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For bolt-action rifles, I suggest a damage range of 101-105, which can be adjusted according to the specific firearm, such as faster-firing Lee-Enfields versus more powerful Mosin-Nagants.
Since this is one of the best series of modules I've used in years, I hope it gets better.
Thank you for your patience in reading this.I do hope you will refer to or discuss my suggestions.
These adjustments would help balance the game while still respecting historical accuracy. In addition, it reduces the frustration of players who can't beat a bolt-action rifle with a semi-automatic rifle.Nor would an army with more advanced weaponry be able to defeat a bolt-action rifle army.
To address this issue, I propose the following adjustments:
Increase the damage of the M1 Carbine to ensure that two shots to the chest are fatal within 200 meters (or any distance you deem appropriate), and three shots are fatal at a distance. Shots at close range should not cause players or robots to be knocked down, similar to the current effect of semi-automatic rifles.
As a player who has been playing this game for a few years, I understand your considerations regarding balance in mod design. However, I have noticed some inconsistencies in the damage values within the WWII weapon pack. For instance, the Thompson SMG has a damage value of 52, and there are other SMG using pistol ammunition with higher damage than the M1 Carbine.
My suggestion to adjust the M1 Carbine’s damage is aimed at achieving a better balance within the weapon pack.
In the game, I have found that semi-automatic rifles like the M1 Garand are at a disadvantage compared to bolt-action rifles, which does not align with their historical status and similar ammunition power. In the reality of WWII, semi-automatic rifles using full-power ammunition were considered advanced, as they could provide powerful firepower with semi-automatic shooting while maintaining power not inferior to bolt-action rifles.
2 bullets to the chest would make it equal to the semi automatic rifles, which fire full power bullets (which we make a 1 shot for bolt actions, for balance). Our philosophy is that the game balance has to be something that helps the player have fun, and if you were being downed in 1 shot and killed in 2 by the carbines, it'd probably be quite annoying. Instead, the damage of this is equivalent to an SMG or an AR on the pack, with less falloff than the SMGs but more than ARs.
“Muzzle kinetic energy Approximately twice that of a .45ACP pistol round, but only 1/3 that of a .30-06 rifle round in 7.62*33mm caliber. The M1 carbine cartridge is considered an “intermediate power” rifle cartridge. In any case, it has a much longer range than a pistol round and has a moderate recoil.”
You can confirm this online.
Also I have a suggestion, if what is said above is true, you can increase the power damage of this gun to 2 shots to the chest at 200-300 meters. And make adjustments to the damage of other semi-automatic rifles in WW2 correction, such as changing the damage of the G43, M1 Garand, SVT-40, etc. from 60 to 80 in order to balance the game while being historically accurate.
Thanks for reading.
Meanwhile we were also researching them, how they worked and their history. This was particularly important for the T3 carbine.
Also do you think you could make a De Lisle Carbine or a UPM42 Submachinegun?
When you adjust the sight with how the game works it pretty much changes nothing,and if you make it so the gun tilts to level with the sights,then it usually shoots further up than it should.
It only really works for launchers
Why is his name a string of numbers though