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Author Topic: Operation Avalanch: Fall of Italy mod  (Read 86383 times)
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #120 on: May 31, 2012, 10:31:27 pm »

Actually semi-balanced. Volks and Volkssturm need to become useful, and G-jagers need to lose omnisprint (apparently i didnt remove it). And the US officer buffs need to be toned down. But I seem to have gotten Rifles to a good state, not glaringly OP and not total crap. I dunno, Stamps has the most input.
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

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Hicks58 Offline
Development
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Posts: 5343



« Reply #121 on: June 01, 2012, 04:16:56 am »

-Pershing 90mm penetration modifier against Tiger armor increased to 0.7 from 0.8.

wat
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
nikomas Offline
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« Reply #122 on: June 01, 2012, 04:50:30 am »

Yes hicks, it's all about the typo's  Wink
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"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #123 on: June 01, 2012, 02:05:50 pm »

Increased to 0.8 from 0.7.
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nikomas Offline
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Posts: 4286



« Reply #124 on: June 01, 2012, 02:55:10 pm »

You plan to be on volsk? Cheesy
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WildZontar Offline
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Posts: 1168



« Reply #125 on: June 01, 2012, 04:48:15 pm »

If I could ask a question Volks, what is the purpose of this mod? Most other mods have a basic overall view of what it is about.

EIRR: Persistent Multiplayer/Companies
Blitzkrieg: Realism
Normandy 1944: Increased Realism with proper Squad names and sizes.
Commanders: Quick and Fun combat and objectives without the need of basebuilding or resource gathering.

Crusaders: ___________
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Zontar is a filthy sludge-dwelling muppet, thats why.
Y U SAVED US FROM GOING INTO BANKRUPT!
ALL BOW DOWN TO WILDZONTAR!
TheVolskinator Offline
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Posts: 3012



« Reply #126 on: June 01, 2012, 04:59:45 pm »

Pseudo-realism, holding a middle ground between the arcadey play of vCoH and the ultimate realism of Blitzkrieg and N44 mods, while also adding new units and tweaking some mechanics (cover grants miniscule accuracy bonuses, for example).
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Hicks58 Offline
Development
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Posts: 5343



« Reply #127 on: June 02, 2012, 09:05:32 am »

Rofl.

No other comment, just rofl.
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aeroblade56 Offline
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Posts: 3871



« Reply #128 on: June 02, 2012, 12:42:41 pm »

why  you got to be like that volkx.
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You are welcome to your opinion.

You are also welcome to be wrong.
TheVolskinator Offline
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Posts: 3012



« Reply #129 on: June 05, 2012, 08:19:29 pm »

SOON:
Wrapping up ye olde brits and PE.
-Doctrines (any devs (leo) please contact me somehow on this. Id love to know how to change doctrines around).
-New unit ideas for PE/CW. Please PM them to me (open from anyone). Please make them feasable, balanced ideas. No Hotchkisses with wings, no cloaking-luger-grenade-doom squads, and no calliope-shooting-bazookas (you know who you are).

EDIT: Also, TIG, you are a noob.

NEW EDIT: ...dry humor. Dry, dry humor. Noob in passing comment, not gaming skill (which idgaf about in regards to anyone).
« Last Edit: June 07, 2012, 01:54:38 pm by TheVolskinator » Logged
TheVolskinator Offline
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Posts: 3012



« Reply #130 on: June 07, 2012, 01:55:09 pm »

^^Read 'NEW EDIT'.

-Volksgrenadier squad size increased to 6 from 5. Price remains 280 Manpower.
-Volksturm...idk, whatever, they're cheap.
-Grenadier squad price reduced to 300 Manpower from 375 Manpower.
-Landser Grenadier price increased to 380 Manpower from 375 Manpower.
-Landser Grenadier health per man reduced by 5.
« Last Edit: June 08, 2012, 04:21:16 pm by TheVolskinator » Logged
TheVolskinator Offline
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Posts: 3012



« Reply #131 on: June 08, 2012, 04:31:01 pm »

-Extensive changes to automatic weapons. If you want to know their rates of fire, check wikipedia. Weapon capacity has been made as realistic as possible.
-The MG42 fires using a 150 round belt.
-The M1917 .30cal fires using s 250 round belt, but has a longer reload time.
-Accuracies in regards to automatic weapons ONLY has been tampered with (ergo, mp44 vs BAR, mg42 vs .30cal, MP40 vs thompson, etc).
-M3 Grease gun accuracies changed to 0.15/0.2/0.7 at L/M/S ranges.
-MP40 accuracies changed to 0.2/0.25/0.75 at L/M/S ranges.
-MP44 accuracies changed to 0.35/0.45/0.75 at L/M/S ranges.
-Assault Grenadiers only have 2 MP44s per squad, and now have 2 PE Kar98ks.
-Knights Cross Holders have the option to purchase a single G43.
-Stormtroopers can purchase a set of 3 MP44s. The option to purchase 2 or 4 has been removed.
-MG42 accuracy at long range increased to 0.2 from 0.125.
-M1917 reload time increased to 8/7 max/min from 6/5 max/min.
-MG42 reload time decreased to 6.5/6 max/min from 7/6 max/min.
-BAR reload time increased to 7/6 max/min from 5/4 max/min.
-BAR upgrades per rifle squad after the purchase of the Barracks BAR upgrade reduced to 1 from 2.
-BAR accuracy at all ranges increased by .1.
-Removed the Calliope rocket Bazooka.
-Motorbike health increased to 225 from 125.
-Volksgrenadier squad size increased to 6 from 5. Unit cost remains at 280 Manpower.
-M1 Carbine accuracies changed to 0.15/0.4/0.7 from 0.25/0.55/0.75. The M1 Carbine was more accurate then the Garand.
-LMG42 accuracy at long range increased to 0.2 from 0.1.
-Panzerschreck damage increased to 170.
-Bazooka damage increased to 120.
-RR damage increased to 80.
« Last Edit: June 08, 2012, 04:48:00 pm by TheVolskinator » Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #132 on: June 09, 2012, 02:14:39 am »

Why is bazooka damage so high -.- bazooka is shit irl
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Hicks58 Offline
Development
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« Reply #133 on: June 09, 2012, 07:31:48 am »

In an interesting twist, the M1A1 Bazooka (Not the M1) had much higher penetration rates than the M18 Recoilless Rifle.

Oddly enough, in CoH, the reverse is true.

The M1 was marginally better than the M18, but suffered from horrible accuracy, and a host of other problems.

For comparison, rough penetration rates hovered around 63.5mm for the M18, 76mm for the M1 and roughly 100mm for the M1A1.

In the average CoH environment, the only thing an M1A1 Bazooka would struggle with would be Panthers due to their sloped armour. Frontal armour of any other non doctrinal armour would get trashed, as well as the Tiger. The KT and the JP would provide problems though, which could be resolved with an effective flank. The only other problem would be skirted armour - But in CoH that'd only really apply for the Panther, considering your going to penetrate the PIV from the front anyhow.
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TheVolskinator Offline
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« Reply #134 on: June 09, 2012, 02:03:59 pm »

Shrecks have 170 damage too. I increased handheld AT damage by 50 each iirc, except the RR.
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TheVolskinator Offline
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Posts: 3012



« Reply #135 on: June 10, 2012, 03:02:00 pm »

-Weapon upgrade packages will grant anywhere from 1-4 weapons. Buying a weapons package as opposed to a full on upgrade might also grant a mix of weapons. This will be listed in the UI.
-Added the Fire Support Team upgrade to Riflemen; (45 MU) 1x M1918 BAR, 1x M3 Greasegun. 1 max purchasable.
-Added the Assault Team upgrade to Riflemen; (55 MU) 3x Thompson SMGs. 1 max purchasable.
-Added the Bunker-Buster upgrade to Riflemen; (60 MU) 2x M1897 Trenchguns. Adds 1.1 received damage modifier to the squad. Squad is able to throw a Smoke grenade with a 60s cooldown. 2 Max purchasable (attempting to revise the 1.1 modifier from stacking).
-Added the Experienced Combat Package to Grenadiers (75 MU); 1x G43, 2x MP40. 1 max purchasable.
-Added the Veteran Combat Package to Grenadiers (120 MU); 1 LMG42, 2x G43. 1 max purchasable. Requires Vet2.
-Panzerschreck remains as a standalone upgrade for 75MU.
-MP40 upgrade grants 3 MP40s instead of 5.
-Added the Mid-Range Combat Package to Volksgrenadiers (60 MU); 1x MP44, 2x MP40s, ability to throw Grenadier Grenades. 1 max purchasable. Requires the Krieg Barracks.
-Bren upgrade only grants 1 Bren LMG. Price reduced to 45 MU.
-Command Package added to Tommy Infantry Sections (50 MU); 1x Sten SMG, 1x Assault Bren (moving fire). 1 max purchasable. Takes 1 minute to upgrade.
-Added the Trenchsweeper upgrade to Tommies. Grants 3 Sten SMGs. 1 max purchasable.
-The FG42 upgrade only grants 2 FG42s, but also grants an MP40. Price reduced to 85 MU. The FG42s new statistics make it even more effective with Fal ambush.
-The LMG42 was removed as a standalone upgrade because its REALLY good when made pseudo-realistic (especially when incorperating 20 rounds a second, or 1200 RPM as seen IRL.) I'll re-add it if advised, but would like input on this. If it is re-added, there will be a maximum of 1 per squad. Dual LMG squads would sweep all before them on legs.
-The new BAR is more like an LMG42 or Bren, though it is more accurate then Garands (.4/.3 long/mid range accuracy). BARs are no longer used for LOLCHARGEing volks and so on, but act as a general DPS increase and also improve riflemen's long and mic range DPS.

Considering:
-M1903 Springfield upgrades for either the Combat Team or Riflemen. Input from you guys would be great. The M1903 would be a rifle, not a sniper rifle.
-I need input for new PE upgrades.
-Adding the MP41 to the PE upgrade roster. This would use the Thompson model and fx and would be a fusion of the Thompson and MP40.
-Adding Stens as an upgrade to Commandos and doing away with Rifle Commandos. Input?
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nikomas Offline
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« Reply #136 on: June 10, 2012, 04:06:38 pm »

I like the idea, but volksgrens will now survive even less time unless you plan to give them some longer range pack, what I mean is, who would ever buy the mid range pack, that is really short range pack, when they are up against thompsons and threnchguns on rifles that are already better than them in close combat?
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TheVolskinator Offline
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Posts: 3012



« Reply #137 on: June 11, 2012, 08:50:41 pm »

-Volks Midrange Package now grants 3 MP44s and 2 MP40s.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #138 on: June 13, 2012, 01:01:50 am »

Why do volks have mp44s? and three of them? Why give the least experienced unit the first assault rifle ever made, the best weapon on the battlefield, a weapon that was made only in short numbers at the end of the war.  Huh
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Mister Schmidt Offline
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Posts: 5006



« Reply #139 on: June 13, 2012, 02:37:47 am »

Because he is TheVolskinator!
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