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VodkaBear

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  1. You obviously can nerf it then, probably even below surpluss ammo, price, dmg or both. Or if you'll implement more armor-equiped enemies ball ammos shouldn't pierce it, at least 100% for smg and pistols.
  2. Nice job! Love new items and enemies, and style of the "mission" too. It seems only way to deal win no-crits problem is to play without save-loads during mission, okay, hard difficulty, you got me. I'll try to investigate this problem though, never heard about it before.
  3. So, here crits problem I've spoke before. In one of 2 cases crit check shall pass(don't know if it looks for < or > chance to roll), but in both cases no crit status inflicted. On 1 load it worked, but it seems when I loaded saved game after that - crits became broken. Have no any idea, why. Maybe it's steam version problem, but it's small chance, as I remember same problem was with my cd-version. At the same time, it seems my soldiers can get anything but VP crits(decreased accuracy, etc), they don't get "blind", "deaf", etc statuses, which were implemented in S3. And one more - as I think, it's bit gamebroking, when you able to hire character with such weapons as mg-42, ak, RPD - they are engame guns, while you able get them at the very start. Probably it'll be better give them low-tir weaponary and decreased cost. Actually, I prefer all hire personal became level 1, at the cost 5-10k and lowest tier weaponary, so you cant get everything-obliterated scouts at the very start, Hide system broke game enough even in midgame, thats why I've suggested H&S system before.
  4. Okay, few ideas I've stole from JA2 1.13 mod: Let us thought, there are 3 armor classes of 1, 2, 3 "point" of defence. 1. Normal ammo pen 1-2 classes, do 1 damage 2. AP ammo pen all 3, do 0,75 damage 3. Expanding ammo - pen 0-1 classes, do 1,75 or 2 damage 4. Next level of EA(forgot how it named in english) pen 0 class(no armor) only, do 3 damage 5. Pen 1-2 class, do 1,5 damage, high weapon degradation (pretty sure not possible) 6. HE But something like that will require total reconstructions of all levels in terms of adding new classes of troops (heavy armored guy, light scout/sniper, medium grenadier/troop, etc), but It'll make gameplay more diversive for sure, I think everyone tired from absolutely equal enemies in terms how they get damage, and pen system usefull only for panzerkliens/walls pen, such interesting in major part of gameplay have no usage at all. Seems it's time to see into possabilities of weapon editing myself, I'll do that when I'll have a bit more free time. And one more thing - for now economy highly depends on trophy selling, which will ruin concept of many different ammo types(player should have at least 2 kind of ammo to kill different enemies) so inventory will burden with ammo and there be little place where you can keep trophy for sell. Possibly mission reward can be increased, but economics is difficult and complex part and should be avoided while you have so much work to do(wow, you really do so many cool maps already, and scripts, and...). I hope we will see something playable in near feature, great work! Ah, and one more =) As you spoke about secret places with good loot, and accident destroying of quest item I've thought about next: S2 clues feature, you can find or not - game still can be progressed. So, you can place such "clues" or keys on some locations and they CAN be destroyed by a hit or explosion. Then, they can be used to find some specific location with reward or open some safe or something like that. Probably, in mission description there should be notifications, that there such "clues" on the level to avoid player rage, while he restricted from use of explosives as he afraid accedintly destroy clue. Currently I'm playing on custom difficulty +3 enemy level, 200 VP, etc. I've got ~20% chance to hit enemy in 5 tiled from PPD or MP-40 with 10 in familarity, which kinda strange. In first your mission chance to hit Lintz was 2% from 2-3 tiles, main character has ~110 shooting, 130 bursts. But then I've hide behind a wall, after that "?" sign appeared it his icon and I've got ~34% to hit. And some of enemies just ignored me and walk around. Looks like something strange happend to AI, have no idea why. There was "Kazaki" mod which had few features from hammer and sicle - day/night cycle which prevented hide usage at the daytime, pretty sure, its possible to import camoflauge system(not really needed, actually) and weight system (this will greatly change gameplay, another way to solve pistols problem - they weigh a little, and weak, but fast scout can use them well, this, will require basic stats review, though), but no more full squad of mg-s overloaded both with heaviest grenades. Did you completely removed HE from the mod or just from a shops? Can I get them wia id? Which one in case they still there?
  5. Btw, one more thing. Pistols, they pretty much useless. I have few ideas how possible solve this: 1. Increase slighty smg and mg AP cost, so pistols will be really more preferable in close-combat because of DPM(which kinda not realistic at all) 2. If possible - give them more crit chance, so it'll be scout specific weapons. 3. Give them some special ammo, which other classe will not have? Like HE? But here a problem, coz many pistols use smg calibre and so, pistols rounds can be used in smg. In JA2 pistols usefull because you can do 4-5 shots in 1 turn instead 1-3 wia rifles, but SS AP system far away from JA, so I have no idea how to balance them other way.
  6. About sounds - you can easially extract them from any game from men of war series(all ingame sounds lies in simple rar archives, I can provide you with full pack of them) or blitzkrieg - both games have a lot of autocannons/mg sounds. Damn, one of old russian sites about modding of S3 died, so now I cant find manual about inserting new guns in the game( including models import, etc). Something, that can be usefull: https://www.dropbox....p_kart.rar?dl=0 - 7 maps, I have no idea what they about, but who knows. http://www.strategyc...ar-mod-for-ss1/ - post-nuclear mod, I've spoke about, It has shotguns btw, probably you can contact author and ask for resources. Also, why not to use some maps from SS2? Some of them pretty cool, like labs or factory, simple enemies replacement - and there it is. At least for random encounters or even another branch of quests? I mean not another way(split) of branch but separate (third if we count original and one you added), something like "contracts", I dunno. Anyway - thanks for all work you done and doing now.
  7. Stealth and melee OP anyway, it's vanilla biggest problem and only way - not to use them. Can't believe mod ressurected, I've just downloaded SS3, thought about which mod today I'll pick for another walkthrough and voila - blunter mod alive again. Can't wait for release. And few things: 1. I liked HE ammo, yeah, OP, but so fun. Probably you'll find a way to balance it somehow, I'd like to see more ammo types in game, probably you can add more armor vests and full armor to different kind of enemies to make player choose where and with which ammo to shot. 2. Aviation mgs and cannons should have faster shots per second, for example IRL Shkas fire 1800 round per second and ingame it just around 60. Yeah, I understand possible engine limitations and gameplay affection, but it can be balanced by heavely reducing accuracy and damage( shkas bullet = normal mg bullet, no more, and it can be reduced in damage for balance purpose, I'm ok with this) making this tier weapons to area-damage. Not sure if it'll work with AP, as I know its minimal 1 AP per shot, so here can be a problem. It possibly can be solved by firing >1 bullet per shot. 3. PTRS, PTRS, BOYS, balanced at all, but I prefer they do less damage at cost much more higher crit ability(if it possible). 4. For cannons - have no idea, they should have hihger rate of fire too, but they too much powerfull with HE shells(btw, there were AP and APHE and even APCR(for mg15115 and mk103) shells, probably that can solve problem somehow). 5. Totaly not sure if possible but for now HEAT shells work as common explosives, while they should be specialized in penetration of armor, and have lesser explosion radius, 1-2 for largest grenades/rockets. 6. Shotguns. I saw them in some post-nuclear mod for SS, and they works simple - 100 ammo, 10 per burst, minimal interval between bullets. Looks really nice. 7. Another thing I've remembered. Enemies on your new maps. They have abnormal amounts of HP(it's okay), but also some of them crit-invicible, and I've almost stuck in mission with Iron Maidens(or something similar, just can't remember) while I tried stealth it with 1 main character. So here another ammo solution - probably APHE ammo, which has good pierce and damage but awfull crit chance(if this possible), or crit only armored characters(pretty sure this game logic cannot be implemented, but anyway).
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