Standardized number of possible camo shots for vehicles to 1 (from 2 or 3 based on vehicle).Changed accuracy against infantry for Stuart HE rounds - now basic accuracy is unchanged and gets lowered by 25% when the infantry is moving (from "-25% no matter if they are moving or not).Increased basic damage of Stuart HE rounds to 50 (from 40).Greyhound, Staghound, 50mm Puma, Daimler Scout Car and most Axis Armored Cars and Halftracks with 20mm cannon turret have their turret rotation speed lowered to "18" (from various values).Vehicles and tanks that did not have gyro-stabilizers have now accuracy on the move lowered by 60% (from (usually) 50%).1.5.5 Panzer Support Tactics (Formerly Tank Hunter)Ĭhange Log: General Changes Vehicles:.1.4.7 Propaganda Doctrine (former Terror Doctrine. And since I can even set the rally point for each base (select a base and press right click to drop it’s unique rally point flag), I can have new units arriving exactly where they are needed. Using these, I am rarely jumping around the map to view/interact with my base. The weapon icon will appear on them, when they’ve got it. Once they are active, select a nearby infantry unit, and then right click (IIRC) on the desired shed to arm your unit with that support weapon. You’ve got to unlock these to make them work (see in the screenshot, the green line points from the upgrade button). Support Weapon Sheds They have a little icon depicting what kind of weapon they offer, and the Ammo cost. The current tab shows what you can build with that building, and what Upgrades are available, plus the Queue of what’s currently being built. Notice how the tab icon matches the building type. Key point: Clickable (or hotkey) tabs for each building. Probably similar with other factions, but I’ve not tried. A screenshot with a few marking on how you can handle buildings at your US Forces base, even when you are elsewhere on the map.
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