Cpt_Frakk

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  1. Here i bring some skin idea: RU Recon Winter black amoeba: Dark grey& black amoeba: Winter & ligh grey amoeba: Unicolor fall: Unicolor ight fall: Amoeba light fall: Unicolor field Yellow: Field yellow & dark brown amoeba: Field yellow & light brown amoeba: Tiger H1 (in game Tiger I E) Rusty brown: Unicolor winter: Wrench: Carbon Black: Medium Grey: Light grey: Rusty MK1: Rusty MK3: Rusty MK4: Rusty MK5: Rusty MK6: Baseball bat: Acacia: Acacia old: GE infantry: Sumpfmuster desert auf A: Sumpfmuster desert auf B: Sumpfmuster Fall: Sumpfmuster Winter auf A: Sumpfmuster Winter auf B: Sumpfmuster Winter auf C : Sumpfmuster Winter auf D : Sumpfmuster Winter auf E: Sumpfmuster Winter auf F: Sumpfmuster Winter auf G: Sumpfmuster Winter Town Patrol:
  2. Rework T1 Lights Improve PZ I A: Now only 25 bullet contains this tank magaznie with his twin MG34. From this have a disadvantage against the M2A2 light and T-38. What i suggest: Increase this tank magazine size(not ammo count) from 25(current) to 100(according to twin MG34 2x50 round magazine) or 200(according to twin MG34 2x100 round magazine) round magazine and maybe we get closer to balance. Expand T-38's equipment: Add more ammo type: -B-30 AP -B-32 AP/I With B-32 AP/I this tank can deal better damage the soft targets(cars,trucks,halftracks)modules with 25%; -BZT:APIT-->With BZT APIT this tank can deal better damage the soft targets(cars,trucks,halftracks)modules with 10%;+add tracer (not forget this is the only tank what possible to can swimm) In tech tree of Light tanks: T1 T2 T3 T4 GE: PZIA--->PZ 35(t)/PZ2C----->PZ2L--->PZ38(t)/(PZ II L with 30 mm MK103**) PZ2L different from PZ2C: speed, reloading speed but his penetration skill make same because use same cannon. PZ38(t): increase his APCR rounds penetration skill to can penetrate 75mm armor(all light tanks in front), Add + AP type: -PZGR 34(t): APC/HE type ammo: Standat ammo -PZGR(t) umg:APCBC/HE type ammo: increased penetration skilled ammo but have less damage with 5% than the PZGR 34(t) figure: pz35(t) PZ35(t): a new tank: slow but have a same damage than PZ38(T) but this tank's cannon penetration skill lower than PZ38(t) -PZGR 34(t): APC/HE type ammo: Standat ammo -PZGR(t) umg:APCBC/HE type ammo: increased penetration skilled ammo but have less damage with 10% in non angled armor, in angled armor 5% -PZGR 40: APCR ammo this tank's best ammo have a best penetration skill and damage same than the standart ammo -GR.34(t): HE Loading speed: 2 sec Armament: owner: :37mm KWK34(t):Ammo count:72x 7,92mm vz 37 LMG:MG ammo:1800 --> 200 rounds in one magazine. Support gunner A: 7,92mm vz 37 LMG:MG ammo:1800 --> 200 rounds in one magazine. Advantage: good against soft targets and good infantry support tank. Disadvantage: poor mobility, slow, weak armor, small primary weapon ammo count,low HP. **In GE top light tank also possible the PZ II L with 30mm MK103 cannon, but in this variant case need to increase reloading speed, to 10 sec but have increased penetration and damage skill. Rounds in Magazine:9x ////////////////////////////////////////////////////////////////////////////////////////////// T1 T2 T3 T4 SU: T-38--->T-60----------->T-26/BT-7--->T-70/T-50 -T-26 AND BT-7 AND T-70 AND T-50 have a same penetration skill because use a same gun 45mm 20-K figure: T-60 light tank -T-60: -Light tank what use a 20mm TNSH cannon and a 7,62mm DT LMG. -With this tank SU also have an auto cannon tank -They will got a good infanty and soft tartgets destroyer tank Owner: 20mm TNSH cannon:ammo:720 round(12magazine each with 60 round) 7,62 DT:945-->15x magazine ,each with 63 round. loading speed 15-20 sec ammo types: BZ(HVAP): Have a same penetration skill like the PZ 2C Standart AP(PZGR) BZ: standart ammo, max penetration skill at close range: 25mm OZT:FI-T 'HE' round but this wround better against planes and light vehicles Advantage: good against soft targets and good infantry support tank,good speed, hight number of bullet in magazine(60 round),cannon work like an MG, with FI-T ammo good agains planes Disadvantage:weak armor, small primary weapon ammo count, hight loading speed, no support gunner, low HP figure: T-50 light tank blueprint figure:T-50 light tank T-50: -SU best tanks armed with 45mm 20-K and a DT LMG -have good armor agains AP type bullets but poor agains the rockets/HEAT shells Owner: 45mm 20-K cannon:ammo:150 round 7,62 DT:945-->60x magazine ,each with 63 round. ammo Types: -BR-240:APHEBC secondary AP ammo have less penetration skill but have increased damage with 15% than the standart -BR-240SP:AP Standat ammo -BR-240P:APCR Best penetration skilled ammo but have a bit less damage than the standart. -O-240: HE ammo agains infanty and soft targets. loding speed: 3-3,5 sec Advantage: good against light tanks,lower tier Medium tanks, soft TD and soft targets (cars, APC,...etc),good speed, hight number of bullet,Good armor agains AP rounds,enought HP Disadvantage: no support gunner,slow/very slow turrent rotation speed, have a same cannon like T-26 and BT-7 In T-26 AND BT-7 case also: ammo Types: -BR-240:APHEBC secondary AP ammo have less penetration skill but have increased damage with 15% than the standart -BR-240SP:AP Standat ammo -BR-240P:APCR Best penetration skilled ammo but have a bit less damage than the standart. -O-240: HE ammo agains infanty and soft targets. /////////////////////////////////////////////////////////////////////////////////////////////// T1 T2 T3 T4 US: M2A2 light--->M3 stuart--->M5A1 stuart--->M24 Chaffee -M24 Chaffee: -field maintance time reduce with 5-10% -Add an Anti-Aircraft .50 cal M2 HMG(mgazine size 100 rounds, max ammo 300) for support gunner B. figure:M3 stuart M3 stuart: -US new infantry support light tank. -have a similar gun 37mm gun but an early model -an early stuart tank model Armament: -37mm M5 cannon ammo 103 rounds -1x Coaxial M1919A4 LMG with 1500 rounds -3x Hull M1919A4 LMG with 9600 rounds -1x AA M1919A4 LMG 3000 round Owner: 37mm M5 cannon ammo 103 rounds 1x Coaxial M1919A4 LMG with 1500 rounds Support gunner A: 1x Hull(right side) M1919A4 LMG with 1500 rounds Support gunner B: 1x Hull(left side) M1919A4 LMG with 1500 rounds Support gunner C : 1x Hull(middle,'Machinegunner seat') M1919A4 LMG with 1500 rounds Support gunner D : 1x AA M1919A4 LMG 3000 round Note: -every MG magazine size:250 -Support gunner D not can hide inside the tank just can use an AA LMG ammo types: M74 shot: AP: standart ammo standart AP ammo have less penetrate skill than M5A1 stuart's 'M74B1 shot' with 10% M51B1shot: APCBC secondary AP ammo: have less penetrate skill than M5A1 stuart's 'M51B1/B2 shot' with 10% M63 HE:against infantry primary weapon loading speed: 3 sec Advantage: good against light tanks,Good infantry support tank,good against soft targets (cars, APC,...etc),good speed, enought number of bullet,lot of support gunner seat Disadvantage:Bad penetration skill, weak armor,low HP Tanks improvement: In PZ IIC,PZIIL,M2A2 Light,PZIA,T-38: -Allow reloading tanks primary weapon if the magazine not full. What i think under this: Example: In M2A2 light's M2 HMG the max bullet number is 100. Now this tankman fight and during the figth he shot 75 bullet from his magazine. In his current magazine have only 25 round and he can't reload this primary gun to in next fight he can take part with full magazine, so first of all he need to shot the remaining bullets if want to reload(in empty magazine automatically reaload). This is a waist of money and a waisted bullets. In every tanks case what secondary MG use his owner also do that: -Allow reloading tanks secondary MG if the magazine not full.(not the support gunners MG--> In support MG case thats allowed) Note: AP->Armor piercing AP/I->Armor piercing/Incendiary APIT->Armor piercing Incendiary Tracer APCR->Armor piercing Composite Rigid APC->Armor piercing Capped APCBC Armor piercing Capped Ballistic Cap FI-T-> Fragment Incredinary Tracer AA-> Anti-Aircraft
  3. I support @-Ger-Schilli's suggestion because this fix a lot ,but i belive enought the hit indicator not need the bloody screen effect and I would not mind ,if the bloodscreen effect possibble to can disable in setting and the player can decide want to use it or no, because in my oppinion really annoying.
  4. Cpt_Frakk

    GE vs GE gamemode

    Well, Overpopulated yes, because the lot of newcomer join to GE side, but overpowered.... not really...: In most case when i play in matches i saw the GE teams in most case they really disorganised and teamwork not exist. In lot of battle 2-3 player are a really enemy while the other players try to do something. In equipment case GE side only in heavytank case better(Tiger2(H)), and they have some weapon what still better than US and SU counterpart: STG,P38,MG42. In other weapon case notreally(maybe they in armored car case:sdkfz234/2 (puma) but this Armored car really rare and a free target for AT rifles and every Allies tank and armored car also) and when Captured weapons available they lost this advantage in weapons case. Of course they also can buy SU and US weapons but in less case they buy this equipment than the SU and US players. Summarizing: GE side overpopulated and the worst overpowered side.
  5. Cpt_Frakk

    Assault weapon?

    It was foreseeable, before the Cap stuff arrived to US and SU side in war become German weapon simulator side ,if possible to buy GE weapons...because too much player cried for STG and MG13...
  6. -First of all add free the MG34 and M1919 lmg for Kübel and Willys car/jeep for player(who bought earlier this vehicles than the update arrived) because when they are bought this vehicles, the support MG 'included' into the cars price. -Remove the jeeps/cars MG repair cost. It's dumb you have pay extra in order to have a vehicle's old functinality. Having to buy the MG is okay... -If it the support MG become buyable why only one type available. Need an opportunity for players and they can decide which want to buy it: ...add more type/variant of support MG: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// For Gaz 67 case: -Blank crew number:1 driver passanger:2 in seats+4 in sides of car: 2 in back, 2 insides advantage: good to move silent to objectives/good for stealt attack,low siluet disadvantage: no support mg -Tent: 1000 credit crew number:1 driver passanger:2 in seats advantage: good to move silent to objectives/good for stealt attack,tent can hide the crews from snipers/enemy disadvantage: no support mg,low crew number,medium siluet--> highter % to got spott by soldiers Figure gaz 67 -Maxim with 100 round belt ammo:100/400 : 7900 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an good ammo count, disadvantage:less passanger number,for stealt attack not every case will work reload speed:5 sec -Maxim with 1000 round belt ammo:1000/0 : 14000 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count,good AA vehicle disadvantage:less passanger number,for stealt attack not every case will work,if magazine empty need to restore the ammo reload speed:wait to restore the ammo -DP-27/28 47 round magazine ammo 47/470: 5 900 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work,cheapest MG, low bullet number in magazine, reload speed:4 sec figure DS-39 -DS-39 100 round belt ammo 100/400 : 7900 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work reload speed:5,5 sec -DS-39 250 round belt ammo 250/500 : 8200 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number in belt, low reload speed reload speed:6 sec ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Kübelwagen case -Blank crew number:1 driver passanger:3 in seats+4 in sides of car: 2 in back, 2 insides advantage: good to move silent to objectives/good for stealt attack,low siluet disadvantage: no support mg -Tent: 1000 credit crew number:1 driver passanger:3 in seats advantage: good to move silent to objectives/good for stealt attack,tent can hide the crews from snipers/enemy disadvantage: no support mg,low crew number,medium siluet--> highter % to got spott by soldiers figure kübelwagen -MG34 50 round magazine ammo 50/400 5900 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work,cheapest MG, low bullet number in magazine reload speed:4 sec -MG34 75 round magazine ammo 75/375 7900 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, enought bullet number in magazine reload speed:4,5 sec -MG34 100 round belt ammo 100/400 credit 8000 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:4,5 sec -MG34 150 round belt ammo 150/600 credit 8200 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:5 sec -MG34 250 round belt ammo 250/750 credit 9000 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:5 sec -MG42 50 round magazine ammo 50/500 7900 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, low bullet number in magazine reload speed:5,5 sec -MG42 100 round belt ammo 100/500 8000 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:5 sec -MG42 150 round belt ammo 150/600 8500 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:5,5 sec -MG42 250 round belt ammo 250/750 10000 credit crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:6 sec ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Willys jeep case -Blank crew number:1 driver passanger:3 in seats+4 in sides of car: 2 in back, 2 insides advantage: good to move silent to objectives/good for stealt attack,low siluet disadvantage: no support mg -Tent: 1000 credit crew number:1 driver passanger:3 in seats advantage: good to move silent to objectives/good for stealt attack,tent can hide the crews from snipers/enemy disadvantage: no support mg,low crew number,medium siluet--> highter % to got spott by soldiers figure Willys jeep -M1917 browning 100 round belt ammo 100/400 credit 7900 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:5 sec -M1917 browning 500 round belt ammo 500/500 credit 10000 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:7 sec -M1919 browning 50 round belt ammo 50/400 credit 5000 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work,cheapest MG, low bullet number in belt reload speed:4 sec -M1919 browning 100 round belt ammo 100/400 credit 7900 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:5 sec -M1919 browning 150 round magazine ammo 150/600 credit 8500 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:6 sec -M1919 browning 250 round magazine ammo 250/750 credit 9500 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:7 sec -Lewis LMG 47 round magazine ammo 47/470 credit 5900 crew number:1 driver, 1 Mgunner passanger:1 in seats,+4 in sides of car: 2 in back, 2 insides advantage:support mg with an perfect ammo count disadvantage:less passanger number,for stealt attack not every case will work, good bullet number reload speed:3 sec
  7. Maybe thisevent can start after my other x mas event the H&G advent calendar: First of all to work the snowy maps and not blinding the white the playes i suggest some things what can reduce this blinding white and maybe solve this problem: -Reduce the textures shine/glitter with 300% AND*1 Weather: condition:overcast/cloudy without sun figure:1.1 weather what i thinket about it OR use old texture style new buyable skins for soldiers (winter and grey some example): Some possible skins for weapons: -White -Grey and white -Black & white -Grey (i made some example, not for all weapon): For helmets case: and some for vehicles: (just examples): ...And the helmets paint also become an option to can buy winter 'skin': (some example): Events Firts off all i belive need a new filter option in game what provide a different game mod. figure2.1 filter option figure2.2 game mods I thinked about 3 different game mod: -snowball -Race -Capture the box. Snowball: In snowball the player can enter the battle where 3 weapon available: Snowball, bandage and medikit. In This battle mod the snowball damage are 33HP and the goal to capture and hold in encounter game mod the point. Of course allowed the vehicles, but only the non weaponized vehicles: Truck APC/Halftracks but Halftracks case:without support weapons(magazine become empty a possible solution OR Support MG.Enable=false.-----> disabble to use support MGs),civil trucks and cycles. The motorcycle also available but the R75 need to detach or enable=false the support MG34.(magazine become empty a possible solution OR Support MG.Enable=false.-----> disabble to use support MGs) -Cars/terrain vehicles also:(magazine become empty a possible solution OR Support MG.Enable=false.-----> disabble to use support MGs) -If the player number low expand it with some 'first encounter bots. This game mod suggested, because in last year(2019) when the snow balls become the constant item will caused some problems, moreover if someone want to play snow ball battle in this game 'mod' really not can. Work like the normall capture and hold infantry game mod, but usable items are prescribed. Race: 2 type of race realised: -truck race -Cycle race Both held in airfields map and put a race checkpoint into this maps...and the game goal and rules are same: -5-15 player allowed -if the player number low add auxilary bots. In this game mod the player got some reward about take part and the winners also. 3-5 round/race -takepart reward(got only if complette the race, arrived from start to end / every round.): 500 credit reward for winner: 1st:200 warfund 2nd:150 warfund 3rd:100 warfund ...to support the player that more likely take part in war game mod. Capture the box: -allowed player 15vs15 if necessary add auxilary bots(what disappear if a player arrived) if the player number low. P+AI vs P+AI like in staged game mod -Maximum 5 gift box allowed in the same time -Timer added: 10-15 minutes This game mod is a type of capture the flag. In the middle of the point add a big x-mas tree and under this tree 5 box. The teams goal is to carry from the x-mas tree to their spawn a gift box. Each carried gift box give the player 15 XP and one point to his team. When the gift box become a score it will disappear and respawn under the tree. The winner team is, which carried the highter number boxes. -If both team collected equal number of box after when the timer value become '0/zero' the game will be continues until the first score after that. Provide reward for players who taked part in this game: -Winner team each members: 250 Warfund to support war -Each member who take part this battle can earn + 400 credit Allowed equipment: weapons: -Snowball -Bandage -Medikit vehicles: -Cars/terrain without support weapons(magazine become empty a possible solution OR Support MG.Enable=false.-----> disabble to use support MGs) -Truck APC/Halftracks but Halftracks case:without support weapons(magazine become empty a possible solution OR Support MG.Enable=false.-----> disabble to use support MGs) -Motorcycles without a support weapons(magazine become empty a possible solution OR Support MG.Enable=false.-----> disabble to use support MGs) -civil cycle -civil car Other effect into game: -In last year added the snowy effect what caused some problem what need to be improve. In start i wrote examples what maybe help to solve the 'blinding white' problem in snowy maps. -Weapons of the week boxes like in 2015. It provide the players to collect and use gift weapons during the battles. https://i.imgur.com/vQDbPRZ.png https://i.imgur.com/FhatFYV.png https://i.imgur.com/f79Wcu7.png - 5 box in each spawn. -Possible stuffs: between: 2020 december 21 -2020 december 27: top tier weapons: STG for 3 day, AVS-36 for 3 day, M2 carbine for 3 day, on december 27 P38 2020 december 28 -2021 january 3: Scoped sniper rifles, only the scope mounted(4,0x zoom):Kar98k scoped for 3 day,mosin scoped for 3 day, M1903 Springfield scoped for 3 day, on january 3 M1917 revolver 2021 january 4 -2021 january 10: Top tier SMG: MP40 for 3 day, Thompson M1A1 for 3 day, PPSH for 3 day, on january 10 PPS-43. -During this event add an x-mas tree into every capturable point. ...and also available the x-mas skins: -for T2 Smg(since 2015): ...and AT weapons(since 2019) ...and maybe some for top tier weapons: (some example): ...and Santa's car skin (examples): Note: *1 AND in a type of logic and the event become if all component are 'true'.
  8. Event from 1st of december to 24 of december When X-mas comming i belive need some event before 24 of december and the advent calendar come into my mind: In first time i belive need a new menu point in menu Rewards/daily rewards to the players can find much easier this list: figure1.1 extended menu point. In second point need to add a selection inside in daily reward form(i just make a menu as same in main menu)/OR possible to make with buttons: figure1.2 selctable in form Now we have 2 menu point: Daily reward and Advent Calendar. -When the user select Daily reward show what can show in current, the Daily rewards list. BUT if the user select the Advent Calendar load the different content, "The Advent Calendar": figure2.1 The Advent Calendar figure2.2 The Advent Calendar in form The The Advent Calendar view loaded: it will work as same as like the daily reward: -To unlock each days bonus reward after completed one battle. -Collect a reward same like in daily reward case: figure2.3 reedem the reward ...and mark the opened and the currend reward box frame with different color: like example: green the opened, red current what possible to unlock. figure 2.4 icon selection Possible rewards: Day1: 400 credit Day2: 400 credit Day3: 500 credit Day4: 500 credit Day5: 600 credit Day6: 600 credit Day7: 750 warfund Day8: One Shovel for a selected soldier and one day veteran membership Day9: 400 credit Day10: 400 credit Day11: 500 credit Day12: 500 credit Day13: 600 credit Day14: 600 credit Day15: 750 warfund Day16: One pocket pistol for a selected soldier and one day veteran membership Day17: 500 credit Day18: 500 credit Day19: 600 credit Day20: 600 credit Day21: 1000 credit Day22: 1000 credit Day23: 1000 warfund Day24: H&G X-mas helmet for a selected soldier and one day veteran membership US: X-mas helmet: (possible view) SU: X-mas helmet: (possible view) GE: X-may helmet: (possible view) ///////////////////////////////////////////////////////////////////////////////////////////////////////////// imagesource: H&G folder santa hat image source:
  9. Added in 2020_07_05 For M1917(some old experimental) : -Red wood -Ivory/Marble
  10. I choosed the '(Current)' because in headshot case need to die a soldier from only one bullet. But @Reto.Hades i belive if increase the damage multiplier in head from current to 10X or highter, that also solve this problem. #idea :)
  11. Cpt_Frakk

    HELLCAT-main battle tank of america

    ..........Or not need nerf and buff hellcat just need to convert similar this tank and M10 like in armored cars ,because both opened. When the crew inside the tank and/or on aim mod work similar than armored cars support gunners in similar case. This added an opportunity for enemy soldiers to knock out this tank crews(campers) moreover if it added need to reduce this tanks(m18 and M10) repair cost and spawn time(something for something). And this tank attribute not changed: hold his good gun and good mobility and excellent speed but his crew got a 'nerf'. moreover if we here why not expand the US heavy tank destroyer tech tree? Only have the M36 Jackson what self defense agains infantry poor. Why not add parallel this tank 2 variant? The firepower holded but added a different defense weapons like in: M36B1: Owner: main Gun Support gunner A: .30 cal lmg in hull Support Gunner B: .50 cal HMG in turrent(AA HMG) moreover inproved front armor (m4 sherman hull ) to have an effective armor against med tanks. but if opened (work similar than i started this topic) and the next variant: M36B2: M10 hull(lower armor) closed turrent and Support Gunner A: .50 cal M2 browning HMG ) and repair cost show in different: repair cost(something for something)M36 <M36B2<M36B1
  12. Added in 2020_20_22 For M1 Garand: -Winter -White -Black & White -Desert -Light desert -Dark Desert
  13. Cpt_Frakk

    HELLCAT-main battle tank of america

    and you realized to : - in US side not main authorized the german and su weapons counter to in game ..........,similar : -in german side US and SU - and in SU german and US weapons. main authorized weapons in real war in original nation used,: used as a limited number the other side nations if can stole or can pick up from fallen soldier(like in old time during the battle also can pick up and can use it), but not equiped a battalions with STG or MG13 in US side like in game. and not offered in black market to can bought it.
  14. Cpt_Frakk

    HELLCAT-main battle tank of america

    When i tried every weapons i say not germans have the best stuffs. Moreover if you fight always agains germns and hold they stuff still OP try the opposit side. instead of Join US or SU in war ,time try German side. but this work in other case also: GERMANS also can put his hand on SU (avs,lmgs) US(M1919,m2 cabine AT stuff) op weapons. ... but Why exists nations????? Moreover nations have 3 part to be unique: -weapons -vehicles -uniforms from this in field of weapons the nations are destroyed and if captured vehicles arrived(i belive strongly to never will happend) i strongly will suggest to remove nations because not need they and problem solved . if it happned not need to cry GE side too op US side too bad. Player need to can customize his characters(can select uniform,weapons,vehicles from 3 nation collection) and can entered into battle. And the MM drop they into A or B team. similar in WAR. Blue vs Red team. But when nations exists they must be unique that's was the reason why i suggets to remove captured weapons and find an alternative way to balance. Forexample What i suggest to add more ammo and module types and aslo add more weapons types(possible). and can this(to add more types) in field of armors. to solve problem and solve balance.