WIP: Handbook for Big Action Volokolamsk Players. version:672

Because this mod has many improvements and features, I encountered many players asking for these details and I was unable to reply through chat messages. I recorded this introduction here so that I can use this article description to answer to these players.

This introduces the corresponding 668 version of the mod.

https://sandbox.enlisted.net/post/lIXaTtfV9x0bZT61/

It is just a WIP version and may be updated in the future.

Sustainable 20+v20+ Squad Combat with Improved Performanced

Through many systematic optimizations, the module enables 40 players to fight smoothly in the huge battle map, and the battle process is sustainable, and the load on the server is lower than the previous version!

The game uses the terrain and surface decoration of the vanilla map as much as possible, saving the number of entities in scene.blk.

At the same time, there are no longer any preset vehicles in the map. Everything is deployed by the player’s own team profile, and the transport vehicles are built by the player themselves.

All types of battle wreckage, vehicles, tanks, and building wreckage will be automatically destroyed by the server. This is a very critical step to save server performance. No one wants to experience delays and freezes during battles.

There is no magic in any of this, thanks to the efforts of the developers, Enlisted’s game servers have already supported large-scale battles, and you can experience it here now.

Buildable Transport Vehicles

Jeeps now join the battlefield as equipment for player squads! They are constructed and deployed by the Sappers in your squad.

The map area is very huge, but this does not mean that it is a walking simulator. Drive your vehicle and quickly reach any place you want while appreciating the exquisite maps created by the development team for us.

I have added text prompts as much as possible to tell players about this new feature in every interface in the game and on the notice boards in the map.

Remember to build your jeep! This is very important!

Engineer building improvements

Each faction’s structures have been slightly tweaked and you can try them out in the game.

You can now build several rally points, slightly different for each camp, ranging from 3 to 5. This is very useful on large maps, where you don’t want your main rally point to be destroyed and then have to restart your movement from the default spawn point hundreds of meters away.

Even though you have a jeep, the spawn point is still very important, it will give you and your teammates a more compact attack frequency, or allow you to better consolidate the defense line.

The anti-aircraft gun has returned to its normal firing angle and you can use it against ground units, but you can only build 1 at a time.

You can build more machine gun sandbags

Now most structures such as sandbags and barbed wire will only exist in the battlefield for a maximum of 15 minutes before being destroyed automatically.

This is to control performance and gameplay on large maps. Also handy for you to build new sandbags at a distance.

AI teammates who actively build respawn points

The main change to the AI ​​is that they will now build spawn points more frequently.

Many players still don’t know how to use engineers, and now the AI ​​will help you build spawn points near the front line.

You can enable as many AI teammates as possible, and the maximum can be set to 40 AI

Game Mode Introduce

Since there is no longer a need for preset areas for placing vehicles, the battle area of ​​the map now extends to the entire map!

The activation mechanism of capzone in each war zone has been improved in the module. Now you will not know where to go because of multiple capzones. You will be able to know more clearly which position you should attack. Each main capzone will be opened in order, you must occupy point A to open point B, followed by point C and point D.

Point D is always the most important primary goal for both attackers and defenders. Once the attacking team wins Point D, the battle will advance to the next area. Until the end, if the attacker occupies the monastery with white walls in the center of the map, the game ends with the attacker’s victory.

For the defender, the hope of victory lies in constant delays and retardation of the offensive advance. As the defender, completing the Q point’s secondary objective will significantly reduce the attacker’s score. Blowing up oil storage tanks and bridges will affect the progress of the game. You will see thick smoke and fire igniting in the scene. This is not only a visual effect, but also forces the attacker to change the attack path. If the bridge is physically destroyed, the attacker will have to take a detour.

Different from the past, the battle area of ​​the map is opened through conditional branches. For example, in the first area, the German army captures point D and will continue to advance eastward. If the defender blows up the oil tank at point Q, the battle line will retreat to the east. The road to the north.

The fighting areas of these branches cover the entire map. Each time you play a new game, the location and path of the areas you pass may be completely different. All Moscow winter scenes are implemented in the same map.

More radio support

Added support for 4 new types of correspondent calls in multiplayer games. They are

Allies, IL-2 rocket precision strike (hide map marker)

Axis Powers, Stuka Dive Bombing Precision Strike (hide map marker)

Allies, Katyusha rocket barrage area bombing

Axis Powers, Sig33 150mm heavy infantry gun assault artillery support

Increased bomb load (100kg or 250kg or even 500kg) and flight altitude for all types of bombers.

Increased cooldowns for bomber calls of all types, and flight arrival times.

You will have the opportunity to call for the support you need according to the situation during the battle.

Each team can call in multiple normal bombardments at the same time. You don’t have to worry about being unable to call in smoke cannons to cover the team’s advance because your teammates called in a long bomber. But for calling aircraft and the special bombardment above you can still only call once during the shared cooldown.

The shelling mode of ordinary artillery has been changed in the module. Now ordinary artillery will involve 3 smoke grenades after the shelling is completed.

Improve Gold Order Vehicles

Battle of Stalingrad, Golden Order T-34-1941, changed to a flamethrower T-34 tank, while still retaining the 76mm gun

During the Battle of Stalingrad, the golden order KV-1 was changed to a flamethrower tank equipped with a 45mm gun and a flamethrower.

In the Battle of Tunisia, the Panzer III tank J type was changed to a Panzer III tank equipped with a flamethrower on the technology tree. At the same time, the golden card is still the ordinary No. 3 J type.

Battle of Berlin, IS-1, added ammunition type for 85mm gun.

Tunisia Campaign, AB-41, Increased the reloading speed of the Breda machine gun and reduced the overheating of the weapon.

Battle of Moscow, Golden Order IL-2 1941. The weapon mount was changed to 8x RBS-132 rockets, and the 20 Schwak cannon was changed to high-explosive belts.

During the Battle of Normandy, the M10 and M18 tank destroyers added varying amounts of APCR shells. The M10 tank destroyer had more HE; while the M18 had more AP/APCR.

Improve Paratrooper

Engineers and Signals are now added to every other option.

Each Paratrooper suit comes with new weapon combinations.

Adapted to the perspective of paratrooper deployment, you can now better choose the landing location on the big map.

The module also appropriately increases the parachute landing time and flight preparation time, improving your immersive experience as a paratrooper.

Airport

Both sides have a small field airfield where you can repair your aircraft, and there is also a small amount of anti-aircraft firepower in the airfield to protect you from enemy aircraft attacks, just like in War Thunder.

The P-47 is set to fighter type, and Allied fighter jets take off from the airfield.

Buildable Rally For Vehicles

The rally point built by the player is the supply ammunition point for the vehicle.

Medical kits can be replenished infinitely. (It can only be picked up when the backpack is completely empty of medical kits)

When the rally point built by the player is at least 360 meters away from the capture point, it will be automatically upgraded to a vehicle rally point.

This allows you to use rally points to allow teammates to deploy vehicles closer to the battlefield.

Vehicle supply points can replenish repair boxes. (Can only be picked up when the backpack is completely empty of repair boxes)

Each vehicle assembly point can respawn 5 tank vehicles, or unlimited motorized vehicles.

Small change of repair box mechanism

Because the repair box serves as a fire extinguisher and a repair box at the same time, the repair box cannot be replenished correctly. For example, the fire can still be extinguished after the number of repairs is completed, causing the repair box to always exist in the backpack. Therefore, the following adjustments are made.

The medical kit is also changed to a fire extinguisher

Repair box for repair box

Vehicle Class: Motorized Vehicles & Movable Rally

Increased the functional value of motorcycles and light armored vehicles in combat.

Some light armored vehicles or small tanks that were originally tanks are classified as motorized vehicles, and all of these vehicles will use the rules for motorized vehicles.

When a motorized vehicle is deployed at the default rally point, the vehicle will be replaced by a transport truck. (You need to board the vehicle yourself)

Allias: gmc 353 a

Axis: opel blitz 305

Also generates a pick-up Engineer Hammer (displayed as a gold weapon card icon in the scene). (It will automatically disappear if not picked up within 60 seconds after deployment)

At the same time, these transport trucks will serve as a mobile assembly point for the deployment of infantry and a supply point for the supply of engineer materials .

If the aforementioned frontline rally points are deployed, you will get the normal squad configuration (vanilla) armed vehicles

Motorized vehicles have no limit on the number they can be deployed.

Motorized vehicle list:

KS 750 (bike)

WLA (bike)

WD big 4 (bike)

WBM R75 (bike)

T-60

T-26

Gaz mm 72k

Ba-11

Ht-130 flamethrower tank

Pz.II C

38t F

Pz.III B

Flakpanzer I

panzerjager_hetzer

Ab-41

M13/40

M14/41

A13 Mk2 1938

A13 Mk2 1939

Daimler Mk II

M13 Half-track-MG-MC

M3 Half-Track-75mm-GMC

M5A1

M3A1

M2A4

M3A1 flamethrower tank

M8 Greyhound

M10 tank destroyer

九八式試製対空戦車

九八式軽戦車

九五式軽戦車

特二式内火艇

特三式内火艇

Vehicle Class: Heavy Vehicles

For the sake of balance, heavy vehicles will be replaced by small and medium-sized tanks when deployed at the frontline resurrection point. Only when deployed at the default deployment point, they will be your own vehicles.

The Axis will be replaced by Panzer III Panzer J

Allies will be replaced with BT-7

List of Heavy Vehicles:

Cheetah Tank Destroyer

Jagdtiger tank destroyer

Panther A; Panther G; Panther F;…

TIger E

Tiger King P; Tiger King H;

M4A2 76W

M4A2 1944

M4A3 105mm Bulldozer

M4A3E2 Jumbo

M4A3E2 76w Jumbo

M4A3E8 76W

M4 Sherman Organ (rocket launcher)

IS-1

IS-2; IS-2 1944

KV-2;

T-34-85E

T-34-85 ZIS-S-53

KV-8 flamethrower tank (Stl Gold Order KV-1)

OT-34 flamethrower tank (Stl Gold Order T-34 1941)

Misc Changes

Attempts have been made to increase the damage attributes of all fixed AA, aircraft machine guns, and tank machine guns. Now some large-caliber weapons may cause appropriate damage to enemies.

TODO

18 Likes

Impressive work and effort.

Will read soon as I play your mod again.

3 Likes

Good work!

3 Likes

t i m e t r a v e l e r ?

EDIT: ah, you meant panthers.

3 Likes