2006

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Posted
Yes im back with a new fowrealism, this time we have added british.

Features:
-all new velocities for projectiles (no more being able to out run the laser gun mg)
-Tank v tank damage upped as to stop slug fest and give the supriser a better chance
-all ranges on everthing has been upped, now artillery support dosnt fire from the front line
-arty + mortar ROF increased but accuracy significantly decreased (fire for effect YUM)
-Rifleman squads have been increased to 6 riflemen, 1 mg and 1 officer
-Russain special unit, conscripts, cheap unreliable troops almost zilch ammo, spawn quick, big unit (great cannon fodder)
-Russain bazooker squad is now equipped with ptrd at rifles
-all open vehicles (at guns, mg's, artillery, flak) are now manned by actual soldiers, not tank crew. (solders have basic smg skills with their 'races' smg with an extra 2 magazines worth of ammo)
-added units (with help from jarea's wonderful vehicle.set file), almost every tank is added for all armies.
-all german tanks are in 'forest camo' instead of the grey
-added british team: (at the moment it is a bit rough)
-all british squads,
-unique british tanks, no pershings, but tortoise, tetrach etc...
-yanks no longer get firefly, the brits do

So far this is a short list of things added with many more in the mod and many more to come...i hope you enjoy it and i will be rapped with feed back of bugs etc...

so download and have a go boys,

*DOWNLOAD*

Cheers,
The_Trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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I want to try this out but I cant seem to find any games running it, is there a way we could get a seperate zone for this much as the Infantry Mod has?
 
Posts: 8 | Registered: Fri September 29 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of dbircsak
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quote:
Originally posted by The_Trans69:
now artillery support dosnt fire from the front

Heh..

Nice changes.

What do you mean "seperate zone"?
 
Posts: 400 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Log into multiplayer and look towrds the bottom of the server browser you should see the option to change zones, note that another mod that has been released has its own zone running.
 
Posts: 8 | Registered: Fri September 29 2006Reply With QuoteEdit or Delete MessageReport This Post
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My god... sounds like you smashed this thing on the nose! Smile I will suggest though that changing the stormtrooper squads to replace their MG with another stormtrooper and changing the MGer to look like a rifleman or smgman would be an awesome idea. Also, replacing the US stormtroopers with airborne or marines, now they look too CoHish.

This message has been edited. Last edited by: Sandfox99,
 
Posts: 218 | Registered: Fri September 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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Thanks boys,

To sandfox99: ive thought about this and now i shall do it for you, so what i'l do is make the german ST's SS, the russain ST's spetznaz, the yank ST's Paratroppers, and the english ST the sas...sound good??

yeah i thought the mg looked out of place, i have changed the skin on the german smg's to riflemen skin so they 'blend' in with their army more..

keep the suggestions comming,

cheers,
The_Trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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Thank you for the kind receiving, that sounds like a terrific idea. That's more than I thought of even.
 
Posts: 218 | Registered: Fri September 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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"-Russain special unit, conscripts, cheap unreliable troops almost zilch ammo, spawn quick, big unit (great cannon fodder)"

Someone has been watching too much "enemy at the gates", which opts for drama over realism.
 
Posts: 25 | Registered: Fri September 22 2006Reply With QuoteEdit or Delete MessageReport This Post
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You are exactly right, he should have had some commisars with machine guns with them. Let's keep in mind Stalin's orders to defend Stalingrad "to every last brick and beam of wood". That is why the PPSh was such a revolution, more soldiers could actually get guns.
 
Posts: 218 | Registered: Fri September 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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oh ok, would you boys like me to remove the conscripts??...also i was thinkin of combing the engineer and sapper class and replacing sappers with medics..

Cheers,
The_trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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I wouldn't, I think they are fine. Smile
 
Posts: 218 | Registered: Fri September 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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As a "special" unit, yes.
 
Posts: 25 | Registered: Fri September 22 2006Reply With QuoteEdit or Delete MessageReport This Post
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You might want to re-work the tank damage. Me and my friends were playing your mod and if anything the tanks are much harder to kill tank vrs. tank, for instance my Jagdpanther took all of my friends AP rounds from his Pershing ( he litterally ran out of AP) and my Jagdpanther was alive... tracked but still alive.... wtf?!? Same thing with my friends sherman taking multipul 88mm hits from my Tiger II and not going up in flames.....
 
Posts: 8 | Registered: Fri September 29 2006Reply With QuoteEdit or Delete MessageReport This Post
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ok boys,
sorry for the late reply as im an aussie and been at school till now...

Sandfox and mikhail keep or leave the conscripts??

TheBlackhand, il get right onto those tank damages for you...i should probably have another release by the end of the wekk, so far done and in the process of doin are new pictures for different types of units, some combined units:
support-engineer, sapper, x2 rifleman
tank_hunters-x2 bazooker/at rifle users, x2 'tank_rifle' which are riflemen with less ammo but an assortment of at nades molotovs panzer fausts etc.
storm troopers now have a special 'mg_sturmovik' essentially a basic storm troop with an mg..
scout/sniper, combined into one class?? yay nay??

thats it for now il keep goin for you boys..

Cheers,
The_Trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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Yeah sounds good as long as a Tiger can peel open a sherman now Winky

However Ive also noticed Russian players using the mod have a very hard time defeating say for instance German Heavy Armor becuase of their lack of bazookas.
 
Posts: 8 | Registered: Fri September 29 2006Reply With QuoteEdit or Delete MessageReport This Post
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hmmm...thats a good point...umm...well what ive done is as youve seen made tank hunters...um maybe il up the damage on the at rifles a bit??

Cheers,
The_Trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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I think keeping conscripts would be good.

Maybe you can either expand Russian AT squads, make them cheaper, or arm the Russian AT squads better, like with RPG43s.

I think the damage is good, I think what you need to do is tip the balance a little more in the Russian AT squads' favor as far as other factors go- like how many guys in the squad have AT rifles, how expensive the squads are, what other equipment they have. The kind of stuff that keeps the fact that AT rifles couldn't pierce **** and balances Russian AT squads with the rest of the teams.
 
Posts: 218 | Registered: Fri September 15 2006Reply With QuoteEdit or Delete MessageReport This Post
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might be an idea, at the moment my 'bazooker' squads are called 'tank_hunters' and these squads consist of 2 bazookers (in russain at) and to 'at_rifle' (dont worry bout name per se), the bazookers have the usual and the 'at_rifle' men have a basic rifle with a bunch of atnades molotovs etc, wot i could do is give the 'at_rifle' men at rifles for the russains??..

also ive just been redoing the damage on guns,
-shermans dont have anything on tigers etc now,
-most shots are first shot kills now, no more slugging,
-also ive doubled at rifle damage

il keep the conscripts and give them an extra 5 rounds lol (totalling 15 in all)

any more ideas??

Cheers,
The_Trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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Yeah dont make the AT Rifle unrealistically strong to ballence it (they had trouble with anything larger than light tanks), just ballence it by making their timers shorter + giving them other goodies Big Grin
 
Posts: 8 | Registered: Fri September 29 2006Reply With QuoteEdit or Delete MessageReport This Post
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ok...what il do is give the russain at supportors one more molotov?? an maybe an rpg-40 if were good little children...gud??

Cheers,
The_Trans69
 
Posts: 43 | Registered: Mon September 11 2006Reply With QuoteEdit or Delete MessageReport This Post
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