The Wehrmacht - an Axis mod - WWII
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
Nothing! *dances around in circles laughing*
But seriously I have no immediate plans other than some small balance changes here and there. I have sort of lost interest in modding for the moment.
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Sun Apr 15, 2012 3:25 pm |
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jakgoeswee
Joined: Sat Sep 18, 2010 11:17 pm Posts: 8
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Re: The Wehrmacht - an Axis mod - WWII
U DID GREAT JOB NOT BIG SUPRISE
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Sun Apr 15, 2012 5:18 pm |
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trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
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Re: The Wehrmacht - an Axis mod - WWII
I'd like to see you re-add those guns that were eliminated in previous updates, the MP3008 and whatnot.
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Wed May 09, 2012 2:41 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
trotskygrad wrote: I'd like to see you re-add those guns that were eliminated in previous updates, the MP3008 and whatnot. I didn't deem them individual enough to keep. The problem with having a tonne of guns is trying to make them all different, and each to have it's own individual pros and cons. It only serves to clutter up the buy menu, otherwise. However, I might end up doing another Unitech-like Shoplist to 'give the power to the consumer' and whatnot.
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Wed May 09, 2012 2:53 pm |
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trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
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Re: The Wehrmacht - an Axis mod - WWII
Kettenkrad wrote: trotskygrad wrote: I'd like to see you re-add those guns that were eliminated in previous updates, the MP3008 and whatnot. I didn't deem them individual enough to keep. The problem with having a tonne of guns is trying to make them all different, and each to have it's own individual pros and cons. It only serves to clutter up the buy menu, otherwise. However, I might end up doing another Unitech-like Shoplist to 'give the power to the consumer' and whatnot. The solution imo, is to list the stats in an obvious way... "oh, the MP3008 is cheaper, but more weak than the MP40?" cortex command allows you to play with a 6th variable other than the usual accuracy, rate of fire, damage, cost, and recoil. Durability also plays a big role in my selection of guns. (also you might want to use the peacemaker reload script in the P24, it doesn't eject anything)
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Wed May 09, 2012 3:33 pm |
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C4KSoldier
Joined: Sun Aug 07, 2011 12:26 am Posts: 29 Location: NY, New York
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Re: The Wehrmacht - an Axis mod - WWII
This mod is awsome the guns are so powerful the first gun on the list took out 4 dummys and 2 dreadnoughts alone! Will there be actors in the future?
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Mon May 21, 2012 4:51 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
There.. are.. actors?
I don't think I'll add many more actors, if that's what you were referring to.
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Mon May 21, 2012 6:44 am |
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KingPanther
Joined: Sun May 20, 2012 2:33 am Posts: 2
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Re: The Wehrmacht - an Axis mod - WWII
Great Mod man best axis mod I've seen so far
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Tue May 22, 2012 12:49 am |
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Leogg
Joined: Mon Jan 16, 2012 10:37 pm Posts: 21 Location: U.S.A.
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Re: The Wehrmacht - an Axis mod - WWII
I have been using this mod since it was first released and i have to say, Keep it coming. its real good.
(also, this mod needs a Robo Hitler Mech, like the one in Wolfenstein)
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Wed May 23, 2012 2:13 am |
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toxic9813
Joined: Mon Dec 20, 2010 4:06 am Posts: 48 Location: Somewhere between Anchorage AK and Topsail Island NC
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Re: The Wehrmacht - an Axis mod - WWII
Yo Kett, you think you'll make the Wehrmacht MetaGame-Compatible after Build 27 comes out? This faction, along with a few (UniTec, etc) are so fully-fledged and partly balanced that they'd make GREAT MetaGame factions! Will ya? Huh? I know I'm not the only one thinking this
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Fri Jun 01, 2012 8:48 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
Why, most definitely! I'm looking forward to using them as much as anyone
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Sat Jun 02, 2012 2:29 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: The Wehrmacht - an Axis mod - WWII
Are you also planning on adding GI compatability?
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Sat Jun 02, 2012 3:32 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
Miggles wrote: Are you also planning on adding GI compatability? Of course! I might update it a bit, too.
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Sat Jun 02, 2012 5:52 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
Hurruh for double posting! Ok, so I need some opinions. I'm going to re-fit and probably re-sprite most of the infantry. I've got some ideas for what I want, but I can't figure out some of the roles. I think the current setup - five standard classes and one heavy infantry class - will stay. So, here's the proposed setup: - Basic infantry: Volksgrenadier -- Kar98k -- Luger P08 -- M24 -- Panzerfaust - Assault infantry: Sturm Infanterie -- STG 44 -- Steyr M1912 -- M39 -- M39 - Sniper: Scharfschutze -- G43 -- Luger P08 -- S-mine -- S-mine - Suppot ? -- MG-42 -- VSG 1-5 ? -- Medkit -- Mortar ? - Infiltrator: Fallschirmjager -- FG-42 -- Revolver -- Deployable AT ? -- S02 designator - Heavy assault infantry: (currently the Schwere Angriff trooper) Something like -- Some kind of giant flamethrower of death -- MG-08 ? So basically the flamer role is passed to the heavy trooper, whose role is passed to the support (with additional features), and the officer is eradicated in place of a sniper. Any suggestions or criticisms, please share.
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Sun Jun 03, 2012 7:39 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: The Wehrmacht - an Axis mod - WWII
I suggest you hassle weegee some, get him to make moddable trains and make that damn Nazi train. Also: Maybe an aerial based unit? Or at least one with more flying capabilities than a standard jetpack can provide, like that one backpack whirlybird device image posted somewhere some time ago.
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Sun Jun 03, 2012 7:56 am |
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