Making the mod unique

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Srider4691
Posts: 1
Joined: 11 Jan 2015, 11:12

Making the mod unique

Postby Srider4691 » 11 Jan 2015, 11:20

Hi.I love this mod very much and have all your versions.You changed the mod after Version4.6.4.1 to the current layout.Your mod was different and it stood out from the rest and was the best.Unfortunately now it feels like its a copy of the Europe At War mod.Please cant you go back to being original and different.

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MarKr
Team Member
Posts: 1820
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: Making the mod unique

Postby MarKr » 11 Jan 2015, 12:03

I play the mod just over a year so I don't know what was different in 4.6.4.1 but could you elaborate a little bit on what you imagine under the words "unique,original and different"?

Anyway I don't think there will be any changes back to previous versions, especially not so much back as to 4.6.x.x version.
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Sukin-kot (SVT)
Posts: 840
Joined: 09 Dec 2014, 08:36
Location: Ekaterinburg, Russia

Re: Making the mod unique

Postby Sukin-kot (SVT) » 11 Jan 2015, 12:09

In 4.6 was normal th doc with heavy tanks, all elite inf types were much powerfull (knights couldnt be killed with 1 sniper shot lol, sas had sniper in squad, geberigs had bonuce against arty, all howitzers were missing every time trying to hit them).. thats what i remember.

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Warhawks97
Posts: 2481
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Making the mod unique

Postby Warhawks97 » 11 Jan 2015, 13:01

Sukin-kot (SVT) wrote:In 4.6 was normal th doc with heavy tanks



R.I.P.... i miss it.


Except this and limit on unmovable arty units i think most things got better. I dont miss the kch or anything else that had been in old version.


Maybe you can give us more details of what you think was unique.


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