MNB Steam techincal WIKI stuff

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  • #9759
    Lance
    Moderator

    1 Dirty Civilian 0
    2 Cadet 5000
    3 2nd LT 10000
    4 1stLT 20000
    5 Captain 40000
    6 Major 80000
    7 Lt Colonel 160000
    8 Colonel 380000
    9 Brigadier Gen 760,000
    10 Major Gen 1,400,000
    11 Lt Gen 2,500,000
    12 General 5,000,000
    13 MnB General 10,000,000
    14 MnB Grand Master 20,000,000

    2000 xp base for success
    1000 xp for being under 20 mins (1200secs)
    30xp Per kill
    200xp per soldier living at the end (600xp)
    full squad (>= 6) lives then x2 (1200xp)
    win streak bonus (base+time bonus+total kills+squadcount) x (1+(winstreak/100))
    1.x bonus for Consecutuve wins

    Campaign maps:
    Omaha beach 1 1
    Triviere 2-5 4
    Hedgerows 5-25 20
    St Lo 25-35 10
    Vire 35-49 14
    Morten 49-62 13
    Tinchebray 62-75 13
    Brest 75-89 14
    Lorien 89-95 6
    N France 95-103 8
    Belgium 103-145 42
    Battle of the Bulge 145-175 30
    Bastogne 175-190 15
    St Vith 190-215 25
    crossing Rhine 215-220 5
    Frankfurt 220-230 10
    Liepzig 230-240 10
    Chemnitz 240-250 10
    Bayreuth 250-260 10
    Bavaria 260-278 18
    Czech mts 278-286 8
    Strakonice 286-300 14
    Pisek 300-301 Final map 1

    Medals:
    Combat Veteran medal: +1 to combat skill
    Medal of Bravery: +5 combat skill
    Baptism by fire: +1 Veterancy save (can auto dodge 1 (the first) bullet that would have hit him)
    Purple heart: +5 HP max health
    Lone Wolf Medal: +10% to all damage
    Medal of Valor: +25% to resist being pinned

    #9760
    Lance
    Moderator

    Updated Weapons list/stats/table/descriptions

    Scoped Garand
    Vickers
    Springfield
    m1
    Garand Match Rifle
    t20
    t22
    Bren
    M1 Carbine
    M1 Carbine Para ver
    M2 Carbine
    M2 Carbine A1
    K98
    Scoped K98
    M3
    M1919
    BAR
    FG42
    G43
    MG34
    MG42
    MP40
    Sten
    Faust
    Tommy
    Shotgun
    STG44
    Boys AM rifle

    M1 – Garand Compact.Short barreled version fo the M1 Garand. Good range and damage
    Match Garand – Full size M1 Garand, a semi automatic weapon with a very good range and damage potential
    T20 – M1 Garand fitted with a 20 round Mag
    T22 – Fully automatic M1 Garand fitted with a 20 round Mag
    K98 – standard Wehrmacht combat rifle. excellent range and damage, slow ROF
    Springfield – training rifle for the US army. Excellenr range and damage, slow ROF
    scoped k98 – sniper version of the K98 fitted with a telescopic scope for greater range
    1917 – 1917 enfield, basic US marksman bolt action rifle, excellent range and damage
    Scoped Garand – Standard M1 Garand fitted with a telescopic sight giving it extreme range capability and damage potential
    Scoped Springfield – Springfield rifle with a scope giving it extreme range capability and damage potential
    Scoped Enfield – Lee-Enfield Rifle with a telescopic sight. Hard hitting Heavy British bolt action rifle fitted with a scope for maximum range and damage capability
    G43 – Finely crafted semi automatic rifle used by few wehrmacht soldiers. Very good range and damage
    M1 Carbine – light weight rifle with decent mid range capabilties
    M1 Carbine Para – Ultra light weight rifle with decent short to mid range and damage capabilities. useful for fast moving troops
    M2 Carbine – Fully automatic light weight carbine with decent mid range and damage capabilties
    M2 Carbine A1 – M2A1 Fully automatic light weight carbine equipped with a 30 round mag for sustained fire
    BAR – Squad level automatic rifle with decent range and good stopping power
    MG42 – Wehrmacht light machine gun of choice with an insane ROF and good damage. Excellent weapon
    Vickers K – Super heavy hard hitting british machine gun. Decent range, excellent damage, and a furious ROF
    MG34 – Older yet more complex light machine gun used by the wehrmacht. Insane ROF, excellent range and dmg
    Tommy Gun – Thompson submachine gun, Heavy yet balanced sub machine gun often carried by officers and NCOs. Short range capable, very good rate of fire and damage.
    MP40 – MP40 standard sub machine gun for the wehrmact. good magazine capacity and very good range for an SMG
    M3 Grease – M3, Standard sub machine giun for the US Army. Excellent Magazine capacity with acceptable range and damage
    Sten – Sten, fairly crude British SMG with acceptable damage and range
    STG44 – Elegant Axis assault rifle packing a fair amount of good damage and very good range for an automatic weapon
    FG42 – Exotic semi automatic platform used by the Fallschirmjager. Extremely good range and damage
    Bren – Bren, Reliable British light machine gun who can fire at a very good range and packs a decent punch
    M1919 – M1919, General purpose machine gun of the US Army. Fairly Heavy, it has an Insane magazine (250) and good damage and range
    Shotgun – Winchester Model 12 Trench gun. Very effective at close range
    BOYS – The Boys.55 Anti-Material rifle that can punch through cover at a very long range. Extremely Heavy

    Faust – ????????????????? KAPOW!
    Pistol – ?????? pew pew bang bang

    if (tag== “springfield”) then
    weapon.action = “bolt”
    weapon.ammo = 5
    weapon.maxAmmo = 5
    weapon.range = 500
    weapon.damage = 100
    weapon.recoil = 12
    weapon.bulk = 8.7
    weapon.rof = 10
    weapon.rofTime = 99 — irrelevant for a bolt
    weapon.sound = “springfieldSound”
    weapon.jam = 3
    weapon.magSprite = “genericMag”
    weapon.jammed = 0

    if(tag == “m1”) then
    — thats the garand
    weapon.action = “semi”
    weapon.ammo = 8
    weapon.maxAmmo = 8
    weapon.range = 450
    weapon.damage = 100
    weapon.recoil = 10
    weapon.bulk = 9.5
    weapon.rof = 10
    weapon.rofTime = 99 — irrelevant for a semi
    weapon.sound = “testRifleSound”
    weapon.jam = 6
    weapon.jammed = 0

    elseif(tag == “k98”) then
    weapon.action = “bolt”
    weapon.ammo = 5
    weapon.maxAmmo = 5
    weapon.range = 500
    … (165 lines left)

    #9761
    Lance
    Moderator

    Soldier stats/builds/tree. also contains Intel Ops briefing lines

    Normal starter infantry:

    Springfield Gun
    speed 85 px
    Combat skill 30
    morale 30 of 100 max
    270deg view
    gear timer 100 sec (not that it matters he spawns with nothing)
    hth damage 100

    ——————————————————————–
    Light “Light Infantry, Shock Infantry with medium range capabilities. Fast movers”

    speed +10px/s
    -M1 carbine Para
    -M2 Carbine
    -M2 CarbineA1

    skill 1 – Smoke, tosses a smoke grenade to screen your troops
    skill 2 – Frag, tosses a fragmentation hand grenade
    skill 3 – CHARGE!!, Cannot be pinned, 20% less dmg recieved. Duration 10 seconds

    ———————————————————————-

    Rifleman “Heavy Infantry, Medium to long range capability with some explosive support”

    health max +20
    health +20
    -Garand
    -T20
    -T22

    skill 1 – Armor Piercing round, 2x dmg to soft skin vehicles, -10% to enemy cover effectiveness (20 sec)
    skill 2 – Rifle Grenade, fire a grenade that can kill troops and damage vehicles
    skill 3 – Light mortar, Fire 6 rounds of 60mm mortar rounds if not interupted

    —————————————————————————

    Gunner “Gunner, Lays suppressive fire to multiple targets with light machine guns. Slow movers”
    (Splits attack within 60deg fire arc)

    Speed –10px/s– now Bulk limited, not flat
    -Bren
    -M1919
    -Vickers

    skill 1 – Bipod, Cone of fire increased by 20% (base 60), Weapon bulk reduced by half, Gunner is 10% harder to hit, infinite but canceled on movement
    skill 2 – Over watch, Detection range increased by 100%, +25% to morale checks against incomming fire. Duration 2 min
    skill 3 – Incendiary rounds, +20% dmg, 10% to incinerate per hit, 10% to set fires on ground hits. Duration 30 sec

    ———————————————————————————

    Medic “Medic, Heal wounded troops. Can stabilize dying soldiers. Start with a pistol”

    Medic heal radius is 100px + 1PX per exp skill

    -Sten (for now, pistol eventually)
    -M3 grease gun
    -M1 Carbine

    combat skill -10

    skill 1 – First Aid, Heal by 5 points any soldier of your choice as long as they have above 75 HP
    skill 2 – Intensive care, Heal speed is 2x faster for nearby troops. Duration 1 Min
    skill 3 – Morphine, Instantly gives 10 HP to any soldier but lowers max HP by 1 each time

    ————————————————————————————

    Comms “Signaler, Can call powerful support with their radios. Slow movers”

    -Sten
    -M3 grease
    -Tommy

    speed -10px/s +Now Bulk limited instead of flat value for weapon

    skill 1 – Call strafe, Request a fighter to strafe the enemy in front of your location
    skill 2 – Bomb Drop, Request a fighter to drop a bomb on your indicated location OR on Scout flare/smoke
    skill 3 – Artillery Strike, Request a barrage of arty at your indicated location OR Scout flare/smoke

    ————————————————————————————-

    Sniper “Sniper, Slow firing long range lethal soldier. Starts with 1917 enfield”

    -1917 Enfield
    -Scoped Garand
    -Scoped Springfield
    -Scoped Enfield
    Combat skill +15
    (Germans get a scoped k98)

    skill 1 – Mark Target, designate a target for your sniper to kill, Lasts 30 sec
    skill 2 – Eagle Eye, Foliage does not block sniper LOS, Lasts 30 Sec
    skill 3 – Head shot, Next connecting shot damage increased by 300%

    —————————————————————————————

    Engineer “Engineer, Expert at explosives and anti tank abilities. Starts with Shotgun”

    -Shotgun
    … (120 lines left)

    #9762
    Lance
    Moderator

    Skills and buffs tables

    Skill timers

    Charge
    10 sec
    pin resist 100%
    Damage resist 20%

    Ap rounds
    20 sec
    penetration 10%
    20% vs soft vehicles

    Bipod
    999 sec
    50% Bulk reduction
    20% to cone

    Overwatch
    120 sec
    pin resist 25%
    detect bonus 100%

    Incendiary
    30 sec
    20% dmg bonus
    set fire 10%

    Care/Heal
    60 sec
    heal bonus 500%

    Hawk eye
    30 sec
    1 shot

    head shot
    999 sec
    1 shot

    Flamer

    1 use

    Observe
    999 sec
    can see

    High/good ground
    999 sec
    damage resist +10%
    detect bonus +10%
    damage bonus +10%

    Stealth
    30 sec
    stealth 100%

    Rally
    10 sec
    pin resist 100%

    tactical
    60 sec
    combat skill +20%
    reaction bonus +50%

    lone wolf
    999 sec
    damage bonus +10%

    Valor
    999 sec
    pin resist +25%

    Courage
    999 sec
    Damage resist +10%

    #9763
    Lance
    Moderator

    German equipment tables and probabilities

    Normal Feldgrau
    K98
    Combat skill 15
    speed 85px/s
    gear timer 100sec (but spawns with nothing but CAN pick up from field supply bags/crates)
    30 of 100 max morale

    German chances for equipiment

    10% Medical bag (1 bag)
    7% frag grenades (1-3 grenades)
    30% white smoke (1-3 smokes)
    10% panzerfaust (1)
    5% red smoke (1 strafe)
    3% arty flare (1 flare)
    5% rifle grenade (1-3 RGs)
    5% mortar 3+(1:7 rounds) (4-10)
    2% radio (1-100 calls for reinforcement)

    German Chances for weapons

    1 (50% chance gunner w/mg2)
    1 50% Feldgrau Mg 34

    2 MP40
    3 G-43
    4 STG 44
    5 FG-42

    German chances for buffs
    15% radio comms
    2% sniper (scoped k98)
    combat skill +10, detection range + 2000px

    3% incindiary rounds
    3% stealth
    3% flamer
    20% carrying intel
    10% carrying map (more intel)

    #9764
    Lance
    Moderator

    Random info dump that doesnt have a home. contains explosive stuff and other errata

    explosion math:
    if you are outside the basic frag radius up to 3x the distance away, you still recieve damage but divided by 3

    hand to hand is slow. (random x (300-troop XP)) / 100

    If Unarmored, 50% chance to kill driver/gunner or passenger.
    axis troops find a truck and get in. Damage done to a passenger continues on after that soldier demounts

    Fire/Water stuff:
    Ammo/shells etc can be cooked off
    water puts out fire.
    Mud has a 50% chance to put out fire

    speed – bulk = current speed
    in mud/water current speed/2

    bulk stuff:
    Semi: consecutive shots (rnd4) +1 without re-aiming
    pump: (rnd300(300-troop XP+(troop wep bulk x10)))/100
    Bolt: (rnd300(300-troop XP+(troop wep bulk x10)))/100
    action timer = ROF timer for the weapon

    smoke fades after 20 sec

    Promotion stuff
    1 exp per 10 dmg/current promotion lvl

    If you are more than 1200px back from the front line the momentum resets to zero and you can be Countered.
    German front line is your closest SPOTTED troop -100px

    AT radius:
    frag AT 5px/50dmg blast 75px/dmg50hp demo 10px frag 200px/dmg 50
    flak AT 1px/100dmg blast 10px/dmg25hp demo 1px frag 50px/dmg 25
    faust AT 25px/200dmg blast 50px/dmg20hp demo 25px frag 50px/dmg 25
    RG AT 10px/200dmg blast 25px/dmg100hp demo 1px frag 100px/dmg 50
    Mortar AT 5px/100dmg blast 25px/dmg15hp demo 10px frag 100px/dmg 25
    Arty AT 30px/200dmg blast 75px/dmg50hp demo 100px frag 100px/dmg 100
    Bomb AT 100px/100dmg blast 100px/dmg100hp demo 100px frag 100px/dmg 100
    TNT AT 100px/100dmg blast 100px/dmg100hp demo 100px frag 100px/dmg 100
    Stuart AT 10px/100dmg blast 25px/dmg10hp demo 5px frag 75px/dmg 35

    Default AT 0/0 blast 50px/dmg50hp demo 10px frag 100px/dmg 50

    Blast = gib range
    AT vehicle = kills/gibs
    Frag = human dmg

    blast div 2 = gib
    frag div 2 = maxfrag
    frag x3 = dmg/3
    demo range x2 = destoryed or dmg

    Tank commander has 270deg vision when out of the tank (gun barrel reference)
    Tank commander has 60deg vision when in tank (gun barrel reference)
    tank driver has 40 deg vision from front of hull
    tank now looses parts every 10 hp inflicted to it

    ———————————–

    Opel loses parts every 10 lost
    Vulnerable to small arms fire
    up to 10 passengers + Driver
    between 5-10 soldiers in each Opel
    Soldier Gibs on Opel death

    off map pak88
    yellow smoke precision strike
    5 sec + (rnd10) to fire

    mortar accuracy is distance in px / 8 so 3000px/8 is the accuracy

    If germans have a helmet, it negates headshot buffs

    #9765
    Lance
    Moderator

    Cover Tables

    Cover notes

    Leafs
    LOS blocking? no
    Cover 0
    Saves 0

    Flower
    LOS blocking? no
    Cover 0
    Saves 0

    Crate
    Fortifiable no
    LOS blocking? no
    Cover 0
    Saves 0

    Barrel
    Fortifiable no
    LOS blocking? no
    Cover 0
    Saves 0

    wheelbarrow
    Fortifiable no
    LOS blocking? no
    Cover 0
    Saves 0

    car
    Fortifiable no
    LOS blocking? no
    Cover 50
    Saves 0

    Haybale/haystack
    Fortifiable no
    LOS blocking? no
    Cover 50
    Saves 0

    cart
    Fortifiable no
    LOS blocking? no
    Cover 50
    Saves 0

    Woodpile
    Fortifiable no
    LOS blocking? no
    Cover 50
    Saves 0

    small house
    Fortifiable yes
    LOS blocking? no
    Cover 50
    Saves 75 (explosion resist)

    Ruins
    Fortifiable yes
    LOS blocking? no
    Cover 40
    Saves 0

    Big House
    Fortifiable yes
    LOS blocking? no
    Cover 50
    Saves unk

    Bunker
    Fortifiable no
    LOS blocking? no
    Cover 65
    Saves unk

    Concrete Bunker
    Fortifiable no
    LOS blocking? no
    Cover 75
    Saves unk

    Trench
    Fortifiable no
    LOS blocking? no
    Cover 75
    Saves unk

    Ditch
    Fortifiable no
    LOS blocking? no
    Cover 60
    Saves 0

    River
    Fortifiable no
    LOS blocking? no
    … (24 lines left)

    #9766
    Lance
    Moderator

    An absolute must watch for MNB players!

    #9767
    Lance
    Moderator

    urb

    Today at 8:10 AM
    facts about mines in MNB Steam:

    – Enemy mines come in a cluster of 6 to 12
    – They are generally grouped together so if you find a mine expect that area to be mined
    – Flagged mines will not detonate if you step on it
    – Mines will cannot be detonated by the faction that has laid them.
    – All mines friendly or enemy can be detonated by nearby explosions.
    – There are currently 3 types of mines in the game, AT (bib blast), bouncing betty (wide area) and AP (tiny blast hard to detect).
    – Mine take some time to detonate (AT being the slowest) so fast troops may just avoid the gib.

    #9769
    Wanderjar
    Participant

    ayyy appreciate the notepad pastes here lance though a fair bit has changed since then. the morale sys got put in place and some balancing happened. I’ll try to remember what the balance edits actually are

    #9770
    Wanderjar
    Participant

    heres the rest of the class/skill tree:

    Engineer “Engineer, Expert at explosives and anti tank abilities. Starts with Shotgun”

    -Shotgun
    -M3 Grease
    -M1 Carbine
    -M1 lite garand

    skill 1 – Bazooka, Fire an anti-tank rocket
    skill 2 – Satchel Charge, set a powerful explosive charge to detonate in 10 sec
    skill 3 – Flame Thrower, equip the engineer with a devastating flame thrower. Perfect to clear bunkers. Duration 20 sec

    —————————————————————————————–

    Scout “Scout, Good at finding the enemy, range and detection abilities increased. starts with shotgun”

    -shotgun
    -Sten
    -M3 Grease
    -Tommy
    Detection range x2 (800 to 1600)

    skill 1 – Observe, Unlimited View Range, LOS still applies. Mortar and airstrike spread is reduced by 25%, also useful combined with…?
    skill 2 – Flare, Toss a flare that will identify nearby enemies. Also marks targets for the signalers bomb drops. Duration 30 sec
    skill 3 – Good Ground, mark an area nearby that provides +10% accuracy, +10% to damage and +10 detection range bonus to those inside. Duration Permanent

    —————————————————————————————-

    Commando/SOF “Commando, Hand to hand specialist with stealth abilities. Starts with Sten”

    -Sten
    -M3 Grease
    -Tommy
    -BAR
    Hand-to-Hand dmg +25 dmg

    skill 1 – Camouflage, the commando hides and remains undetected by non-snipers until he fires or 30 sec (whichever is shorter)
    skill 2 – Assassination, The next Hand-to-hand strike has 100% to hit and 300% damage bonus
    skill 3 – Raider Jeep, Your commando knows some SAS blokes who drive jeeps full of guns looking for trouble. Duration 3 min

    ———————————————————————————————–

    Officer “Officer, Increases your troops will to fight. Start with a pistol”

    officer morale radius is 100px +1PX per exp skill. can act every 2-3 seconds per soldier action in radius (its often. expect it to be nerfed)
    10% + exp/10 to proc. so a 100 exp officer has 20% chance to proc on every action.

    -m1 Carbine
    -Tommy
    -m1 Garand

    skill 1 – Rally, all squad members will be unpinned and immune to suppression for 5 sec
    skill 2 – Tactical Movement, all members of your squad have movement reduced by 50%, 50% faster reaction time and +20% more accuracy for 1 min
    skill 3 – Armor Support, Request a Stuart scout tank to support your squad for 3 mins

    ———————————————————————————————

    Sapper “Sapper, Soldier specialized in building defenses and fortifications. Starts with shotgun”

    -Shotgun
    -Sten
    -M3 grease
    -Tommy

    skill 1 – Sand Bags, the sapper builds a small sandbag wall
    skill 2 – Mine Field, lays 3 mines which will detonate if infantry or vehicles go over it
    skill 3 – Fortify, will fortify any house or ruins into an impregnable position

    ————————————————————————————————-

    Intel Operative “Intel, Versatile soldier specialized in extracting information. Starts with a Sten”

    10% + exp/10 to proc Intel bonus exp near a dying (bleeding status) german.

    -Sten
    -MP40
    -STG44
    can get intel from a bleeding status German

    skill 1 – Analysis, use this skill near dropped intel papers to learn about the enemy. no cool down
    skill 2 – Briefing, use this skill near dropped maps to bried your squad giving XP to all nearby soldiers, no cool down, requires dropped maps/intel
    skill 3 – French Resistance, Intel ops can ask the local resistance to join the fight (+1 frenchie to squad)

    Alerts the Intel can say for skills 1 and 2:

    Soldiers were deployed to this area
    Soldiers can call arty
    Soldiers have fausts
    Soldiers can call air strikes
    Soldiers have mortars
    Frag grenades have been distributed to
    Rifle grenades have been distributed to
    Soldiers are field medics
    Soldiers have radios
    Snipers have been deployed to this AO
    Flame throwers have been deployed
    Soldiers are hidden for an ambush
    Soldiers have incendiary rounds
    Panzers are ready to roll in this area
    Opels are ready to roll in this area
    Halftracks are ready to roll in this area
    Supply Crates are hidden in this AO
    Weapon Crates are hidden in this AO
    Mines have been places in this AO
    Soldiers ….. lots of Soldiers

    ———————————————————————————————–

    Frenchie

    skill 1 –
    skill 2 – Baguettes and wine ???
    skill 3 – Molotov Cocktail

    ———————————————————————————————-

    Rank1 promote to private, soldier gains +5% to his combat skill
    Rank2 promote to corporal, soldier gains +10% to his combat skill
    Rank3 promote to Sergeant, soldier gains +15% to his combat skill

    Point EXP given for being more than 1000px ahead of the rest of the squad

    • This reply was modified 7 months ago by Wanderjar.
    #9772
    Wanderjar
    Participant

    Explosive stuff revision with morale hits now

    Explosives

    explosion math:
    if you are outside the basic frag radius up to 3x the distance away, you still receive damage but divided by 3

    Explosion radius:
    frag AT 5px/50dmg blast 75px/dmg50hp demo 10px frag 200px/dmg 50 Morale -5 (crater 2)
    flak AT 1px/100dmg blast 10px/dmg25hp demo 1px frag 50px/dmg 25 Morale -5 (crater 2)
    faust AT 50px/200dmg blast 50px/dmg20hp demo 25px frag 50px/dmg 25 Morale -15 (crater 4)
    RG AT 8px/200dmg blast 25px/dmg100hp demo 1px frag 100px/dmg 50 Morale -15 (crater 4)
    Mine AT 25px/100dmg blast 75px/dmg50hp demo 10px frag 200px/dmg 50 Morale -25 (crater 5)
    Mortar AT 50px/100dmg blast 25px/dmg15hp demo 10px frag 100px/dmg 25 Morale -10 (crater 4)
    Arty AT 30px/200dmg blast 75px/dmg50hp demo 100px frag 100px/dmg 100 Morale -25 (crater 10)
    Bomb AT 100px/100dmg blast 100px/dmg100hp demo 100px frag 100px/dmg 100 Morale -40 (crater 15)
    TNT AT 100px/100dmg blast 100px/dmg100hp demo 100px frag 100px/dmg 100 Morale -30 (crater 12) Can break rocks
    Stuart AT 10px/100dmg blast 25px/dmg10hp demo 5px frag 75px/dmg 35 Morale -15 (crater 2)

    Default AT 1px/30dmg blast 50px/dmg50hp demo 10px frag 100px/dmg 50 Morale -10 (crater 5)
    Blast = gib range
    AT vehicle = kills/gibs
    Frag = human dmg

    blast div 2 = gib
    frag div 2 = maxfrag
    frag x3 = dmg/3
    demo range x2 = destroyed or dmg

    ————————
    Mines:

    – Enemy mines come in a cluster of 6 to 12
    – They are generally grouped together so if you find a mine expect that area to be mined
    – Flagged mines will not detonate if you step on it
    – Mines will cannot be detonated by the faction that has laid them.
    – All mines friendly or enemy can be detonated by nearby explosions.
    – There are currently 3 types of mines in the game, AT (bib blast), bouncing betty (wide area) and AP (tiny blast hard to detect).
    – Mine take some time to detonate (AT being the slowest) so fast troops may just avoid the gib.

    Mine special notes:

    Bouncing Bettys
    Blast area: 300px frag special
    Damage: 25
    special rules: Cover will not work against Bettys unless you are inside a covered building

    Anti Personnel:
    Blast Area: 1px
    Damage: 50
    Special Rules: An AP mine will never kill a soldier but will incapacitate him.
    A soldier who steps on an AP has reduced mobility for 1 min.

    Anti Tank:
    Blast Area: 75 for blast, 200 for frags, 35 for gibs
    Damage: blast is 100 and frags is 50
    Special rules: Can be detonated by personnel or vehicles, easier to spot.

    #9796
    Lance
    Moderator
    #9810
    Lance
    Moderator

    Copied from stream channel over at the Discord.
    ribName_28 = “DDay”
    ribDesc_28 = “On schedule, soldiers start with 1xp”
    ribName_29 = “DDay with Merit”
    ribDesc_29 = “DDay under 20 min, soldiers start with 3xp”
    ribName_30 = “DDay with Honor”
    ribDesc_30 = “DDay under 20 min, no casualties, soldiers start with 5xp”

    ribName_31 = “Aure”
    ribDesc_31 = “On schedule, soldiers 1% chance to start with Garands”
    ribName_32 = “Aure with Merit”
    ribDesc_32 = “Ahead of schedule, soldiers 3% chance to start with Garands”
    ribName_33 = “Aure with Honor”
    ribDesc_33 = “Ahead of Schedule, no cas, soldiers 5% chance to start with Garands”

    ribName_34 = “Hedgerow”
    ribDesc_34 = “0-4 days ahead, vehicles stay 30 sec longer”
    ribName_35 = “Hedgerow with Merit”
    ribDesc_35 = “5-8 days ahead, vehicles stay 60 sec longer”
    ribName_36 = “Hedgerow with Honor”
    ribDesc_36 = “8+ days ahead, vehicles stay 90 sec longer”

    ribName_37 = “St-Lo”
    ribDesc_37 = “0-4 days ahead, 1% to have replacement on casualty”
    ribName_38 = “St-Lo with Merit”
    ribDesc_38 = “5-8 days ahead, 5% to have replacement on casualty”
    ribName_39 = “St-Lo with Honor”
    ribDesc_39 = “8+ days ahead, 10% to have replacement on casualty”

Viewing 14 posts - 1 through 14 (of 14 total)
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