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Comment History  (0 - 30 of 37)
Zess1664
Zess1664 - - 37 comments @ Federal Unit Manager v1.9r

Please add app window resizing or interface scaling option.
At the moment, working in it on square monitors is problematic, because the interface is cut off on the sides, and at the same time, the font and interface elements are too large for 1280х1024 resolution

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ krieg in-game

The bayonet is not attached like that, you cannot make stabbing blows, only tickle the enemy with the tip of the blade. The bayonet is not attached to this part of the weapon, it's handle rests to it.

Please take a close look at how bayonets are attached to rifles.

In addition, the size of the lasgun can be reduced, or, perhaps, the proportions of some elements of the weapon can be changed (especially the buttstock, which literally pierces the soldier's hand through) can be changed. If you look at the pictures of the Lucius pattern lasguns, you will see that they are quite small.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Shovel Warfare

But why shovels? It's just fun meme, not actual lore - they're using bayonets, and maybe some veterans uses trench knifes and bludgeons.
And this shovel is even not a trench one -- it's too long I mean.

Good karma+3 votes
Zess1664
Zess1664 - - 37 comments @ Soviet Infantry Update

Lovely!
That's a great design of the Soviet infantry and for me it looks much more better than the EF mod and CoH2 ones
And I really like role distribution of main infantry units - I understand correctly that shock troopers and regulars are the same tier units, but they have narrow complementary roles - first are focused on close combat and grenades/explosives, and second focused at long-range combat and the use of anti-tank rifles and light machine guns?

Oh, and one more question
What role will anti-tank rifles takes in your mod?
In the EF mod and Company of Heroes 2, at-rifle performed only cheap anti-tank weapon role, which is a little sad, since the tactics of the last years of World War II assumed the use of anti-tank rifles not so much as at-weapon, but more as an anti-material.

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

I apologize, but what about anti-infantry turrets?
I checked the rebel and imperial turrets and they killed the infantry in large numbers, but the soldiers didn't attack them.
Even nova-troopers didn't shoot at turret.
Turrets can take damage only at the line of fire (for example, close to another building that can be attacked).
At the same time AA- and AT-turrets don't have this problem.

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

In fact, I can agree with the removal of ground commanders as a "regular" unit, but it would be great to have kinda "heroic" version of it.
Btw, I am more saddened by the fact that AT-AT no longer drop infantry squads.

Good karma+3 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

UPD.
Also I often encounter the fact that my infantry, including the AT ones, don't attack the turrets.
Is this normal?

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

New day, new bugs.
Imperial officer use old model, stormtrooper has T-pose animation bug (sometimes and only in stand)
Hkar.ru
Hkar.ru

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

Hm
I checked the turret again on the same map and it work now.
Strange.
Does it's weapon have a dead zone?
Because I am ready to swear that I saw a rebel infantry squad attacking the turret from close range, and it didn't even turns in their direction.
Is there anything that can turn off the turret in the early stages of the game?

Yes, of course, here you can see this thin lines.
Hkar.ru , Hkar.ru

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

Upd.
I didn't have time to play a lot today, but I found another bug and one small graphical error.
The graphical error is noticeable when playing on winter maps: winter bush shows the upper border of it's sprite.
Another bug concerns the Mandalorian anti-infantry turret: it doesn't turn towards the enemy and doesn't attack, even when I point target manually.

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Rise of the Mandalorians: Defintive Edition [Skirmish Beta]

I found a small bug: the first squad that you place on the battlefield doubles it's own cost in pop . For the first time - when placing, the second time - at the end of unloading from transport.
It's work for infantry 1 pop squads.

Sorry for bad english

Good karma+3 votes
Zess1664
Zess1664 - - 37 comments @ Mountain Giants

Maybe I will say a terrible thing, but when I looked to the one on the right, my first association was gopniks.
I am literally ready to believe that now he will ask "do ya have any change and cigarettes?"
I should note that even the faces are a bit similar.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Dark Medieval Times

Господи, скажи пожалуйста, что мод еще жив
Это ж единственный мод на БФМЕ с такой тематикой.

Если жив, то есть ли какая-то группа или форум, где можно следить за модом?
Мог бы немного помочь с переводом, особенно в плане грамматики и работы на моддб.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Dark Medieval Times

Господи, скажи пожалуйста, что мод еще жив
Это ж единственный мод на БФМЕ с такой тематикой.

Если жив, то есть ли какая-то группа или форум, где можно следить за модом?

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Gondor Armored Swordsman Render

УПД, по поводу одноручников и полуторников беру слова назад, одноручные и полуторные фламберги таки были, но мало и использовались весьма и весьма состоятельными людьми, по причине цены и обслуживания.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Gondor Armored Swordsman Render

Прикол в трех вещах - дорого изготавливать (это требует определенных технологий и довольно мастерской работы зачастую не одного человека), сложно обслуживать, легко ломается (кромка довольно быстро в негодность приходит и их надо регулярно менять, что не каждый может позволить).
Плюс фламберг именно что большой меч (который грейтсворд), в силу специфики его изготовления - он тупо дольше выдержит и по назначению будет применяться лучше, чем одноручная ковырялка в силу большего рычага и веса.
Одноручных фламбергов я не видел в жизни и сомневаюсь, что они были - одноручный меч и тру-фламберг имеют разные сферы применения все же (один нужон шоб им парировать, и тыкать\рубить слабозащищенного противника, а второй - разрубать пики\мясо в латах без особых затей).

Будут войска с двуручниками - фламберг как апгрейд им хорошо зайдет, ничего против не скажу.

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Gondor Armored Swordsman Render

Will you change the model at the geometry or at texture level?
The second would be preferable - the model looks good and the texture stylized for light armor like a gambeson and surco would look great.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Gondor Armored Swordsman Render

У него клинок искривленный а-ля эти ваши фламберги или мне кажется?
Мб, лучше сделать изменение длины клинка: короткий меч -> длинный меч -> полуторник?
Я канешн понимаю, что фэнтези, все дела, но поголовное вооружение одноручными фламбергами чутка дичь и непрактичность.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Modeling Primaris Gunner

*Поднимает упавшую челюсть с пола*

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Grot Tanks

А зеленокожие разве не как животные реализованы со всеми вытекающими вроде невозможности лезть в транспорт?
Или вы как-то сумели это обойти?

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ Krieg Death Riders

Кони сильно маловаты будут - что по логике, что по артам - на последних они даже несколько больше среднестатистических коняшек.
(Всадникам бы еще кирасу а-ля наполеоника, но это уже совсем из разряда хотелок)
В любом случае, интересно, как они планируются к реализации?
На скриптах ПМВ-шного мода с некоторыми отличиями, вроде возможности стрельбы, или что-то полностью свое ваяете вплоть до новых анимаций?

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ State of the Mod, Mid May 2018

Maybe it's worth moving the mod discussion to the Discord?

Good karma+3 votes
Zess1664
Zess1664 - - 37 comments @ State of the Mod, Mid April

What about soviet infantry units?
Will they have any differences from the previous version and analogues of other countries besides the cheapness? In the end, the Soviets did not rely on machine guns like the Wehrmacht, but on mass equipment of infantry with submachine guns and the apogee of this doctrine were Soviet assault engineers, who also wore cuirasses and have an increased complect of explosives and grenades.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Hard_mod

Извиняюсь, как с тобой связаться?
Есть несколько вопросов, которые лучше обсудить в личке.
Где тебе будет удобнее обсудить: здесь(в личке моддб), или на почте\в вк\на варфордже в личке?

Good karma+2 votes
Zess1664
Zess1664 - - 37 comments @ B1 Grapple Droid

Hmm, I believe that, unlike his older brothers B2, the advantage of this droid should not be that he goes into hand-to-hand combat, like a heavy, slow but powerful meat shield, but he must quickly reach enemy light units and impose them a hand-to-hand fight and hinder their actions (first of all - shooting) - a fast and cheap unit that will be useful for flanking and rear attacks.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ B1 Assassin Droid

I think that in the mid-late stages of game sniper shouln't replace artillery, but it should complement it: in my opinion, at this stage the sniper play the role of a scout who has a sufficiently large radius of visibility and, thus, helps the artillery shoot targets outside its field of vision. I think that he needs the ability to gradually increase his radius of vision when he is motionless.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Activate the Droids

The right is sniper droid as far as I can see - he has a long rifle and camouflage.
Left... maybe this is melee modification or something like that.

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Vostroyan Firstborn Modification for Soulstorm

UPD.
Firstborn model still have a little animation glitches: S018.radikal.ru
Also, it shakes when it moves.
Models like sergeant or scouts have another small glitch: S019.radikal.ru
A small piece of someone's head on the cockade
It don't have a texture, or it ascidently happened?

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Vostroyan Firstborn Modification for Soulstorm

Glad to see that this mod getting better and better)

Good karma+1 vote
Zess1664
Zess1664 - - 37 comments @ Adeptus Mechanicus: Explorators mod

Thank you for this mod, but it have some problems, IMHO:

1. Some upgrades to weapons from skitarii and warriors - useless.
The grenadelaunchers and plasmas with the hellguns are enough, and, maybe, sometimes the flamethrower is useful, but i didn't see reasons of why give flamers to skitariis who can't into close combat, if you can give flamers to the hypaspists, who specialize in close combat and can quickly retreat in case of danger.
Sniper rifles at first glance, absolutely useless - maybe instead of a small range/damage/rate of fire, but squads armed with sniper rifles are killed too quickly, before they had time to cause any damage - In any case, IMHO, this wargear is a waste of resources at any stage of the game, especially if you choose between them and grenade launchers.
Increasing the unit cost after armor up, need to be lowered - from 30 to, say, 20-25.
Full subjectivity - need a decrease reinforcement cost to 30 and increase the basic squad size to 6.

2. Warriors have some problems too: absolutely unnecessary multilaser, which has no effectiveness against infantry (not able to cause normal damage even Scarab-builders (!)), despite the fact that it is indicated in the description (Multi-lasers are highly effective against hordes of Infantry or lightly-armored Vehicles).
It's worse than the starting heavy bolter.
Special effectiveness against vehicles, too, did not observe, although in this case I can not vouch.
Warrior's multimelta seemed to me, is less effective than hypaspist's multimelta.
Flamethrower is relatively useful in the early stages of the game, but a low amount of morale will not allow chase the enemy's capers, and after early stage flamer becomes unnecessary.
Plasma need increasing damage against demons, because despite the effectiveness stated in the description, lascannon, IMHO,better. Anyway it's a wonderful thing.
Lascannon, perhaps it is worth a little damage up against vehicles, but at all it is very effective against buildings and this advantage makes it extremely useful thing.
The autocannon is a weapon of victory and mass oppression - cheap, angry and early accessible.
Rush of warriors with autocannons and lascannons with the support of a pair of plasmas didn't make colossal damage to the enemy army, but allows you to make hell on its base.

3. Upgrade, in which warriors do not consume morale is useful, but, IMHO, it would be better to replace it with a simple morale increase around 25-30 points / a series of similar upgrades, increasing morale by a factor of 1.5 or 2/decreasing the rate of morale falling - it would reduce the requirements for the control of the unit, but did not completely remove them.
IMHO, upgrade, which remove morale consuming can be more useful for Hellstalkers.
Also, the would be nice to increase initial stock of the morale of the warriors - 60 instead of 50 would be very useful for large maps - a warrior who ran at the beginning of the game can weaken the enemy, after having shot the builders and returning to the base at the expiration of morality (an interesting point: at zero morale, the unit gets out of control, but it continues to execute the order given at he moment when the morale was still, although the speed of its movement is greatly reduced).

4.The turret with its current price of 300 requisition and a small amount of hp is useless, especially since it can only be built by the hero and only every two minutes.
IMHO, decrease requisition cost threefold, add energy cost, greater than that of the turrets of other races and lower the speed of recharging the turret call from 120 to 30-45.
Probably, it would not prevent up on a small hp additition - 100-150 hp.

UPD.
A little more IMHO:
Temporary withdrawal into the invisibility of the hypaspists is useful, but is it logical?
I mean that the invisibility of the crowd of pieces of iron with heavy weapons and on the hoverboard looks the same as up for the sniper rifle for the ogrin squad.
I think they better need grenade, especially since they also have a flight besides invisibility.

And if it is so desirable to have an invisible unit, it's easier to take a light version of the skitarii, give them these unfortunate sniper rifles (with improwed stats) and invisibility and assign them as capers, because according to a relatively recent codex, Mechanicus have the division of infantry to light and heavy.

P.S. Sorry about two things - my terrible english and size of this wall of text.

Good karma+4 votes