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Suggestions / Re: Multi-Monitor and/or Eyefinity Support?
« on: February 01, 2011, 04:52:50 AM »
the ability to have the tac map up on another screen would be sweet.
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Suggestions / Re: Multi-Monitor and/or Eyefinity Support?« on: February 01, 2011, 04:52:50 AM »
the ability to have the tac map up on another screen would be sweet.
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Balance Discussion / Re: (1.3) Vickers MG to weak?« on: January 29, 2011, 11:33:42 PM »Quote Since youre plaing bridge maps the map was just the map i noticed it on in order to recreate i used the same map. yes they did use Panzerfausts but one volks squad can get the MG to half health from the front easily (no faust) i guess if I want stronger emplacements I could use RES i just found it odd that once volks squad could do so much. 3
Balance Discussion / Re: (1.3) Vickers MG to weak?« on: January 29, 2011, 08:02:07 AM »
I know the advantages/disadvantages it has over other MG's i just never realised they were really this bad.
i did test it and have attached a replay the MG did win "just" had the volks hit a few more times it could have been a different story. note: volks are at long range in green cover (received no suppression) volks use 3 Panzerfaust 4
Suggestions / hold ground command« on: January 28, 2011, 04:41:18 AM »
Might have been said before but
I’m sure we have all had a moment where an enemy sniper has revealed him self after shooting you click on him for the counter snipe only to watch your sniper to a 20m dive to the nearest bit of yellow then a 5m swivel to some green cover that’s just come in to range before he’s ready to take the shot only he’s missed the window of opportunity. Like wise you have been engaged in a fight with an MG and some of your rifle squad decide that the green cover is better on the other side of the wall running around only to get the whole squad suppressed. Or those unarmed Russian conscripts who just enjoy running in to gun fire and getting close range for no apparent reason. Yes all these could be reduced with excessive micro but would it not be easier with a A hold ground command button for all units It will act like the lock down ability (but without any bonuses) the unit just stops and will not move until pressed again or unit is ordered to retreat. 5
Balance Discussion / Re: (1.3) Vickers MG to weak?« on: January 28, 2011, 04:14:09 AM »
I don’t have the replay as i did not save it but I will try and recreate it to night
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Bugs & Tech Support / (1.3) Marine Sapper can’t retreat to captain« on: January 28, 2011, 12:53:34 AM »
The marine sappers do not have a retreat to captain button.
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Balance Discussion / (1.3) Vickers MG to weak?« on: January 28, 2011, 12:49:47 AM »
I don’t know if you changed the Vickers or not when placing it in the new British faction but it just sees to weak for what it costs. I was playing a game the other night and watched a volks squad (no vet) in cover at about mid to long range almost solo a MG nest from the front had I not sent squads to help they probably would have won.
A few buff ideas might be Add the ability to change target- currently the Vickers deals that little suppression and damage that I have just watch a number of unveted squads walk past as one takes the bait. Increase damage or suppression (not both) Increase health – 100 HP should do it small arms just make light work of these things Enable the ability to rotate – about 4 seconds should keep things fairly balanced with low suppression and long pack up and put down timer you are not going to be able to do it in emergency situation nor are you going to be able to suppress multiple squads on different sides but it will add a something a little different to the faction Granted I know most of this goes against your do not change original factions. 8
Balance Discussion / Re: First 1.11 complaint.« on: May 28, 2010, 02:32:31 PM »Quote also the T-90 and T-70 shouldnt require an upgrade i dont use them at all right now i just save up for T-34. It should be that you get both the T-70/90 from when you build the Tank hall then one upgrade gives you T-34 another gives you SU-85 and both are required to gain IS-2 or something along those lines +1 sounds good to me 9
Bugs & Tech Support / two more bugs snipers and arty 1.10« on: May 25, 2010, 11:43:01 AM »
ok just 2 quickies
1) the fire base is15 pop thaught in the patch notes it was reduced to 6. 2) snipers can move when clocked at full speed unless the spotter is locked down. 10
Strategy and Tactics / Re: Sniper Ace Stratergies« on: May 10, 2010, 04:30:42 AM »Quote Can anyone tell me if US vet 3 sniper (x1,5 dmg) can 1 shot kill Knight Cross Holders? It will not KCH have heroic armour meaning that they need to be sniped twice regardless of damage because of the critical table. 11
Balance Discussion / zombies 2v2« on: January 22, 2010, 01:05:49 PM »
loving this mod but just one thing in 2v2 Conscripts + med bunker = mass zombies. maybe worth thinking about turning down the chance of a wounded man for conscripts.
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