Russian Artillery Ammunitions

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Just increase the cannonballs aoe (no i don't want the blood thing to explode, I want its "area of effect" to be increased so it doesn't go through people and not kill them) or fix the bounce problem and then make the cannonball travel faster. As it is if your looking at the cannon you can with easily sidestep one pace to avoide a cannonball.

I've never had a cannon shot at me so I don't know if the ball traveled that slowly, but when men were in formations they couldn't dodge about to avoide the cannonballs like people can in this mod, so in any case just consider it an issue of gameplay balancing.
 
Kator Viridian 说:
The mods fine tbh, leave it as it is, people picking none existant holes because there is lack thereof, everything is fine, people still play the mod and have stuck with it even with the apparent "Unbalances".

We're not "picking at holes" just because we want something to criticize.  We're trying to help improve the mod.  We are merely pointing out a certain aspect of the game that could be expanded upon.  There is no need to discount us without even hearing us out.
 
I think the canister would be a good idea if you had a couple of a thousand men on the field!!!! But with 250 people just one gun could kill a whole regiment cos in the LB's now the cannons will probably be the last standin on a team so everyone will rush the cannon head on without following orders to get the last kills and one shot from the cannon could wipe out half the enemy.
 
Why do you discuss features which arent ingame ? You cant talk about balance if you havent seen our cannister shot yet.
 
The only things cannister needs to be balanced, in my opinion, are:

1) Effective range under musket's effective range.

2) Having to choose to load cannister, rather than being able to choose when firing.

The stuff about wounding people and not killing them completely defeats the point, to stop unrealistic artillery rushes and rambo-ing.
 
As previously said, i think by beaver, he said the devs are working on it. So lets just see what happens
 
I really enjoy, that a feature that I planned in my todo is called unbalanced..  :smile:
The average IQ of the people posting in this topic is below 80, only held up by beaver.

I will probably create different ammo types when I find the time, and it will be awesome, and it will probably kill you...
And it will be super unbalanced because I like to kill the whole server with one shot.. obviously.
 
Vincenzo 说:
I really enjoy, that a feature that I planned in my todo is called unbalanced..  :smile:
The average IQ of the people posting in this topic is below 80, only held up by beaver.

I will probably create different ammo types when I find the time, and it will be awesome, and it will probably kill you...
And it will be super unbalanced because I like to kill the whole server with one shot.. obviously.

That's why admins have the new "Slay All" function, right? :razz:
 
Hibiki 说:
Vincenzo 说:
I really enjoy, that a feature that I planned in my todo is called unbalanced..  :smile:
The average IQ of the people posting in this topic is below 80, only held up by beaver.

I will probably create different ammo types when I find the time, and it will be awesome, and it will probably kill you...
And it will be super unbalanced because I like to kill the whole server with one shot.. obviously.

That's why admins have the new "Slay All" function, right? :razz:

It's also why the musket accuracy increased :lol:
 
I swear it was. It can't just be my imagination. Even though I've checked equipment and unit stats myself...
 
Hibiki 说:
I swear it was. It can't just be my imagination. Even though I've checked equipment and unit stats myself...

I'll make an MM Prussia/Russia comparison, I still have both mods. Give me a bit.

E:

comparisono.jpg

Okay. I don't think there is a difference, though I could swear there was one...
 
Well we did have that one really helpfull ranged training the day before the new mod came out.  We spent nearly the whole training working on hitting our target.  I guess it worked!

And I don't see why everyone must constantly insult anyone who comes up with a suggestion for the mod.  I understand being pelted with questions and ideas all the time is probably annoying, but there is no reason that a person should be shot down immediately for simply suggesting something.  It's gotten to the point where we can basically answer our question/idea before we post it. "No".  I guess it's just me, but I like to have an involved community that actively pursues new and innovative ways to improve the game that we all play.
 
Well, the present animation was changed, as you can see in the screenshots. Maybe that's the reason? :razz:

And we've already confirmed it, three times in this thread or so. First by Olaf. So the answer to this suggestion is actually 'yes'...

Btw, why on earth did you name it 'Russian Artillery Ammunitions', Lackay? :razz:
 
For canister you could have it thus:

Private artilleryman gets the normal roundshot ammo box.
Sarge artilleryman gets an ammo box with canister.

If no one goes sarge then the cannon has no canister.
 
Vincenzo 说:
I really enjoy, that a feature that I planned in my todo is called unbalanced..  :smile:
The average IQ of the people posting in this topic is below 80, only held up by beaver.

I will probably create different ammo types when I find the time, and it will be awesome, and it will probably kill you...
And it will be super unbalanced because I like to kill the whole server with one shot.. obviously.

Looking forward to it, i never thought itd be unbalanced, you just have to know what to do against it....
 
Wyrdstone 说:
For canister you could have it thus:

Private artilleryman gets the normal roundshot ammo box.
Sarge artilleryman gets an ammo box with canister.

If no one goes sarge then the cannon has no canister.

I would give the captain canister... dnno why.
 
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