Men of War: Assault Squad 2

Men of War: Assault Squad 2

RobZ Realism mod
Mr.Shades 6 Oct, 2018 @ 4:42pm
New version is out, already has ♥♥♥♥♥♥ problems.
88 cm flaks taking 5 direct hits from 75 mm HE and still able to fire just fine
Literally adding a broken&borderline useless burst fire mode for automatic weapons which no one even asked for, cant even fire legitimately with M15GMC because it just simply stops after firing two shots even though its on full auto mode
Making mg's effectively %50 useless on long range (not asking to make it a sniper but now its just completely dependent on RNG)
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Showing 1-15 of 35 comments
Reachon 6 Oct, 2018 @ 4:55pm 
There is a bug that you would have to press the select fire button twice on some vehicles to start firing in full auto. I can only say that the delay between bursts is a bit too long. I do not think flak guns have the ability to change firemodes, which I think is a good thing and decentivizes use of AA autocannons on infantry (since there are no planes). As I would see a lot of the time that people will buy flaks and other autocannon type weapons to deal with infantry than a regular MG, which of course takes away from realism.

It is also realistic to have burst fire, as usually no one will dump 250 rounds of ammo in one go.
This feature also prolongs the firefights in the game, which might make things enjoyable.
Mr.Shades 6 Oct, 2018 @ 5:14pm 
I am not saying to completely remove the idea, its just feels way too rushed in the game, delays as you mentioned are TOO big
Of course infantry killers are still infantry killers but even then they are easily countered by a at rifle, even then the point of you saying ''people would buy aa guns to kill infantry''
well thats true most of the time but even then just adding burst wont make it ''low efficiency'' because its just slowed, not went off

despite all this increase of mg ranges again, something no one asked for
RobZ  [developer] 6 Oct, 2018 @ 8:04pm 
There is a few units not reacting to the full auto button, but that will get picked out through time and next updates. The recoil on MGs are increased in this patch, autocannons now also has high recoil which means the burst mode is the most effective way to use the weapons. The delay might be too long for the player, but the AI can fire the millisecound the gun can fire which is on the limit of when the recoil actually resets. The burst fire isnt ment for players anyways so if u want to direct control alot then make them full auto. Tank coax MGs generally has full auto on by default as tanks are the most direct controlled units.

The reason burst fire is in at all is cus the game code is broken and AI doesnt give a ♥♥♥♥ about actual burst code like infantry does. If the game itself worked as intented this would be completely unnecessary and it is for the sake of realism as nobody fires full auto like the AI will and it also just throws ammo out the window as it will put the weapon into max recoil aka horrific accuracy.

Everything i do doesnt have to be asked for, i can do what i want.
Mr.Shades 7 Oct, 2018 @ 2:09am 
Originally posted by RobZ:
There is a few units not reacting to the full auto button, but that will get picked out through time and next updates. The recoil on MGs are increased in this patch, autocannons now also has high recoil which means the burst mode is the most effective way to use the weapons. The delay might be too long for the player, but the AI can fire the millisecound the gun can fire which is on the limit of when the recoil actually resets. The burst fire isnt ment for players anyways so if u want to direct control alot then make them full auto. Tank coax MGs generally has full auto on by default as tanks are the most direct controlled units.

The reason burst fire is in at all is cus the game code is broken and AI doesnt give a ♥♥♥♥ about actual burst code like infantry does. If the game itself worked as intented this would be completely unnecessary and it is for the sake of realism as nobody fires full auto like the AI will and it also just throws ammo out the window as it will put the weapon into max recoil aka horrific accuracy.

Everything i do doesnt have to be asked for, i can do what i want.

Of course you can do anything you want as you are the author, some topics about asking the community who play this game would be nice
Get your point on whole burst fire thing though
forgive but I can not understand wanting to make a realistic game when this is impossible for many reasons, the game was fluid with the last pacht was not necessary another.
with regard to weapons like MG 42 I advise you to try them in person or to watch historical videos so you have an idea there are no weapons that spear 3 shots and stand still, I do not understand why the allies are equipped with incendiary weapons while the Germans do not .... (es mortai)
Last edited by 9 Panzer Division; 7 Oct, 2018 @ 3:06pm
Romich 7 Oct, 2018 @ 5:09pm 
Also that smoke volume forcefield eats rpgs.
Reachon 7 Oct, 2018 @ 5:19pm 
I am not too sure about the German mortar because it is practically a copy of the PM-38, which is a copy of the French 120mm mortar. I think I read somewhere that their shells can be used in both German/USSR mortars since they are practically the same. I could not find anything about what ammo types Germany produced themselves, but I may guess they had multiple types of HE shells. Possibly even incendiary (or captured from Russians).
Germans have a good amount incediaries, they have tanks that spit fire, Stuka zu fus 32cm Incendiary (which I think is more than enough).

Not sure if the burst mechanic RNG is different for each gun, but 3-5 shots with a 1-2 seconds of delay seems ineffective, even if accuracy resets. A Maxim took 1-2mins to kill a soldier 115m away in a bush, and surpression is usually ineffective.
Last edited by Reachon; 7 Oct, 2018 @ 5:42pm
the_moon_wolfy 7 Oct, 2018 @ 7:42pm 
Why did you make the engine sound of the Tiger 2/Jagtiger so...quiet in comparison to the Panther and Tiger 1? Aren't they supposed to have more powerful engines so shouldn't the sound reflect that?
RobZ  [developer] 8 Oct, 2018 @ 4:15am 
The burst delays have some randomness and depends on type of weapon. Flak has their own delay, top mounted MGs or tripods have their own, and tank mounted mgs have their own. For Flak cannons the burst will last for 0.3-0.7 secounds (how many shots depend on the rate of fire of the unit) and the waiting time after the burst is 1-1.4 secounds (accuracy resets at 0.6sec). Mg tripods and top mounted AA MGs have 0.2-0.4 secound burst time and 0.8-1.2 secounds wait time. Tank mounted MGs has 0.3-0.7 secound burst time and 0.6-1 secound wait time. The timers can be adjusted but they need a minimum of 0.6 secounds wait time inorder for the recoil to reset. I will test around a bit and maybe reduce them for next patch. This mode is completely optional and some of u seems to think its the end of the world, use the button i made for it and report units that doesnt respond to the button.

@Romich, I have noticed the smoke field will detonate rockets, smoke and HEAT rounds. I did a whole lot of testing and the issue seems unlogical and doesnt make any sense. The rounds doesnt dissapear, they detonate. So if another smoke round hits the smoke zone it will still activate the new smoke field.

@9 Panzer Division, I live in Norway so just going out firing an MG42 is quite impossible. Either way i actually have experience with the MG3 in the Norwegian army and i used that weapon quite alot and we would never ever fire full auto. The weapon shakes so much when u start firing that u dont even see the target 30m away so burst fire is required to even be remotely effective.
Zloben 8 Oct, 2018 @ 5:39am 
New version is out, but no minesweeper vehicles in frontlines, i am sad.
Mr.Shades 8 Oct, 2018 @ 7:19am 
Oh also, it seems .50 cals are nerfed to death now, cant even penetrate half tracks at range like it used to, and since US has no at rifles US mains are practically dead now (M5A1 armor nerf is nice too)
RobZ  [developer] 8 Oct, 2018 @ 8:51am 
.50 Cal is not nerfed, it's just different ammo types. It has ball ammo which is standard and the tripod carries AP ammunition. AA vehicles carry API. I can change what units carry what ammunition and AP ammo is what last patch used as penetration and still does if u use that belt.
Rek 8 Oct, 2018 @ 9:41am 
As the .50 M2HB used on the US tank was intended for air defense, ammunition would not be API / API-T? I am not a historian or other. I was just wondering. Thank you.
RobZ  [developer] 8 Oct, 2018 @ 10:57am 
I didn't find a source on it earlier but I did now and they used AP/tracer belts on US tanks so that gotta change.
Mr.Shades 8 Oct, 2018 @ 11:20am 
Originally posted by RobZ:
.50 Cal is not nerfed, it's just different ammo types. It has ball ammo which is standard and the tripod carries AP ammunition. AA vehicles carry API. I can change what units carry what ammunition and AP ammo is what last patch used as penetration and still does if u use that belt.
Ah okay, that explains
But even then M5A1 only has 1000 round and only one belt
Last edited by Mr.Shades; 8 Oct, 2018 @ 11:21am
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