General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
The thing is I do not have that doctrine that is why I am asking before I buy it. Have to think if its worth or not
It is similar to using ap rounds on an MG. A set duration for increased effects for its attacks. It is not the strongest point to the doctrine but it can be used on Pumas, jagdpanzers, Panzer 4s, Panthers, and King Tigers.
I've cloned the AEF base buildings so that I can fill them with my own attributes. Some of the things I've changed are: spawner, health (the actual HP and wreck entity which points to a cloned wrecked hq), combat (because for some reason it had an mg??)
Anyone have an hints to why this happens?
Usually those weapons are dummy weapons that do not actually fire. Maybe you deleting it may have caused it. I can not honestly say. Make sure your paths between the wrecks and the actual building is correct. If your mod makes annihilation equally impractical compare to live. Just post it as a disclaimer to avoid this, unless it is the goal of your mod for annihilation.
I had this bug happen once before long ago. It recently happened to me again, and now I know how to recreate this bug. If you were to decrew a weapon team by stun grenade. The abandon weapon can no longer fire again suggesting the stun crit maybe permanent since it switched owners for player to neutral. Even the aim reticle was missing upon recrewing.
I was able to recreate this by building a pak and have nearby units spam stun grenades until death. Upon recrewing reticle and it was unable to fire anymore.
Here is my say on conscripts. While fighting grens, they are pretty balanced, but there is a large imbalance between conscripts and volks. While their base damage relative fine, for me it is the very accessible STG upgrade that pretty much state Volks win. The STG upgrade is a flat damage upgrade that I would like to see changed. I have made a mod that could replace the STG upgrade to a squad MP 40 upgrade. This transforms the squad into close range only. This upgrade I made also added in a smoke grenade that shared cool downs with the incendiary thus now they can assault and close distances easier.
There is also another problem with when facing LMG 42s. Grenadiers are to inherently weak when facing other infantry with out it. Stock grens will lose to penals and infantry sections at all ranges. Grens at long range vs rifleman are about a fifty-fifty toss up. An additional problem with grens is that ostheer is force a delayed start with their standard infantry locked behind a building and the MG 42 is not the greatest when facing in the early game. Additionally your opponents starting unit can go out grab a frontal garrison or point giving them powerful early advantage and thanks to Ostheer larger cost in teching, they never really have an advantage in any point in the game.
My advice before we talk about balancing tanks and the late game we need to balance the early game. The early game has more influence over how the late game performs than the late game units themselves. The winter balance patch only really affected light vehicles, bug fixes, and some utility rather than tackle the problem as a whole. Do not get me worn the mod team a did a great job, but they were limited scope.
It is a general consensus that it needs reworked along with many other tanks so here are my suggestion. Each tank should execl at something but not at all.
-Centaur is the anti Infantry and AA. Could use a minor mobility buff in its current state.
-Cromwell is the Main Battle tank. Needs a anti crush measure. Reduce turn rate?
-Firefly is long range anti tank. Largely balance I say.
-Churchill is infantry support. The Churchill it actually really good just overshadowed. I would change the smoke to remove the speed penalty and change the grenade for a pintle mount. The grenade for both the Comet and Churchill is a bit to easy to kill AT gun's crew.
-To make the Comet more unique in this line up tanks a panther style tank hunter is a good option, not just an better version of a Main battle tank. Additionally, removing white phosphorous smoke and the grenade is needed. The regular smoke shells I am fine with since it is utility and the limited available of mortar pit smoke makes it a good alternative.
-I would like to see more armor penetration at close range also with some tanks. Making so cheap swarms of tanks and low pen units can more reliably engage heavier armor at dangerous close range. Something minor say plus 10 to 15 armor with in 10 meters. T34/76, Churchills, and Panzer 4s.
This would allow panthers and comets to be fought against with the previous tier of tanks to a more reasonable degree while panthers and comets still take them on from on at any range.
All Infiltration units now have a yellow flare dropped 10 second delay before spawning. Garrsoning a unit in the building we prevent the on field spawn and spawned unit to comes off map. This will enalbe counter play to infiltration units
HMG 42, HMG 34, Dshk, and M2B Ap rounds has been changed. No longer a timed event. Now they load in one Mag/Box of AP rounds and will change back to original rounds upon reloading.