Modern Warfare Mod brings World in Conflict from the Cold War into the Modern Age. It also ups the ante on realism and authenticity in every role – Infantry, Armor, Support and Air, while trying our best to keep everything relatively balanced for fun and interesting gameplay.

Forum Thread
  Posts  
MW Mod 6.1 Planning Discussion (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : MW Mod 6.1 Planning Discussion) Locked
Thread Options
blahdy
blahdy Data-Linked AA-12
Aug 20 2020 Anchor

Proposed feature additions and changes for the future MW Mod 6.1 development:

New Units and Improvements:

  • Add 3K60 Bal (3M24/Kh-35) anti-ship coastal defense launcher to REDFOR.
  • JTDS: All aircraft now enter/spawn from Initial Point (IP) located at four corners of the map
  • EXFLINT: Enlarge addressable Vector3 space to 1536 by 1536 (from 1500 by 1500). Increase in play field size by 5%.
  • Upgrade following missiles to FLINT 7.0:
    • 9M720 Iskander M
    • MGM-140 ATACMS
    • 9M333 Strela-10

Game Balance Changes:

  • Raise price of vanilla destruction TAs (non-agent based TAs which cannot be intercepted ruin the multiplayer game experience, due to C2 nodes being vulnerable targets)

Bug fixes:

  • Fix PR 110828: (JFSN) US_MQ8B: Unit self-destructs when JFSN client request is made

Edited by: blahdy

Aug 20 2020 Anchor

- Lower the price of the trucks by 50, or increase their speed by a fair margin. Im not saying this because I love using them as a suicide weapon (although it would be nice for it) im more meaning as an aspect to be able to transport more infantry, as the infantry is super slow compared to vanilla WIC.

- Increase the cooldown on the ship respawn time, and decrease the reload time for the S-400, or increase the number of launchers present in one "squad"

- improve the accuracy of the Pantsir's guns if possible, as at longer ranges it fails to kill even 1 cruise missile

- Reduce the stagger between regular cruise missiles, as although it worked well for balance before, with FLINT 7, they are borderline useless.

Edited by: Arty17

Aug 22 2020 Anchor

Bugs:

Blufor:

1. MQ-8 speaking Russian when selected (Mi-28 VO).

2. US missile defense radar and Iron Dome can enter buildings lol

3. Apache Longbow does not use autocannon when given attack ground order after rockets have been expended.


Redfor:

1. Iskander-M and NK nuke launcher explode when launching missile at the edge of map (along red dotted line).

2. Iskander-K and K-300 Bastion do not fire cruise missile, but still undergo cooldown when launched at the edge of map (along red dotted line).

3. AI spawned units have wrong designations, such as S-400 (called S-300) and T-80UM (called T-80UK).


Balance:

Blufor:

1. Add a cooldown to ship FOB (shorter cooldown than regular FOB) with text timer; too cheap that you can continuously spam Hellfires for free.

2. Give the ship a random spawn location or move order upon spawning (if possible) when no humans are present on Blufor.

3. Increase price of Osprey; currently faster to get it shot down and respawn it then it is to wait for the cool down of the ability.

4. Increase the rate at which the Osprey can point it's rotors. It often takes very large turns at low speeds when told to turn 180 degrees after dropping troops rather than simply changing to VTOL mode to make the turn.

5. Give Osprey-spawned airborne laser designator instead of arty for better synergy with laser-guided Hellfires.

6. Give Apache Longbow Stingers.

7. Consider adding an Apache load-out with Spike NLOS; maybe remove the Viper for more room if needed.


Redfor:

1. Please disable nukes targeting the front line and restrict to enemy spawn when a human player is present on Redfor, or at least restrict such attacks to when Redfor is being Spawn trapped. A majority of the time these attacks just kill friendlies and neutralize friendly command posts.

2. Reduce altitude for Ka-27 for better survivability.

3. Replace AI S-400 site TOR with Pantsir for better defense vs cruise missiles and SEAD.

3. Increase Pantsir gun accuracy, often it has difficulty killing even self-defense threats when stationary.

4. Ataka-V missiles still suck ass with abysmal accuracy even at closer ranges with the helo flying at moderate altitude, stationary, while facing target.

5. Consider adding an Mi-28 loadout with just rockets and Iglas for 1001 points. Maybe someday with 9M123 Khrizantema-VM.


Edited by: ConstantinoP.

blahdy
blahdy Data-Linked AA-12
Aug 22 2020 Anchor
ConstantinoP. wrote:

Bugs:

3. Apache Longbow does not use autocannon when given attack ground order after rockets have been expended.

This isn't a bug. Autocannon is tied to ground unit targeting cursor. You have to right click on ground target for autocannon to fire. Froce-fire is only tied to rockets.

As for radar + iron dome entering buildings, good find. Bug has been logged.


ConstantinoP. wrote:

3. Increase Pantsir gun accuracy, often it has difficulty killing even self-defense threats when stationary.

Disagree on this. Pantsir gun has proven to be inaccurate in RL, so game portrayal of this is realistic.

Edited by: blahdy

Aug 22 2020 Anchor

Regarding the autocannon, I think it would be more convenient for the autocannon to also be tied to the attack ground command so you can use it to attack cloaked units, such as infantry in forests without having to awkwardly fly a foot above them to spot and fire at them (same probably goes for the Mi-28).

blahdy
blahdy Data-Linked AA-12
Aug 23 2020 Anchor
ConstantinoP. wrote:

Regarding the autocannon, I think it would be more convenient for the autocannon to also be tied to the attack ground command so you can use it to attack cloaked units, such as infantry in forests without having to awkwardly fly a foot above them to spot and fire at them (same probably goes for the Mi-28).

No. The work required to write such weapon selection logic isn't worth the effort vs. demand. Easier way is to introduce minimum range on the autocannon, so your chopper can't fire on infantry right on top of them.



Edited by: blahdy

Aug 23 2020 Anchor

In that case I would suggest keeping things the way they are; a minimum range would be bad for gameplay. Besides, ranges are scaled so it's not a big deal anyway.

Some more suggestions:

1. Allow TOR to engage artillery shells; currently, Redfor is much more vulnerable and sometimes helpless against arty with less ways it intercept it compared to Blufor. I think the change would be more realistic and would not disincentive players from using Pantsirs as they still have a SPAAG component.

2. Add a second man to laser designator squads with a sniper rifle (both purchasable and call-in). It would be a nice way to reintroduce snipers while adding more utility to existing units without adding clutter to the build menus.

3. Add a second man to call-in MADPAD squads for slightly better survivability with the ability to spread out. I also think it would also be a little more realistic than dropping a single man.

4. Give airborne and anti-infantry squads basic anti-tank weapons with limited ammo, such as an AT4 for Blufor and RPG-29 for Redfor. It just seems strange that they are completely helpless to the lightest of vehicles. On the other hand, anti-tank squads could get the aforementioned AT weapons removed in exchange for more ammunition for Javelins and Konkurs.


Added 8/28/20

Another bug: AN/MPQ-65 radar what come with Patriots are unable to use attack ground command if resupplied to squad after being destroyed.



Edited by: ConstantinoP.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.