Men of War: Assault Squad 2

Men of War: Assault Squad 2

Red Rising Redux 3.27b
Viser 81-90 af 173 forekomster
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Opdatering: 10. feb. 2021 kl. 13:07

Smoke duration reduced from 180 to 30 seconds

Opdatering: 10. feb. 2021 kl. 2:36

3.9

Car Damage Model
Car damage model reworked -> No more tanky cars. Humvees can no longer maintain integrity after sabot hits
On hit
100% to detonate on ATGM strike
30% on RPG
30% to be broken by shell types
1% to be broken by small arms fire

On pierce
100% to be destroyed by shell
30% by zenite

Explosion randomness added on engine damage, body destroyed

Many cars in vehicle.pak changed to use new car props


Targetting Quality of Life
Vehicles will now fire the shell currently in the chamber at any target you order it to attack.
Once fired, you may order another attack for it to start loading the optimal shell for engaging the target

Before this, it was impossible or difficult to load a HEAT, or ATGM to engage enemy tanks because the AI defaults to Sabot rounds. With this change, you can have the unit fire the current round in a desparate situation or preload rounds before engaging.

This means artillery will not waste time reloading salvos for specific targets, it will fire what is loaded

Other
leopard1a3 flash added
Some views added from original Red Rising to Interaction_Entity scripts from Robz Effects
RPG and RPG ammo now depend on the RPG pattern.
All blast damage reworked to prevent explosion blast waves from blowing up cars from way too far away

Opdatering: 9. feb. 2021 kl. 8:25

3.8e
Browning Mini range fix

Opdatering: 9. feb. 2021 kl. 8:10

3.8d
New 50 cal sound from Robz Realism
Fixed inventory for WW2 US and Japan

Opdatering: 9. feb. 2021 kl. 6:25

3.8c
PTUR ammo blast wave reduced. All less than 10. Should never be able to instakill tanks via blast wave. ATGMS now need to penetrate to kill the tank.
ATGM is now a cheap method to disable super heavy tanks rather than outright kill from head on.

All PTUR weapons now depend on pattern (removed some hard coded ranges and speed).

Syntax of interaction_entity tank.inc, tank_heavy, general_scripts_defines fixed

Opdatering: 8. feb. 2021 kl. 23:21

3.8b
Fixed barrier_sl prop crash
MLRS follows patterns and balanced
Unused AIr weapons removed

Opdatering: 8. feb. 2021 kl. 18:27

3.8a
All handheld atgm ammo now depend on ptur_ammo pattern
Tag shell_verybig removed to fix tank instakill bug

Opdatering: 8. feb. 2021 kl. 17:32

3.8
New Aircraft Mechanics: Statistical Blunt damage
HMG: 1/200 chance to break aircraft part
Zenite Cannon rounds: 1/10 chance to break aircraft part
Big Shells: 100% chance to break aircraft part
SAM: 100% chance to blow up plane on impact

Else if Pierced
10% chance to break part on pierce if part unbroken
100% chance to tear off part on pierce if part was ALREADY broken

If part breaks
If part is engine or body, explode
Else, there is a 20% chance the plane will be downed after 180 seconds with a broken part

Other
Zenite rounds added to all planes and AA cannons/ SPG AA
HMG ammo now depends on a pattern and have an Hmgun tag (Used for plane mechanics)
Deleted buggy extra pbs pattern that was screwing up pbs (sabot) shells
PBS shells all now inherit tags from the pbs pattern
pbsm (Super sabot) now inherit from pbs pattern
pbsm shells all now inherit from pbsm pattern



Opdatering: 8. feb. 2021 kl. 0:40

3.7d

Skirmish crash with Russian Vehicle BMP3 and BMP3M
Added PTUR to Uzbek and Turk

Opdatering: 7. feb. 2021 kl. 22:03

3.7c
Tank Gun Accuracy balance
Tank gun spread and aim tolerance now at 0.1.
AI are now far more accurate with tank guns