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Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 15:13
by Krieger Blitzer
Just started with solo beta testing;
As I then quickly found out that there is actually something wrong with the 200popcap mode; it isn't working properly, some units are disabled.. not to mention that it's somehow a 2500 VP mode :P Also, the popcap limit is only 175 and not 200.

Sorry for double posting, feel free to remove this comment while adding this text to my last post... Will surely give a hint if I manage to find anything else that is not correct!

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 15:24
by MarKr
Oh boy...I tested it twice :evil: It will be fixed in the final release/next beta. Thanks for report.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 16:38
by Armynator
We quickly played around and noticed 2 things:

The stuka (Ju-87) sound is really loud. Louder than anything else, even V1, no idea if thats intended or just a messed up sound setting.
And the bazooka ability of the close-quarters battle squad doesn't seem to work. (Not sure if the english unit name is correct, I mean the inf doc guys wich can spawn in neutral houses for 450mp)
It just stood in front of a PE mortar halftrack doing nothing. He took out bazooka, aimed but never shot. Tried multiple times, but never worked.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 17:24
by MarKr
I don't know what is with the Stuka sound...it shouldn't be any louder than in previous versions.

I think I know what is wrong with the zooka...Will be fixed in the next release. Thanks for report.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 17:44
by Devilfish
Good job guys for a lot of positive changes.

Few notes:
-what about sas jeep being invisible on tactical map?
-what about bugs when sappers (or maybe other brit inf aswell) can't properly use captured equipment (like 37mm at gun)

Considering snipers in vehicles, shouldn't the penalty apply only if the vehicle is moving, if it's possible.

Side note:
Tiger1996 wrote:I am really unsure about these kind of shells mentioned there and which are regular or which are to be considered as APCR rounds here... But anyway.. even if it penetrates, this will deal very low damage; it will need like 7 hits or more to hopefully kill a Pz4! :P
And currently I have already seen the 37mm M3 AT guns penetrating Pz4s in Bk sometimes btw.

Speaking of armor of pz4s in general. Pz4 J/H has a flat 80mm armor and turret is either 30 or 50 frontally, while any other pz4 have 50mm front hull and 30mm turret. Any 6p/57mm cannon/at gun/US AT truck should go through any pz except H/J 100% of the time and maybe 80% against H/J not even mentioning paid rounds. Yet especially stubby pz4 bounces more often than not, same against 75mm sherman, and pz4 H/J....no comment.
My question, is this somehow just forgotten/messed up? Or it is intention in order to sacrifice realism for balance, and keep up the axis "quality" doctrine.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 19:05
by Krieger Blitzer
Armynator wrote:We quickly played around and noticed 2 things:

The stuka (Ju-87) sound is really loud. Louder than anything else, even V1, no idea if thats intended or just a messed up sound setting.
And the bazooka ability of the close-quarters battle squad doesn't seem to work. (Not sure if the english unit name is correct, I mean the inf doc guys wich can spawn in neutral houses for 450mp)
It just stood in front of a PE mortar halftrack doing nothing. He took out bazooka, aimed but never shot. Tried multiple times, but never worked.

The Stuka sound is fine.

Hehe, I already expected such a thing would actually happen for the CQB Zooka ability after the recent changes made upon the handheld AT weapons considering the reloading consequence as I was also up to test it.. but u were faster than me :P

Wolf wrote:For broader testing - you can give it a try... I also added that squad ai, but I am not confident it will be good in the end..

Have u really applied the new AI behavior? I doubt, maybe u need to revise it with Panzerblitz1.

Devilfish wrote:-what about bugs when sappers (or maybe other brit inf aswell) can't properly use captured equipment (like 37mm at gun)

MarKr, I guess u need to check this one also;
viewtopic.php?f=5&t=907

Devilfish wrote:Speaking of armor of pz4s in general. Pz4 J/H has a flat 80mm armor and turret is either 30 or 50 frontally, while any other pz4 have 50mm front hull and 30mm turret. Any 6p/57mm cannon/at gun/US AT truck should go through any pz except H/J 100% of the time and maybe 80% against H/J not even mentioning paid rounds. Yet especially stubby pz4 bounces more often than not, same against 75mm sherman, and pz4 H/J....no comment.
My question, is this somehow just forgotten/messed up? Or it is intention in order to sacrifice realism for balance, and keep up the axis "quality" doctrine.

U think I am not aware about all this information u have mentioned?? Yes, but it's not a balance issue since that the Axis 50mm paks can also bounce off Shermans, they also have more HP specifically after sandbag upgrades and over repairing. Not to mention that u wouldn't have this 57mm AT gun for only 270MP if it was ever able to penetrate Pz4s more reliably!


The description of Churchills is still messed up... The 6pdr Churchill for example has a description that indicates how it's carrying a 75mm gun! Also in the 75mm Churchill description, it's said that it has a 6pdr gun!!
The description of Stukas is still mentioning the FW-190.

Nice job with fixing the canister shot of the US 37mm AT gun though, much better Axis quad 20mm flaks now too which is very pleasing...

But the 88s are not controllable at all, only the naked Def doc 88s have DF ability and it even has delay bug.. otherwise it's impossible to order any 88s to shoot at a certain target anyhow, they automatically pick their own target while u can't change or interfere which target exactly u want them to shoot!! The only solution is to give all of them the DF ability.

Achilles DF has delay bug too, JP doesn't have hold fire button when ambushed.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 19:20
by Warhawks97
The 50 mm axis pak 38 is actually rather week compared to allied allied 57 mm.

The 50 mm does not overmatch the 52-62 mm sherman armor that is also slopped well.

The 57 mm pak would actually quite often pen stubby tank IV´s (and F2 asssuming 50 mm armor) and more often as the axis 50 mm would pen shermans. Howver the opposite is the case.


But there are only three Tank IV types. The D (30 mm armor or less) that is penetrated even by 37 mm guns. Then Panzer IV which is shared by E, F2 and unskirted J (which still has a special 0.8 received pen modifier). And finally skirt tp used by H/J with skirts.

But here is the issue, since the armor thickness (and probably even the armor type: FHA for E, RHA for H/J i think) is extremly different it would simply require special unskirted Tank IV H/J tp next to the skirt type.

But atm if you buff the 57 so much that it pens The E and F2 easily you would also pen the H/J way too good. You could buff the H/J received pen modifier but then all other weapons would require adjustments.

One option would be to let the Tank IV J spawn with skirts just like the H. Then those two could use the Tank IV skirt tp (80 mm armor) while E and F2 would use the normal Tank IV tp (50 mm armor).


Just listing options and background infos. Not suggesting anything!

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 20:29
by Sukin-kot (SVT)
I don't think we need any changes for 57mm....

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 21:30
by Wolf
Is the squad AI different or not?

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 21:43
by Krieger Blitzer
As I said, I think it's not working yet... They are still jumping out like idiots everywhere while looking for any cover nearby specifically when they are ordered to attack whatever target.. but I think I already have the Bk file with this AI thing implemented in it; since that Pzblitz1 has actually given it to me before by mistake as he wanted to give me a different file! :P

Will send u that file in PM soon, maybe it could be useful for u... Also; I think u probably still need to contact Pzblitz1 or JFF1 regarding this.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 21:59
by Wolf
I think it is working, its definitely acting different than before, so you will most likely have the same files as I do.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 22:02
by Krieger Blitzer
I am not sure to be honest ^^ Sent u the file now anyways... :)

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 07 Mar 2016, 23:13
by Wolf
Can anyone confirm that AI is acting weird with handheld AT?

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 12:04
by Sukin-kot (SVT)
There is a problem with 101s rangers, they can loose Recoiless and Johnson even after only 1-2 deaths, moreover Johnson cant be purchased back, only Bar.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 12:11
by MarKr
Wasn't that the case even before the patch? Because as far as I know we haven't touched the weapon upgrades or slots at all. :?

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 12:38
by Sukin-kot (SVT)
MarKr wrote:Wasn't that the case even before the patch? Because as far as I know we haven't touched the weapon upgrades or slots at all. :?

Probably it was like this, but nobody really played AB to notice this xD.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 13:30
by Tor
Armynator wrote:We quickly played around and noticed 2 things:

The stuka (Ju-87) sound is really loud. Louder than anything else, even V1, no idea if thats intended or just a messed up sound setting.

37mm version JU-87 have dive siren? i think no, this unrealistic.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 13:47
by Krieger Blitzer
I can confirm that RL being randomly dropped from time to another by taking causalities is nothing new... I have even mentioned about it before right here:-
viewtopic.php?f=15&t=1002&start=25#p11017

But ya, now we have got 2 bugs with the Johnson, animation bug and this random dropping as well.


Holy shit btw... Pershings MUST be limited to just 2 at a time after reducing their price; How did I forget about that!

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 13:53
by Sukin-kot (SVT)
I also played several PvP matches as Luft, AB and RE and I can say that you did a really great job, this docs finally became competitive, especially Im glad that thunderbolt bombs finally are able to kill tanks and Regiment.5 cant be stopped by silly rifles with 1 Bar.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 14:45
by Tor
Tiger1996 wrote:Holy shit btw... Pershings MUST be limited to just 2 at a time after reducing their price; How did I forget about that!


3 pershing vs one infantry squad OP!! they can kill half squad!! jesus! nerf now. :lol:
Pershing without commander suck... that's all, for you better if enemy build 3, much worse if he build 2 pershing and 3 sherman.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 14:57
by Krieger Blitzer
Keep in mind that the Pershing apparently was also buffed against the Axis 75mm guns while it's earlier available too than all Panthers as well as the Terror Tiger.. if I am playing Axis, I wouldn't really agree that the situation would be any better for me when Pershings remain to be unlimited in numbers.

I just wouldn't like to see the Pershing being spammed like Panthers somehow! Might be wrong though with my assumptions; but I guess that I do still have a point so far...

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 15:07
by Tor
Tiger1996 wrote:Keep in mind that the Pershing apparently was also buffed against the Axis 75mm guns while it's earlier available too than all Panthers as well as the Terror Tiger.. if I am playing Axis, I wouldn't really agree that the situation would be any better for me when Pershings remain to be unlimited in numbers.

I just wouldn't like to see the Pershing being spammed like Panthers somehow! Might be wrong though with my assumptions; but I guess that I do still have a point so far...

Where i can read about pershing armor buff?
Pershing gun should not bounce off of PIVs H/J i found only this.
Pershing in 4.9.3 you can build after 10-15 mins after Tiger-1, no problem here.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 15:24
by Krieger Blitzer
Tor wrote:Where i can read about pershing armor buff?

:arrow:
- Axis 75mm L/48 guns are now more standardized (damage, penetration chances)

MarKr wrote:By the way Axis 75mm HTs are also affected by the standartization of 75mm/L48 guns, so their chances against Pershings and Jumbos are now much lower (actually due to bug the PE 75mm HT had veeeery high chance to penetrate Pershing at max range).

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 15:37
by Tor
This super small buff, no one in 4.9.3 want attack pershing with 75mm l48.

Re: Blitzkrieg Mod 4.9.5 Beta Patch Preview

Posted: 08 Mar 2016, 15:45
by Krieger Blitzer
Both the Geschützwagen and the WH pak40 Halftrack together with the pak40 PE Puma.. were always able to kill the Pershing, now it should be no more! This can not be a small buff... Pershings after all shouldn't be spammed like Panthers since they were just very rare during the ww2 specifically that now they are apparently stronger with much cheaper price than all Tigers; not to mention again that they are also earlier available than any Panthers somehow.