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so next ver is bigger bomb at the army,marine,recons gear
/
Some classes are restricted from using NVGs to avoid forced use of NVG scopes or being employed merely as extra riflemen.
Actually, I've already seen the review you wrote and deleted. I'm glad the misunderstanding about BH cost has been resolved.
@Locked In Alien / There are actually many pieces of equipment that the engineer can use that are actually useless. I made them just for fun.
But lately, I've been using Razor Wire for againist zombie mod.
Because of they're using Ranger's XP Table, so they grow slowly. and I created a new Engineer Squad yesterday and it was normal.
Actually it's useless, just like some of the other toys this mod has lol. I just wanted to get the Engineer to use Mine sweeper.
I really like how you get to use quite a few units per map, and the Squad structure. Much more immersive.
Is there any way we could get breaching charges for the US Army and USMC factions?
Thermal Device : it's just NVG.
I deploy them according to the irl structure possible rather than efficient play. So they basically have Fireteam units in priority and SL or Attachment can be added is possible.
For Force recon, make sure to include Team Leader or Assistant TL, and deploy the rest as necessary.
Also, how do you recommend playing? I get you can use a loooot of troops, but to some extent they don't feel too impactfull. I know its not the point, but how do you use em?
I know exactly what RMG map you are talking about. But that map doesn't spawn as many enemies as I thought. I don't think Army Rifles should have Demolition for that map.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3268087449/603028051930973668/
To tell you the difference between the two, Direct-attack can hit the enemy faster and Top-attack has a very high penetration stat. It's not very useful in Vanilla, but it's useful when dealing with the armored vehicles added by mod. Like the T-72 Tank that added by the NGF Asset pack.
Of course, there are very few maps that use armored vehicle, so we don't have a chance to use them yet.
I'm getting confused whether what we're talking about now is about surgical shooting or close combat ability. I'll take enough time to read it later and then answer.
<AttackType name="Rangers_CarbineAutoFire" rangeMeters="4.5" disabled="true"/>
<AttackType name="Rangers_RapidFire" rangeMeters="7"/>
<AttackType name="Rangers_UnregBurstFire" rangeMeters="7" disabled="true"/>
This is Ranger's attack type. After activating Close Range Burst, rangers will do BurstFire or AutoFire (12-14 rounds per second according to the ammo type) within 7m instead of the slower RapidFire (which shoots 7 rounds per second).
As for USAF marines, after activating Surgical Shooting for force recon or activating Rapid Fire for marine rifle squad, marines will do the 7 rps RapidFire instead of the original AutoFire or BurstFire. This looks very much like a negative optimization, So my question is, is this by design or just a mistake?
<AttackTypeModifier target="rifle" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="rifle_bayonet" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle_bayonet" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle_bayonet" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="dmr" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="dmr" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="dmr" minRange="7" maxRange="15"
coverReductionMin="10" coverReductionMax="10"
/>
<AttackTypeModifier target="dmr" minRange="15" maxRange="25"
coverReductionMin="10" coverReductionMax="10"
/>
<AttackTypeModifier target="dmr" minRange="25" maxRange="50"
coverReductionMin="10" coverReductionMax="10"
/>
<Enable name="Rangers_RapidFire"/>
<Enable name="Rangers_RapidFireMed"/>
<Enable name="Recon_RapidFireLong_USAF"/>
<AttackTypeModifier target="rifle" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="rifle_ubgl_USAF" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle_ubgl_USAF" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="dmr" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="dmr" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="dmr" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
</Node>