Some map have the next objective that is inside the Guerilla playzone.
In the image above the second capture point is at the buildings at the upper left corner of the minimap.
When an objective is captured some defenders will spawn inside the next objective, if any attacking player is nearby the objective spawn is disabled and the defenders will instead spawn at their default spawn points.
Guerilla can camp the next objective, this will end the game too fast. It could be worst than when the paratroopers were first introduce, before their freefall speed reduction.
So there is an area restricted to the new class to protect the spawn, what about objectives?
In the destruction game mode, if the next bomb planting site is in the Guerilla playzone, it could break the game. Picture a scenario where 2 sections in the destruction mode is fallen back to back rapidly, the defenders will now be hundreds of meters from the 3rd section and no defense set up.
Greyzone donāt just protect the spawn, it also protect the next objective.
just like the rider squad:
rider squad is out from 2 years.
soā¦ no.
iām sorry to say this, but they donāt care.
they just hope to pump out as much as content as possible and get just enough to continue the process.
that is, kinda feels like that.
This is what a test server is forā¦ I HOPE they listen. They have been listening to the community and stepping in the right direction, I cannot be only negativeā¦
they sure do.
only for what they care though.
i used to be positive as well.
but after being around for such a long time since the alpha, iām starting to doubt such claim.
ehā¦ i suppose a matter of opinions.
but i can tell, cosmetics, mods, AI improvements or suggestions regarding teamplay actions have been neglected the most.
If anything it shouldāve been decreased to three soldiers
I mean, it sucks but I donāt blame them for doing that. Itās certainly shitty but they are doing it for a reason.
Mods donāt make them money. Fixing cosmetics doesnāt make them money. Fixing AI would probably make them more money long term, but not short term and making good ai is HARD. It would require a ton of work - dev hours that could be used for making premiums.
Adding new guns, vehicles, and classes, with premium versions of the aforementioned content does make money.
But hey, at least itās better than war thunder. And even if itās a shit show it still is dumb fun.
Because it having 7 rounds didnāt match the model of the gun, so that was fixed
Forwarded
forwarded as well
German partisans should also get summer clothes (not fur hats and business suits) for Tunisian desert at the very least.
Preferably non-Volkssturm cosmetics for everywhere besides Berlin.
-
PPSh-41 āObrezā (Germany BR II, Research Tree)
Still believe this has no place in TT. It belongs in Russian Tech tree is Premium only. -
Added a Battle Pass icon for gold order vehicles.
Would be nice to add that Info that Gold Camo has in the Camouflage section of vehicles.
So you can check later about it, case you forgott or just want to remind you or feel like later read about it etc
They in fact did exact opposite - only volkssturm body options left in all campaigns. There were some generic Wehrmacht gear on first devserver, all gone now.
Lmao
looks like some new Darkflow manager actually hates WW2 and wants to make the game as Vanguard as possible
Could i trouble you for the entity file? I make maps for a group of pals and would love to use them as it looks really cool but i cant entity edit at all
sure.
this will do for a couple of months / years until devs will properly include an actual nation AA for the soviets.
put them in entities.blk and youāll be able to place them on the map.
zis_gun_shield_decor{
_use:t="base_vehicle_decor"
animchar__res:t="zis_30_char"
collres__res:t="sandbag_single_decor_c_collision"
"disableDMParts:list<t>"{
part:t="@root"
part:t="ex_decor_r_01"
part:t="wheel_r_top_01"
part:t="ex_decor_r_02"
part:t="ex_decor_r_05"
part:t="wheel_l_back"
part:t="wheel_r_back"
part:t="ex_armor_01"
part:t="wheel_r_drive"
part:t="wheel_r_top_02"
part:t="wheel_l_top_02"
part:t="wheel_l_top_01"
part:t="wheel_l_drive"
part:t="ex_decor_l_02"
part:t="ex_decor_r_04"
part:t="ex_decor_01"
part:t="ex_decor_r_03"
part:t="ex_decor_r_06"
part:t="ex_decor_r_08"
part:t="ex_decor_r_07"
part:t="ex_decor_l_06"
part:t="ex_decor_l_01"
part:t="ex_decor_03"
part:t="ex_decor_l_03"
part:t="ex_decor_l_04"
part:t="ex_decor_l_05"
part:t="ex_decor_l_07"
part:t="ex_decor_04"
part:t="ex_decor_05"
part:t="ex_decor_06"
part:t="ex_decor_02"
part:t="wheel_r_04"
part:t="wheel_r_03"
part:t="suspension_r_03"
part:t="suspension_r_04"
part:t="wheel_r_01"
part:t="wheel_r_02"
part:t="suspension_r_02"
part:t="suspension_r_01"
part:t="wheel_l_04"
part:t="wheel_l_03"
part:t="suspension_l_03"
part:t="suspension_l_04"
part:t="wheel_l_01"
part:t="wheel_l_02"
part:t="suspension_l_02"
part:t="suspension_l_01"
part:t="bone_mg_body_h"
part:t="bone_mg_body_v"
part:t="ex_lantern_b_01"
part:t="ex_lantern_l"
part:t="ex_lantern_r"
part:t="hatch_02"
part:t="hatch_04"
part:t="hatch_05"
part:t="hatch_01"
part:t="hatch_03"
part:t="hatch_06"
part:t="hatch_07"
part:t="suspension_r_spring_02"
part:t="track_r"
part:t="suspension_r_spring_01"
part:t="suspension_l_spring_02"
part:t="suspension_l_spring_01"
part:t="track_l"
part:t=""
part:t="bone_gun"
part:t="gun_barrel"
part:t="gun_shutter"
part:t="bone_roll_turret_h"
part:t="bone_roll_turret_v"
}
}
zis_gun_decor{
_use:t="base_vehicle_decor"
animchar__res:t="zis_30_char"
collres__res:t="sandbag_single_decor_c_collision"
"disableDMParts:list<t>"{
part:t="@root"
part:t="ex_decor_r_01"
part:t="wheel_r_top_01"
part:t="ex_decor_r_02"
part:t="ex_decor_r_05"
part:t="wheel_l_back"
part:t="wheel_r_back"
part:t="ex_armor_01"
part:t="wheel_r_drive"
part:t="wheel_r_top_02"
part:t="wheel_l_top_02"
part:t="wheel_l_top_01"
part:t="wheel_l_drive"
part:t="ex_decor_l_02"
part:t="ex_decor_r_04"
part:t="ex_decor_01"
part:t="ex_decor_r_03"
part:t="ex_decor_r_06"
part:t="ex_decor_r_08"
part:t="ex_decor_r_07"
part:t="ex_decor_l_06"
part:t="ex_decor_l_01"
part:t="ex_decor_03"
part:t="ex_decor_l_03"
part:t="ex_decor_l_04"
part:t="ex_decor_l_05"
part:t="ex_decor_l_07"
part:t="ex_decor_04"
part:t="ex_decor_05"
part:t="ex_decor_06"
part:t="ex_decor_02"
part:t="wheel_r_04"
part:t="wheel_r_03"
part:t="suspension_r_03"
part:t="suspension_r_04"
part:t="wheel_r_01"
part:t="wheel_r_02"
part:t="suspension_r_02"
part:t="suspension_r_01"
part:t="wheel_l_04"
part:t="wheel_l_03"
part:t="suspension_l_03"
part:t="suspension_l_04"
part:t="wheel_l_01"
part:t="wheel_l_02"
part:t="suspension_l_02"
part:t="suspension_l_01"
part:t="bone_mg_body_h"
part:t="bone_mg_body_v"
part:t="ex_lantern_b_01"
part:t="ex_lantern_l"
part:t="ex_lantern_r"
part:t="hatch_02"
part:t="hatch_04"
part:t="hatch_05"
part:t="hatch_01"
part:t="hatch_03"
part:t="hatch_06"
part:t="hatch_07"
part:t="suspension_r_spring_02"
part:t="track_r"
part:t="suspension_r_spring_01"
part:t="suspension_l_spring_02"
part:t="suspension_l_spring_01"
part:t="track_l"
part:t="bone_turret"
}
}
towed_zis_anti_tank_gun{
_use:t="builded_us_towed_at_m1"
"disableDMParts:list<t>"{
item:t="gun_barrel"
item:t="bone_turret"
}
"attach_decorators__entities:list<eid>"{
}
"attach_decorators__templates:array"{
"templates:object"{
relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [0, 1, -4.37114e-08] [0.77, -1.47, -0.02]]
template:t="zis_gun_shield_decor+moveable_obstacle"
nodeName:t="bone_turret"
}
"templates:object"{
relativeTm:m=[[1, 0, 0] [0, -4.37114e-08, -1] [0, 1, -4.37114e-08] [-0.22, -1.80, -0.01]]
template:t="zis_gun_decor+moveable_obstacle"
nodeName:t="gun_barrel"
}
}
"turret_gun_flash_fx__flashNodes:shared:array"{
node:t="emtr_gun_flame"
}
"turret_gun_flash_fx__flashFx:shared:array"{
fx:t="muzzle_ground_60mm"
}
"turret_gun_flash_fx__flashFxScale:shared:array"{
scale:r=1.0
}
"turret_control__emitterNodes:shared:array"{
node:t="bone_gun_barrel"
}
"turret_control__animVars:shared:array"{
"vars:object"{
curYawParamName:t="turret_01_yaw"
curPitchParamName:t="gun_01_pitch"
aimActiveParamName:t="aim_01_active"
paramYawSpeed:t="turret_01_yaw_speed"
paramYawSpeedMul:t="turret_01_yaw_mul"
paramYawAccel:t="turret_01_yaw_accel"
paramMinYawAngle:t="turret_01_min_yaw_angle"
paramMaxYawAngle:t="turret_01_max_yaw_angle"
paramMinPitchAngle:t="turret_01_min_pitch_angle"
paramMaxPitchAngle:t="turret_01_max_pitch_angle"
paramPitchSpeed:t="gun_01_pitch_speed"
paramPitchSpeedMul:t="gun_01_pitch_mul"
paramPitchAccel:t="gun_01_pitch_accel"
wishYawParamName:t="gun_01_aim:targetYaw"
wishPitchParamName:t="gun_01_aim:targetPitch"
gunRecoilParamName:t="gun_01_recoil"
}
}
"turret_control__turretInfo:shared:array"{
"turretInfo:object"{
turretName:t="turret_01"
gun:t="zis_30_turret_01_57mm_zis2+turret_with_several_types_of_shells+main_turret"
barrelDm:t="gun_barrel"
breechDm:t="cannon_breech"
verDriveDm:t="drive_turret_v"
horDriveDm:t="drive_turret_h"
salt:i=1
}
}
}
It might be a technical restriction related to giving a single historical soldier a unique appearance.
The Obrez on both sides seem to still have BR3 costs associated with purchasing/upgrading them.
Can someone please answer
Are we getting slouch hats/digger hats or not?
DarkFlow for gods sake please add these as customisation!!
Whats the point of Australians if we cant even tell theyre Australians?