Men of War: Assault Squad 2

Men of War: Assault Squad 2

Red Rising Redux 3.27b
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Update: Feb 28, 2021 @ 3:59pm

3.13

Total Infantry Weapon Rebalance
New gun classes: shotgun, lmg, hmg, rifle, assault rifle, grenade launcher, smg (Now have their own sets of common properties)
All rifle, mgun, grenade launcher, and smg files now reorganized.
All AS rifle accuracy now depend on preset variables.
SMGs and MGs have standardized accuracy but new real fire rates and muzzle velocities.
Mg and Asrifle files are now independent of the vanilla patterns. (Better mod compatibility).



Gun balance philosophy

Heads shots are now instant kill.
All guns now have accuracy reduction from continuous fire. SMGS and LMGS have less kick due to weight.
Rifles have less spread than smgs and LMGS.
All inconsistencies between these guns types removed. Some guns had too much or too little damage, spread, etc.
Some guns of the same type had different damages, etc.
Guns now have properties based on their real life counter parts (Muzzle velocity and fire rate).
Damage based on bullet gauge
Reload speed based on type of feed system (15 sec for boxes, 4 sec for mag, 5 for stripper clips, 3 for smg mags, 8 for drums)

Balancing references
Prone accuracy
Average kill time at 50m for infantry in the open less than 2 seconds.
Average kill time at 100m for infantry in the open around 4 seconds.
Average kill time at 100m for infantry in the open around 8 seconds.

Damage
Average AS rifle and LMG damage is 70 for 556, 545 and 80 for 762.
Average smg damage around 60.

Update: Feb 25, 2021 @ 9:51am

3.12a
Regular zombies fixes:
Significant lag reduction: removed many effector checks
Changed out buggy body parts for human body parts
New body parts do not contain loot like the old ones.
Body parts cleaned by
Regular zombies, zombie children, and runner zombies now derive from walker.inc and runner.inc master prop
w3 super zombie types now take 1000 extra damage from shells, +1000 from big OR very big shells, +500 from HE damage
w3 super zombies take extra blast wave depending on the strength of the wave

AK series assault rifles now follow ak series pattern which derives from the assault rifle


Update: Feb 24, 2021 @ 5:29am

3.12

Major Update
APC IFVS
Now use standard loadouts defined in properties folder (More easily customizable)
Now have standard utility kit (repair, bandage, sandbag)
Now have a relatively small amount of resupply.
APCS now play a role in lightly resupplying and transporting infantry on large maps

Logistics
Medical, Ammo, Engineer, and Support trucks reworked.
REDFOR, NATO, and China each get their own supply trucks.
Missing ammo added to supply trucks.
Each of these vehicle types follow a vehicle class

Ammo/Support
Resupplies infantry
Carries Vehicle Ammo
1 Utility kit

Eng:
Carries Entrenchment supplies
12 Repair kit
1 Utility kit

Med:
Carries 100 medkits, 100 bandages
Carries 4 morphine kits
1 Utility kit

Other
Some amphibious russian vehicles are now actually amphibious
Vehicle speed profiles added. APCs can now drive at their top speeds
Mortars fire 10 round salvos before have to recharge (5 seconds to get each new round - 50 sec total)
Ml120 Artillery fix - No longer stops firing after first shot
Resupply zones no longer fill over infantry capacity (Smaller max resupply amounts)
Capusin extra shadow property removed and now no longer crashes
Auto cannons recovery time was missing and was firing ultra rapidly (now fixed)

Update: Feb 21, 2021 @ 8:19am

3.11i
Tank.inc tweaked -> More damage reports, gun destroyed call on manlet repalced with gun break due to buggy destruction model
Mig 23 vision added

Update: Feb 20, 2021 @ 1:44am

3.11k
Tank.inc tweaks
Armored car explosion blast thresholds increased by 2 (Max of 6)
Removed shell shattered mechanic
Refactored some if else statements to reduce lag

Update: Feb 18, 2021 @ 8:06am

3.11j
Chance of explosive on armored car penetration (20%)
Spall chances halfed for all types of shells on all types of tanks
Cost of mq-9 halved in mp

Update: Feb 17, 2021 @ 11:31pm

3.11h1
Airbourne tweaks
Helo max elevation speed -> 10
AIrbourne max elevation speed -> 12

Helo and Airbourne max elevation acceleration of 6

Mq-9 armored of body and other parts reduced to 20 -> More vulnerable to AA gun fire

Update: Feb 17, 2021 @ 5:00pm

3.11h
Evil snowman crash fixed
Mq-9 drone firing more responsive

Update: Feb 16, 2021 @ 11:18am

3.11g
Zombies now take significant headshot and explosive damage
Normal Zombies (jianshiw1) insta killed by shells
Zombie total dismemberment disabled due to missing textures
Evil animal on die code temporarily disabled due to overwriting die code

Fixed invincible zombies???

Update: Feb 16, 2021 @ 10:17am

Buggy zombie code