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The ASH-12 is shooting the correct 12.7mm ammo however and there is no issue.
https://i.postimg.cc/63Hj9bVc/image.png
In mission 6 in NE house you can't enter this door (with red cross), chair is somehow blocking it.
Also Makarov and other guns with 9x19 are weird. If 9x18 is not in the game, I would use .380 from PPK, they are suppose to have similar characteristics.
And why is the ASh-12 shooting 7.92x57mm?
Did also feel like some of the portraits, especially the front facing Bazali ones, look a bit off in terms of artstyle. Not a deal breaker but threw me off somewhat when initially trying them.
By the way, do you have any plans on giving the units a bulletproof shield? It would be awesome. Love the mod btw.
Seriously, just a fantastic mod. Probably the best DK2 faction I've even played? Though having such a well made custom campaign kinda makes it an unfair comparison, since none of the other faction mods I've played have had something like that. Still, just great work.
Also screw Steam setting the char limit to 1000. LET ME RANT ABOUT THE THINGS I LIKE.
The slow attrition of all my men getting killed off, and eventually being forced to undertake missions with fully injured teams, would normally make me feel stressed and worried about each mission. Here? It felt perfectly suited to the nature of Wagner. Of course I'm fucking up and getting my people killed, that's just how Wagner *works*. It even worked out perfectly with where the campaign ended, almost all my guys were dead or crippled anyway; they limped through the last couple as it is, no wonder they'd give up and leave there. Oh, and a bonus is how there's very clear tiering between the units; I found myself constantly judging which guys to keep back and which to send forward based more off their value than the risk to them, which I don't tend to do even when playing SWAT. The faction design itself incentives you to play like Wagner.
Absolutely exceptional mod, especially the campaign. I jumped straight into the campaign on ironman without leveling or unlocking anything (initially; I let myself unlock one item per mission), and enjoyed it greatly. Design of the faction makes it feel notably different from anything I've played before (in particular I'm surprised it felt so different from vanilla SWAT), the sarcastic and critical descriptions for everything works perfectly, and the campaign in particular was just... *chef's kiss*. All the levels are GOOD, fun and varied, nicely different from the base game... and the narrative driving home that you're deeply villainous pawns was excellent. It actually made for a story and progression I was enjoying a lot more than the base game. It also had the somewhat surprising effect that I wasn't upset about fucking up and losing my teams and screwing up missions, because well... they're very openly evil bastards who I really don't WANT to succeed anyway.
What's the point of the LMG doctrine skill? There's not a single LMG to be found in your squad anywhere? xD Or am I missing something?
still a cool mod tho, keep up the work :)
compared to the Armadillo PMC, this have more doctrine to go through in order to have better squad (considering there is also a debuff for the Bazali troops that you need to spend 3 points in order to fully remove the debuff)
It make sense for AKM and AK74 to be a less accuracy rifle in long range if you plan to make it a rusted rifle but AK105, from my understanding, is a modern tacticool gun and that make it weird to suffer from a low aim.
And what is the point to have that terrible aim in close range and long range?
But it might just because I didn't have any upgrade yet, maybe you want those gun to be a suppression rifle in those range, still weird tho.