Men of War: Assault Squad 2

Men of War: Assault Squad 2

Red Rising Redux 3.27b
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Update: Jan 28, 2023 @ 2:51pm

Mortar range from 200 to 130
Mortar blast radius reduced due to being overpowered

ATGM blast radius reduced due to being too good at killing inf

Update: Jan 28, 2023 @ 12:25am

Reworked German Tank tree such that buggy accessory volumes would no longer fully absorb shells and make any potential damage disappear (They didnt count as parts of the tank that could get hurt and shells could not pass through them).

Update: Jan 27, 2023 @ 10:32pm

MLRS Range reduced to 350
Mortar Range reduced to 200

Update: Jan 27, 2023 @ 10:23pm

Spalling Chance increased to 10%
Stinger and Javelin for Ukrainian Army
Tank combat rebalanced - Penetration reworked such that point blank shots should be able to penetrate even the armor of tanks of much higher class.
Range reduced by about 50 for all weapons. Range of howitzers reduced to 350.

Update: Jun 16, 2021 @ 8:11am

Spalling chance returned to prechange

Update: Jun 16, 2021 @ 7:41am

Deflection chance growth at all angles increased by 5%.

Ricochet chance
{chance
{0 1}
{10 0.9}
{15 0.80}
{30 0.60}
{45 0.40}
{60 0.20}
{75 0.0}
{90 0.0}
}

Update: Jun 14, 2021 @ 12:05pm

3.13s

Tank Combat Reliability
Spalling chance increased: 1/10 shots to cause some spalling damage to tanks
Shells no longer get "ricochet" nullified when contact angle is less than 15 degrees. Was making some takes virtually immune to all registered damage due to armor slopes.

Update: May 17, 2021 @ 11:37pm

changes:
*Cover Snipe Re-animation w/ FFADC (Vanilla) by xX(Warrior250)Xx added in
*Leaning animation replacement from the creators of cold war 1.7.2
*weapon shot sound changes:
^aks74 ^aks74_gp30
deleted:
*rifle13: unused sound
*broken skins: >blr_soldier01 >bundes_w >ger_tankman1 >ger_tankman_hp >taliban_5 >taliban_6
>usa_mart_kap >us_com >soldat_ger >soldat_fra >soldat_ukr_tank >soldat_usa_tank >usa_ng
redone some weapon code:
*m16a2: ai shoots to simulate real burst fire mode when firing
ruemc ar/ak packs import(access through editor for now):
ar pack: fully working along with m203 gls
ruemc ranger skins and gear: excluding weapons for now
ak pack: fully working
USAF Faction Rework(still may need work)
*file name changes, deleted a few breeds
*perks now reflect vanilla a little more
*fixed some glock18 ammo issues
localization changes:
*info.lng: mp special name changes (minor interface changes)

Update: Apr 16, 2021 @ 12:30am

3.13q2
changes:
*polished abkazia faction inventory.
*organized desc.ing file
*veterancy added/fixed for all factions (should work in mp as well)
V Sound changes (shots and some reloads): (all from Cold War 1.7.2) more possibly coming soon
*ak74 *m4 *m16 *m16a2 *beryl *ak12 *famas
*ak47 *ksvk *m82 *m82a3 *sr25_sd*ak107 *m14
*m21 *m24 *aek 971*ak105 *ak74u *aks74 *xm8
*MSR *ak63 *type 59*type 81*svu *m60 *rpk47
*rpk74
*added knockback for all red rising shotguns
Afghanistan(afgh in editor only) faction rework:
*reworked/fixed inventory
*voices replaced (COD WW3)
*fixed portraits (COD WW3)
*soldier perks reflect vanilla mowas2
*desc names updated
other FIXES:
*removed american voices in British tank speech
*rpk47 sound fix
*saiga sound fix
*m14 fire rate lower slightly
*m4/m16 fixes in unstoppable bursts
*ak47s has 20 in mag like its supposed too (it has a 20 mag model)
*removed some cod duplicates inventory/stuff duplicates
*removed cod copies *hcbt *kord *kordt interrupting red rising hmg scripts
Issues found NOT FIXED:
*m113a3 apc gunner animation bug when entering from the left side - (temporary ingame fix is order the gunner to get out then,get back in from the right side of vehicle rather then left side.)
*mpi-km, mpi-kms-72, and its rpk variant's shots collide with barrel when firing, ai doesnt shoot with this gun indefinitely
because they cant see past the green marker covering the barrel
*us mich helmet textures always default to desert rather than its texmods when spawned in from editor
*for some guns shell ejection flies in incorrect direction when stationary
*some pkt's in some armored vehicles don't want to reload for some reason
*many more issues to be found

Update: Apr 7, 2021 @ 9:47am

3.13q
(access through editor only)
major COD WW3 import:
(credits to owner of mod "wigga")
*desc updated for all new *COD WW3 breeds
*also added all portraits from COD WW3 for breeds
*dlg_ingame.lng updated in Red Rising and COD WW3, accounting for the names most units
*talk.set updated *added all languages from COD for its breeds
*COD weapon sounds/fx added for the weapons added:
*unit_icon_small added for imported COD vehicles that work
*COD Inventory added:
*weapons,ammo,equipment
*COD Buildings have been added to main entity along with working vehicles in that section (swapped out ammo in some vehicles to prevent crashing)
*COD weapon ranges havent been modified to reflect robz yet
*minor fixes may still be needed

other notes from car3147:

*COD WW3 import to rr was a side project i had awhile back so i just wanted to test it and save it to steam workshop
*for now i will try to refrain from importing too much (I'll admit i gotta a little too excited) and focus on trying to rework/polish factions already within rr.
*i may turn to other mods to refresh older rr content, while myself create new ones like making portraits for all the factions.
*if i do import it will be to enhance gameplay and fix/polish the factions of rr.
*will try to delete broken/duplicate skins in rr, at some point i may even rework/fix the original rr maps and even rr compatible maps once added
*note that imported COD WW3 stuff shouldnt have had an affect on normal rr stuff,
but wouldnt recommend using them together as it may be a little unbalanced for gameplay, but have fun either way.
*fixed pkm sound