Company of Heroes: Opposing Fronts Discussion
Trainer Tools and Resources
I corrected it a while back, and the latest version which you can find a link to in my signature, has long since taken that into account by removing the PE Luftwaffe version from the Axis side, which is hardly a loss given their tremendously powerful Flak 88 is still perfectly in place, and if you need AA, the Ostwind and Wirblewind completely eclipse the FlaK38's anyway.
Sorry that the version hosted on Cheat Happens doesn't have that addressed, but I try not to be a pest to them and send updates to the mod only when "it's been a while" so that I'm not burdening them with the updates.
X_Parham, as for the bow turret, it's a standard M1919M4 .30cal, the catch is that it's from the light machine guns data folder rather than the heavy machine guns folder. The thinking of the developers was fairly clear that there should be a difference, even though in reality a .30-06 round from either a Browning 1917 or a 1919 would kill you equally as much.
To give you an idea, the 1917 HMG, the one used by the American HMG squads, has a damage value of 7, however the hull version of the 1919 has a damage value of 4. It was basically a design choice of the developers, but inaccurate in my opinion, thankfully for you my opinion is supported with a sledge hammer of editing power
As a sided note, if AT infantry are the problem, then it's more to do with the tank's inherent limitations as a medium tank that is the issue, not the speed with which the MG can kill.
All that being said, a .30-06 round from either the 1917 or the 1919 would still be the same standard issue .30 cal cartridge, and it's a bit backhanded that the developers decided to "blunt the sword" of coaxial and hull mounted .30 cals like that, so I've gone and made the three primary .30 cal MG's all the same 7 damage across the board, that is the Coaxial, hull mounted, and the HMG (NOT the LMG that is a squad add-on weapon, but the one that makes a 3 man squad just for the HMG).
The Munitions Panzer IV actually had no MG load out to begin with, which is a good reason why it never fired an MG. The same was the case previously with the main gun, so just as with the main gun, I added an MG42 as the coaxial, and another for the hull.
[Edited by knightpress, 8/19/2008 1:31:15 PM]
I suggest that in your future update include the configurations to the MGs, And i dont think that i would be bad idea, Which one of the goals that EK project followed all this time is to be more realistic than just to be fictional.
If i want to decrease the reloading time of Flak38(PE), Would it be any conflict in the game?
I want them to fire almost like real not just a few shots then stop!
Again thanks for your time.
If you know the answer please let me have your time again!
It can depend on the map format, .sga or others, so of course follow the appropriate directions for your specific situation.
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