well, lets hope they do it themselves, or at least explain that they accidentally pitted an up-armored Pz.4 vs a t-34 firing crappy BR-350A rounds with no rigid core against a panzer with 80mm of armor frontally when the t34 should have the BR-350P roundThat would mean we need to tweak the damage caused when a Pz.4 is hit. I doubt TWI will white-list a mutator that does this.
Uneven teams are the fault of the mutator...what nonsense.Some people are never happy
Ya think so DAY??? 10 per side - all good the auto balance is happy.Uneven teams are the fault of the mutator...what nonsense.
You just made my point. The AI kept the foot-soldiers at bay. With the mutator, they are virtually free to roam. They mean little and do little harm other than to put the team they're on at a severe disadvantage. The AI MG "induced" ppl to play in a tank. Thus eliminating the possibility of a weak side because of the imbalance induced by the nerfed AI MG. Ogledow became a nightmare instead of a joy to play.----- snip ----- Its like saying the mutator causes unbalance, because if one team is strong and one team is weak the strong team will win. Its supposed to be such that the best team wins, a map should be balanced when parties are exactly the same.
Ah yes...... In ROOST the tankers had other resources not found in RO2. The main one being, jumping OUT of the tank and shooting the offensive infantry. Not to mention the agility of movement of the tanks themselves - its near impossible to run over a foot soldier in RO2. However, you neglect to address the balance issue. Swapping to the MG is dandy and its done but that does not rectify the illustrated 8 tanks vs. 2 tanks as indicated above.If anything it makes ogledow closer to how it was originally intended to be played. Considering its a Roost map, and in roost tankers had no magical laser mger with them. If infantry annoys you just swap position to the MG yourself.
True, but it's not unplayable. The worst of all it that keyhole vision hull MG on the allies tank while the axis have a nice zoom visor on teher hull MG.Mike this more likely to do with the fact that the Axis tank is better than the Allied tank in this game,i've played as an Allied tanker on this map,and believe me its no fun, the T34 is too weak.
OK!! How about some samples of those settings - they sound great.You can tweak a lot of settings in the mutator. Using the mutator doesn't mean that you need to disable the hll MG completely. You could configure it to be deadly at short ranges for standing or walking targets and deadly on medium ranges for none moving targets. Then infantry still has to watch out not to come to close to the tank, but they won't be headshot over 400 meters.
I tried them for the first time last night against bots, and i couldn't get them to work,even at 50m? the hull mg wouldn't shoot,so yes a few sample configs would be nice.OK!! How about some samples of those settings - they sound great.
The server needs to be restarted after changing the ini file. Maybe you skipped that one, though I know you're experienced enough not to forget itI tried them for the first time last night against bots, and i couldn't get them to work,even at 50m? the hull mg wouldn't shoot,so yes a few sample configs would be nice.
Here's what i tried:
Edit: i just tried the mutator again with the settings above,and its working fine on Pavlovs,Commisar's,Ogledow and FallenFighters, so perhaps i did something wrong last night.
DifficultyInfantryMissPercentage=[COLOR=Yellow]20.0[/COLOR](Recruit=35.0,Soldier=30.0,Veteran=25.0,Hero=20.0) DifficultyMainGunVarianceFactor=(Recruit=1.0,Soldier=1.0,Veteran=0.66,Hero=0.25) TargetSpeedMissPercentage=[COLOR=Yellow]0.0[/COLOR](Still=0.0,Walking=0.0,Running=20.0) RangeSettings=[COLOR=Yellow]50.0[/COLOR](Short=50.0,Medium=100.0,Long=150.0) RangeMissPercentage=[COLOR=Yellow]10.0[/COLOR](Short=10.0,Medium=30.0,Long=60.0) MainGunErrorVsDistRatios=(Horizontal=0.025,Vertical=0.0125) AllowAIToControlHullMG=true AllowAIToControlMainGun=[COLOR=DarkOrange]false[/COLOR]
Actually, my first mutator started with those percentages and range tweaks, but then a lot were asking me if possible to disable the hull MG completely. So I did. Personally I prefer to have the hull MG enabled (but less accurate) and main gun disabled. The rational is that in reality a tank would always be having a crew, but not an aimbot crew. A stressed less accurate hull MG would prevent humans to stand still in front of the tank and sit idle, but they can still move and cross a street without getting headshot all the time. The main gun I prefer to be disabled because it's hard to drive when the bot is firing it. Especially if it's aiming to the side.Wow - I completely missed the extent of these options when I read Ducky's last update. Pretty damn impressive Duckster I had no idea you'd been able to go to those lengths in terms of your tweaks!
DifficultyInfantryMissPercentage=(Recruit=35.0,Soldier=30.0,Veteran=25.0,Hero=20.0) DifficultyMainGunVarianceFactor=(Recruit=1.0,Soldier=1.0,Veteran=0.66,Hero=0.25) TargetSpeedMissPercentage=(Still=0.0,Walking=0.0,Running=20.0) RangeSettings=(Short=50.0,Medium=100.0,Long=150.0) RangeMissPercentage=(Short=10.0,Medium=30.0,Long=60.0) MainGunErrorVsDistRatios=(Horizontal=0.025,Vertical=0.0125) AllowAIToControlHullMG=true AllowAIToControlMainGun=true
DifficultyInfantryMissPercentage.Veteran + TargetSpeedMissPercentage.Still = 55.0% + 0.0% = 55.0%
DifficultyInfantryMissPercentage.Veteran + TargetSpeedMissPercentage.Walking = 55.0% + 10.0% = 65.0%
DifficultyInfantryMissPercentage.Veteran + TargetSpeedMissPercentage.Walking + RangeMissPercentage.Medium = 55.0% + 10.0% + 20.0%= 85.0%
85.0% x DifficultyMainGunVarianceFactor.Veteran = 85.0% x 0.45 = 38.3%