StrumtruppCould one not also set the carriers as areas were hostiles are not allowed to go? IIRC there was talk about doing this on the uncappable bases to eliminate spawncamping. The region could be slightly larger then the AC so that an enemy pilot can fly through normal (in-out before time reaches 0) and would only affect thost tryging to use this exploit and spawncampers.
Might be better to just make the carrier deck an instant kill zone for enemies. I know that that feature has been discussed around here, so I'm guessing the devs know how or could find out how to do it. There's no real reason for enemies to be bailing out over the other carrier. Locking torpedo planes would be an even easier fix though.
Breakthrough: Typhoons able to take out Kingtigers with ONE rocket. Happend twice.
Yeah. Hit the top. That's all you need, since top armor on a KT is ultra thin.
In 0.66 I hit KTs on the top all the time and they did not even flinch. It was not only the KTs also the P4s. Why even have tanks when you cannot even move around? Those 3 Typhoons with 8 rockets each will tear up the tanks without a problem.
Dunno but it 'seems' as though 0.67 has brought some changes. Many german tanks are very tough. There was some major butt-kicking by the germans on goodwood yesterday.
piat carrier doesnt work. two rockets in the side of a panzer IV (2m away) didnt even give a hit indication
PzReg1|BUGSme[sometank]deadguy That's ok as these tanks are random. Hard to find a name for panther and jagdpanther and tiger
the problem with using this is it makes the mod designers look lazy :lol:
I didn't make it!
Arado-234 is unrepairable (in Alpenfestung) when it's on fire.
The IL-2 takes damage from MG42! How is this possible? It had around 25mm of armor and could barely be scratched by <40mm FlaK guns, let alone 7.92mm bullets.
25.. erm, 12 would be the correct number.
The weird Japanese sub spawn for the Allies is still on Wake.