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If you're going to continue adding some post-war tanks (and I think you should, so long as you use semi-realistic armor and pen values for them), I suggest choosing tanks that are roughly equivalent to the King Tiger in terms of firepower and armor, mainly because if you go above 200mm or so of penetration, tanks aren't really armored against that, even heavy tanks, so they end up becoming slow targets for the things that do have sufficient penetration, and which are often faster and lighter, instead of a useful hammer for an assault. So, speaking as a guy who has done a fair bit of research due to interest in the subject, I'd suggest the Caernarvon replace the Conqueror and the T32 replace the T29, and as for the Russians the T-44-100 would be a good choice.
(As a person who owns both the T29 and T32 in WoT, I'd like to see hull-down get added in for whichever one gets used, but I'd understand completely if you don't.)
Seeing as how the Eastern Front mod team isn't allowing you to release and distribute their models any time soon, wouldn't it be acceptable to have you keep your stuff separate from the Eastern Front assets and have them be loaded from a distinct Eastern Front install as a required mod?
If you're going to give the British the Conqueror heavy tank, I think you should consider giving the U.S. the M103, given that they operated in similar time periods and even shared the exact same cannon. Otherwise I'd just replace the Conqueror with the Caernarvon and its 20pdr, given that that has sufficient penetration to threaten the vast majority of the heavy tanks out there without being overkill against everything else.
On the other hand, I think its the T29 U.S. heavy tank prototype armed with a 105mm main cannon, and built on a longer, heavier Pershing chassis with a larger engine, and possessing a turret possessing both early dioptic rangefinders as well as a 279mm thick gun mantlet.
Yes, its a big ugly tank, but its a big ugly tank with a lot of firepower.
Are you still going to have a version made for regular CoP?
I would appreciate a new version of this.
It had an underbarrel bipod by default. Realistically speaking though, no LMG or larger can be carried and fired the way video games and movies have them used. Weapons like the MG42 and M60 are heavy as hell, designed to take the mechanical and thermal pounding of sustained automatic fire from full-size rifle rounds and not jam, break, or otherwise fail to function, and with their insane fire rate the recoil on anything other than a fixed prone position would be uncontrollable.
So for the sake of mowing down hordes of snorks with an MG42, we'll just have to deal with the fact these things aren't used in a realistic manner.
Oh, I get all of that, and I don't see a reason to not do both. The MG42 would still have the full 1200RPM though by default, and likely upgradable to be even more, whereas the MG3 would start at 900 and go to 1200RPM after them. I'd like to point out that there's extreme parts commonality between the two though, even to the point of many modern MG3's still having WW2 upper receivers, complete with Wehrmacht stampings.
And a quick edit for you, mp5lng, the MG42 could use both the smaller assault drums when deployed as an LMG for the mobility or a full belted box magazine when deployed as a static HMG.
Cool. I'd love to see the MG42 get added in, with a re-chambering option in the upgrade screen for 7.62mm NATO, given that the modern German MG3 is pretty much exactly that.
Are there going to be additional WW2 weapons added to the Zone?
If you're really adding the .454 Casull round, I suggest the Raging Bull Magnum revolver from Taurus, or if you feel like adding .410 shotgun shells as an ammo type, the Raging Judge Magnum.
Also, as a fan of the giant handcannons, between the .454 Casull and the .500 S&W, I'm glad they finally get some cartridges that can seriously compete with the Desert Eagle's .50 Action Express.
Those specific rounds, no, but I'm pretty sure in some parts of my country (United States) it is perfectly legal to buy AP handgun rounds in those calibers. Hell, one of the best-selling anti-coyote rounds is mil-spec 5.56x45mm NATO rounds, ballistic soft tip and all.
Well, its from Speer, so my guess is its a high-grade hunting round.
And yes, these are all actual commercially-available bullets.
I understand about the Beowulf, and the MK 47 isn't exactly a pure AR, but neither is it a pure AK. Its honestly a mutant hybrid of both, and you will need a new model for it, so I understand if it comes a lot later or not at all.
For particulars, I like the line of 6.8 Remington SPC weapons from it as well as the Beowulf M4 in .50 Beowulf, and for extras outside of it the Grendel M4 in 6.5mm Grendel, and the rather new MK47 "Mutant" from CMMG in the U.S., which can only be described in short as an AR-style platform built from the ground up to take both AK-47 rounds and magazines, with similar reliability to the AK-47 but with the superior ergonomics and handling of the AR-series of rifles.
As a modder who's done some extensive work on Sins of a Solar Empire, engine limitations suck, and I understand why you can't add that feature. The rest sounds great though. Another thing that's been worrying me is the fact that both you and the maker of Arsenal Overhaul make great weapon mods, and I'm disappointed I can't use both that and this at the same time for MISERY. Is there any way you could partner with him to add AO's extra weapons and animations to TAZ, complete with the planned ballistic realism overhaul, perhaps as an add-on?
I wasn't asking for a model conversion via upgrade tree, more along the lines of a special dialogue option, and yes, you can indeed clean up and fix a worn, rusty gun. As a recreational shooter, and someone who has had to take his firearms apart after using them so he could clean them, it is indeed possible to take a worn, busted, rusty weapon and fix it all up to modern standards. You just need to put in a lot of time and effort taking it apart, scraping the rust off, polishing and smoothing the metal out, and replacing all of the moving parts with newer versions machined to higher tolerances. Or, to put it a different way, no more challenging than what the existing technicians in the zone are capable of.
Is it possible to make a script for technicians to upgrade weapons from standard to modernized format, and from worn to standard?
If you're going to be creating new content, might I suggest an overhaul of the weapons? I'm a fairly hefty gun nut who also lives in Southern California, so I could help you come up with a set of legal and illegal firearms for you to use in this game's time period, as well as help you come up with appropriate damage scales for it.
Here's to .50 caliber battle rifles.
I'd prefer a thin red laser akin to Dawn of War that upgrades to a blue/white one at Heroic veterancy.
Is there a way to have this be a one-handed machine pistol so an artifact detector can be put in the offhand?
I have a lot of CoH mods installed, so telling me to modify that every time I want to load a different one or even to load VCoH since trying to run RelicCoH.exe loads your mod for some reason is not helpful advice. Fix your mod so I can load CoH from the basic game exe instead of Steam trying to run your mod.
I installed the workshop version, and now I can't run any of my other mods via the shortcuts I have. Brilliant work on that.
Is there any sort of estimated time frame for an English translation of the new text?
What round out of the several its offered in will the game version be chambered for?
NBC Universal is so going to hammer you guys once they find out about this. Not only that, none of these theme songs sound the least bit Warhammer 40k. Look to the original Dawn of War tracks for inspiration.
I'd go with the 1PN93-4 just because its a lot more ergonomic and won't take up as much screen real estate on top of the gun as the 1970's one will.
Did you intend for the read-me in this archive to be password-protected?
I think you might need to rebalance the armor vest if a .50 caliber anti-materiel rifle can't go through it...