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I don't know if there are any limitations, however, can the domination rate be reduced even further? Ideally, to the point that it would not be possible to win before the set match time expires. The reason being that matches tend to end very soon, sometimes even less than 10 minutes when I play as bluefor. Thanks for the consideration!
Please consider removing automatic reloading from Black Metal difficulty. You have to enable SV_Cheats to disable it, and even then you have to continually re-enable reloading while you are playing as there is some bug that keeps reverting the reloading back to automatic.
A minor bug I found is the the SMG cross sometimes disappears after ADS, but ADS again fixes it.
I also want to add that the weapon balance is the best it has ever been; thank you!
Thank you for this great mod! I was wondering if you had any plans to export more of the original models from RC for the CIS? Especially the unique grey B1 battle droid and Trandoshan Slaver model as the current one looks absolutely horrible in comparison with everything else in the mod.
Trandoshan models; I noticed you made a comment saying that you originally were not allowed to use these, but I am assuming that's changed now as one is already in the mod:
I think that overall, the balance in this mod is very good, but two weapons that stick out are the but i think that the Geonosian Elite's beam weapon does a little too much damage. The T-21 on the Mandalorian mercenary on the other hand is very weak and should get a damage increase, in my opinion. His missile also has very little splash damage.
Also, is it possible to make all 3 cis faction variations appear on every map? I never see Geonosians on Mos Eisley for example.
No problem; I'm really looking forward to blowing up some rebels with an AT-AT!
The Bergetiger could convert vehicle husks back into useable vehicles. Not sure if its effect could be applied to enemy vehicle husks, but it could be as close to "stealing vehicles" as I could think of; I think it would be an interesting ability for some specialized rebel squad for the guerrilla doctrine to have.
Thanks for the response! I admittedly do not know much about missile guidance, it just seemed strange to me that the hit probability would be so low.
There seems to be a bug with the Pantsir's missile guidance when engaging F-18s. I have seen a scenario in which 4 Pantsirs continually fired missiles until all of their ammunition was expended while failing to hit a circling F-18. The only occasion I observed a missile hit was when a F-18 flew directly over a Pantsir.
I never encountered this problem when missiles are fired at A-10s or Apaches (never seen it fire at an F-22).
Can't wait to blow them up with Star Destroyers!
I personally do not like the changes to the minigun. Given that the assault rifle is a well-balanced weapon which is effective at all ranges, I feel as if thought the minigun should balanced to maximize its damage at close range while reducing its effectiveness at longer range for the sake of balance and differentiation between the two guns. I believe that the damage of the minigun should be increased to at least 1.5x to 2x that of the assault rifle (the damage of the LMG damage should also match the minigun if it is firing a 7.62 as well), which can be abstracted as the assault rifle firing a 5.56mm round relative to the mingun’s 7.62mm which would also help to reduce the amount of ammunition as I find that the new minigun is too weak and I need to waste too much ammunition. If anything, I think the minigun’s spread should be increased, so while the first few shots should be accurate (to encourage burst firing) the spread should significantly decreased to not make the minigun too op and encourage its use at closer ranges. With these changes, I also think that the recoil should be reduced back to its original values and I feel as if though the minigun will become a very powerful niche weapon. Regardless, thank for your consideration and continued support for this great mod!
A laughably minor nitpick is why did you change the marine colors based on what weapons they are carrying? I think the colors are great for multiplayer, but all the AI’s in the campaign should all be green as that is the marine uniform is haha.
This model looks incredible and I don't mean to be rude, but I am wondering why the development team chose purple? Admittedly, purple may look better, but to my knowledge, the CAS is always depicted as silver in the games. I feel as if though the models (or perhaps just the color palette) for the CAS and OAS should be swapped as a purple OAS could also be a reference to the CSO which shares a similar color as the new CAS. Additionally, this new model looks much more intimidating than the current OAS one (as it really looks like the CSO), and thus would be much more fitting as the titan in my opinion. I am going to enjoy playing with the new model regardless though; thank you for the continued support!
I anyone having a problem with the reloading animations in 21? I keep enabling them in the options, but then after reloading once it goes back to the automatic reloading without the animation.
Edit: The bug only seems to be present on Black Metal, not realism (the only other difficulty I tired).
Also, there appears to be a bug with infinite enemy spawning on Black Metal difficulty.
v21 is looking like great addition to this already excellent mod! The only suggestion I can make is to maybe buff the Super Shotgun, perhaps with regards to its damage (maybe to the point it can one-shot a Pinky with one shell at point blank). It just never seems to be useful relative to the regular shotgun because of its short range and long reload. It honestly feels like an overall downgrade, unlike the assault rifle/minigun which each have instances in which the one of the two is superior (i.e. long range vs shorter ranges respectively).
Any possibly of a hotfix addressing the slipspace bug? It is really making the current release unplayable. Regardless, thanks for your consideration and continued support of this great mod!
As a side note, what happened to the new CAS model? :p
Sorry, last question, is the current Punic model a placeholder? I was wondering if the team will use the one from homefront when it is done:
Why was the Endurance Carrier removed from the New Republic?
I discovered a minor naming bug with the CCS cruisers called in from the tier IV beacon. They do not having "Patrol" in their ship name.
I have heard that this is a Sins related bug, however, I have never experienced this bug in any mod other than this one; which is very unfortunate as this mod is undoubtedly my favorite. It always seems to happen if games run more than a couple of hours.
I admittedly ignorant on the matter, but I am wondering if the bug is related at all to the distance at which ships are allowed to move outside of the gravity well, as when giving them a move order outside of the circle?
Oh, never mind; a new page for the Soviet Assault expansion was added. I got nervous for a second. XD
Why was the mod removed from the WIC mod list? Please don't tell me development has stopped. :(
Great! Now all we need are S-300VMs, S-400s, and BUK-M2s. ;)
I wanted to say good luck in the upcoming mod of the year votes. Although this "mod" may not win, I can say that it is a revolutionary game that has brought to me countless hours of enjoyment as I am sure it has to many others. This comment can hardly be regarded as inspirational, but I hope that development continues in improving this game into the foreseeable future, and cannot wait for what the future holds for Modern Warfare.
Thank you Modern Warfare Development Team for your continued support.
You should first fire a volley of cheap ballistic missile to overwhelm the Patriots and rapidly expend their ammunition. Interception of your nuclear ballistic missiles will then be impossible. :P
Jets automatically spawn from FOB unit in the air tab, but they sometimes do not spawn if the AI support bots spawn them before you.
Please do, since there is no ballistic missile defense for REDFOR (from my understanding).
This is hilarious and completely unexpected. Please continue to develop it! xD
Thank you for the response blahdy, I can't wait for the next iteration of this mod. :)
4.7 is excellent. Thank you blahdy and your team for keeping my favorite mod alive!
I have a few questions:
1. The US missile defense rader has a note that says it does not need to be built while one is in use by the AI, does the same hold true for the RU battle management radar?
2. How exactly do SEAD misile work? As RU I like to try to have a battle managment radar in front of my heavy SAM site as bait, but sometimes the missiles just fly over. I thought that SEAD would just lock on to the closest radar source, but is it random?
3. Can/Why doesn't the Mi-28 use the 9M123 Khrizantema missile? 9P157-2 "Khrizantema-S" has a millimeter wave scanner and shoots missiles and uses a ACLOS radar beam riding guidance system, so I wonder if it it is fire and forget and if the Mi-28 uses a similar system? It would basically make the Mi-28 a Longbow, but with shorter range and poorer penetration.
4. Are there any units planned for for redfor?
Thank you very much and please change the Russian voices to vanilla. :3
Thanks for the response. Lowering my graphics settings seemed to help. It was just strange since the crashing only happened when playing as China, and never as the US.
SIM -- Attempting to query bag not associated with this group type.
Group is of type 8. Query is for type 1. Group name:
I keep getting crashes about five minutes in while playing as China. I tried reinstalling, but it did not work. I found this in the warning log (posted above); any help would be greatly appreciated, thank you.
I will, thank you for the response.