Was born, is living... will die.
Nice try... :P
PS: Still thinking about becoming our German translator?
Oh... I just edited the text on our page. Did it send out an update notification? :/
IMO our current helmet looks much better, even if it is an outdated variant. If we did change the US helmet it would probably be a new model made by us.
Besides, we can't just use ZombieMod's stuff whenever we feel like it. Aside from the fact we were both under BSS we're totally separate teams.
We understand (and we're extremely grateful for all the support).
Our team just isn't capable of huge changes at this point though, especially new vehicles like the ZBD-09 (which are each huge projects involving input from almost every developer). At the moment we're effectively a skeleton crew.
That's not to say we're quitting of course. Too stupid for that. Keep the suggestions coming by all means... just be mindful that we aren't genies. :P
What's wrong with our current helmets?...
Nothing huge, but there are a few surprises. :)
Not necessarily, different setups are still being discussed.
But my proposal was very similar. ^.^
Hopefully in the next few days. :)
You're getting pretty close there actually...
Nothing wrong on your end mate. It's a known bug that's been around since v1.016 was released, and unfortunately has taken a disproportionate amount of time to fix internally.
It's working now though in the dev version, and will be solved with v1.017. :)
We are aware of it, but as long as the ZTD-05 105mm upgrade exists it'd be a little redundant.
The Abrams and ZTZ99 are powerhouses... but they can't take on entire armies by themselves. That said, when accompanied by supporting vehicles and infantry they're almost invincible (which is why the restriction is there).
In hardcore the restriction isn't as vital, because MBTs can be knocked out in seconds if flanked or overwhelmed. :)
I take it you only own the original COH, and neither expansion?
The original developers of MC decided to adhere closely to the gameplay mechanics of the original CoH, whereby the most powerful units (like the Tiger) were limited to one per player.
Removing that restriction would have made the current Abrams overpowered; PLA AT struggles to deal with a single Abrams as it is. It wouldn't have been balanced unless nerfed to compensate.
If you really want multiple Abrams, play hardcore mode (where unit restrictions have been removed).
I personally agree with you, but was told when I first joined that the existing ranges would be final, for balance reasons. I didn't see the necessity of that but eh.
Check the veterency section of the Abrams SBPS for an example of how a gunner is applied, and check the criticals to see how the Abrams gunner is removed.
Love it. Texture is clean and crisp, yet rugged. :P
In order of range, it goes:
- Type 87.
Range should be the same for both free-fire and abilities?
Create a new thread on our forums:
It'll help if you include the contents of your warnings.log (found in "Documents\My Games\Company of Heroes Relaunch\warnings.log").
Only the shader mate, aside from that you can run the mod on whatever settings you want. :)
Just make sure the graphics shader is always set to "high".
Torrent will hopefully be up soon.
It doesn't launch automatically after you dismiss the notification?
Were you trying to use the corpsman ability whilst the squad was still parachuting down a reinforcement? That's the only way I can reproduce it. :/
The stars have been removed since this shot was taken. :)
You mean further increase its resistance to frontal penetration?
G = Gai. The T59G is an experimental tank that isn't used by the PLA in real life.
It was originally going to be added to T4 alongside the T59D, but we opted for the ATGM ability instead (for the sake of realism).
What was your solution?
Your link just points to the forum.
I'm sure an ability could be easily set up for the existing Abrams gunner via the mod studio. But adding a second crewmember to a second hatch would be a much greater task, requiring additional OE work and possibly remodelling of the turret.
Put your suggestions up on our forums, that way the rest of the dev team will read them.
I agree with removal of the eyes on the Abrams. Although IMO most of your other suggestions would destroy the balance between different units.
Things like a canister shot ability are also harder to set up than you might think. Icons, text, OE coding for visual and sound effects, mod studio coding, possibly new impact FX, etc, it takes multiple team-members. :/