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报告翻译问题








First, the 25% chance feel more like a 100%. Plus, it work on any vehicule, including the recon one which come way before the actual T-34.
Second, it pop out of nowhere, build itself quite quickly (with the possibility of firing his main gun while under construction) and then die. It leave an abandon T-34 which can be recrewed... or scavenged for free ressources AND another hull down T-34 to place.
In case of a recrewing, it work like intended as an hull down T-34... more or less. It can't move, but it can rotate almost instantly, which is funny but I'm pretty sure it's not intended.
May I suggest to make it like the T4 Königstiger HQ ? Or maybe give it a one-use hull down ability like the OST half track ? Or even make it a buildable by engineer like a regular defense ?
- they also stay around, stuck in place, after the 43 gets blown up. Not sure if that was intentional or can ever be helped, but they just stand there and get their asses handed to them while balls-out just rackin another one into the chamber and blasting away at whatever tank is sitting there rocking their world. Not a problem or anything, it just seems like they would flee or die along with the emplacement.
- I think something on the Ostheer side does the same thing cold weather wise... my wife said that she was being told she was losing units to cold and none were dying, but we have separate offices so I couldn't try to figure out what, and I almost always play OKW... if I had to guess, it's the infantry that upgrade with the caches.
- She was I guess able to just build a stationary T-34, right at the beginning of the last map we played... was way before enemy contact, and she didn't salvage anything she says.
Winter gear on the way
The garrison squads have really low received accuracy because they would die instantly under normal circumstances. However, I think I may have a work around for them surviving after the emplacement is destroyed. I'll add it to my list.
Fixed the T34 issue.
Is it normal that a T-70 appear at 8 min and a second at 9 min ?
Yes, it can happen. RNG might push it later or earlier depending on what happens.
May I suggest making the vet 5 squad's ober upgrade a few second time instead of a few minute, make the squad retreat, then few minute later the ober arrive ? Hopefully would fix the ober not spawning because pop limit. Also, how many pop does the ober take anyway ?
Also, what about reducing to a lesser extent the more advance defense like PaK 43 and LeFH 18 too ? Because just the two flak option isn't that appealing.
Speaking of the flak, how about giving them a AA mode like the Ostwind ? They need it, especialy since you introduce a new serious aerial threat to the mod.
And while I'm talking about toggle ability, how about giving the Ielg 18 a counter-barrage ability ? So far, except the Stuka-on-foot, it's the only artillery piece of the german that didn't got one.
Panzer IV (OKW) can't use the scope upgrade while the Sturmtiger can't use the emergency repair upon completion of the respective research. They are others, but I remember only those two right now.
Is the russian strafing run a 20mm one ? Because if it's just machine-gun, it deal an excessif amount of damage to building (damage up to 25% of the total health on FoB and Königstiger HQ) while being an effective suppression tool. Feel a little too all-rounder to me right now.
The new defense option are cool, especially the bel... something gate. Though, I'm pretty sure it's not suppose to be build even faster than regular tank trap.
What do you mean by reducing the defenses? Do you mean the cost? I could add some options in the FoB for that.
Flaks will be getting an AA mode
LeIG will also get a counter mode too
Will fix scope bug and repairs too.
The Soviet strafing run is actually 37mm, they are anti tank cannons
Belgian Gate :) - yes they actually have twice the build time of the regular tank traps, but keep in mind the SturmPioneers get build time reductions at vet 1 and 2 + the upgrades means they will build everything very quickly.
I was talking about the Tier 1 upgrade of the Fortification FoB, the one who reduce cost and build time of emplacement by 20%.
It's written in it's description that it's sector-bound, but not only the reduction cost apply out of said sector (as long as the pionner got in the sector at least once), the actual reduction can go up to 40% if the sturmpionner leave and reenter the sector (may be due because the pionner were already in the sector when I pick the upgrade, idk).
They keep the buff no matter where they go but fortunetly it doesn't stack any further, even with another FoB in another sector with the same upgrade (or at least, I didn't manage to make it stack any further).
And as this upgrade just concern two defense (and not the more expensive one), I was wondering if it could also affect other more advance defense to a lesser extent (something like 10% instead of 20% for those ?).
For the strafing run... holy sh*t ! No wonder it melt my building ! But it really look like your regular machine gun when he pass... with the associated fire rate... itsn't too early for anti-armored minigun to be mount on plane ?! ><
Couldn't make it look like the german one ? With the big impact and impressive effect that scream "I'M A F*CKING ANTI-TANK GUN BOI !!" because that was confusing.
While I'm at it... how does the bombing run, the one with many little anti-tank bomb work ? Because it obliterate the infantry and manage to reduce the health of my full health and Lv5 armored Königstiger a whole 75% ! I was laughting at the T-34 shells bouncing off while those little bomb ruin my day and make me run with my tail between my legs... no wonder the german lose the war ! ^^
Interaction between the OKW artillery officer's aura, the LeFH18 and possibly the infantry training upgrade can give pretty... pecular result, as showing IMPOSSIBLE TO USE text instead of the cooldown time of the barrage ability.
Unfortunetly, my game crash before I could verify if the ability really was broken or if you could use it again over time.
The emplacement price reduction of the Fortification FoB can somehow stack on itself. Manage to reach about -60%.
-The Luftwaffe FoB Ju87 anti-tank ability has his description on another different ability of the same tier (a typo in short). Sorry, I already forgot which ability... ><
-The PaK 43 got somehow his range... at least doubled. Before even reaching vet 5. Got the infantry training lv5 before building it and reached upgraded canon lv4 by the end of the game (which is where I realised something was wrong). The PaK was also recrewed with Fallschimjägers (vet 2 or 5, I don't remember as the replay got desynchronised before the PaK was decrewed... resulting in the history changing and the PaK to never actually be decrewed... Spacio-temporal rift detected...). Hope it helped in troubleshooting it.
-Taking the armor pack of the Sturmpionner take up one inventory slot and effectively locking the two others upgrades.
-The repair team of the concrete bunker animation is bugged. Always on repair animation even when idle.
-Sturmpionner can shoot across the map with Panzerchreck when the Panzerchreck upgrade is researched.