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Mr Carloff

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  1. Я знаю что вам пофигу, но все же Build Update #8855 (PC and Mac) "Rage, rage against the dying of the light." --Dylan Thomas New Features New Hero Class! Man-At-Arms New Hero Class! Arbalest New Ruins Boss! Gibbering Prophet New Warens Boss! Formless Flesh New Weald Boss! Brigand Cannon New Loot: The Ancestor’s Trinket set. Ultra-rare items once held by the Ancestor himself - be warned, some of these trinkets are only found in the pitch dark! New Building! Ancestor's Statue: Click the statue to open the Ancestor's Memoirs - a record of all cutscenes and boss backstories! Heart Attacks! Don’t let your heroes get too stressed. If your stress bar fills again past affliction...it’s over. Sell your junk! In the Trinket Inventory, hold shift to see sell back value, shift+click to sell trinkets Crit-heals! Heal, critically! Tons of Party Names as created by Kickstarter and Humble backers! UI Improvements Hamlet Added z-depth to the Hamlet, improved building menu interaction, revised all times of day Graveyard: Added a background and new Caretaker pose; Tombstones change to reflect resolve level at time of death, UI improvements, scrollbar Activity Log: UI improvements for easier 'at a glance' parsing of the activity log, scrollbars Trinket inventory now supports sorting by class restriction and rarity, and a scrollbar “Unequip all Trinkets” button for quick Trinket wiping Updated art on remaining incomplete trinkets Quest Select: Approved party names from player survey Updated roster sorting buttons' colors to reduce visual noise Class sort now sorts by preferred position Dungeon Added hotkey ( c ) to bring up/dismiss character panel Manual torch snuffing for more control of lighting level (mouse over torch for instructions) HP bar animation when healing for greater visual feedback Additional map controls and logic (-/= or -/+ on numpad to control map zoom) Map now follows the party, remembers its zoom setting after scouting Misc Clarified presentation of PROT (protection) in some places. PROT starts as a % which gets multiplied by the hero or monster’s Max HP. This gives a damage mitigation (armor points) number. For example, 20% PROT x 30 HP = 6 Protection pts. Each hit that lands will have 6 points absorbed before any damage gets through. Additional future work expected. “Marked” no longer referred to as “tagged” in some tooltips Improved various menus and icons in the game New / unique trinket art for trinkets with missing art Gameplay / Balancing Improvements Darkness is now more deadly: reduced player crit bonus in low light, slightly increased chance of players being surprised in low light, increased stress damage in low light, slightly increased monster dmg in zero light, slightly reduced gold bonus in low light Adjusted Dungeon / Region leveling to fit new boss plot quests Max upgraded Roster size increased - this may be temporary! Trinkets: Tuning of Trinket award rates and rarities Trinkets: Balancing/redesign pass on many Trinkets I’m stuffed! Limit added to Food consumption to reduce over-eating exploit Plague Doctor: increased Blight Resistance Bounty Hunter - Hook and Slice is now reworked as a rank 3 / 4 targeting bleed attack Bounty Hunter - Slight nerf to Finish Him damage bonuses on the Stun Killer effect Leper - Revenge removed ACC penalty and slightly reduced CRIT bonuses Leper - Intimidate: reworked the skill to be a strong debuff skill with some damage, affects ranks 1/2 together Reduced Crit-heal percentage Reduced companion stress from Death’s Door Slightly reduced average crit damage from monsters All L3/L5 monsters have slightly increased HP which may make for slightly longer fights / increased value of buffs and debuffs. Many size 2 monsters have more HP (Carrion Eater, Swinetaur, Unclean Giant) Crone: now harder to hit, increased Crone’s Curse debuff and added extra target possibilities to her debuff attacks Swinetaur can now do running attacks from ranks 2+ instead of 3+. Ole! Monster Brains - improvements to default brains to make somewhat more deadly as monsters level up Monster Brains - more monsters have their own brains (much more to come) Original bosses (Necromancer, Hag, Swine Prince) now have nastier behaviors as they level up “Heal Received” buff now on certain Skills and Trinkets And probably a few secret things... General Bug Fixes Activity Log entry cutoff issue Activity Log names update when heroes are renamed Torch disabled during ambushes with tooltip explanation Health bar showing up on second quest bug Profile reposition bug on Main Menu Raid Results UI layout fixes Non check-marked room bug Miscellaneous string edits Fixed AOE “+” positioning Fixed Plague Doctor camping pose Non-loading screen narration interrupting loading screen bug Swine Prince targeting fix Battle camera bug, getting stuck at the end of a round Removed background barks on Provisions screen Blood splatter no longer appears on misses and dodges Crash fix when death and Affliction check occur simultaneously by trap Narration queuing fixes Traps not appearing when spawned in a corridor previously visited Prevent surprises from occurring in tiles previously scouted or visited And more…!
  2. "поправили кучу багов"There are no balance or design related changes this update. We have, however, updated the game with many bug fixes. Here's a sampling of some of the fixes since last update: Note these are verified fixes - there are more fixes in the process of being verified. When British M3 half-track is re-crewed by any faction it gains an incorrect ability (area repair) Grenadier Squads appear to be Suppressing Infantry Section Squads No Combat Music when engaging enemy The OKW MG34 machine is missing some SFX when reloading A fence on the map "Moscow Outskirts" is not fully closed, infantry is running through the fence Raketenwerfer is spelled "Rakten" in the Tool Tip Text Trying to move units across a destroyed bridge within Heidelberg Crossings results in them snapping into the water Infantry Sector - The Boys Anti-Tank rifle share the same Hotkey as the Build command Tactical Support Regiment - Artillery Cover functions in the enemy base area Music - Ostheer(vanila) theme playing on main menu after quitting a match as the UKF Commando Regiment - Infantry Sections continue to periodically throw grenades at close range after Assault commander ability have ended Lierneux - Map isn't set to a Winter Map, Units and building are using summer Skins Essen Steelwork - Squad become stuck after vaulting over a wall Gelsenkirchen Refinery - Vehicles will lose all LOS when they crush a "brick01_6x3_01" wall Territory lines on Dusseldorf appear broken around the map Units will clip into the Railings and Fall off the “bridge_m6_port_tourant” bridge in Port of Hamburg Essen Steelwork – Infantry can sneak into enemy base with out being shot by base defense Essen Steelwork – All Metals 2x1 Shelter have Garrison mouse cursor icon but the building does not have any garrison slots Re-crewing the OKW Pak 43 Emplacement cause the maximum squad size to become 3 instead of 4 The “Target Weak Point” ability for the OKW ‘Pak 43 Emplacement” have not been updated Royal Artillery Regiment Commander – Forward Observation Officer – The officer and sexton can alternate using barrages as each one cools down Captured M2 Mortars can’t be reinforced to a 4 man Squad Riflemen do not animate when using Anti Tank Rifle Grenade Essen Steelwork – The burnt bus in the middle of the map is missing its collision box Dusseldorf has various routes to pass the enemy base defences Garrisoned Bunkers on Across the Rhine map when destroyed will have units survive. Essen Steelwork – Floating conveyor belt when supporting buildings are destroyed Valentine – The Observation mode cooldown is cancelled if the US owned Valentine disembarks and recrews as the ability is cooling down Valentine – Audio Speech – There is no speech for the US owned Valentine The tactical and mini-map for Port of Hamburg has graphical issues Valentine – Audio Speech – When US troops attempt to crew the vehicle, they will say it is a heavy armor A specific building allows you garrison 3 units even though all the buildings around it are bigger but only allow 2 units to be garrisoned The OKW Flak Halftrack can receive a “Top Gunner Killed” Critical, but doesn’t have a Top Gunner Universal Carrier – Audio Speech – The overlord does not say anything when the Universal Carrier is destroyed A specific bridge on Port Hamburg can be given the “Crew Shocked” vehicle crit when shot The Jagdpanzer IV will fire before the Main Gun is line up with the Target Specific building within Port of Hamburg allows a unit to capture a point while garrisoned The PM-41 82mm Mortar Team doesn’t animate correctly when firing a Flare “Brace Structure” Hotkey share similar hotkey for reinforcing infantry causing some minor annoyance for players Universal Carrier – The modifiers do not show improvement on Crew Repair when the vehicle is Vet 3 Universal Carrier – There is no cooldown for the Vet1 Repair ability if the US owned crew disembarks during the ability Universal Carrier – Tool tip for Vet 1 and 3 ability is not correct Universal Carrier – Audio Speech – US troops will call the Universal Carrier a heavy armor when trying to crew the vehicle Stormtroopers are unable to upgrade when they reach Vet 3 “Haley, Is that you?” bulletin contain minor typo The Churchill AVRE vet 1 bonus does not function as described Girder floating after destroying two large building on Essen Steelworks Door to large building blocked on map Essen Steelworks Lorch Assault > Infantry won’t path across a bridge Units will travel out of bounds when ordered to exit a particular garrisoned building on Dusseldorf M15A1 AA Half-track requirement text is incorrect Veteran training: Infantry bulletin has grammar error in description Armoured convey bulletin is not applying to the M3 Halftrack Ground and Pound! Bulletin does not add the 5% extra reload time stated Field Headquarters has no ‘Normal Operations’ option so can be permanently stuck on Brace Grammar error in the description of “Bob’s my uncle” bulletin Forward Logistic Glider resource boost stacks per glider greatly increasing income The "light gammon bomb" grenade does not consistently throw when unit is under fire Quotation marks within title for "Vanguard Operation "Crocodile"" uses different fonts German Sniper - The stun caused by Incendiary explosive round creates a portrait status icon with no description text Vickers HMG Team are not affected by the cold on winter maps. Sherman Firefly - The Tulip Rockets do not fire Burn them Out Victory Strike appears with no Text in the Construction Tab of the Post Game Stats Sherman Firefly - Audio Speech - US troops mentions the Sherman Firefly as a Heavy Armor when trying to recrew the abandoned vehicle Sexton - Audio Speech - US troops mentions the Sexton as a Heavy Armor when trying to recrew the abandoned vehicle Infantry Units can't Garrison the 17 Pounder Emplacement after loading a Save Game The Resource Income rate penalty isn't removed when the Tiger Ace is Killed The Mobile Defense Commander's Counter Attack Ability has an extra Fuel Cost The Tool Tips and CP requirements for the T-34/85 are not correct Cromwell Mk. IV - Audio Speech - US forces refers the Cromwell as a Heavy Armor when attempting to recrew it The Panzer IV Model breaks when the unit dies from a Brew Up Death AS.58 Horsa Glider HQ shows Require text for the Forward Retreat Point before it lands even though it doesn't have the upgrade available. Vehicles upgraded with Emergency War Speed can still use the ability after getting engine damage/destroyed/burning The .55cal British snipers critical shot ability doesn't affect the Ostwind and ISU-152 Observer mode hud is out of alignment stacking on top of each other after toggling a few options Heat Rounds are Scattering like Artillery Rounds Churchill Infantry Tank ability Infantry Support Smoke has no mention that it slows the tank when in use Sexton does not fire when using multiple abilities that state all 25-Pounder Howitzers should fire. Vet 1 upgrade for Forward Observation Officer does not use the abilities correct name Tactical support regiment - Air resupply operation says it's ready for use when the ability is still active Vet 1 upgrade for Reconnaissance Section does not use the abilities full name Royal Artillery Regiment commander ability Concentration Barrage remains highlighted after use. SFX - Infantry Sections squads have no sound when firing Sexton 25-Pounder Howitzer Barrage ability stops if a unit is killed All flares are deployed at the same time when using the Royal Artillery Regiment commander ability Early Warning Churchill Mk. VII - When taken over by US forces, two abilities use the same hotkey Centaur - Strafing Fire does not cooldown if the US owned vehicle disembarks and recrews during the ability Armored Car - The smoke screen ability does not go into cooldown if the US owned vehicle disembarks and recrews during the ability Churchill AVRE - Cooldown for the Petard Mortar is gone once the US forces crew disemarks and re-crews Churchill AVRE - There is no text mentioning the time increase of the Petard Mortar when reaching Vet level 3 Kubelwagen engine/driving sfx is too quiet Anti-Building Flame Mortar Support can attack OKW base buildings with out line of sight as long as it has been revealed once on the mini map Double clicking, select both the SdKfz 221 Scout car and use the Sdkfz 234 'Puma" Armored Car User can build the Forward Assembly in the Enemy HQ Territory 25 Pounder Gun Crew appears to have faster than normal idle animations Bofors QF 40mm Emplacement > If the emplacement is abandoned and re-crewed by a different faction one of the crews hats is offset Reconnaissance section - smoke grenade reposition and reconnaissance tactics can both be used while pinned 3-inch Mortar Emplacement has no "Hold Fire" ability Commandos - Demolition charge and light smoke grenade have incorrect requires text when unit is pinned Royal engineers have incorrect requires text on certain abilities when pinned Units have no portrait status icon when using the "hold the line" ability Royal Engineer Recovery Squad can Salvage while pinned Royal Engineer Recovery Squad and Demolition Teams have a vet ability which doesn't apply to them Infantry Sections have no portrait status icon when the "tank hunters" ability is active. Tactical support regiment - When a unit is receiving the buffs from Air resupply operation they don't get a portrait status icon Special weapons regiment - Boys AT rifle upgrade shares same hotkey (B) with field defences on infantry section Tactical support regiment - Air resupply operation has empty 'requires' text Royal Engineer Recovery Squad and Demolition Teams are able to reinforce to 6 troops. AS.58 Horsa Glider description doesn't include that you can "Reinforce" from it and that it must be in supply Royal Engineer Recovery Squad can not salvage select AEF vehicles Royal Engineer Recovery Squad Gain 0 fuel from salvaging M3A1 Light Scout Car Royal Engineer Recovery Squad Gain 0 Manpower from Salvaging M-42 45mm AT Gun and Raketenwerfer 43 AT Rocket Launcher HMG teams and IR Halftrack are changing facing directions on their own If emplacement suffer an abandon critical during construction, the Royal Engineer gets stuck in an unplayable state Riflemen Field Defenses & M1919A6 LMG Commander abilities CP requirements are not correct The Mortar Barrage ability on the M2 60mm Mortar team does not adjust its radius UI the farther you aim Crew injured critical cannot be repair on all British vehicles Description for "Smoke raid Operation" uses bad grammar. USF - Spelling error in the Vet 1 text for the M2 60mm Mortar Team Speech - Puma (OKW) has missing audio when crewed by UK Forces Speech - Panzer 2 "Luchs" has missing audio when crewed by UK Forces Speech - Kubelwagen has missing audio when crewed by UK Forces Abandoned British emplacements are consuming full US squads when they try to re-crew them because the emplacements are treated as vehicles Speech- No speech when Wehrmacht/ OKW/ USF units capture British team weapons. Speech - Bofors 40mm Emplacement has no speech audio at vet levels 2 and 3 when re-crewed by US forces Speech - Royal Engineers, RE Recovery Squad, and RE Demolition Squad all reference the Soviet, AEF, and British Factions as German. Speech - Royal Engineers, RE Recovery Squad, and RE Demolition Squad all reference the Universal Carrier as a Tank when under attack while trying to garrison it. Speech - Royal Engineers, RE Recovery Squad, and RE Demolition Squad have odd speech for garrisoning the Universal Carrier Armored Car - The bridge text title of the Armored Car is changed once it is taken over by US Forces 3-inch Mortar Emplacement - Audio Speech - There is no speech for the US Forces recrewed Mortar Emplacement 3-inch Mortar Emplacement - Audio Speech - US Troops mentions the mortar as a vehicle when trying to recrew the abandoned unit Bofors QF 40mm Emplacement - Audio Speech - The overlord voice will be british when a US Forces overtaken Bofor is destroyed PIAT - Audio Speech - US Forces calls the PIAT a bazooka Bofors QF 40mm Emplacement - Audio Speech - US Troops mentions the Bofors as a vehicle when trying to recrew the abandoned unit 6-Pounder AT Gun - Audio Speech - There is no speech when the weapon is taken by US Forces or OKW Forward Assembly - There is no cover for the Forward Assembly Speech – Bofors QF 40mm Emplacement > No speech audio when captured by Soviets, East Germans or West Germans When an M3 Halftrack is crewed by UK Forces, its health bar is displayed incorrectly The ability kicker for the healing icon when the Airlanding offer is Vet 3 stops displaying when you move the unit ALL Machine Gun crews are automatically re-positioning when flanked. The Designate Command Vehicle ability can be stacked multiple time on a previously abandoned command vehicle Speech- M15A1 AA Half-track is missing audio when crewed by UK Forces Speech - M5A1 Stuart has missing audio when crewed by UK Forces Speech - M8A1 Howitzer has missing audio when crewed by UK Forces Speech - M20 Utility Car has missing Audio when crewed by UK Forces Royal Engineers Global Unit Control highlights Royal Engineer Recovery Squads as well when selecting all. Speech - M8 Greyhound is missing audio when crewed by UK Forces Speech - Puma (Wehrmacht) has missing audio when crewed by UK Forces Speech - Tiger Ace is missing audio when crewed by UK Forces Vickers HMG Team - Recrewing a vet 2 or higher Vickers HMG team will always shoot a green tracer fx British emplacements have inconsistent costs between base buildings and royal engineers Obersoldaten have incorrect description text Speech - Panzerwerfer 42 has missing audio when crewed by UK Forces British Forward Assembly - Can be build in water where the player cannot reach Forward Assembly - The player can build a Forward Assembly undrewater where the ice is broken Speech - SdKfz 250/7 Mortar Halftrack has missing audio when crewed by UK Forces Speech – Valentine tank > Concentrated sexton barrage plays no speech audio when used Speech - M4C Sherman has missing audio when crewed by UK Forces The UK Tank Commander upgrade will allow upgraded UK Vehicles to detect mines Audio - Units garrisoned in emplacement sounds like Space Marines/Robots Emplacement would animate explosion every time a Royal Engineer stop repairing Enable and disabling Prioritize Vehicles would sometime break the ability causing the 17-pounder to not free fire at Infantry within its range Vanguard Operations Regiment - Vanguard Operation "Crocodile" - PIAT Commandos - Ambush does not function properly Broken animation when using the Stop command for the QF 17-Pounder AT Gun Vanguard Operations Regiment - Vanguard Operation "Crocodile" - PIAT Commandos - There are two abilities that use the same hotkey "H" Audio - The Overlord will state the HQ is destroyed if the player's vehicle runs over the sandbags at HQ Vickers HMG Team - The HMG weapon model is missing when garrisoned in an emplacement Commando Regiment - Mortar Cover ability can be called in on base sectors M6 Mines are triggering incorrect Overlord Speech when they are destroyed Heavy Engineers that have PIATs and Vickers cannot re-pickup Vickers once reinforced Vanguard Operations Regiment - Vanguard Operation "Crocodile" - Churchill Crocodile - The Vet 3 ability does not function Vanguard Operations Regiment - Vanguard Operation "Crocodile" - PIAT Commandos - The player can click the demolition charge dropped by the Commandos which will show several errors Vanguard Operations Regiment - Vanguard Operation "Crocodile" - The actual population cost and displayed population cost are different Vanguard Operations Regiment - Strafing Support - Strafing Support does not attack buildings Wehrmacht Pak 43 AT Guns that are Under-construction are invulnerable and can prevent points rfom being captured by the enemy. Vanguard Operations Regiment - Vehicle Crew Repairs - There is no icon in the portrait on vehicles affected by this ability Game crashes during loading screen when choosing Angoville map Speech - KV- 1 has missing audio when crewed by UK Forces Comet Tank's "M89 White Phosphorus Shell" ability does not effectively damage/burn units over time. Vanguard Operations Regiment - Forward Logistics Glider - The player can trigger commandos in queue when the glider is still flying in Speech - KV- 8 has missing audio when crewed by UK Forces Weapon Regiment is missing the description text Speech - T-70 has missing audio when crewed by UK Forces Speech - SU-76M Assault Gun has missing audio when crewed by UK Forces The Boys Anti-Tank rifle snap to shoulder and floats in front of the Infantry Section when throwing heat grenade from the Tank Hunter commander ability Garrisoned units in the 17 Pounder can't be accessed. Vanguard Operations Regiment - Forward Logistics Glider - Resources are doubled on the sector where the glider lands but it does not let the player see how the value is represented The AEC Armored Car's "Target Tread" abiliy sometimes fails to trigger when the Vehicle is moving Impact Hit FX from the German G43 Rifles is a Huge Blood Cloud Vanguard Operations Regiment - Raid Operation - There is no Raid Operation icon over the Ordnance QF 6-Pounder Anti-Tank Gun Vanguard Operations Regiment - Raid Operation - There is no cost for using Raid Operation Speech - SU-85M has missing audio when crewed by UK Forces Impact FX on the ground from the Co-Axle Gun on the Firefly appear to be mini explosions Rarely would 2 out of 7 direct hit from a Sherman firefly on a German Tiger tank show no damage taken (SMG) - [Passive Idle InCover] - There are pivot slides and popping on the SMG Squads when the Squad is in the HQ Territory, Idle and in cover The AI has access to Soviet commanders with all factions Speech - Brace Structure has no audio on HQ Buildings Speech- All light armour vehicles seem to be saying "huns in a halftrack" and "enemy half-track firing" when under fire from all types of enemy tanks. The Sim makes the Soldier with the Vickers LMG stand up for no reason after reloading Vickers LMG comes up from the ground when Weapon is swapped to another Squad Member okw texture consistency pass Royal Engineer's Vet 1 passive breaks reload/firing animations when using a Bickers or Bren LMG Speech - Commandos have no audio for planting and completing a Demolition charge Loadig screen Hints and Tips for the British Faction Vanguard Operations Regiment - Airlanding Officer - Prone strafe firing causes odd animations Support Regiment Commander - None of the commander abilities have overlord speech when the ability is unlocked Royal Artillery Regiment - Speech - There is no Overlord Speech when a Forward Observation Officer is Killed Support Regiment Commander - Missing Min/Maximum firing range UI for all of the Forward Observation Post abilities Support Regiment Commander - Missing portrait icon for the Air Resupply Operation speed boost Vanguard Operations Regiment - Airlanding Officer - There is no hotkey for Recon Sweep ability Royal Artillery Regiment - Speech - There is no Overlord Speech when a Recon Infantry Section is Killed Support Regiment Commander - The Royal engineer recovery squad does not benefit from the Bolster Infantry Squads upgrade Royal Artillery Regiment Commander - Forward Observation Officer - The officer over animates while firing Centaur's top gunner clip through vehicle when Driver Injured critical is applied Royal Artillery Regiment Commander - Forward Observation Officer - The description of each barrage does not match the actual action Royal Artillery Regiment Commander - Forward Observation Officer - The tool tip description for the two barrage abilities are almost the same as each other Speech - Vickers MG unit says "Armour brewed up" when destroying an armored unit Engineer Regiment - The UI on the Mini Map for Anti-Building Flame Mortar Support is huge and looks placeholder Speech - .55 Cal Armor Piercing Sniper will often confirm Infantry Squad kills as HMG Kills Issuing a move order before a squad can reload their PIATs will cause the PIAT shell to float next to the squad for a short duration Speech - .55 Cal Armor Piercing Sniper doesn't confirm Ostwind Destroyed Speech - Vickers Heavy Machine Gun Team has no speech audio when garrisoning a bunker / emplacement No speech on any of the Sexton's abilities Tires on the 25 Pounder Howitzer don't rotate propperly whent eh Weapon Rotates Comet firing animation needs tuning Less smoke on Firefly projectiles Need USF logo on decal sheet Some Abilities will break the "Prioritize Vehicles" Toggle on some Units AI - UKF - Sappers try to repair vehicles past their max health [Animation] Two Molotovs are thrown when Conscripts use the Molotov Cocktail ability while suppressed AEF Riflemen can get stuck in retreat mode when arriving at their HQ A conscript entity enters a T-pose state after firing a PTRS-41 Anti-Tank Rifle
  3. Для этого нужен понимающий человек с хорошим микрофоном и кучей времени. Но интересные игры я буду просить кастить инглиш спикеров.
  4. Может быть скоро, я нашел нового напарника.
  5. Я хотел ОГРОМНОГО приста Зигмара залепить :)
  6. Ошибся, хорошо что проверил. П4 200-55 Пантера 300-60 Тигр 400-100 Т34 200-40 Су85 300-55
  7. Нет. Это был ТОЛСТЫЙ намек. Я бы и сделал сам, да гиганта нету :)
  8. Мне всегда нравился стиль Отаку http://warhammer-empire.com/theforum/index.php?topic=18345.0 жаль он не выложил работу по кнайтам. Вот чел делал Black Rose =) http://svininfluensan.webblogg.se/category...black-rose.html А вот это просто офигительные кони Картинка не приклеилась - переходите по ссылке. http://vignette3.wikia.nocookie.net/warham...=20071201013645 Вот тут всякий арт https://daarken.com/blog/2013/12/18/remembe...8_daarken/#main "специально для fp_"
  9. Трудно решить, но судя по тому что они самые элитные в Империи и то, что это отдельный отряд в Спешалах...
  10. Мало того! Ноги ПРОСТО УЖАСНЫЕ, надоело их подрезать и сгибать. Ног можно делать хоть 5 - разные ботинки и чуть другой рельеф щитка. Венаторские головы всегда нравились.
  11. Андрей, не ленись, выложи арт из Эмпайр эт Вор, что мы с тобой 100500 лет назад обсуждали. А по делу добавлю - вся разница в орденах это шлемы, накидки-плащи, щиты и орнамент на бардингах. Если есть возможность делать орнамент для бардинга аля демигрифов - будет очень круто. Сам кривыми руками обработал стандартных кнайтов до стилистики Голден Лайонов. Будет схема как на фото, но с разными мини долепками. Олсо забросил 20 блэйзингов т.к.попса до получения апгрейд китов.
  12. Отличные новости. Плюс. 3 командника и 5 рядовых пожалуйста. А у старых блейзингов мне были интересны только тушки для коллекции, поэтому ноги я отдал кому-то :)
  13. Да, несколько раз. С одного кубеля падает 100 аммо, с пантер 400-80.
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  16. "Раскрывающийся текст"- New StuIIIG eats T34/76 alive. - New StuIIIG eats SU-76 alive. Yet is cheaper and comes earlier... - Pz4 comes earlier than T34/76... - If any chance of making T34/76 early enough to mass before the P4 swarm... Can't afford to make T70 or SU76 or molotov or AT grenades... / Upping the cost for a unit that has no chance of defending itself (SU76)... just means it'll never be used. SU76 was already not seeing much use. I only ever used it because it was dirt cheap (Pre-alpha)(I'm probably the guy who used the SU76 the most in this game)... And these changes basically killed it for me. Basically, the T34/76 comes out at the same level of teching as the Panther?? : No one liked when T34/85 replaced T34/76 in the first alpha (I was in it) Jan 2013. Why bring it back? : On topic of removing soviet call-ins, the same should be done for ALL call-ins in the game, else it feels like a strong specific Soviet nerf. : German tanks are sure going to be more numerous than T34/76 that's for sure. - And Puma still comes way earlier than anything simular the soviets can use. - Why is the 120mm Mortar now weaker than the Regular one? If you want to remove it from the game, please do so. But stop nerfing it deep beyond usability. I stopped using 120mm's after the CP cost went from 0 to 2. Because if I needed mortars, I simply made regular ones, and those had precision strike, and the 120mm would be redundant. Only advantage was the range. - They lost the extra range. - They lost the xtra dmg. - They lost the AOE. - they lost precision strike (Got flare)(At such SHORT range) - Regular mortar got flare, too (At longer range?) ... Just remove it, Relic. - SU76 / SU85 need mobility buff if can't spam them. Harder to get. More expensive. SU76 needs fix, else remove it entirely. - At current teching costs, T34/76 needs serious cost reduction. 280/80 or 280/90. And pop cost of 10. the Pz4 has a pop of 12. Same as T34/76. But it has MUCH higher advantage-per-pop. These patches basically removed the use of SU76 and T34/76... /// If T34/85 then becomes only real option... But at the cost of waiting even further. / Now can't play infantry and accumulate fuel to poop a little tank army (Faster than Germans). You need to. Because the germans beat you in quality-per-pop... / Now it's Germans make a Panther. Soviets make a T34/85. T34/85 dies. Germans make a Panther. - I'd rather a T34/76 in T3 (at 310/100) and a T34/76 in T4 (at 290/90). with the ability to make simulteanously in both T3 and T4. Can get early T34s that are expensive (heck, make them 340/120). Or make cheaper ones later on. If get large fuel pool and need to recoup losses fast (and Soviets lose units a lot faster than germans)... In pre-alpha, we can make T34/76 AND call-in T34/85s to get numbers back quickly... that's been removed... "Раскрывающийся текст" May 23 edited May 23 T34/76 AND call-in T34/85s to get numbers back quickly... That's EXACTLY what was wrong back then. Thank god and Relic it was fixed. 2 : - Back then, it was 3x superior tanks with huge survivability vs 4x inferior tanks with far less survivability. 1 German died, 3 soviets died. Soviets built 1 T34/76, called in 2x T34/85s, Germans built a third Panther... Thank god those days are over? - Now, Germans get 1 Panther, sov gets 1x T34/76. T34/76 dies. German builds +1 Panther. Sov makes 1 T34/76. T34/76 dies. German panthers are all vet 3. Sov makes +1 T34/85. It dies. As all Panthers are in the base. "Thank god, Relic finally has it fixed". : Soviets have the LEAST survivability per unit. : Soviets have the worst veterancy bonuses per unit. : Soviet T34/76 is 12 pop. And useless vet ability. / Pz4 is 12 pop. Has devastating vet bonuses, an amazing vet 1 ability, and can pop smoke or dig in to get a fantastic firing rate and range bonus. Is +1 mg, higher ranged pen, higher armor. - T34/76s have the worst efficiency-per-pop in the game. Their only grace is that they can be massed earlier because has lowest fuel cost per medium tank... but only useful if they can hit the field first, and keep up that advantage. / Once the pop caps are filled, or the Germans have a decent superiority force, soviets are done for. They are well known to be far less forgiving of mistakes. - Before they could recoup losses fairly fast. Now even that is gone. - Now they need to tech all the way. To the point where Wehr gets Panthers. So first T34/76 hits the field at same time as first Panther. It's worse if soviets spend on molotov, AT grenades (sov have worst anti tank infantry in the game)(Guard AT guns ability button was nerfed into the ground). - Ram was nerfed into the ground. - AT nades work considerably worse from the front. You could say T34 was buffed from doing 80 dmg to 160 dmg (same as Pz4) But it's cost was raised considerably for that. So it's nerf after nerf after nerf. Nevermind that Pz4 has better armor, and better AI and better ranged pen. And survivability. And poppable smoke. And scope. And command Pz4 and stackable command panther bonus and... Less survivable, less spammable, low efficiency-per-pop (but same pop cap as german!). It's like protoss zealots vs Zerglings, but you can make Zealots as early as zerglings, and 1 on 1... but one has shields, and hits just as hard... and their costs are now similar...
  17. Абилка на катюше показала себя никак. Вместо круга, куда летят ракеты, за 45 аммо тебе дают сардельку от волкинг штуки. Но все равно разлет буквой К выходит, I это сама сарделька, а лучи куда падали ракеты.
  18. Хуже, практически не убивает. В плюсах только дальность. Еще не пробовал, противники раньше ливали. СУ-76 не пробовал, играю через Т70 в Т4 и СУ85. Штуг пробовал - стал лучше, со второй звездой так вообще огонь - гнет сразу и пехоту и технику. 1 на игрока. апд. Но некоторым можно и Ягу и КТ. :)
  19. Да, она пока что самая имбанутая - стрелки, пулемет, глайдер, коммандос и противник выходит. Да, на 2 СР как раз все поле боя в зенитках.
  20. Ну как ни странно, более или менее играть можно. Но только через Радиоперехват. Су85 выходит по времени так же как и Пантера, т.е. Т34 занял место СУ76. Ремонта у тебя нет ровно до Т1. Но это просто [ой!]ец такой же ремонт как и у Т70 но за 15 аммо, и на 3-ей звезды двойное кол-во хитов вылечивает.
  21. В 2х2 ты приезжаешь за МГ42 и высаживаешь Томми. Фаерфлай нет, минометы да. Но против ванильных не катит - куча оффмапов. 90 и ты жаришь.
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