Cathartes wrote (View Post): |
10. Fixed crew size in Sherman Flail. |
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10. Fixed crew size in Sherman Flail. What has changed? |
Przechwytywanie.JPG | ||
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Hmmm... ranks german ss units on the display team data displayed like FJ units. |
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- grille and mark tank when set near a small hedrow sight straight in front of the tank is blocked, am i the only on getting this? had this playing the operation - pak fires at infantry from medium range with gun in defense mode during operation - second turn 7 in the morning, after night battle against airbornes, i got airstrike as german but i could not allocate during campaign, i believe its because of the suprise attack |
Pzt_Crackwise wrote (View Post): |
I had to chance to check the game single player briefly, feels very nice so far!
I like the new sounds a lot generally. The only problem is the grenade throwing sound is a bit too loud and awkward and gets on the nerves. The previous grenade throwing sound from GJS was better in my opinion. |
tigercub wrote (View Post): |
I think its very well done at this point great job Cathartes gun sounds are spot on seems to be bug free ...vehicle graphics
I will say the kill area for mortar is to large killing 7 men on the run with 1 round looks like a about 20m kill zone a little to effective but how they are fired with fight time is well done. Tigercub |
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PG ranks 21 PZdiv.PNG | ||
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On the "soldier display" ranks troops from 21 PzDiv are mixed.
PG sections - displayed like SS ranks; tanks and guns, mortars etc. crews displayed WH ranks. On the "soldier display" any SS unit ranks displayed like WH ranks (all troops: inrantry, crews etc). |
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1). snipers IMHO are to weak
a).I think morale/experience should be higher (those guys are well trained) b). PB and short range should be set to longer distance c). firing shouldnt be visiible (there is an option in one of the txt files) 2). Maybe it was an extreme luck for both of us (me and my companion in H2H game): german guns on the beaches, placed in bunker were next to immortal as well as allied tanks were. My guys (germans) couldnt hit anything for ALL their ammo so there were quite a number fo shots. Light green LOS, 200-210 meters. I think all the tanks should be knocked out - insted of this we had a shooting range. Tanks (4 units) were shooting at my gun placed in a bunker and didnt kill it! for 15minutes of gameplay I find small arms very realistic, nice idea with mortars (from 200m) etc Good job guys! |
Cathartes wrote (View Post): |
Thanks for the feedback. I can certainly adjust snipers in the next update, but would be interested in the feedback from others. Snipers can be pretty effective at suppressing troops in LSA, so I kept their weapon performance the same as their infantry cousins. Regarding your shootout: Was it the 5.0cm fixed AT gun? Bunkers are more protective than ever, and most fire against them is area fire. Further, tanks only fire HE (after the first round in the chamber) at AT Guns (hard-coded in LSA) so a direct hit is required, and crews around guns in bunkers are VERY WELL protected from this. Plan on using your naval barrage and/or infantry to take them out. Best not to get into a tank vs bunker duel if possible. The best tools to use are AVREs and CROCs if available. Also, in LSA AT guns are much less accurate overall if the crew is under fire, suppressed, scared, or wounded, and duels can go on for some time in the situation you described. Finally... as you know, CC series still sometimes gets stuck in an endless shootout loop with little or no damage getting inflicted. Please keep me posted if this repeats. |
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