Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

GOH Redux (1.055.0)
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BroDimm  [开发者] 4 月 5 日 下午 8:57
Feedbacks
If you find anything after trying the mod, post here and i will put in my backlog for improvements. Thanks for playing!!
最后由 BroDimm 编辑于; 4 月 8 日 上午 7:44
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正在显示第 1 - 15 条,共 16 条留言
COMRAD #1 4 月 6 日 下午 3:50 
AT-GRENADES ARE TOO OVERPOWERED. Like a 5 meter splash destroys any tanks.
BroDimm  [开发者] 4 月 6 日 下午 10:39 
引用自 Unlucker
AT-GRENADES ARE TOO OVERPOWERED. Like a 5 meter splash destroys any tanks.

Noted. i will check it.
最后由 BroDimm 编辑于; 4 月 6 日 下午 10:47
Eisen 5 月 4 日 下午 2:56 
Fuel consumption might be a tad high in my opinion. I was testing the tiger tank and I was nearly out of fuel by the time I got to the objective.
Eisen 5 月 6 日 上午 11:44 
Shock upon receiving a direct hit might not be working as intended. I don't know if the AI was simply cheating in the moment. The shot seemed to penetrate as the tank screamed to a halt, but it shot shortly or immediately after it was hit and the second round killed the operator in the turret.
Eisen 5 月 7 日 下午 8:45 
If you are ever in a position to make a duplicate mod as a test branch, I would consider myself interested. I have a few pointers and thoughts, but I do not want to push them on anyone who enjoys it as is. I was thinking that pushing it to far one way might cause contradicting feedback from your audience.

Current Problem: At this point armor seems to have the most issues. With no shell shock and a seemingly high resistance to becoming inoperable, the tank fights turn into a sniper match. Reminds me of Warthunder when you are trying to kill one of last two crew members, turns into a game of wackamole. Tank hull damage might be something to look into, should cause the crew to bailout rather then fight to than the bitter end.

Opinion: accuracy could potentially be turned down for infantry.
BroDimm  [开发者] 5 月 15 日 下午 8:34 
I just got back from a week trip. Sorry for the absence.

引用自 Eisen
Fuel consumption might be a tad high in my opinion. I was testing the tiger tank and I was nearly out of fuel by the time I got to the objective.

got it. fuel system is divided into 2 actually, the global multiplier and tank size of EACH vehicle. I have change the multiplier and felt that for some tanks it feels more balanced than before. As for the tiger (and jagdpanther in which in vanilla already gas guzzler) will be a problem

I will put this to my backlog. Thanks for the feedback

引用自 Eisen
If you are ever in a position to make a duplicate mod as a test branch, I would consider myself interested. I have a few pointers and thoughts, but I do not want to push them on anyone who enjoys it as is. I was thinking that pushing it to far one way might cause contradicting feedback from your audience.

Current Problem: At this point armor seems to have the most issues. With no shell shock and a seemingly high resistance to becoming inoperable, the tank fights turn into a sniper match. Reminds me of Warthunder when you are trying to kill one of last two crew members, turns into a game of wackamole. Tank hull damage might be something to look into, should cause the crew to bailout rather then fight to than the bitter end.

Opinion: accuracy could potentially be turned down for infantry.

For the test branch, you are welcome if you want to pull and make a test branch for stuff that you seems fit. If you are going to publish it, you can just mark it down in the notes. Or, i can also make a test branch and put some people (like you) for a test branch that only us can make the change.

For the tank damage, you are correct. There are actually Primary HP for tanks apart from the squishy crew inside. I have yet to test, but my assumption will be if we decrease the HP, a successful pen will make the thank disabled more often (crew out). If we increase the HP, tank will be still active but the crew inside more likely to be dead inside until the last man.

TLDR, is a choice of "sniper" like warthunder style or fire exchanging cannonballs like COH

For accuracy, actually global multiplier has been reduced by 30% (AI controlled).
You can see this by seeing misses from cannon shots (where the bullets passes your sight in 3P camera). In Vanilla, 1 out of 2 shots from AI will be a hit iirc.
Having a problem when trying to fight Germany in conquest, it crashes every time i try to load in saying the Kubelwagen cant be found. ill send error log in DMs if you would like.
BroDimm  [开发者] 5 月 26 日 上午 8:22 
are you using other mods? i tried conquest as USSR and Germany to test and did not found any issues. Or can you tell me the exact steps to reproduce your error?

Also, this mod should not touch anything to conquest
nothing special. just plain USA vs Germany no extra mods or changed settings. i didnt think it would screw with conquest it was just the mode i happened to be in.
Burk 6 月 9 日 上午 6:21 
Hello. I really like your mod together with the ones you mentioned in the description. One thing though and I am not sure which mod is causing it. The game runs at too high speed? My soldiers are running like they are on pervitin. I've only tried conquest so far but it is jarring and makes the matches too sweaty. Is there a way to decrease the running speed so it is back to normal? thanks
Burk 6 月 9 日 上午 7:25 
For some reason destroyed vehicles can be "repaired" now. But they aren't really repaired because when my soldier enters it he jumps out again. the only result is tool boxes eaten up to no good.
BroDimm  [开发者] 6 月 9 日 上午 7:33 
引用自 Burk
Hello. I really like your mod together with the ones you mentioned in the description. One thing though and I am not sure which mod is causing it. The game runs at too high speed? My soldiers are running like they are on pervitin. I've only tried conquest so far but it is jarring and makes the matches too sweaty. Is there a way to decrease the running speed so it is back to normal? thanks

the only buffed speed is recon infantry class and medics, and its just about 20% faster than normal

as for the repair issue, i think its an occasional issue from the base game. I also ever had that in MACE when trying to steal enemy tanks for repair
AHappyCub 9 月 1 日 下午 9:50 
Please remove the medic skill from squads and unify their speed based on squad type rather than soldier type
Warmonger420 10 月 22 日 下午 10:14 
Hi so i noticed a few things while double checking my statement about "AT SMGs" so heres my follow up
only your mod active

Finland Dynamic campaign crashed when selecting the officer [ unknown entity "fin-ushanka" in armor ] and several other Fin units "main loop"[re:spawn"Human"] (IDK man the crash report doesn't say much)

AT SMGs ive confirmed to have the same range/pen 25m-4mm 50m-19mm 100m-50mm when used by any unit as far as i can tell
Finland
Suomi KP/31 (Stick)
Suomi KP/31 SJR (Stick)
USA
M1 Thompson (stick 20)
M1A1 Thompson (stick 30)
M1928A1 Thompson (stick 30)(drum)
M3 "grease gun"
USSR
PPSH-41 (stick)(drum)
PPD-40
PPS-43
M1928A1 Thompson (drum)
Germany all MPs apparently
MP38, 40, 40(f), 41

oh I noticed you updated and i have a backlog of updates so you may have already addressed this, anyway keep up the good work!
最后由 Warmonger420 编辑于; 10 月 22 日 下午 10:45
BroDimm  [开发者] 10 月 23 日 上午 7:47 
引用自 Warmonger420
Hi so i noticed a few things while double checking my statement about "AT SMGs" so heres my follow up
only your mod active

Finland Dynamic campaign crashed when selecting the officer [ unknown entity "fin-ushanka" in armor ] and several other Fin units "main loop"[re:spawn"Human"] (IDK man the crash report doesn't say much)

AT SMGs ive confirmed to have the same range/pen 25m-4mm 50m-19mm 100m-50mm when used by any unit as far as i can tell
Finland
Suomi KP/31 (Stick)
Suomi KP/31 SJR (Stick)
USA
M1 Thompson (stick 20)
M1A1 Thompson (stick 30)
M1928A1 Thompson (stick 30)(drum)
M3 "grease gun"
USSR
PPSH-41 (stick)(drum)
PPD-40
PPS-43
M1928A1 Thompson (drum)
Germany all MPs apparently
MP38, 40, 40(f), 41

oh I noticed you updated and i have a backlog of updates so you may have already addressed this, anyway keep up the good work!

AFAIK dynamic campaign has its own folder in the game which i don't mod. But let me check whether it has anything to do with the units/roster that i edited on. I just fixed finland for early. Mid and Late yet to have the time.

For the AT SMG, i just make a quick fix in the last update to make a flat 3mm pen. I need to understand the file structure more. give some time
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