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[WM] Fatherland Defense.
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Topic: [WM] Fatherland Defense. (Read 3163 times)
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
[WM] Fatherland Defense.
«
on:
September 05, 2011, 06:25:39 pm »
I selected a the T4, and got no extra man or any of the bonuses the T4 is supposed to grant.
Currently Top T4, mid T2, no bottom selected.
Ive unlocked officers, equiptment surpluss, and the medbunker.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [WM] Fatherland Defense.
«
Reply #1 on:
September 05, 2011, 06:27:53 pm »
as a quick fix right now, the extra man squads are bought separately in the unit roster. There is only Pios and volks atm.
There's something wrong with a launcher mechanic that must be fixed before this will fully work.
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Smokaz
Honoured Member
Posts: 11418
Re: [WM] Fatherland Defense.
«
Reply #2 on:
September 05, 2011, 06:29:47 pm »
Reset, volski. that T4 is garbage. its not even a real extra man.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: [WM] Fatherland Defense.
«
Reply #3 on:
September 05, 2011, 06:33:28 pm »
That wounded man is 40 HP, it can at least eat a BAR burst. Plus it looks cool. 3 man flame pios? Hell yeah.
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Smokaz
Honoured Member
Posts: 11418
Re: [WM] Fatherland Defense.
«
Reply #4 on:
September 05, 2011, 06:33:37 pm »
For purposes of increasing meatshields for the pioneer squad, i dont think the extra guy actually does anything. he has a lame gun, a zombie model and apparently lower health. if the pioneers drop, he doesnt get the flamethrower :/
the only nice thing about it is the medic bunker range increase, which can be awesome.
If the buff doubled item health of paks, mg42s and mortars, i could see this t4 being specialized but awesome
«
Last Edit: September 05, 2011, 06:36:31 pm by Smokaz
»
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: [WM] Fatherland Defense.
«
Reply #5 on:
September 05, 2011, 06:42:09 pm »
The extra guy also occupies 0 pop, so he could be used to hold territory with no penalties. He can also build shite, again, no penalties. Oh look, a schreck lying on the ground....
Same for the volks, the extra guy can eat shots and help them win a 1v1 battle with another infantry squad from cover.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [WM] Fatherland Defense.
«
Reply #6 on:
September 05, 2011, 07:13:19 pm »
I was using this T4 the whole time and was unaware that this extra dude is a walking wounded extra 40 hp buffer man?
Oh, that's going to get changed.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: [WM] Fatherland Defense.
«
Reply #7 on:
September 05, 2011, 07:15:09 pm »
Heh. Thats silly, what did you think he was
didnt you notice him being a zombie + having a crap mp40?
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [WM] Fatherland Defense.
«
Reply #8 on:
September 05, 2011, 07:25:31 pm »
I thought it was just an extra man. Didnt look into it too much.
I am 99% sure we wont break the balance of this mod by making that extra man a full and functional member of the squad.
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LeoPhone
Honoured Member
Posts: 0
Re: [WM] Fatherland Defense.
«
Reply #9 on:
September 05, 2011, 07:32:11 pm »
more hp on mgs and mortars sounds more interesting imo. double hp on paks is too high though
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spinn72
EIR Veteran
Posts: 1802
Re: [WM] Fatherland Defense.
«
Reply #10 on:
September 05, 2011, 08:35:20 pm »
1.5x HP on Paks & LeiG and double HP on every other support weapon. Could even include Nebels to make them less fail.
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