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Madturnip
05-27-2007, 11:37 AM
I am not sure if anyone is aware of this, but in KMOD you can do some pretty shady things using the allied defensive doctrine.

EXAMPLE:

When you fire the OFF-MAP artillery it lights up the area of the map you are firing. If you fire it again, being that in KMOD you have the ability to get resources gallore, just at the edge of what you can see -- and so on -- and so on -- you can literally walk your way to the enemy's base. While there, as long as you continue to use the special, the area stays visible so you can fire it again, and again, and again, and again, and again.... Basically reducing the enemy's capability to wage war.

I like the off map artillery, being that the allies stand no chance against fully upgraded german tanks, but the special being able to reveal the fog of war in a certain radius is kind of lame. I am not sure, but more than positive, that others know about this and I am just stating the obvious.


-*-*-*- NOW ABOUT DELETING THE ARTY ALL TOGETHER!!!! -*-*-*-

However, is there a way to keep the off-map artillery barrage and maybe just tweak it a little? ---- or ---- make it so when you fire it - it will not light up the area of the FOW you couldn't see before? Mind you -- you do have to fire it within an area your units can see, but you can literally (based on resources) walk the barage to the enemy base and pound away continously.

Maybe a little SCAR editing can change it so you can't do this. Maybe even make it so that the arty can't be used inside the main base territory. I don't think it needs to be totally removed or even time limited etc.

The AXIS are more powerful (IMO) they have V1 attacks, Fire Storm, etc. You take the ability of the ALLIES to strike where it hurts fast, efficiently, then you are making the AXIS even stronger. The MOD is great, but it seems as if the AXIS have gotten special treatment in the realm of military spoils and those who play them don't like getting ARTY'd cause there massively overpowering units can't defend from it. If that is the case then give the AXIS OFF-MAP arty as well.

If the plan is to remove the ARTY, as I have seen in post after post, then you are going to have to give the ALLIES a bone. Fully upgraded AXIS units are far more superior to any unit the ALLIES can produce. If you are going to take something that significant from the ALLIES then you are going to have to take the POP CAP off of the tanks, reduce some prices for building things, and so on to make it more balanced.

Don't get me wrong. I am fully aware that the AXIS tanks were superior to an extent, but I am also aware that ALLIES had air superiority and the ability to call in ARTY strikes/Sea Barrages/And bombing runs. Don't cripple the ALLIES...... Just tweak the ARTILLERY.
:confused:

Kyranzor
05-27-2007, 03:46 PM
as i replied in the other post, and as you have said here both teams in fact have some rather nasty offmap attacks, but even though offmap arty is being removed, there is still going to BE the arty. they are just going to be on-map arty :D

which means you can kill them!! >: D

or steal them hehe

the allies will still have airpower.

on map arty will still be dangerous.

Madturnip
06-05-2007, 06:04 AM
V1 Question:
I know this is old, but is there going to be a V1 launch pad that I can take out? Is there going to be limited PAD's that can be built? I would hate to see 4 or 5 of these pads in one base all holding V1's ready to shoot.

Artillery Question:
So arty is going to be on-map. What will be the build limit? Will it be stationary arty? Will it be a small company of Howitzers? Will it be a commander unit that can be killed on map?


I know you have probably already answered these questions, but I figured I would ask them anyway. Can't never hurt to ask questions.

Pvt.Jonez
06-05-2007, 07:51 AM
On the Subject of the V1-I believe, as cool as it would be to see V1 Launch trucks driving around on the battlefield, that Kyranzor will be completely removing the V1, for several reasons.

1.Uh, you cant bloody hit anything. Think about it, they could barely hit england, and its a whole island. At COH range (No greater than about 8 km or 5 miles), im not sure how the V1s accuracy would fair, and i am no expert, but i figure it would not be particularly accurate.

2. It would be REALLY frekin expencive, he is a short section from the Wikipedia Article about the V-2 Rocket, but it gives you a sence about how expencive the thing was, think about it in COH. Ill take a rough stab at pricing and IMO id cost about 4800 mp, 2500 fuel and 2000 ammo. That just dosen't work favorably to the Axis team in COH.

"The cost of the V-2 program was approximately US$2 billion in 1944 dollars (approximately US$21 billion in 2005 dollars); and 6048 were built, 3225 launched (US$620,000 each in 2005 dollars). In fact the program can be seen as the German "Manhattan Project", which has cost US$2 billion in 1944 dollars (approximately US$20 billion in 2004 dollars). To put the German effort to mass produce the V-2 in perspective, its cost was at the time estimated to be about 1,000,000 Reichsmark per rocket. This was about the same as four Tiger Tanks or eight Panzer Pzkfw IV tanks. For the 6000 V-2s built, Germany could have built up to 48,000 tanks. However, such comparisons of the opportunity cost of deploying the V2 versus other weapons systems need to consider the realities that Nazi Germany faced and the psychology of the senior Nazi leadership. For example, by late 1944 Nazi Germany did not have the fuel or qualified manpower to field an additional 48,000 tanks. The production of the fuel for one V-2 required 30 tons of potatoes. Sometimes as Germany lacked enough explosives to put in the V-2, concrete was used and sometimes the Germans put in V-2s photographic propaganda of German citizens who had died in allied bombing. With the war all but lost, regardless of the factory output of conventional weapons, the Nazis resorted to V-weapons as a tenuous last hope to influence the war militarily (hence Antwerp as V-2 target), as an extension of their desire to "punish" their foes and most importantly to give hope to their supporters with their miracle weapon[20]. In short, the V-weapons were important to the Nazis even though they were civilian terror weapons with dubious military value."

3. It would be really hard to mod. I am pretty sure that even when everything is released, it will be quite impossible to make a 30-truck mobile V2 launching station, or as it was someone suggusted earlier a static V-missle launching station. This would require a great deal of infustructure, shuch as the bunker in the Campagin.

Intresting Tidbit- Acording to WIKI, which I know you all dont trust at all, more V2s were regestered by the allies in Belgium than the UK. Who woulda thunk?

1664 in Belgium to 1402 at the UK.

Nothing personal, i just feel that moblie arty, i.e. Hummel, Priest, Grille, Wespe and wheeled cannons such as the are far more important, and that the V missles are just a goofy feature in the game and should have never been there in the first place.

FiffA
06-05-2007, 12:48 PM
Yes the V rockets are kinda silly in COH, and it should be removed :)

@Madturnip

We want Artillary to be built and moveble ingame, when u build u get ONE artillary piece. And u get the actually artillary vehicle and no dude who calls it in.. This makes artillary more tactical than jst a button to push and click where to bombard.

:)

Kyranzor
06-06-2007, 03:43 PM
indeed, what fiffa said ^_^

it takes micro and using control groups ( group 1, 2, 3, etc) to quickly find targets for your artillary, and therfore any more than 9 would be hard to control anyways...

the ammo cost to shoot the artillary is about 50 ammuntion, and at the COH standard ammo flow-rate that is alot of ammo...