Thanks for the replies!
I'm going to play:
- CoH2
- Overwatch
- World of Tanks
Settings at (hopefully) max, at least 30fps, my (ancient) monitor's resolution is 1440 x 900.
I live in Taiwan.
I think I may need the RAM first, because 4GB just isn't enough these days.
If DDR3 isn't going to drop, is GPU going to drop anytime soon?
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Post History of Antemurale
Thread: Desktop Upgrade (Advice Please)27 Oct 2016, 07:32 AM
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Thread: Desktop Upgrade (Advice Please)27 Oct 2016, 06:56 AM
Hello all, I'm looking to upgrade my (potato) rig. However, I don't have much of a budget, so I have to make do with upgrades. Here's what I have currently: CPU: AMD FX-8320E (recently purchased, used to be an Athlon II 250) Mobo: ASRock 960SM U3S3 (max 16GB RAM) RAM: 4GB DDR3 (one stick of RAM died, so my computer is crawling right now) Graphics: AMD HD 6670 1GB VRAM Questions: - Will DDR3 RAM price decrease in the near future? If so, when? - Is the RX 460 a good replacement for my age-old HD 6670? |
Thread: [Mod] Commander Rework22 Oct 2016, 04:17 AM
Tank Hunters Salvage Kits Engineer Salvage Kits were the core of this doctrine: as long as you destroyed an enemy vehicle and could salvage it, you got amazing rewards. 100MU for a Kubel, (not sure of the exact values) 250MP 50FU for light and medium armor is insane. This is what keeps you in the fight long enough to gain a tech advantage and build a massive T-34/76 horde. I suggest that you keep the upgrade, make it come a bit earlier, and combine it with the PMD-6M mines. G43 Package I did some testing with a friend. The PGren G43s are not an upgrade, nor a downgrade, so essentially all you get is interrogation. I suggest giving them JLI G43s (the ones with 75% HP kill crit). This way, it's not a no-brainer sheer buff like Gren G43s, but a trade off: you gain incredible long-mid range defensive firepower (standing still behind Green Cover) but trade the offensive firepower (when you can charge at LMG squads to get up close and personal). Elite Troops Tiger Ace I had this idea that you kept the Tiger Ace, made it cost 800MP 280FU, but had no resource penalty. While it would have the stock stats of a Vet 3 Tiger, it would have 3 additional levels of Veterancy, which provided utility. This would keep it unique, but not cheesy (as it is), and not overpowered either (as it can, but shouldn't be). - For example, Vet 1 would give it a timed self-repair (60MU, duration 30 seconds, disables weapons and movement, removes all crits and restores 320HP), Vet 2 wold give it OKW HEAT shells, Vet 3 would give it KT Spearhead Mode. KV-1 To better serve as a meatshield tank, increase it's HP to 960, and give it "Lock Down" like CoH1 PE Panzer IVs. Trades mobility for rate of fire, which would allow it to win battles with Axis medium armor (apart from the (underpowered) Panther) via sheer DPM. The ability should also increase burst length and accuracy of it's two MGs. This would make it a "rock for the enemy to break upon." Mechanized Company - I removed Recon (very redundant) and gave them a timed "Vehicle Assault" ability that allowed vehicles to move faster and cap territory. 30 seconds, +50% speed and acc/deceleration, caps territory at normal speed. I feel that it would fit better with the "mobile, aggressive" theme of the doctrine. - Also, I think the P-47 strafe is a bit too much for the Sherman Command Tank. An aura buff for nearby units is already huge. Also, I think reducing reload time would be a better idea than increasing accuracy, as main guns' accuracy is mainly reliant on scatter. Recon Support - I made Forward Observers an upgrade for Riflemen. It costs 30MU, but permanently increase their line-of-sight, and allows them to "Deploy Marksman", sniping a model at a maximum of 40 range for 30MU. A "surprise" counter-snipe. - I'd argue to keep the I&R Pathfinders, since they are something unique to the doctrine. Just decrease the cost of their artillery strike, and give them extra utility. Personally, I'd add Smoke Barrages (free or cheap), and Binoculars Mode (disables weapons, SU-85 cone vision). - I'd also trade the repetitive 155mm Artillery Barrage with something new. Remember the Precision Artillery Strike for Fox Company from Ardennes Assault? I went on with that idea and gave them an "M1 203mm "Black Dragon" Precision Artillery Strike." Essentially a WM Railway Arty, but with only 1 shell, and no smoke, just a sound. Costs 150MU. It stays with the "Spot and Smash" theme of the commander. Also, please, no more Forward Retreat Points. Makes blobbing all the worse. Other than that, your mod is great! I hope you touch up some other commanders as well! A couple ideas: - German "Mechanized Grenader/Pangergrenadier Groups" (Sdkfz. 250): cost adjustment. After all, it's just a mobile garrison. - Opel Blitz: it's just a bit too redundant as it is right now. Extra abilities? - USF Airborne: weapon drops cost adjustments. - Commando Regiment: Assault (possibly make it apply to all infantry), Commando Gilder Insertion (cost decrease) - Royal Engineers: Command Vehicle (no free recon), Anti-Building Flame Mortar Support (turn it into an incendiary artillery barrage, because right now it's almost completely useless, since it doesn't fire anything) - Royal Artillery: Early Warning (cost adjustment), Concentration Barrage (cost adjustment or performance increase (i.e. perhaps allow Sextons and 25-prds to ignore cooldown and fire 3 shells at the target) Valentine (I feel firespark's idea is great, remove Sexton Barrage), Sexton (make it cheaper, and take up less popcap), Perimeter Overwatch (currently it's exceptionally useless, since you just can't spot anything quickly enough. Maybe a Sector Arty for all frontline territories?) - UKF Tactical Support Forward Observation Post: I have never seen this built, ever. Must be a reason. - Crocodile: Mr. Smith's QoL Mod fixes this nicely |
Thread: Miragefla's December Balance Mod Additions13 Oct 2016, 14:04 PM
I'll do it here. JLI G43s, while having a 75% kill crit, have an atrocious 0.1x moving accuracy multiplier. While 45MU might be a bit on the inexpensive side, (dual Gren G43s and three Cons PPsH-41s, Ober LMG34s and IR StG44s are as well, but I digress) it would make Panzergrenadiers a much more defensive, long-to-mid range combatant. They would gain huge amounts of firepower in ranged combat, but they would lose close combat capability and lose the ability to be used as an offensive charging unit. It's a trade-off, not a no-brainer straight-up buff like giving them IR StG-44s. |
Thread: Miragefla's December Balance Mod Additions12 Oct 2016, 13:18 PM
Change PG G-43 upgrade to IR StG-44. Doesn't have to be statistically the same as the OKW version. Would just make more sense imo. I disagree with this "no-brainer" anti-infantry firepower buff. I suggest JLI G43s instead. |
Thread: [1v1] US Forces vs Oberkommando West30 Sep 2016, 01:10 AM
Thanks for the tips everyone! In: Replay Reviews |
Thread: [1v1] US Forces vs Oberkommando West29 Sep 2016, 07:39 AM
Thanks Outsider Sidaroth! I'll work on my unit preservation. On Captain Zooks: I should purchase them after I see a 222, 251, Luchs, or Puma? I feel that relying on AT grenades that can be easily kited is a big problem, and so is retreating-on-sight because I lose a ton of map control. In: Replay Reviews |
Thread: [1v1] US Forces vs Oberkommando West28 Sep 2016, 07:05 AM
Hello everyone, This is a game on Crossroads. I feel that I did decently in the early-to-mid game, but it went into the gutter as soon as the late game began. Any tips or advice would be welcome. Thanks in advance. In: Replay Reviews |
Thread: [1v1] US Forces vs Oberkommando West28 Sep 2016, 07:00 AM
For Review. In: Replays |
Thread: [1v1] Wehrmacht vs US Forces27 Sep 2016, 01:45 AM
Thanks Danyek. In: Replay Reviews |
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