ai
make some tanks kill max 2/3 model
lmg (only capped to 1) make bar stronger mid range but weaker long range and many more changes
need some guidance |
usf:m1 pack howitzer, Pershing, pathfinder
okw: panzerfusilier, jagdtiger, jagdpanzer
su: penal, t 34-85, 120 mm mortar
ukf:chruchil, firefly, commando
ost: stormtroops, stug, command p4 |
Thread: M172 Oct 2016, 17:14 PM
m17 ? what is that ? |
Had a very similar experience with ukf : the moment an is enters an house I started building tier 2 and then every time I clicked on the tier 2 icon it would select the house where the is were, it stopped the moment is exited the house really weried |
Needs some work and I believe it should very much be a meatshield tank. I'll plug my suggestions here:
-Veterancy 2 Horizontal Traverse Speed removed. Replaced by an aura that boosts nearby infantry, increasing accuracy by 10% while reducing received accuracy and cooldowns by 10%. 25 meter radius.
-Veterancy 3 Reload modifier removed.
-Veterancy 3 Speed and rotation modifier from 1.2 to 1.15.
-Veterancy 3 allows the KV-1 to repair 1.25 health every second when out of combat and increase the tank's health by 160.
-Health from 800 to 960
-Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for 0.8 recieved damage and lowers reload speed by 0.85.
Now you have a very tanky vehicle. It doesn't kill much at all, but it's a very annoying meatshield to deal with. The aura might be too much, but it could be a timed ability. I don't think it would need limits as you would feed TDs XP, though Mother Russia could use some looking at. It's like Valiant Assault, but way better since you get an armour bonus.
Veterancy requirements might also need to be increased with these changes. perfect |
its almost as bad as ost , almost. |
Hmm nope ? They all do the same damage on pen (100), but have different pen, range and deflection values.
We have Gren Panzerfaust: which is also used by Falls. Avg 150 pen, 0.45 deflection, 30 range.
We have Volks faust: Avg 140 pen, 0.80 deflec, 20 range.
We have con AT nade: also used by Partisans/Tommies. No drop off 100 pen, 0.80 defection, 20 range.
We have Rifle At nade: also used by PF. 100 pen, 0.80 deflec, 30 range and min 5.
Not sure if this happens with Gren faust/Con AT nade as frequently, but i've issues with Volks faust/Rifle At nade firing (the bug on which u have to wait till the model that is set to fire, reloads and specially when that model dies and switches to another one).
No comment about both opinions on units as it's irrelevant. Superglue is OP (cost) and bugged (u just need a quick tap).
yea but it s not like one is better than the other some have range other have higher deflect |
As an old friend always said :"I play ost because they have the cool suit" |
The ability is perfectly fine. You have to put it in perspective in the faction as a whole, and all the factions and how they interact with each other.
Panzerfausts have a higher chance to snare, are easier to hit and quicker to get off. AT nades have less chance to snare, are more difficult to hit, take longer to get off, or sometimes don't go off at all (Times out? Bug?).
Panzerschrecks are much more effective as a handheld AT weapon.
The Wehr AT gun is much more effective than the USF AT gun. Although the OKW rak is not that great, it is cheap and available at T0, while the USF AT is behind T1 which is barely accessed by most players.
USF tanks have little safety nets for their tanks with critical repair being the only actual ability that may be able to save their tanks in emergency situations. Although it may aid in an emergency, it takes a considerable amount of map awareness, micro, and luck to achieve successfully without losing the crew, having the tank destroyed or worst, have the tank stolen. The only exception being the M10 gets speed on vet.
Axis tanks are much more forgiving compared to USF tanks. They have higher armour and health. They get the blitz ability, and the smoke ability with a few doctrines. Both of which are simple click to save buttons.
Overall, the Axis tanks are much more survivable than the USF tanks, and have much more effective AT options over the course of an entire match. Putting it in that light, the repair critical seems much more tolerable or in fact required to balance tank survivability. so many thing are wrong (or biased ) here first of all at nade is same the as panzer faust, Sherman is better than p4 ,panther Is shit, pak is effective vs heavy tank but usf at gun may get ap round has more fire rate and more angle and crew repair is already unique crit cost almost nothing is not doctrinal and is Istant really just another free thing for usf ,and no the lack of late game is no longer an excuse thanks to Pershing ,Calliope,terminator vet and out pop cap |