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Fall of France..continues?
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Topic: Fall of France..continues? (Read 116657 times)
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NightRain
EIR Veteran
Posts: 3908
Re: FoF .005!! US_INFANTRY
«
Reply #220 on:
July 30, 2010, 03:59:25 pm »
EIRR has no 'retreat' thing. There are only 2 suppression breakers I can come up with. Fire up and Assault. Both are in EIRR and that's it no more suppression breakers. No, Blitzkrieg or Sprint does not break suppression.
So why should FoF have it? If you are fuck'd with your blob, you deserve to lose it because you were blobbing like a nub with all that elite inf and such, exactly like in EIRR. You blob, you fail, you die, you fail harder, its that simple.
Troops that get shot by MG42 or 30 call will crawl away. Once they have managed to escape that HMG you can take them to HQ and heal them up that little bit and back to battle.
I see no reason WHY there should be a retreat. I remember playing vs Salan and he was blobbing his elite inf (like a VCoH nub) and at the first sign of HEAVY trouble he hit retreat
no offence Salan!
PS:
Salan I started to collect some resources from whatsoever to create Finland for FoF
«
Last Edit: July 30, 2010, 04:01:20 pm by NightRain
»
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .005!! US_INFANTRY
«
Reply #221 on:
July 30, 2010, 04:46:09 pm »
Hehe, i was testing how the blob would work
here is what I see happening. No retreat: I increase suppression resistance on all soldiers. MGs in FOF aren't there to suppress anyways, they MURDER ... if a team gets suppressed by a MG in FOF, they are DEAD, 100% there will be no crawling to get away like in Vcoh or EIR.
so.. maybe i'll do that.. remove retreat, and lesson the suppression on soldiers as a test. that way, if you want to heal, you need to transport yourself (halftracks) to your base to do so, and it will be a good fix from the difference of VCOH / EIR gameplay, and would play very well into the current accuracy changes in FOF. would also support more dynamic play styles with mortars and what not.
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MittinsKittens
Donator
Posts: 916
Re: FoF .005!! US_INFANTRY
«
Reply #222 on:
July 30, 2010, 06:46:58 pm »
Hey Salan, I'm pretty sure you won't mind, but I like to make an suggestion about the retreat system.
My system would be, keep the retreat button, but instead of it being an instant thing, but make it a 2-5 second delay before they start retreating and then put a debuff on the units that makes them take double damage or something giving you a bit of time to kill them, or at least damage then enough to make them stay at the hq longer trying to heal up what their retreat made them lose. Allows a GTFO button but there is now a cost to it too stop you using it willy nilly
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EiRNames:- MittinsKittens & FlutterShyPegasus
salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .005!! US_INFANTRY
«
Reply #223 on:
July 30, 2010, 06:49:30 pm »
ya thats really the one i had thought of first as well.. hmm easier probably.
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MittinsKittens
Donator
Posts: 916
Re: FoF .005!! US_INFANTRY
«
Reply #224 on:
July 30, 2010, 07:01:42 pm »
Fair enough. Nice to hear my suggestion has been taken on board.
And while I'm in a suggesting mode, is it possible to give tanks little descreptions if you going different varations of a tank, so I know what I'm expecting when I buy it and not hoping for the best and hoping potluck will serve me well.
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salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .005!! US_INFANTRY
«
Reply #225 on:
July 30, 2010, 10:51:33 pm »
the Us_infantry and all factions to follow will have much better tooltips, don't worry.
I just gotta find someone to help me with graphical side of things
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salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .005!! US_INFANTRY
«
Reply #226 on:
July 31, 2010, 02:33:14 am »
90% done the US Infantry, have the commander tree in 100%, linking the units to the commander tree 60% done..
just pricing and testing and tweaking and fixing.
on my to do list before the next faction:
-change retreat. 2 or 3 second pause where unit is locked down, can't move, can't shoot. Unit then runs away with no retreat buffs.
-make it so new factions can not recrew team weapons ( i believe this is just removing the team_weapon_ext from the Rgds )
-pricing of units
-pricing of commander tree
-documentation in game of units (currently well documented in the build icons themselves, but not on the commander tree)
-VIDEO OF WHAT FOF IS, and how to play its unique style.
-Airborne
-Armor
-Volksturm
-Fallschirmjager
-PanzerDivision
my next 5 factions I will do. The three german ones I have already planned out on my own, and will look at community suggestions for the airborne/armor before I blindly implement the 2 I had pre-planned.
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MittinsKittens
Donator
Posts: 916
Re: FoF .005!! US_INFANTRY
«
Reply #227 on:
July 31, 2010, 08:19:29 am »
Can't wait to see your the company will turn out to be, looks like it will be sweet
Quick question, have Relic said they will fix the new armies not being able to crew new weapons? And if they did, have they said when it should be fixed by? Since that one single bug is causing so many problems in mods its not funny
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salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .005!! US_INFANTRY
«
Reply #228 on:
July 31, 2010, 10:10:24 am »
well I don't know, THQ doesn't like patching the freaking game all that often so who knows. I guess it doesn't generate money much anymore so why throw money at something that doesn't make any?
And I figure once the new ones are all in everyone wil have the same problem, I'll have to give the AT guns around the same survivability as a light vehicle at the least.. or just price em cheaply so they are replacable. (pricing probably best) that with spam control ... it'll be not so horrible.
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salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .005!! US_INFANTRY
«
Reply #229 on:
July 31, 2010, 10:15:50 am »
I'm going to try to unbreak the AI in the next release as well. I think I will put those capture points into the game again just to see what happens with the AI.
I know that removing them is why the AI is so stupid, it can't figure out how to cope with the loss of its gameplay.
gotta find a way to put them in, but have them invisible yet working. Maybe I can camo them... AI knows where all camo'd units are
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salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .006 07/31/10
«
Reply #230 on:
July 31, 2010, 10:14:28 pm »
the file has been updated to 006, this includes a complete working US_infantry!
RETREAT has been altered for US_infantry to test it, if it turns out good will move it over to the other 4 factions.
FILE AND CHANGE LOG ON THE FIRST POST!
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .006 07/31/10
«
Reply #231 on:
August 01, 2010, 10:25:50 am »
I am going to be destroying the original 4 factions over the next week.
Going to rework them to be on par with the current design decisions as seen in US INFANTRY.
ALLIES will become US AIRBORNE (or armor not sure)
CW will become
AXIS will become
PE will become
will update with picks of what they will become later, gotz to run:(
Logged
sheffer
EIR Veteran
Posts: 593
Re: FoF .006 07/31/10
«
Reply #232 on:
August 01, 2010, 12:53:13 pm »
waiting
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Senseless and ruthless.
AmPM
Community Mapper
Posts: 7978
Re: FoF .006 07/31/10
«
Reply #233 on:
August 01, 2010, 12:57:36 pm »
Can't wait for FJ, then I'll give it a play probably...or play blitz with tigers....tbh, needs persistence.
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salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .006 07/31/10
«
Reply #234 on:
August 01, 2010, 04:24:22 pm »
Quote from: AmPM on August 01, 2010, 12:57:36 pm
Can't wait for FJ, then I'll give it a play probably...or play blitz with tigers....tbh, needs persistence.
only real persistence would be tracking of games tbh... unless removing from field and able to put vet back on units you buy.. but vet dies FAST in this game
so really wouldn't matter.
Logged
MittinsKittens
Donator
Posts: 916
Re: FoF .006 07/31/10
«
Reply #235 on:
August 01, 2010, 04:34:16 pm »
Having no vet persistancy in the mod is what makes it so fun, don't need to worry about seeing some seriously imba stuff. You just go in on a clean sheet and have some fun, and then start again :3
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Grundwaffe
EIR Veteran
Posts: 1128
Re: FoF .006 07/31/10
«
Reply #236 on:
August 01, 2010, 04:35:22 pm »
Okay, does this have the same plans as eir and omg? because it starts to sound so.
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SublimeHauken - Back from the dead - Since 2007'
MittinsKittens
Donator
Posts: 916
Re: FoF .006 07/31/10
«
Reply #237 on:
August 01, 2010, 04:38:10 pm »
In a way, it kind of is like EiR, but you don't keep your stuff and all the company building, you do it as you go along
Like, in one game you can go airbourne and in the next using the same army you can go heavy on tanks ect
Logged
AmPM
Community Mapper
Posts: 7978
Re: FoF .006 07/31/10
«
Reply #238 on:
August 01, 2010, 05:24:39 pm »
Persistence is fun, making vet die fast is good too.
IMBA vet only comes in with poorly designed vet tables on units =)
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: FoF .006 07/31/10
«
Reply #239 on:
August 02, 2010, 04:31:39 am »
added a bunch of funky things to the 007 changelog... first post.
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