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The Goliath (from a commander) is in vanilla available in all for HQ's. The unit spawns directly from the building so it is quite usefull to have it available at more places. I limited this already to only two HQ's to free up some space, but I think the last two are both useful so the player has access to it no matter which HQ he starts with and these can be positioned in forward sectors.
I don't understand why you usually build the Battlegroup HQ before the Mechanized HQ. They cost the same and both have good units for early game. In fact I often skip the Battlegroup to get faster access to light tanks. This is also the reason that I don't want to move the Flame Hetzer to the Mechanized HQ, because it would be available far too early. The 221 scout car plays an important role when the Mechanized HQ is build first.
It bothers me that models cannot be changed and using a Panzer II with a visually functional gun is not just weird, but also confusing. To be honest, this is very close to duplicating units because the whole recovery unit is currently unique for the Wehrmacht.
Firing Positions for the SturmTiger is interesting but complex at the same time. That begins with the fixed turret. This can be solved by rotating the vehicle, but I cannot tell for sure if that works when movement is disabled. The usability of this requires some testing. The insane reload duration (even with 10s less) makes it unpredictable when it fires. I do agree that this unit deserves some more utility, the implemtation is just tricky. Another idea which I received some time ago was to give it a single shot howitzer ability. I was too busy at that time, but it could be interesting to look into it now. What do you think about such an ability? It is at least easier to use. Both abilities require tests and I cannot promise that it is possible.
ive since changed the 2X MG42s on the (Bergepanzer II Ausf J) to a flamer thrower as ive found some documentation on a (Bergepanzer II Ausf F 'Flammn') this would allow for the cannon barrel to be changed to a flamer thrower, much like the Flame Hetzer,
on the grounds of the Abilities, would it be possible to make a Unit Spawn a (Goliath)? and would you be up for making a unit spawn a (Goliath)?
perhaps that could work,
how about this as an ability for the 'Sturmtiger'?
=(SturmPanzer VI 'Sturmtiger')=
=New Ability (Barrage) From (B-4 203mm Howitzer)
Fires a single powerful shell at target location.
Single Shell is very effective against grouped targets. 50s Cooldown.
(Range Max and Min based on (SU-76) (Light Artillery Barrage Ability)
=added it to the Topic=
The barrage ability sounds good, I will try to make it.
i think the (Barrage) From (B-4 203mm Howitzer) will be a good fit for the (SturmTiger).
is this what you ment by it wasnt possible as the flame stream isnt appearing?
ill work abit more on this to see if i can get the flaming stream effect to appear.
for the flame thrower stream is attached as a tracer to the flame thrower weapon,
for some reason when you change a weapon on a vehicle it loses its tracer,
not sure why this happens i also tried cloning the weapon and also keeping the weapon and just changing the tracer, it seems like the tracer always disappears, currently looking into a fix
Requires veterancy 1
Cost 45 ammo
50 sec cooldown starts after reload finishes
Min range is 30 and max range is 65 (70 after vet 4)
It uses a high firing angle which makes it pretty useful (and strong).
@SneakEye Have you considered adding a unit that represents the Marine-Stoßtrupp-Kompanie or other Kriegsmarine land forces? We've already got Heer, SS, and Luftwaffe troops, so I thought it might be interesting to add a naval land unit, assuming it had enough unique potential to be worth it. Maybe a Kriegsmarine land unit could have the ability to call in offshore bombardment?
Just thought it would help add a bit more flavour and immersion to the game, if the variety of infantry units could be expanded to cover other sorts of soldiers from this era. It's always nice, imo, to cover more history in games like this, particularly bits of history that isn't often covered by popular video games (hence my Vichy Milice suggestion). Regarding setting, the Kriegsmarine land forces served both on the eastern front (e.g. Latvia) and western front (e.g. France).
I wasn't sure if your objectives in this mod were strictly about gameplay, or also about trying to expand the flavour/setting of the game by expanding the types of units available. If your primary concern is gameplay, then my suggestions have probably been useless, so I'll be sure not to take up space with them any more :)
Also I am barely working on the mod currently and new units take a lot of time. That is why I was asking about how the unit can fill in a new role and be of value to the faction, to motivate me to spend more time and maintain the quality.
Thanks for the explanation, I understand. It's a great a great mod as it stands and my suggestions weren't made because I thought there was anything wrong with it, but because I thought there might be some more potential for the scope of units. Even if a few were similar, having units that represented more sides of WW2 would have been a lot of fun on the immersion/uniqueness front. But if you're fairly happy with the infantry roster as it stands, then I certainly can't complain.