Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Released Modifications => Iron Europe => Topic started by: DanyEle on February 15, 2014, 05:13:17 pm

Title: Suggestions
Post by: DanyEle on February 15, 2014, 05:13:17 pm
If you've got any suggestions for the mod, here you can speak your mind. What could make Iron Europe better? What would you like to see in the mod?
Title: Re: Suggestions
Post by: Parrot on February 15, 2014, 05:21:38 pm
I really dont want this to be lost amongst 1000 random useless suggestions in the official thread. I just want to say its a big shame that the surrender animation/chant was left out of the mod. It is hardly a big thing to do, to have kept it in. and if it is a case of needing a free key, well i would give up the fix bayonet or somethign like that for the surrender animation anyday.

It just kills off most of the light hearted fun and role play that you can have on nw servers, and it is such a shame.
I know people will say oh well its not supposed to be like nw, but thats not the point.
Not everybody just wants to go on a server to kill and shoot, many people like to come on with their friends, roleplay and things like that. That is what made NW so popular, as appose to warband where it just is really about killing.

Really hope the devs will put back in the surrender animation on the next patch. I know i am not the only one saying this, but it really does take away a lot of fun.

Posting this here for the records...

Adding an alternative "surrender" animation would be an idea.
Title: Re: Suggestions
Post by: BSM 'Shut up' Williams on February 15, 2014, 05:32:49 pm
Also a salute animation.
Title: Re: Suggestions
Post by: Wismar on February 15, 2014, 05:36:55 pm
Also a salute animation.
Title: Re: Suggestions
Post by: Thvle on February 15, 2014, 05:38:22 pm
It would be nice if the reticle type set the heavy machine gun as lightly.
Title: Re: Suggestions
Post by: vini60 on February 15, 2014, 05:41:44 pm
An animation for calling the medic would be great, I mean, there's no way of knowing if a soldier is needing medical assistance or not.
Title: Re: Suggestions
Post by: SeanBeansShako on February 15, 2014, 05:43:21 pm
I'd try and look into getting better sounds for the hand held weapons too.
Title: Re: Suggestions
Post by: Roach on February 15, 2014, 05:55:02 pm
An animation for calling the medic would be great, I mean, there's no way of knowing if a soldier is needing medical assistance or not.
There's a big icon above the player when they are injured when playing as a medic.
Title: Re: Suggestions
Post by: InUrBase, EatingUrBacon on February 15, 2014, 06:30:20 pm
Give the light machine gunners more than two magazines, or at least let their be LMG ammo in the regular ammo boxes and not just the special LMG ammo boxes
Title: Re: Suggestions
Post by: Tavington on February 15, 2014, 06:52:11 pm
The French LMG definitely needs some more ammunition because you go through it in no time.

As for the German MG08 it's completely fine so only the French LMG needs some work.
Title: Re: Suggestions
Post by: Mexican on February 15, 2014, 07:08:23 pm
I think snipers need to be nerfed a little, maybe add a slower firing rate to it.
Title: Re: Suggestions
Post by: Killington on February 15, 2014, 07:08:32 pm
Something to nerf the sniper, like shaking while scoped, removing the reticle from the scope, having a tiny field of view and visibility and removing the binoculars, or having to un-scope after each shot.
Title: Re: Suggestions
Post by: Nardu on February 15, 2014, 07:12:49 pm
With the medic stuff working, a call for healing would be great. Even if we can see ( and thanks to the IE team) now which soldier is injured, it´s sometimes hard to find exactly were the guy is when you read "medic" on the chat. And it will be more realistic of course.

Last thing, is it possible to delete the war scream " vive l'empereur" for french troops? It was a very very republican governement so scream" vive l'empereur could make soldiers have big problems" ( as far the only emperor was german in this war). It could be change by the classic and already ingame" vive la france" " vive la patrie" or if you want, i can find on youtube or everywhere else a scream " vive la republique" but i think it was not used. I think the best  scream we could use is " ils ne passeront pas" as it was the rallying scream of french troops during Verdun ( it's even wrote on a big monument in the hill called Mort Homme were german offensive was stopped).
Title: Re: Suggestions
Post by: Dom13WorstNW on February 15, 2014, 08:51:28 pm
maybe a medic box?  Something like an ammo box but it heals you   :P

edit :    also a way the  medic can heal him/herself
Title: Re: Suggestions
Post by: Killington on February 15, 2014, 09:01:19 pm
maybe a medic box?  Something like an ammo box but it heals you   :P

edit :    also a way the  medic can heal him/herself
It would be neat if they could right click to self heal, but then they might become super survival pistol spammers D:
Title: Re: Suggestions
Post by: Dom13WorstNW on February 15, 2014, 09:14:17 pm
maybe a medic box?  Something like an ammo box but it heals you   :P

edit :    also a way the  medic can heal him/herself
It would be neat if they could right click to self heal, but then they might become super survival pistol spammers D:

Maybe make it so it works 2 or 3 times?
Title: Re: Suggestions
Post by: SeanBeansShako on February 15, 2014, 11:23:52 pm
Modify Conquest into something like a 'push' mode that concentrates on either side just taking a series of CP in a general order. That'd be neat.
Title: Re: Suggestions
Post by: LordAdder on February 16, 2014, 12:18:17 am
I was wondering if it would be possible swapping the Prussian battle cries for the Austrian ones for the German Empire. I just see it as a good idea because Germany is Fighting for a Kaiser and that the battle cries are almost identical, minus a few differences.
Title: Re: Suggestions
Post by: SeanBeansShako on February 16, 2014, 12:22:41 am
The UI should really be a bit brighter as the rest of the games palette is quite somber and dark too.
Title: Re: Suggestions
Post by: Frederik on February 16, 2014, 01:01:34 am
As this is mostly played at conquest, i would like a button to directly get to the map, so you can check where you have to go.
Title: Re: Suggestions
Post by: Killington on February 16, 2014, 01:04:57 am
As this is mostly played at conquest, i would like a button to directly get to the map, so you can check where you have to go.
Press 'M'



I'd suggest making the medic get points for healing people.
Title: Re: Suggestions
Post by: MadManYo on February 16, 2014, 01:18:07 am
New death animations or bodies rag doll like in WFaS
Title: Re: Suggestions
Post by: Wismar on February 16, 2014, 01:22:45 am
I was wondering if it would be possible swapping the Prussian battle cries for the Austrian ones for the German Empire. I just see it as a good idea because Germany is Fighting for a Kaiser and that the battle cries are almost identical, minus a few differences.


Modify Conquest into something like a 'push' mode that concentrates on either side just taking a series of CP in a general order. That'd be neat.

Two excellent points +1
Title: Re: Suggestions
Post by: Roach on February 16, 2014, 09:30:43 am
Modify Conquest into something like a 'push' mode that concentrates on either side just taking a series of CP in a general order. That'd be neat.
Yeah, I'd love the developers forever if you could incorporate something like this into the mod.
Title: Re: Suggestions
Post by: SwissGronkh on February 16, 2014, 09:35:43 am
Can you please add switzerland as nation. Would be beautiful.
Title: Re: Suggestions
Post by: Nardu on February 16, 2014, 11:01:09 am
Can you please add switzerland as nation. Would be beautiful.

10.What other factions will there be?
  a.Montenegro?
No.
Title: Re: Suggestions
Post by: Turin Turambar on February 16, 2014, 11:38:10 am
Can you please add switzerland as nation. Would be beautiful.
Wtf? They were one of the 21 nations in the world that did NOT participate in the war.
Title: Re: Suggestions
Post by: Archduke Sven on February 16, 2014, 11:58:45 am
You still need to nerf the sniper more, i used for the first time yesterday (With patch 1.1) and still got top of the score board with 28-2. It's way too easy to use, it's not a skill weapon it's just point and shoot.

You need to give it bullet drop so people who have used it alot know where to aim etc. not just anyone. Then it will become more of a skill weapon.
Title: Re: Suggestions
Post by: Gizmo on February 16, 2014, 12:00:44 pm
Adding more variety amongst the troops. Like Alpine Jaegers for the Germans and Chasseurs Alpins for the French. As well as some colonial troops, as French colonial troops didn't have the blue uniform, it would add variety.
Title: Re: Suggestions
Post by: Landrik on February 16, 2014, 12:18:01 pm
Adding more variety amongst the troops. Like Alpine Jaegers for the Germans and Chasseurs Alpins for the French. As well as some colonial troops, as French colonial troops didn't have the blue uniform, it would add variety.

+1
Title: Re: Suggestions
Post by: Xanderman on February 16, 2014, 02:31:04 pm
For the German light machine gun could you make it so it is possible to fire when standing up if you're resting on something? It is really annoying when you're trying to shoot over the trench and you're forced to crouch which means you can't hit anything.
Title: Re: Suggestions
Post by: Macca on February 16, 2014, 02:40:57 pm
I'd personally like to see some kind of medic animation? So you can shout when you need medical attention, because quite frankly as someone mentioned previously; as a medic you have no idea who's hurt unless they come sprinting up to you.
Title: Re: Suggestions
Post by: Killington on February 16, 2014, 02:48:57 pm
I'd personally like to see some kind of medic animation? So you can shout when you need medical attention, because quite frankly as someone mentioned previously; as a medic you have no idea who's hurt unless they come sprinting up to you.
For medics you see a beacon over their heads if they're wounded (within a certain distance), but the support class can't, so it would be nice to be able to wave for a medic.
Title: Re: Suggestions
Post by: Salt on February 16, 2014, 03:25:24 pm
Mines kind of simple, but I would love you greatly for it. Could you make the Ruby Pistol available to Medics on France?

Edit: And Mausers for Germans?
Title: Re: Suggestions
Post by: FineApple on February 16, 2014, 04:43:07 pm
Hello , The trenches arent historicly built , the trenches should go in zigzags , not in straight lines , please make trenches realistic
Title: Re: Suggestions
Post by: Turin Turambar on February 16, 2014, 04:45:57 pm
Yeah, it's kinda like easy to shoot right through them with a LMG for example. You do 8-10 kills within 3 seconds. I experienced it myself.
Title: Re: Suggestions
Post by: MagicTeatowel on February 16, 2014, 05:12:48 pm
Hello , The trenches arent historicly built , the trenches should go in zigzags , not in straight lines , please make trenches realistic
+1

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.patriotfiles.com%2Fforum%2FimgcacheA%2F23417.png&hash=d46f7b795ee4beb5e8a822463bd62603a489eb13)
[close]
Title: Re: Suggestions
Post by: Oposum on February 16, 2014, 05:19:12 pm
It would be nice to get some smaller maps or just maps with fewer camping points for battle, since it often takes ages for last few guys to find each other. Also, it would be nice if you could stun people who are aiming when you walk into them. For some reason it seems like switching to melee mode makes you run slower than when you're in ranged mode.
When it comes to mortars, it would be great if we could aim them with arrow keys, since that would require more skill than just point and shoot, it would allow mortars to fire from cover, instead of mortarmen being target practice for snipers (although that could ruin the balance somewhat). Also, this is simply superb mod :)
Title: Re: Suggestions
Post by: Gokiller on February 16, 2014, 05:24:34 pm
Hello , The trenches arent historicly built , the trenches should go in zigzags , not in straight lines , please make trenches realistic
It isn't that easy to work with trenches, especially the way it was historically meant to be. Probably the main reason why it isn't going in zigzags.
Title: Re: Suggestions
Post by: Nardu on February 16, 2014, 06:51:00 pm
Also, is it possible to decrease the rifles  precision or their efficacity distance? Because my big regret is the lack of INTELLIGENT close combat.

So battle look like both sides finaly met somewhere in the map, and shoot shoot until the tickets go to zero. I never had a pleasure to defend a trench in melee or in a very dense close fighting. People just die too quickly compared to the number they can be on the map.

.
Title: Re: Suggestions
Post by: Wismar on February 16, 2014, 06:55:21 pm
Also, is it possible to decrease the rifles  precision or their efficacity distance? Because my big regret is the lack of INTELLIGENT close combat.

So battle look like both sides finaly met somewhere in the map, and shoot shoot until the tickets go to zero. I never had a pleasure to defend a trench in melee or in a very dense close fighting. People just die too quickly compared to the number they can be on the map.

.
Welcome to WWI, enjoy your stay.
Title: Re: Suggestions
Post by: BSM 'Shut up' Williams on February 16, 2014, 07:02:50 pm
French Foreign Legion's olive drab uniform.
Title: Re: Suggestions
Post by: Weewum on February 16, 2014, 07:26:09 pm
Would it be possible to give the French Bomb unit a rifle instead of a pistol, it would do good for balancing them with the German counterparts.
Title: Re: Suggestions
Post by: Volkonski on February 16, 2014, 07:37:27 pm
Also, is it possible to decrease the rifles  precision or their efficacity distance? Because my big regret is the lack of INTELLIGENT close combat.

So battle look like both sides finaly met somewhere in the map, and shoot shoot until the tickets go to zero. I never had a pleasure to defend a trench in melee or in a very dense close fighting. People just die too quickly compared to the number they can be on the map.

.
It's a WW1 mod, an era which heavily focused on long range engagements and machine guns. If you want melee then go back to NW or be prepared to dodge a shit ton of bullets.
Title: Re: Suggestions
Post by: Killington on February 16, 2014, 07:40:58 pm
For the German light machine gun could you make it so it is possible to fire when standing up if you're resting on something? It is really annoying when you're trying to shoot over the trench and you're forced to crouch which means you can't hit anything.
+9001
Title: Re: Suggestions
Post by: DaMonkey on February 16, 2014, 07:47:42 pm
Not sure if this has already been pointed out, but the German C96 is supposed to load from the top, not the bottom. I wouldn't be surprised if the team already knows this, it's just the team has yet to implement the animation; I just wanted to ensure the team knew. Good mod so far, gentlemen!  ;)
Title: Re: Suggestions
Post by: Nardu on February 16, 2014, 07:49:55 pm
Also, is it possible to decrease the rifles  precision or their efficacity distance? Because my big regret is the lack of INTELLIGENT close combat.

So battle look like both sides finaly met somewhere in the map, and shoot shoot until the tickets go to zero. I never had a pleasure to defend a trench in melee or in a very dense close fighting. People just die too quickly compared to the number they can be on the map.

.
Welcome to WWI, enjoy your stay.



For the same number of people dying like in this mod, ww1 would have end in less than 3 months. If it was easier as that, most attacks would have ended with 95% KIA in the batlle...

Even if you want the exact same bloody attacks, it.s a loss of time:
We can be around 100 max in a team. With the actual power of rifles  the bleeding-dying system and the accuracy of the rifles, you just have not enough men to conduct a proper attack like in ww1 i think (if someone who have been in an event could tell us clearly).

Rifles are responsible of a very small % of KIA during the war. More are dispatched between arty and MGs.

It's all benefit: less accuracy or less range shot of rifles, MG and arty will become more importants for the first phase of the attack, people will have to find a cover before coming to the rifles range, but knowing that they have to deal with arty, more place for smart movement to go to an ennemy trench etc. If riflemen can shot you like snipers that doesn't means they can't shoot at all, they can do a firewall of bullets or choose to wait an optimal distance to open fire.
Title: Re: Suggestions
Post by: Nardu on February 16, 2014, 08:04:10 pm
Also, is it possible to decrease the rifles  precision or their efficacity distance? Because my big regret is the lack of INTELLIGENT close combat.

So battle look like both sides finaly met somewhere in the map, and shoot shoot until the tickets go to zero. I never had a pleasure to defend a trench in melee or in a very dense close fighting. People just die too quickly compared to the number they can be on the map.

.
It's a WW1 mod, an era which heavily focused on long range engagements and machine guns. If you want melee then go back to NW or be prepared to dodge a shit ton of bullets.


Ww1 rifles are not long range weapons. I'm only talking about rifles here, not MG and Arty.  Bullets can maybe go far, but after 400-600m they are useless because you loose too much accuracy and and bullet don't have a straight trajectory, so you will miss your shot. Of course it's alot compared to the napoleonic weapons, but if you switch it to this game, guys are actually able to shoot you at 800-900 meters on a easy way.



Melee  AND CLOSE COMBAT ( as you seem to not know what is it, that also means close shooting with riglesand pistols using in a REAL way, not only bayonets)were essential to clean a trench or during a trench attack as it was the only way to properly destruct the last defenders... The problem here is that people are fighting most of time from very far as you are able to turn down an infantry wave with rifles only at a very long range.
Title: Re: Suggestions
Post by: Killington on February 16, 2014, 08:36:45 pm
It would be cool if when someone bleeds out, the icon is a blood drop or something, but that is just a cosmetic low priority thing :-\
Title: Re: Suggestions
Post by: Volkonski on February 16, 2014, 09:13:29 pm
Also, is it possible to decrease the rifles  precision or their efficacity distance? Because my big regret is the lack of INTELLIGENT close combat.

So battle look like both sides finaly met somewhere in the map, and shoot shoot until the tickets go to zero. I never had a pleasure to defend a trench in melee or in a very dense close fighting. People just die too quickly compared to the number they can be on the map.

.
It's a WW1 mod, an era which heavily focused on long range engagements and machine guns. If you want melee then go back to NW or be prepared to dodge a shit ton of bullets.


Ww1 rifles are not long range weapons. I'm only talking about rifles here, not MG and Arty.  Bullets can maybe go far, but after 400-600m they are useless because you loose too much accuracy and and bullet don't have a straight trajectory, so you will miss your shot. Of course it's alot compared to the napoleonic weapons, but if you switch it to this game, guys are actually able to shoot you at 800-900 meters on a easy way.



Melee  AND CLOSE COMBAT ( as you seem to not know what is it, that also means close shooting with riglesand pistols using in a REAL way, not only bayonets)were essential to clean a trench or during a trench attack as it was the only way to properly destruct the last defenders... The problem here is that people are fighting most of time from very far as you are able to turn down an infantry wave with rifles only at a very long range.
First off, Rifles are long range weapons, secondly there is only so much the devs can do to influence how players play the mod. I'm pretty sure a few people who played NW loved the prospect of close range musket volleys, but instead it just dissolved into who can fight in melee the best. Here, people can shoot away to their hearts content knowing fully well that whatever they point their gun at will eventually die without having to engage in melee.

At the moment people are enjoying playing the mod as it is, please don't try and turn it into NW.
Title: Re: Suggestions
Post by: El_Presidente on February 16, 2014, 11:46:28 pm
Please put it's a long way to tipperary on the gramophones!
Title: Re: Suggestions
Post by: MadManYo on February 17, 2014, 12:03:22 am
New death animations or bodies rag doll like in WFaS
Title: Re: Suggestions
Post by: Killington on February 17, 2014, 12:07:10 am
New death animations or bodies rag doll like in WFaS
+1 This would be amazing
Title: Re: Suggestions
Post by: Derpingtonpryce on February 17, 2014, 01:08:23 am
This is more of a nitpick than anything else and I don't know if this has been asked already, but the neck guard of the Stahlhelm seems a little undersized for the WWI model. Other than that, the mod is great, although I would like to see more German style moustaches, because everyone loves German moustaches.
Title: Re: Suggestions
Post by: Colbac on February 17, 2014, 04:19:47 am
In perhaps a new update, would it be possible for the community to make banners for the mod that the developers could use? I know some guys in my battalion have already made two potential banners.
Title: Re: Suggestions
Post by: ThatRussian on February 17, 2014, 04:39:13 am
In perhaps a new update, would it be possible for the community to make banners for the mod that the developers could use? I know some guys in my battalion have already made two potential banners.

I agree. There aren't that many banners for the number of regiments that are popping up, and many of them look very similar.  I think if there was a way to submit a banner (granted it should be made into a ready to implement format so that people can't just spam pictures they want added and takes work off the devs to create new ones) then we would have a happier community.
Title: Re: Suggestions
Post by: TKTom on February 17, 2014, 05:09:15 am
In perhaps a new update, would it be possible for the community to make banners for the mod that the developers could use? I know some guys in my battalion have already made two potential banners.

I agree. There aren't that many banners for the number of regiments that are popping up, and many of them look very similar.  I think if there was a way to submit a banner (granted it should be made into a ready to implement format so that people can't just spam pictures they want added and takes work off the devs to create new ones) then we would have a happier community.

 Check out how it was done for the Deluge:

http://forums.taleworlds.com/index.php/topic,217175.0.html (http://forums.taleworlds.com/index.php/topic,217175.0.html)

 The system worked very well. Having our own flag really added to the sense of identity that the groups had.
Title: Re: Suggestions
Post by: ThatRussian on February 17, 2014, 05:57:03 am
In perhaps a new update, would it be possible for the community to make banners for the mod that the developers could use? I know some guys in my battalion have already made two potential banners.

I agree. There aren't that many banners for the number of regiments that are popping up, and many of them look very similar.  I think if there was a way to submit a banner (granted it should be made into a ready to implement format so that people can't just spam pictures they want added and takes work off the devs to create new ones) then we would have a happier community.

 Check out how it was done for the Deluge:

http://forums.taleworlds.com/index.php/topic,217175.0.html (http://forums.taleworlds.com/index.php/topic,217175.0.html)

 The system worked very well. Having our own flag really added to the sense of identity that the groups had.

That would be pretty cool.  Then the devs could also decide if the banner fits the mod or not an has the right to deny a banner if it is trolly or not well made.  Would be cool if they could password personal regiment banners (if they use the regiment's name in the banner), but I don't know how much coding that would take.
Title: Re: Suggestions
Post by: Colbac on February 17, 2014, 06:03:00 am
In perhaps a new update, would it be possible for the community to make banners for the mod that the developers could use? I know some guys in my battalion have already made two potential banners.

I agree. There aren't that many banners for the number of regiments that are popping up, and many of them look very similar.  I think if there was a way to submit a banner (granted it should be made into a ready to implement format so that people can't just spam pictures they want added and takes work off the devs to create new ones) then we would have a happier community.

 Check out how it was done for the Deluge:

http://forums.taleworlds.com/index.php/topic,217175.0.html (http://forums.taleworlds.com/index.php/topic,217175.0.html)

 The system worked very well. Having our own flag really added to the sense of identity that the groups had.

That would be pretty cool.  Then the devs could also decide if the banner fits the mod or not an has the right to deny a banner if it is trolly or not well made.  Would be cool if they could password personal regiment banners (if they use the regiment's name in the banner), but I don't know how much coding that would take.
Yeah, our 41st regiment in The Deluge used that system and had its own banner as well/
Title: Re: Suggestions
Post by: Xanderman on February 17, 2014, 08:01:53 am
For the German light machine gun could you make it so it is possible to fire when standing up if you're resting on something? It is really annoying when you're trying to shoot over the trench and you're forced to crouch which means you can't hit anything.
Title: Re: Suggestions
Post by: Landrik on February 17, 2014, 08:47:02 am
I prefer the medic and assault classes stay the same as they are. They very realistically portray the crazy mofos that actually crawled through the trenches 100 years ago.

The Stahlhelm is something I've been on their butts about since they showed the first version many moons ago when it was in development. Once that's fixed the Germans will look significantly better IMO. I bet y'all didn't notice the shovel and bayonet missing from the German soldiers either, right?

The dev team has been all over the woodwork getting this mod to work, so it's understandable they had to say "Fuck it, we're doing it live" to certain features but now that things are more in the polishing stage, the texturers can jump on making nice things and they already have with the early war uniforms.
Title: Re: Suggestions
Post by: Derpingtonpryce on February 17, 2014, 10:41:26 am
I prefer the medic and assault classes stay the same as they are. They very realistically portray the crazy mofos that actually crawled through the trenches 100 years ago.

The Stahlhelm is something I've been on their butts about since they showed the first version many moons ago when it was in development. Once that's fixed the Germans will look significantly better IMO. I bet y'all didn't notice the shovel and bayonet missing from the German soldiers either, right?

The dev team has been all over the woodwork getting this mod to work, so it's understandable they had to say "Fuck it, we're doing it live" to certain features but now that things are more in the polishing stage, the texturers can jump on making nice things and they already have with the early war uniforms.

Indeed, I think that now that they've released it they'll be able to focus more on such things.
Title: Re: Suggestions
Post by: Tavington on February 17, 2014, 12:27:11 pm
As far as i'm aware, please correct me if i'm wrong but the field guns on the mod are not too effective at all considering their role. The explosion radius is pretty small and combiend with the fact its modelled on the NW howitzer it means many players struggle to aim them and utilize their firepower.

I'm simply suggesting perhaps the Iron Europe team can implement a direct firing artillery piece like the Krupp cannon seen in Blood & Iron. I feel an artillery gun such as that in Iron Europe would be very beneficial and allow teams to be able to at least dislodge the defenders in a trench to some degree which is currently not too possible with the field guns.
Title: Re: Suggestions
Post by: Derpingtonpryce on February 17, 2014, 01:30:44 pm
As far as i'm aware, please correct me if i'm wrong but the field guns on the mod are not too effective at all considering their role. The explosion radius is pretty small and combiend with the fact its modelled on the NW howitzer it means many players struggle to aim them and utilize their firepower.

I'm simply suggesting perhaps the Iron Europe team can implement a direct firing artillery piece like the Krupp cannon seen in Blood & Iron. I feel an artillery gun such as that in Iron Europe would be very beneficial and allow teams to be able to at least dislodge the defenders in a trench to some degree which is currently not too possible with the field guns.

I think they said the artillery was more of a placeholder than anything else, so it's probably going to be changed.
Title: Re: Suggestions
Post by: Oposum on February 17, 2014, 05:52:52 pm
As far as i'm aware, please correct me if i'm wrong but the field guns on the mod are not too effective at all considering their role. The explosion radius is pretty small and combiend with the fact its modelled on the NW howitzer it means many players struggle to aim them and utilize their firepower.

After you fire few rounds to get a feeling for range, it's easy to use and hit pretty much anything you want. Main problem is that the guns are often on elevated terrain which means that closest target you can hit must be 200-300 meters away.
Explosion radius doesn't seem so bad to me, since I've got 6+ kills with single shot quite a few times.
Title: Re: Suggestions
Post by: Hakblok on February 17, 2014, 10:08:57 pm
Limit the HMG ammo you can get from the box, right now it has unlimited ammo pretty much
Title: Re: Suggestions
Post by: set2121 on February 17, 2014, 10:18:41 pm
i would love to see shotguns for the assault troops and if posible i have no idea if it is a flamethrower for the sturmtrupen 
Title: Re: Suggestions
Post by: Faultier on February 17, 2014, 11:58:47 pm
As medic I would apperciate it if I could refill my bandeages and morphines from the ammo box
Title: Re: Suggestions
Post by: Captain America on February 18, 2014, 12:13:58 am
It might be an idea to add a wire cutter tool to the Sapper class, one that can take down wire quickly and make the guy a lot more useful in the field
Title: Re: Suggestions
Post by: MadManYo on February 18, 2014, 12:23:08 am
It might be an idea to add a wire cutter tool to the Sapper class, one that can take down wire quickly and make the guy a lot more useful in the field
+100
Title: Re: Suggestions
Post by: Colbac on February 18, 2014, 01:31:12 am
So, I was just playing on the official server recently on Belgian forest. I had just emerged from the forest into the Street flag point, when literally 8 Germans spawned right in front of me.
It goes without saying that I died, but it also the other way around too. Another time I was playing on the official servers, I'd died 4 times in a row to a mortar just after I had spawned.

So, I had two solutions, or a combination of these two:

1) edit the maps to make the spawns in better spots. Perhaps farther away from the flag so it's easier for the attackers to capture, but also for the defenders to potential not get killed instantly. (Spawn killing happens, I get it. In fact it might be the only way to cap a trench successfully).

2) Increase the respawn time to 35-50 seconds (I was thinking 40). This would give time for the attackers after killing most of the defenders to cap the flag. Also, people would do less suicide rushes with grenades for example and play more carefully.

Thoughts?
Title: Re: Suggestions
Post by: Killington on February 18, 2014, 01:34:14 am
It would be nice if more spawns were in a bunker, so you don't get spawnkilled by mortar fire, and also you can build up and get prepared before you really enter combat instead of being caught off-guard and getting wasted the instant you spawn.
Title: Re: Suggestions
Post by: Landrik on February 18, 2014, 05:08:38 am
40 seconds will actually work. It allows attackers time to cap if they push in well enough.
Title: Re: Suggestions
Post by: kpetschulat on February 18, 2014, 05:40:08 am
I really believe these factions need more units, especially infantry. Think about it, you can have Chasseurs des Alpins/Alpenjaegers, French Foreign Legion/Bavarian Reserve Infantry, Tirailleurs and Zouaves/Fusilers and Jaegers, Fusiler Marines/Marine. THis goes for British faction too and Austria (if it's added). Britain bettr not have "basic riflemen/basic stormtroopers." It should be BEF Riflemen, CEF Riflemen, ANZAC Stormtroopers, PEF Flankers and Raiders... Austria could have German Riflemen, Hungarian Riflemen, German Stormtroopers, Tirolean Landesschuetzen, Boehmisch Landwehr/Conscripts, etc.

It bothered me no real amount of infantries were put into he mod. Just basic troops.
Title: Re: Suggestions
Post by: Landrik on February 18, 2014, 06:14:04 am
I'd also like to see unit variation for the ones that actually deserve to have their unique uniforms in.
Title: Re: Suggestions
Post by: ThatRussian on February 18, 2014, 06:27:00 am
[youtube]http://www.youtube.com/watch?v=ToQTmUl_6XA[/youtube]

I would like to see this song added for the gramaphone  :P
Title: Re: Suggestions
Post by: fanofie on February 18, 2014, 09:18:01 am
Admins - BIG Fan of your mod please consider the follow things
-----------------

As i said the other day, and many agreed with me, some kind of help i need a medic  or i surrender animation would be great just to give that kind of slight role play element for people playing besides friends. they are easily available from standard nw or blood iron mod, im sure our fine friend dev will, wont have a problem with you borrow it. anyway not everyone just wants to kill, and thats what has always made mount blade series different from your standard shoot em up games.   i mean its harder to NOT have the surrender animation in, than to have it in, because to not have it in, it means it was removed.
also like i say if its a case of no keys on keyboard spare, then please be my guest remove fix bayonet or something.

Next - gramaphone, why does it totally render you useless to do anything at all whilst it plays, its not like a piano where you are clearly sitting down in use and jumping up and down while playing a piano is unrealistic.  I definatly think gramaphone should play once, when you start it, even if you move away, and it should stay in use until the song track finishes. that would be most realistic

Also bleeding out is crazy, from the realising that you are bleeding, to actually dying usually doesnt take more than 10 seconds, and whilst in blood iron it was ridiculously long (i once went a 15 minute battle bleeding and still didnt die),  i definatly think it should still be toned down a bit.  i play medic a bit, and i saw a guy shot via pistol in the foot, and he was bleeding, i wouldnt have thought it would have taken more than half his health, yet in the few seconds it took me to get to him he had already bled out and died.

Finally, the respawn counter for conquest is so unpredicatable, i mean sometimes you respawn right away and sometimes have to wait up to two minutes. Wassupwithdat.

Anyway, the only things im really bothered about are the first two things ive mentioned i really hope get sorted with the next patch, they are so easy to do and would make it the absolute ultimate game for myself and most players. The other things can be looked into at a later stage, and easily modified if you feel the need to do so, no hurry.
Thanks for a superb addictive mod.
Title: Re: Suggestions
Post by: Rigadoon on February 18, 2014, 09:55:40 am
Admins - BIG Fan of your mod please consider the follow things
-----------------

As i said the other day, and many agreed with me, some kind of help i need a medic  or i surrender animation would be great just to give that kind of slight role play element for people playing besides friends. they are easily available from standard nw or blood iron mod, im sure our fine friend dev will, wont have a problem with you borrow it. anyway not everyone just wants to kill, and thats what has always made mount blade series different from your standard shoot em up games.   i mean its harder to NOT have the surrender animation in, than to have it in, because to not have it in, it means it was removed.
also like i say if its a case of no keys on keyboard spare, then please be my guest remove fix bayonet or something.

Next - gramaphone, why does it totally render you useless to do anything at all whilst it plays, its not like a piano where you are clearly sitting down in use and in real life it would be realistic if you could jump whilst playing the piano.  I definatly think gramaphone should play once, when you start it, even if you move away, and it should stay in use until the song track finishes. that would be most realistic

Also bleeding out is crazy, from the realising that you are bleeding, to actually dying usually doesnt take more than 10 seconds, and whilst in blood iron it was ridiculously long (i once went a 15 minute battle bleeding and still didnt die),  i definatly think it should still be toned down a bit.  i play medic a bit, and i saw a guy shot via pistol in the foot, and he was bleeding, i wouldnt have thought it would have taken more than half his health, yet in the few seconds it took me to get to him he had already bled out and died.

Finally, the respawn counter for conquest is so unpredicatable, i mean sometimes you respawn right away and sometimes have to wait up to two minutes. Wassupwithdat.

Anyway, the only things im really bothered about are the first two things ive mentioned i really hope get sorted with the next patch, they are so easy to do and would make it the absolute ultimate game for myself and most players. The other things can be looked into at a later stage, and easily modified if you feel the need to do so, no hurry.
Thanks for a superb addictive mod.

Calling medic and surrender animations are definitely being considered. Grammaphone, doable. I play medic quite often and I don't find the quick bleed out speed to be a problem. Most of the time, what kills the bleeder is another shot. Of course, a point blank shot, or a more powerful weapon, will cause a quicker bleed out, it only makes sense. Conquest respawns are in waves, untouched from NW. Hardly unpredictable, but yes, there will be times you respawn immediately and times it takes twenty or more seconds.
Title: Re: Suggestions
Post by: fanofie on February 18, 2014, 10:25:09 am
@ rigadoon come to think of it, i suppose it is a lot more fun with a fast bleed out, and a sense of `gotta find a medic quick` aspect in this mod, than blood iron where you could easily go an entire round bleeding and not even loose half your health.

one other little nit pick,  the whistle sound is rather quiet. i mean im not excpecting it to boom round the entire battlefield, but it still is rather quiet, if it was a couple of notches higher, so everyone in the trench could hear it, that would be awesome, oh and maybe if there was a whistle track that was cyclic and you heard it go wheeee  wheeeeeeeee  wheeeee  about 5 times, you know lasting for about 10 seconds approx maybe a bit less, because at the moment, the whistle is just super quick it lasts about 2 maybe 3 seconds at most. 
i know i`m nit picking little things..  they arent urgent or life or death things, but still would be nice if you ever got round to it
Title: Re: Suggestions
Post by: Gokiller on February 18, 2014, 11:38:10 am
If it hasn´t been suggested before, lower the amount of grenades for each player. For example 2 instead of 4. A lot of times the grenades are just being spam used. This could improve performance perhaps? (less explosions)
Title: Re: Suggestions
Post by: Derpingtonpryce on February 18, 2014, 11:43:22 am
[youtube]http://www.youtube.com/watch?v=ToQTmUl_6XA[/youtube]

I would like to see this song added for the gramaphone  :P

I'm sure this will be implemented with the British faction.
Title: Re: Suggestions
Post by: Xanderman on February 18, 2014, 11:55:34 am
If it hasn´t been suggested before, lower the amount of grenades for each player. For example 2 instead of 4. A lot of times the grenades are just being spam used. This could improve performance perhaps? (less explosions)
The german stormtroopers historically carried four grenades, two on either side of their belt. In the game the storm troopers only get three.
Title: Re: Suggestions
Post by: Gokiller on February 18, 2014, 12:35:29 pm
I believe the French have 4 grenades then? Either way its not about historical accuracy here, its about gameplay and performance.
Title: Re: Suggestions
Post by: Colbac on February 18, 2014, 01:32:06 pm
I believe the French have 4 grenades then? Either way its not about historical accuracy here, its about gameplay and performance.
5.

But the elite bomber gets 2 percussion grenades.
Title: Re: Suggestions
Post by: ThatRussian on February 18, 2014, 03:25:37 pm
Calling medic and surrender animations are definitely being considered. Grammaphone, doable. I play medic quite often and I don't find the quick bleed out speed to be a problem. Most of the time, what kills the bleeder is another shot. Of course, a point blank shot, or a more powerful weapon, will cause a quicker bleed out, it only makes sense. Conquest respawns are in waves, untouched from NW. Hardly unpredictable, but yes, there will be times you respawn immediately and times it takes twenty or more seconds.

Would you consider allowing some regiment banners in as well or is that out of the question?
Title: Re: Suggestions
Post by: Gokiller on February 18, 2014, 04:11:35 pm
Also, get a list with all the Betty ID's so everyone can ban her from the server so we don't have to watch her teamkill 10 people on every server before the Auto ban system start doing its job.
Title: Re: Suggestions
Post by: RagingWomble on February 18, 2014, 04:23:34 pm
UnlivedPro is doing it now.

Here are her native GUIDS

1213174   Perm   UnlivedPro - Admin abuse and mass banning. Do not unban. (February 17, 2014, 6:23 pm Mark)
1105139   Perm   UnlivedPro- Other GUID (February 17, 2014, 6:34 pm Womble)
1132345   Perm   UnlivedPro/Zezima - Never unban [mad admin issue] (February 17, 2014, 6:50 pm Lady Semi)
1274306   Perm   UnlivedPr0, 3rd guid - Do NOT unban (February 17, 2014, 6:54 pm Lady Semi)
Title: Re: Suggestions
Post by: Xanderman on February 18, 2014, 05:52:42 pm
UnlivedPro is doing it now.

Here are her native GUIDS

1213174   Perm   UnlivedPro - Admin abuse and mass banning. Do not unban. (February 17, 2014, 6:23 pm Mark)
1105139   Perm   UnlivedPro- Other GUID (February 17, 2014, 6:34 pm Womble)
1132345   Perm   UnlivedPro/Zezima - Never unban [mad admin issue] (February 17, 2014, 6:50 pm Lady Semi)
1274306   Perm   UnlivedPr0, 3rd guid - Do NOT unban (February 17, 2014, 6:54 pm Lady Semi)
I saw that person on a server and said I had seen them kill a bunch of team mates earlier in the day, they replied to say that someone was using thier tags in order to frame them. according to unlivedPro the people doing the framing were raging womble and some other guy. Not sure who to believe so I think I'm going to step to the side and not get involved.
Title: Re: Suggestions
Post by: RagingWomble on February 18, 2014, 06:38:57 pm
That is quite hilarious. UnlivedPro had been an admin on our servers for 6 months. Yesterday, she decided to mass ban the entire server. Today and yesterday she has been on servers mass teamkilling.
Title: Re: Suggestions
Post by: fanofie on February 18, 2014, 07:08:42 pm
Also, get a list with all the Betty ID's so everyone can ban her from the server so we don't have to watch her teamkill 10 people on every server before the Auto ban system start doing its job.

betty? oh god is that the person who comes on the server and says hello my love to everybody, and screams i am a woman and blows people up
i bumped into that person yesturday on the server, ugh
Title: Re: Suggestions
Post by: DanyEle on February 18, 2014, 08:58:29 pm
That is quite hilarious. UnlivedPro had been an admin on our servers for 6 months. Yesterday, she decided to mass ban the entire server. Today and yesterday she has been on servers mass teamkilling.

Are you guys talking about PW mod?
Title: Re: Suggestions
Post by: UnlivedPr0 on February 18, 2014, 09:07:25 pm
I am indeed. So is he. But please don't just beacuse he's angry beacuse I banned some guys on Nexus PW server has to affect this.
Title: Re: Suggestions
Post by: BSM 'Shut up' Williams on February 18, 2014, 10:57:12 pm
Shut up, UnlivedPr0 and get back on topic.

In-case you didn't read, it's called suggestions.
Title: Re: Suggestions
Post by: Xanderman on February 18, 2014, 11:02:01 pm
I suggest we drop this.
Spoiler
Anyone see what I did there
[close]
Title: Re: Suggestions
Post by: BSM 'Shut up' Williams on February 18, 2014, 11:19:12 pm
Haha! Yes I did.
Title: Re: Suggestions
Post by: Angry_Piper on February 18, 2014, 11:32:02 pm
 in summary I just think the positions and number of howitzers in the current maps are not very balanced and causes quite a few issues for people trying to use them. So a way to move them would be great! or just a rethink of their positioning on the maps would be really nice!


Ok I actually started a thread about this: https://www.fsegames.eu/forum/index.php?topic=13643.0 


Title: Re: Suggestions
Post by: MrTiki on February 19, 2014, 12:15:57 am
Also, get a list with all the Betty ID's so everyone can ban her from the server so we don't have to watch her teamkill 10 people on every server before the Auto ban system start doing its job.
Would just like to point out that the NW IDs won't help, as Iron Europe uses the Native IDs. Otherwise Betty wouldn't have made it onto the servers past the 2nd day. If anyone has a list of said Native IDs, I'd much appreciate a PM with them.
Title: Re: Suggestions
Post by: Danik on February 19, 2014, 01:13:25 am
The LMG refilling needs to be fixed. Everytime you refill an MG08 from the ammo box, you leave your position in the middle of a firefight just to get 40 bullets in your magazine. The LMG ammo should be taken out in 100-round MG08 clips and 20-round Chauchat clips so how much ammo you have after a refill should depend on how many clips you can carry.

An MG08 should look like this 100|100 or 100|200 after refill, while now it is like this 40|0. Also, there needs to be some sort of way to fire a LMG from trench, you can't do that while crouched or firing from hip...
Title: Re: Suggestions
Post by: ThatRussian on February 19, 2014, 02:07:03 am
Edited it out a bit, no worries there.

I am calling hate speech on this.  There is no reason you need to bring up gender identity while insulting people. Trans people get enough hate as is, don't need some transphobic jerk making remarks about them here.

Edit: Thank you.
Title: Re: Suggestions
Post by: MadManYo on February 19, 2014, 02:13:03 am
Maybe add mines that are placed by sappers and can be detonated from elsewhere
Title: Re: Suggestions
Post by: Landrik on February 19, 2014, 04:11:27 am
I'd like to see an assault engineer and a construction engineer.

Spoiler
Assault engineer could be able to carry 2 grenades, has wirecutters, and uses a pistol.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi464.photobucket.com%2Falbums%2Frr1%2FAGustafB%2Fbrs031.jpg&hash=e86ed79ad6879ff7a57b32e42567838e02a2c2f3)
[close]

Construction engineer carries a shovel (It doubles as small trench axe possibly for French), a small trench axe (In replacement of the regular small shovel for German), and a construction hammer. He carries a carbine.
German
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi119.photobucket.com%2Falbums%2Fo153%2Fsnaphaan%2F1915-WW1GermanPionier2.jpg&hash=63787c79e7bae02feeac4894489c0ef6dcc22b3c)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi35.photobucket.com%2Falbums%2Fd192%2Fmaxstiebritz%2FPioneerAxe_1.jpg&hash=76917877d25c2ef22e15e86e521f278b48d22902)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fp2.la-img.com%2F1022%2F19110%2F6479192_1_l.jpg&hash=67b834709f801419af5563dd455db75159eeb618)
(https://lh6.googleusercontent.com/-DfUU0TuMw8A/ThYOLel6FRI/AAAAAAAAE3Y/7OaDUmEblBc/s720/DSC_0011-1.JPG%3Fimgmax%3D1000)
[close]
French
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F3.bp.blogspot.com%2F-fcp0Sh5hXdk%2FUknmI05a5BI%2FAAAAAAAALbM%2FtfMz7u20l14%2Fs1600%2F111kvox.jpg&hash=e6c81f14871912435cd55d54e051b34cd6e26e69)

or possibly

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fjto.s3.amazonaws.com%2Fwp-content%2Fuploads%2F2013%2F12%2Fp5-wwi-a-20131230.jpg&hash=5a4b300bbc5c4052e9e0612148a10f6cb31a648d)
[close]
[close]

Also, I'd like to see the HMGs become a bit smaller. They're much larger in-game than their real life counterparts.
Title: Re: Suggestions
Post by: Xanderman on February 19, 2014, 11:02:11 am
I still think that if you have the LMG and you're resting on something you can fire it without crouching.
Title: Re: Suggestions
Post by: MadManYo on February 19, 2014, 11:52:09 am
I still think that if you have the LMG and you're resting on something you can fire it without crouching.
There would have to be special places made for that in maps
Title: Re: Suggestions
Post by: Xanderman on February 19, 2014, 12:38:37 pm
Another thing that I've been thinking about is that the humans vs bots servers is killing this mod.
Title: Re: Suggestions
Post by: Derpingtonpryce on February 19, 2014, 12:42:02 pm
Another thing that I've been thinking about is that the humans vs bots servers is killing this mod.

I agree, more and more people are just sitting on a laggy, boring, humans vs bots server.
Title: Re: Suggestions
Post by: MadManYo on February 19, 2014, 12:47:43 pm
Another thing that I've been thinking about is that the humans vs bots servers is killing this mod.

I agree, more and more people are just sitting on a laggy, boring, humans vs bots server.
I think we must ban any human v bots servers from Iron Europe
Title: Re: Suggestions
Post by: Xanderman on February 19, 2014, 12:53:39 pm
Another thing that I've been thinking about is that the humans vs bots servers is killing this mod.

I agree, more and more people are just sitting on a laggy, boring, humans vs bots server.
I think we must ban any human v bots servers from Iron Europe
I agree.
Title: Re: Suggestions
Post by: Betaknight on February 19, 2014, 01:13:01 pm
Who hosts these servers?
Title: Re: Suggestions
Post by: Xanderman on February 19, 2014, 01:20:10 pm
Who hosts these servers?
The 15th
Title: Re: Suggestions
Post by: Ardito on February 19, 2014, 02:04:55 pm
First of all thanks a lot to the developers for this mod.

Based on my personal experience so far:

1 I think that  sligthly more distinguishable shades of blue and green colours for the uniforms would make the visual experience better.

2 I find the reticle of the aim to be difficult to use from a distance as sometimes it hinders the vision line. Maybe you could include an option to have a different one?




Title: Re: Suggestions
Post by: Nardu on February 19, 2014, 02:08:25 pm
I will again be the badass of the forum, but why do you want to ban the humans vs bots server?

I saw peoples who go on the both: humans vs humans and humans vs bots. Peoples who only go on the 15th servers are peoples who maybe don't love the HvsH. Ban it from IE sill not make them come back for sure. Its two differents way of playing. When i want a intense fighting i go on humans only servers, when i just want to shoot huge waves of bots i go on the 15th. And most of times it's trollers free ( because no TK is possible).

 because there are alot of trollers which have reborn with this mod, grenading and pistol trolling guys on the others servers, and sometimes yoĂ»don't have the patience to deal with.
That not means i dont appreciate this mod and the awesome work did on it. And whatever you ban it or not, its not a problem cause i enjoy the humans vs humans more, I just want to know why it kills the mod as people who only go on are searching for easy kills and fun that you cant find against humans.
Title: Re: Suggestions
Post by: Xanderman on February 19, 2014, 02:58:31 pm
I will again be the badass of the forum, but why do you want to ban the humans vs bots server?

I saw peoples who go on the both: humans vs humans and humans vs bots. Peoples who only go on the 15th servers are peoples who maybe don't love the HvsH. Ban it from IE sill not make them come back for sure. Its two differents way of playing. When i want a intense fighting i go on humans only servers, when i just want to shoot huge waves of bots i go on the 15th. And most of times it's trollers free ( because no TK is possible).

 because there are alot of trollers which have reborn with this mod, grenading and pistol trolling guys on the others servers, and sometimes yoĂ»don't have the patience to deal with.
That not means i dont appreciate this mod and the awesome work did on it. And whatever you ban it or not, its not a problem cause i enjoy the humans vs humans more, I just want to know why it kills the mod as people who only go on are searching for easy kills and fun that you cant find against humans.
The problem is that when everyone goes to play humans vs bots the servers that are PvP lose their player base.
Title: Re: Suggestions
Post by: BSM 'Shut up' Williams on February 19, 2014, 04:09:37 pm
First of all thanks a lot to the developers for this mod.

Based on my personal experience so far:

1 I think that  sligthly more distinguishable shades of blue and green colours for the uniforms would make the visual experience better.

2 I find the reticle of the aim to be difficult to use from a distance as sometimes it hinders the vision line. Maybe you could include an option to have a different one?

Check this out. https://www.fsegames.eu/forum/index.php?topic=13526.0
Title: Re: Suggestions
Post by: ThatRussian on February 19, 2014, 04:15:04 pm
Maybe if the spawns were fixed and spawn rape stopped, people would be less compelled to play vs bots.  That is just my experience. I can't play TDM anymore because  I can't stand the spawn killing, and conquest can be a bit long if you just want to play for a short while.
Title: Re: Suggestions
Post by: asagek on February 19, 2014, 07:05:21 pm
Maybe if the spawns were fixed and spawn rape stopped, people would be less compelled to play vs bots.  That is just my experience. I can't play TDM anymore because  I can't stand the spawn killing, and conquest can be a bit long if you just want to play for a short while.
Weell it is WW1 after all there was a lot of death people
Title: Re: Suggestions
Post by: ThatRussian on February 19, 2014, 09:11:42 pm
Weell it is WW1 after all there was a lot of death people

True, but this is also a game and many people would rather be able to play it than spend their whole time in respawn just to be shot the moment they actually get back in.  Conquest is better in that aspect as you are not always spawn killed and if you are you have the chance to switch your spawn place, but the TDM has much work needing to be done to prevent spawn rape.
Title: Re: Suggestions
Post by: Willhelm on February 19, 2014, 11:59:58 pm
None of the maps are designed to play TDM which is fine since its a very unpopular game type.
Title: Re: Suggestions
Post by: kpetschulat on February 20, 2014, 03:02:01 am
Maybe if the spawns were fixed and spawn rape stopped, people would be less compelled to play vs bots.  That is just my experience. I can't play TDM anymore because  I can't stand the spawn killing, and conquest can be a bit long if you just want to play for a short while.
Weell it is WW1 after all there was a lot of death people

That's such a poor excuse for terrible spawnpoints.
Title: Re: Suggestions
Post by: [15th]Harvain on February 20, 2014, 03:04:54 am
I will again be the badass of the forum, but why do you want to ban the humans vs bots server?

I saw peoples who go on the both: humans vs humans and humans vs bots. Peoples who only go on the 15th servers are peoples who maybe don't love the HvsH. Ban it from IE sill not make them come back for sure. Its two differents way of playing. When i want a intense fighting i go on humans only servers, when i just want to shoot huge waves of bots i go on the 15th. And most of times it's trollers free ( because no TK is possible).

 because there are alot of trollers which have reborn with this mod, grenading and pistol trolling guys on the others servers, and sometimes yoĂ»don't have the patience to deal with.
That not means i dont appreciate this mod and the awesome work did on it. And whatever you ban it or not, its not a problem cause i enjoy the humans vs humans more, I just want to know why it kills the mod as people who only go on are searching for easy kills and fun that you cant find against humans.
The problem is that when everyone goes to play humans vs bots the servers that are PvP lose their player base.

So far, out of all the servers, ours has been the most stable in terms of numbers staying consistent. We never get the max players overall for IE, but there is a constant 20-40+ that play on our server till its late prime time NA for all of M&B. Some just enjoy IE's guns and firing at willing, charging across the map targets, which is sometimes far more relaxing and enjoyable than being spawn-killed in mass.

If you are worried about the mod losing players, you'd best start promoting it more. As there is still plenty of EU out there that dont know of or have know and have not tried the mod and the NA side, there is far more here that dont know of or want to try the mod.

At best, when IE is at its prime so far, we have 5-10% of the IE pop, later on, that percentage goes up considerably, but thats due to the lack of more NA players or anyone else outside of the mod's EU pop.

So to sum it up for some. Get out there, across all the mods of M&B, promote the mod, and there will be more players overall for the game, increasing the "PvP" base.
Title: Re: Suggestions
Post by: [15th]Harvain on February 20, 2014, 03:11:35 am
My suggestion if the IE team add anymore maps all will get/use. Less trees and more use of the terrain. Trees just cause more lag, in a mod that is lag heavy with the guns. Maps that stick too close to realism just makes any potential to hit 100 players for a server a dream at best.

Plus clever use of terrain will make the high accuracy guns (rifles, pistols, sniper rifles) be somewhat less effective in a sense and give every player a better chance at living a few moments longer. Sometimes maps that have no place in a mod, are the best thing for it.
Title: Re: Suggestions
Post by: Oposum on February 20, 2014, 11:41:11 am
Main issue with PvP servers is that wave respawn time on conquest is ridiculously short (5 seconds on most servers) which makes it impossible to capture any flag where people respawn. It also turns conquest in TDM with flags and tickets (with about equal amount of spawnkilling since spamming mortar on flag results in endless stream of kills). However, that is just server setting but I haven't seen single conquest server with reasonable respawn times (1.5 -2 minutes).
Battle servers are rarely populated, mostly because of troll wave which has hit IE pretty badly (combined with ridiculous map sizes, people quite often end up waiting 15+ minutes because there's not enough admins on servers).
Also, a lot of maps feature completely open plains with little to no cover, which are impossible cross due to high accuracy.
Title: Re: Suggestions
Post by: Gokiller on February 20, 2014, 11:51:21 am
Aye I tend to agree. However I haven't had the time to make any scenes myself yet. I must say that so far there is really only one or two scenes that are a bit decent in matters of size. The mod at this stage is just missing a lot of variation in scene sizes.
Title: Re: Suggestions
Post by: Colbac on February 21, 2014, 12:57:30 am
Main issue with PvP servers is that wave respawn time on conquest is ridiculously short (5 seconds on most servers) which makes it impossible to capture any flag where people respawn. It also turns conquest in TDM with flags and tickets (with about equal amount of spawnkilling since spamming mortar on flag results in endless stream of kills). However, that is just server setting but I haven't seen single conquest server with reasonable respawn times (1.5 -2 minutes).
Battle servers are rarely populated, mostly because of troll wave which has hit IE pretty badly (combined with ridiculous map sizes, people quite often end up waiting 15+ minutes because there's not enough admins on servers).
Also, a lot of maps feature completely open plains with little to no cover, which are impossible cross due to high accuracy.
From what I've read the conquest mode spawns people in waves. So if I died and then 5 seconds were left on the wave spawn time, I would spawn in with everyone else in 5 seconds. What I think needs to be done instead if at all possible is that it is individual spawns like in Battlefield, as well as increasing the spawn time to somewhere around 30-40 seconds. Also, putting the spawns farther away from the flag would help.
Title: Re: Suggestions
Post by: Willhelm on February 21, 2014, 01:05:16 am
The spawns have to be at the flags really.
Title: Re: Suggestions
Post by: Killington on February 21, 2014, 01:19:26 am
It would be nice if the flags were further apart, though. That's why Belgian Forest is so awful, it has two spawns super close together and with a forest (Can't see shit but doesn't actually act as cover from bullets) connecting them, so it's basically just TDM.
Title: Re: Suggestions
Post by: [15th]Harvain on February 21, 2014, 02:14:59 am
Main issue with PvP servers is that wave respawn time on conquest is ridiculously short (5 seconds on most servers) which makes it impossible to capture any flag where people respawn. It also turns conquest in TDM with flags and tickets (with about equal amount of spawnkilling since spamming mortar on flag results in endless stream of kills). However, that is just server setting but I haven't seen single conquest server with reasonable respawn times (1.5 -2 minutes).
Battle servers are rarely populated, mostly because of troll wave which has hit IE pretty badly (combined with ridiculous map sizes, people quite often end up waiting 15+ minutes because there's not enough admins on servers).
Also, a lot of maps feature completely open plains with little to no cover, which are impossible cross due to high accuracy.
From what I've read the conquest mode spawns people in waves. So if I died and then 5 seconds were left on the wave spawn time, I would spawn in with everyone else in 5 seconds. What I think needs to be done instead if at all possible is that it is individual spawns like in Battlefield, as well as increasing the spawn time to somewhere around 30-40 seconds. Also, putting the spawns farther away from the flag would help.

You can set the spawn timer for 25 seconds or whatever you like. That makes the wave timer 25 seconds, regardless of each individual players timer. I've had many times in the few short days while playing on different Conquest servers, with different times, to die, spawn back in within 1-2 seconds and be dead again because of the wave timer.

Wave timer is somewhat cool, but at the same time kind of a pain, especially with these early IE maps. Everyone on the server pretty much knows once your last point gets HMG/LMG, mortars, grenades, etc on it with the wave spawn. The mass kills for the other team will come in and its gg.

Some testing to see how Conquest would do with individual timers would be nice (maybe for a week, just a patch that does that or if this is not practical or wanted, ah well), just to see how it compares. If wave is found to be better by the Devs, that's cool in my book.
Title: Re: Suggestions
Post by: Pachira on February 21, 2014, 06:49:01 am
The animations feel a little slow, like there is a delay between reloading and the ability to fire. Also, I would very much like for German MG08/15 gunner to start with 100/100 instead of 100/40. Since they are 100 round drums after all.
Title: Re: Suggestions
Post by: furyfire on February 21, 2014, 08:51:59 am
Admins - BIG Fan of your mod please consider the follow things
-----------------

As i said the other day, and many agreed with me, some kind of help i need a medic  or i surrender animation would be great just to give that kind of slight role play element for people playing besides friends. they are easily available from standard nw or blood iron mod, im sure our fine friend dev will, wont have a problem with you borrow it. anyway not everyone just wants to kill, and thats what has always made mount blade series different from your standard shoot em up games.   i mean its harder to NOT have the surrender animation in, than to have it in, because to not have it in, it means it was removed.
also like i say if its a case of no keys on keyboard spare, then please be my guest remove fix bayonet or something.

Also bleeding out is crazy, from the realising that you are bleeding, to actually dying usually doesnt take more than 10 seconds, and whilst in blood iron it was ridiculously long (i once went a 15 minute battle bleeding and still didnt die),  i definatly think it should still be toned down a bit.  i play medic a bit, and i saw a guy shot via pistol in the foot, and he was bleeding, i wouldnt have thought it would have taken more than half his health, yet in the few seconds it took me to get to him he had already bled out and died.


Calling medic and surrender animations are definitely being considered. Grammaphone, doable. I play medic quite often and I don't find the quick bleed out speed to be a problem. Most of the time, what kills the bleeder is another shot. Of course, a point blank shot, or a more powerful weapon, will cause a quicker bleed out, it only makes sense. Conquest respawns are in waves, untouched from NW. Hardly unpredictable, but yes, there will be times you respawn immediately and times it takes twenty or more seconds.

Aside from calling a medic animation, how about a "grasp wound" animation. When in this animation, the character cannot engage in combat, but his bleeding time is prolonged to 60 seconds OR he will instead not die as long as he continues to clutch his wound despite his life reaching finally reaching nil.

The animation could be like the man clutching his stomach. The character will immediately drop whatever he is holding, prompting the player to press / to "shoulder his rifle" if he wants to keep his weapon before pressing the grasp wound button.

~~~~~~~~~~~~~~~~~
For a placeholder in the meantime for the "Push mode" the developers or any talented map maker could instead design a conquest map that'll funnel combat into smaller points, and ensure that opponents could not flank and bypass the immediate capture point just to capture the ones on the rear. Maybe something of a "long" map rather than a "large" map.
~~~~~~~~~~~~~~~~~
The whistle acts like drums and gives a "speed and melee buff" whenever it plays the "advance" or "charge" call.
Maybe another call/song can make the officer suddenly flash a beacon on his head or something, which can serve as a rally point for nearby players. The possibilities it can give: forming up for defense or reinforcement, forming up for a charge.
~~~~~~~~~~~~~~~~~
Design conquest maps for smaller populations of 10vs10, just to keep the server alive during off hours XD
~~~~~~~~~~~~~~~~~
Something hard once a friend of mine explained to me how trenches in map making are made impossible by digging down, but rather elevating everything up. But it would be cool if engineers can dig foxholes (the ones I see in game already), and trenches (the trenches taking 3-5 times longer than other constructs to build). Additional constructs would be firing steps (you know, the mini stairs you see on the trenches used so that players can fire over the trench?) Well imagine the combination of iron planks and firing steps :D
Also, build ladder :3
~~~~~~~~~~~~~~~~~
Portable planks and ladders, that the engineer can build and anyone can carry, when deployed, the plank will stand erect in a 45 degree angle, allowing players to jump wire emplacements. It can be set up or down, kinda like an MG.
~~~~~~~~~~~~~~~~~
I support minefields, but they should be indiscriminate. To help friendlies, sign posts can also be built :3.
Title: Re: Suggestions
Post by: Oposum on February 21, 2014, 09:14:49 am
From what I've read the conquest mode spawns people in waves. So if I died and then 5 seconds were left on the wave spawn time, I would spawn in with everyone else in 5 seconds. What I think needs to be done instead if at all possible is that it is individual spawns like in Battlefield, as well as increasing the spawn time to somewhere around 30-40 seconds. Also, putting the spawns farther away from the flag would help.

I think wave  respawns are needed, otherwise people don't rush in waves but rather trickle in and die one by one.
Yesterday I played on conquest server with 30 seconds wave respawn and it was actually possible to capture flags on which enemy respawned. Although it would be nice if all flags had underground spawn points to avoid mass spawn kills by mortars/grenades.
Title: Re: Suggestions
Post by: MrTiki on February 21, 2014, 12:03:10 pm
Yeah, wave spawns and therefore conquest really fit with the idea of it being a WWI mod, given that people didn't just randomly decide to go one by one to try and run straight into MG fire :P
Title: Re: Suggestions
Post by: Pachira on February 21, 2014, 07:07:58 pm
How about some trench made camo for the stahlhelm for sentries and machine gunners? Just to make them a little more unique looking.
Title: Re: Suggestions
Post by: RagingWomble on February 22, 2014, 02:04:51 pm
Sappers should be able to place some kind of bush like thing for camouflage.
Title: Re: Suggestions
Post by: Betaknight on February 22, 2014, 02:14:45 pm
How about some trench made camo for the stahlhelm for sentries and machine gunners? Just to make them a little more unique looking.
I have textures for that, but not yet... It'll probably come in soon.
Title: Re: Suggestions
Post by: BloodBeag on February 22, 2014, 03:39:25 pm
make the animation for french reloading work smoother when tapping it quickly
Title: Re: Suggestions
Post by: Killington on February 22, 2014, 05:15:38 pm
make the animation for french reloading work smoother when tapping it quickly
For weapons that reload a single round at a time, you can hold down the reload button, much smoother than pressing it many times. :)
Title: Re: Suggestions
Post by: Oposum on February 22, 2014, 05:58:56 pm
It would be incredibly nice if friendly fire from explosives would be reflective. Would get rid of all the TKing which is constantly going on everywhere.
Title: Re: Suggestions
Post by: Derpingtonpryce on February 22, 2014, 06:13:23 pm
It would be incredibly nice if friendly fire from explosives would be reflective. Would get rid of all the TKing which is constantly going on everywhere.

Most of the TKing (from artillery at least) is accidental, either people being at the wrong place at the wrong time, or idiots running in front of the artillery. So I think admins should just decrease the amount of damage friendly fire does to around 10%.
Title: Re: Suggestions
Post by: Oposum on February 22, 2014, 06:25:22 pm
Most of the TKing (from artillery at least) is accidental, either people being at the wrong place at the wrong time, or idiots running in front of the artillery. So I think admins should just decrease the amount of damage friendly fire does to around 10%.

It was meant to adress the fact that IE is overrun with trolls who just throw grenades at their spawns or fire mortars into it. Accidental TKs with explosives are rather rare (mostly people walking into an area into which someone threw 5 grenades).
Title: Re: Suggestions
Post by: Derpingtonpryce on February 22, 2014, 07:07:13 pm
Most of the TKing (from artillery at least) is accidental, either people being at the wrong place at the wrong time, or idiots running in front of the artillery. So I think admins should just decrease the amount of damage friendly fire does to around 10%.

It was meant to adress the fact that IE is overrun with trolls who just throw grenades at their spawns or fire mortars into it. Accidental TKs with explosives are rather rare (mostly people walking into an area into which someone threw 5 grenades).

Anyways the damage shouldn't be reflective because that's unfair to those who do it by accident, admins should instead decrease the amount of damage received from friendly fire.
Title: Re: Suggestions
Post by: Pachira on February 22, 2014, 07:32:17 pm
How about some trench made camo for the stahlhelm for sentries and machine gunners? Just to make them a little more unique looking.
I have textures for that, but not yet... It'll probably come in soon.

Nice, can't wait to see it.
Title: Re: Suggestions
Post by: BSM 'Shut up' Williams on February 22, 2014, 07:50:55 pm
I can't stand the ruddy trolls.
Title: Re: Suggestions
Post by: Killington on February 23, 2014, 09:43:41 pm
I humbly suggest that the Napoleonic boats be replaced with these lovely battleships.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fblog.iso50.com%2Fwp-content%2Fuploads%2F2013%2F01%2Fdazzle-camo-2.jpeg&hash=0f00d344c7f199daf383f0780dc229b4b5a82b8e)
[close]
Title: Re: Suggestions
Post by: Derpingtonpryce on February 24, 2014, 12:23:14 am
I humbly suggest that the Napoleonic boats be replaced with these lovely battleships.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fblog.iso50.com%2Fwp-content%2Fuploads%2F2013%2F01%2Fdazzle-camo-2.jpeg&hash=0f00d344c7f199daf383f0780dc229b4b5a82b8e)
[close]

That camouflage is so damn confusing, how many boats are there?
Title: Re: Suggestions
Post by: MadManYo on February 24, 2014, 12:39:12 am
They seem to replace the ship prob (frigate) with a battle ship


Edit: make the passchendale map seem more like this
http://m.youtube.com/watch?v=CyNPzxrhi-w
Title: Re: Suggestions
Post by: Rigadoon on February 24, 2014, 01:39:27 am
Why? It's not like they filmed the movie on the actual battlefield. Their interpretation is no more accurate than ours.
Title: Re: Suggestions
Post by: MadManYo on February 24, 2014, 02:21:46 am
Why? It's not like they filmed the movie on the actual battlefield. Their interpretation is no more accurate than ours.
That scene was infact filmed in Belgium near passchendale
Title: Re: Suggestions
Post by: Rigadoon on February 24, 2014, 02:39:22 am
Why? It's not like they filmed the movie on the actual battlefield. Their interpretation is no more accurate than ours.
That scene was infact filmed in Belgium near passchendale
IMDb says the movie's battle scenes were filmed in Canada.
Title: Re: Suggestions
Post by: MadManYo on February 24, 2014, 03:33:27 am
Why? It's not like they filmed the movie on the actual battlefield. Their interpretation is no more accurate than ours.
That scene was infact filmed in Belgium near passchendale
IMDb says the movie's battle scenes were filmed in Canada.
Wiki says
Passchendaele is a 2008 Canadian war film, written, co-produced, directed by, and starring Paul Gross. The film, which was shot in Calgary, Alberta, Fort Macleod, Alberta, and in Belgium, focuses on the experiences of a Canadian soldier, Michael Dunne, at the Battle of Passchendaele, also known as the Third Battle of Ypres. The film had its premiere at the 2008 Toronto International Film Festival on September 4, 2008, when it also had the honour of opening the festival,[2] and it was released widely in Canada on October 17, 2008.
Title: Re: Suggestions
Post by: Rigadoon on February 24, 2014, 04:26:27 am
Funny how you bring up the Wikipedia article because in the same article, in the Production section, it states "Battle scenes were filmed on the Tsuu T'ina Indian reserve just outside Calgary." Your quote completely fails to back up your point in anyway since the movie having parts filmed in Belgium doesn't necessarily mean that the scene we're talking about specifically was shot in Belgium.
Title: Re: Suggestions
Post by: Eatjello on February 24, 2014, 07:32:17 am
Why? It's not like they filmed the movie on the actual battlefield. Their interpretation is no more accurate than ours.

Passchendaele is one of the best maps they made
Title: Re: Suggestions
Post by: Derpingtonpryce on February 24, 2014, 06:07:19 pm
Guys, look, it's impossible for anyone to accurately recreate a WWI battlefield, especially one from 1917. Anyways there was never a shot of the battlefield as a whole, so it didn't even matter.
Title: Re: Suggestions
Post by: MadManYo on February 24, 2014, 11:49:12 pm
Found a aerial photo of Passchendaele
http://postimg.org/image/9mqiwupw7/
Title: Re: Suggestions
Post by: Olafson on February 25, 2014, 12:22:35 am
Pls.. I made Passchendaele 2 hours before release. I didnt have time to research. I just made it look nice. That is my main task. Maps that have no flora or anything provide no cover and look really ugly.
Title: Re: Suggestions
Post by: MadManYo on February 25, 2014, 12:50:40 am
Pls.. I made Passchendaele 2 hours before release. I didnt have time to research. I just made it look nice. That is my main task. Maps that have no flora or anything provide no cover and look really ugly.
Fair enough. I am currently trying to make sappers more useful in this mod by making a map entirely out of simple earth works so you need sappers to dig cover but its taking time
Title: Re: Suggestions
Post by: Olafson on February 25, 2014, 11:28:50 am
Yeah I was thinking about that too, but it is taking way to long to place...
Title: Re: Suggestions
Post by: Parrot on February 25, 2014, 01:53:19 pm
It might be glitchy as hell as well, if the mounds aren't placed correctly...
Title: Re: Suggestions
Post by: Derpingtonpryce on February 25, 2014, 04:54:18 pm
Found a aerial photo of Passchendaele
http://postimg.org/image/9mqiwupw7/

This proves my point.
Title: Re: Suggestions
Post by: AubeS on February 27, 2014, 03:22:32 pm
What is the point of playing on he map like this there is only some trench, he vast open field and he bunch of crater and since the only way of moving on this game is just running and walk. Some suggetion which I would have to make are a following one :
Add some NCO class (Sergeant for exemple)
Add smoke grenade and Smoke shell for arty.
Make he Verdun and he Somme themed map before talking about he Passchendaele map, since the mod is aimed on the 1916-1917 period (I know Passchendaele whas on 1917)
Title: Re: Suggestions
Post by: Parrot on February 27, 2014, 05:16:29 pm
Add smoke grenade and Smoke shell for arty.

Creating new artillery projectiles isn't as easy as it may seem :P the MGs are impressive in themselves.
Title: Re: Suggestions
Post by: MadManYo on February 27, 2014, 06:15:37 pm
What is the point of playing on he map like this there is only some trench, he vast open field and he bunch of crater and since the only way of moving on this game is just running and walk. Some suggetion which I would have to make are a following one :
Add some NCO class (Sergeant for exemple)
Add smoke grenade and Smoke shell for arty.
Make he Verdun and he Somme themed map before talking about he Passchendaele map, since the mod is aimed on the 1916-1917 period (I know Passchendaele whas on 1917)
I would like NCOs as well. Verdun would awesome but I would like to see the Somme as well.

Ps: where is all the t's in front of the I only see he
Title: Re: Suggestions
Post by: AubeS on February 27, 2014, 08:10:22 pm
Add smoke grenade and Smoke shell for arty.

Creating new artillery projectiles isn't as easy as it may seem :P the MGs are impressive in themselves.

Yeah it's only some suggestions but if the team of the mods can do it, it will be he nice add. All the work that they already finished  is really impressive.
Title: Re: Suggestions
Post by: Prince_Eugen on March 01, 2014, 10:31:23 am
Smoke on battlefield, sounds laggy  :-\
Title: Re: Suggestions
Post by: Landrik on March 01, 2014, 06:05:07 pm
That'd be incredibly laggy. Maps with smokestacks for things on fire tend to be noticeably much more laggy than similar maps without it.
Title: Re: Suggestions
Post by: Parrot on March 01, 2014, 06:27:03 pm
It depends on one's particle effects settings. If you prefer a buttery smooth FPS then you can always turn them down, or if you're a graphics whore like me you could learn to live with the lag :P
Title: Re: Suggestions
Post by: Prince_Eugen on March 01, 2014, 07:24:13 pm
I dont think M&B WB engine can hold smoke screens  :-\
Title: Re: Suggestions
Post by: Colbac on March 03, 2014, 01:48:46 pm
Smoke screens probably wouldn't work. You can turn off particles in the settings.
Title: Re: Suggestions
Post by: Rigadoon on March 04, 2014, 12:43:15 am
Smoke screens probably wouldn't work. You can turn off particles in the settings.
They changed it in NW so that you can only reduce the particle quality.
Title: Re: Suggestions
Post by: Betaknight on March 04, 2014, 12:21:08 pm
Smoke screens probably wouldn't work. You can turn off particles in the settings.
They changed it in NW so that you can only reduce the particle quality.
Then again, we have already enough smoke flying around, would cause more stress on the server, if not fps too.
Title: Re: Suggestions
Post by: Danik on March 07, 2014, 11:34:56 am
AP mines for the engineer class and grenades which disappear after exploding. Maybe the engineers should be able to build stuff like bunkers or watchtowers like in ww2 china battlefield mod? There you can even make different sandbag fortifications out of what fits you best.

Also, is there a chance to see flammenwerfers and rifle grenades?
Title: Re: Suggestions
Post by: Parrot on March 07, 2014, 12:18:23 pm
Also, is there a chance to see flammenwerfers and rifle grenades?

If smoke bombs and screens would cause a drop in FPS, then imagine what Flammenwerfers would do ;D
Title: Re: Suggestions
Post by: lolman1c on March 07, 2014, 03:30:20 pm
I wonder if it would be possible to add gas attacks to this game? But that is just a minor thing what I truly care about is the arty! I think the arty aiming system is fine at the moment and people just need to get used to it. (You learn that you can use the crosshair and put it on the arty site to aim for distance. It is what I do and can hit anywhere perfectly after 1-3 shots. I've even taken out entire trenches with it.) But I find it hard to train my skills on arty unless I am in my own custom server. Many of the maps have one arty peace for then entire field and I just want to sit back and fire across the field to make a good effect for people running forward. Due to this I feel pressured to just use mortar (which are find to use and I enjoy using them) but I would love to do arty more as I will be doing that within my regiment. Also I was talking to my regiment and we agree (with what i have seen in this thread) that wire cutters for the sapper would be a big plus! Also maybe some more things for the sapper to set up machine gun positions or better defences other than barbed wire?
Title: Re: Suggestions
Post by: SeanBeansShako on March 10, 2014, 04:28:37 pm
Will it be possible in the future to remove the progress bar or decrease the general delay of getting on and operating artillery pieces and machine guns?

Title: Re: Suggestions
Post by: Landrik on March 13, 2014, 01:00:48 am
For any texturers/modellers out there, this guy has a very impressive WWI collection.

http://www.wehrmacht-awards.com/forums/showthread.php?t=603972
Title: Re: Suggestions
Post by: Rigadoon on March 13, 2014, 01:40:51 am
Sweet, that'll definitely come in handy. Let me know if you find anymore collections.
Title: Re: Suggestions
Post by: lolman1c on March 16, 2014, 05:36:55 pm
For any texturers/modellers out there, this guy has a very impressive WWI collection.

http://www.wehrmacht-awards.com/forums/showthread.php?t=603972

That website is very good as I use it a lot to learn about different military gear and to compare my collection. Although my ww1 collection is only medals... Would love to do ww1 but don't have time and money.
Title: Re: Suggestions
Post by: Jack on March 17, 2014, 01:13:04 am
I don't know if it was already posted but cavalry is missing :)
Title: Re: Suggestions
Post by: lolman1c on March 17, 2014, 03:32:43 pm
I don't know if it was already posted but cavalry is missing :)

They said they won't add them right now as they weren't primary used in the time period this mod was set in by the German or French. Yes there was the odd one or two battles in the later war but they arn't important enough to put above current work. I believe they might add them in the British patch as they had more use there. Also I would like to see them at least added to the Russian Eastern front as that war was more mobile than trench warfare.
Title: Re: Suggestions
Post by: Cacha on March 17, 2014, 03:36:50 pm
Making the bots fire and aim better
Title: Re: Suggestions
Post by: Jack on March 17, 2014, 06:55:20 pm
I don't know if it was already posted but cavalry is missing :)

They said they won't add them right now as they weren't primary used in the time period this mod was set in by the German or French. Yes there was the odd one or two battles in the later war but they arn't important enough to put above current work. I believe they might add them in the British patch as they had more use there. Also I would like to see them at least added to the Russian Eastern front as that war was more mobile than trench warfare.

It makes sense to me, would be cool though. Maybe it could work if it's combined with class limitations?
Title: Re: Suggestions
Post by: Muddy on March 24, 2014, 05:06:12 am
1.The barb wire props need their hit box lowered considerably. A lot of people complain about only shooting the barb wire scene props even when they are shooting 5 ft above where it appears. I would just make the mesh just tall enough so that it can't be jumped over, but not block the shots.

2.The light machine guns for both sides can shoot through trench walls and sometimes the dirt. The stun duration for lmg players being shot should be extended a bit as they can still immediately after being shot once.

3. The "ie large crater" scene prop is very glitchy. Most people have seen it on the map "Hill 87". Once in the large crater you can't get out, or just glitch around. This problem only seems to be with the large crater.   

4. The guns are a bit too accurate. I think the mod would greatly benefit from a player being less accurate when they are moving as well.

5. If you can tweak the spawn system on conquest where players can not spawn on a flag that is being taken by the enemy. This would get rid of the complaints of mass spawn killing, and attackers not being able to ever take a point.


Hope all goes well with your mod and that you don't get bored with the game, or get busy IRL.

Title: Re: Suggestions
Post by: Googly on March 29, 2014, 10:14:14 pm
Suggestion:


Please fix the floating heads and invisible-in-existent neck meshes. To be perfectly honest it should have been one of the first things to do during the 2 years of development but I'm a patient man.

Thank you.
Title: Re: Suggestions
Post by: Parrot on March 29, 2014, 10:32:36 pm
Suggestion:


Please fix the floating heads and invisible-in-existent neck meshes. To be perfectly honest it should have been one of the first things to do during the 2 years of development but I'm a patient man.

Thank you.

It's pretty hard to fix necks. If one wants to edit the head mesh itself then each frame of the  head needs to be changed (there are 20+ frames). And changes to the tunics can make the uniform look dodgy around the neck area.
Title: Re: Suggestions
Post by: arrowkid on March 29, 2014, 10:55:34 pm
I really dont want this to be lost amongst 1000 random useless suggestions in the official thread. I just want to say its a big shame that the surrender animation/chant was left out of the mod. It is hardly a big thing to do, to have kept it in. and if it is a case of needing a free key, well i would give up the fix bayonet or somethign like that for the surrender animation anyday.

It just kills off most of the light hearted fun and role play that you can have on nw servers, and it is such a shame.
I know people will say oh well its not supposed to be like nw, but thats not the point.
Not everybody just wants to go on a server to kill and shoot, many people like to come on with their friends, roleplay and things like that. That is what made NW so popular, as appose to warband where it just is really about killing.

Really hope the devs will put back in the surrender animation on the next patch. I know i am not the only one saying this, but it really does take away a lot of fun.

Posting this here for the records...

Adding an alternative "surrender" animation would be an idea.

well it seems 6 weeks on, the mod absolutly dead, they bring out a patch and guess what they lazily do not bother to add what was the very first suggestion

now i have zero sympathy for the IE team, and will not play or support the game anymore, there is no excuse for such laziness
Title: Re: Suggestions
Post by: Killington on March 29, 2014, 10:58:25 pm
I really dont want this to be lost amongst 1000 random useless suggestions in the official thread. I just want to say its a big shame that the surrender animation/chant was left out of the mod. It is hardly a big thing to do, to have kept it in. and if it is a case of needing a free key, well i would give up the fix bayonet or somethign like that for the surrender animation anyday.

It just kills off most of the light hearted fun and role play that you can have on nw servers, and it is such a shame.
I know people will say oh well its not supposed to be like nw, but thats not the point.
Not everybody just wants to go on a server to kill and shoot, many people like to come on with their friends, roleplay and things like that. That is what made NW so popular, as appose to warband where it just is really about killing.

Really hope the devs will put back in the surrender animation on the next patch. I know i am not the only one saying this, but it really does take away a lot of fun.

Posting this here for the records...

Adding an alternative "surrender" animation would be an idea.

well it seems 6 weeks on, the mod absolutly dead, they bring out a patch and guess what they lazily do not bother to add what was the very first suggestion

now i have zero sympathy for the IE team, and will not play or support the game anymore, there is no excuse for such laziness
Sorry, but, seriously?

It would be nice to have a surrender button, but did you consider the possibility that they didn't think the surrender button is really all that important compared to making it more playable?
Title: Re: Suggestions
Post by: arrowkid on March 29, 2014, 11:03:35 pm
re-using the surrender is as easy as pie, anyone with basic modding skills, which i assume the IE team have, can put it in within seconds

the surrender animation adds a big depth to the game, and makes it fun to play with friends rather than just kill like any old shoot em up game,  and it seems that the IE team do not give a rats ass about what we the players want
Title: Re: Suggestions
Post by: Googly on March 29, 2014, 11:08:37 pm
Suggestion:


Please fix the floating heads and invisible-in-existent neck meshes. To be perfectly honest it should have been one of the first things to do during the 2 years of development but I'm a patient man.

Thank you.

It's pretty hard to fix necks. If one wants to edit the head mesh itself then each frame of the  head needs to be changed (there are 20+ frames). And changes to the tunics can make the uniform look dodgy around the neck area.

Well you managed to make a longer neck for your British Naval Brigade uniform in Blood and Iron so it's possible but I'm not sure why it wasn't thought of when making all the large meshes for the uniforms for the Germans. Surely some of the Beta testers must have pointed it out seeing as there's been about three patches but no change, adding new uniforms and such but not completing a neck. To me having an invisible neck would be like having invisible hands, it'd ruin the feel and the look of the game, you can make a uniform as fancy and good looking as you want but if the body doesn't fit, it just doesn't look right.
Title: Re: Suggestions
Post by: Parrot on March 29, 2014, 11:10:35 pm
That neck is part of the osp head mod that B&I uses :P And there are other issues that crop with using those heads, such as the opposite of the problem with IE (the necks are too long).
Title: Re: Suggestions
Post by: lolman1c on March 29, 2014, 11:15:38 pm
re-using the surrender is as easy as pie, anyone with basic modding skills, which i assume the IE team have, can put it in within seconds

the surrender animation adds a big depth to the game, and makes it fun to play with friends rather than just kill like any old shoot em up game,  and it seems that the IE team do not give a rats ass about what we the players want

Starting to think you are a troll... They fix all the bugs suggested that need thinking, they produce completely new models and they even add entirely new animations to make things look better! To say they are lazy is bull! Not only this but it is their game! People like you don't deserve to play their game because of how ignorant you are about people you have never met. Also do you know how hard it is to code an entirely new key into the game? What would happen to the bayonet button then?
Title: Re: Suggestions
Post by: MadManYo on March 29, 2014, 11:22:27 pm
Have you thought of making a standalone game with this theme
Title: Re: Suggestions
Post by: Googly on March 29, 2014, 11:51:48 pm
That neck is part of the osp head mod that B&I uses :P And there are other issues that crop with using those heads, such as the opposite of the problem with IE (the necks are too long).

Well couldn't IE use the same thing? And well it's better to get the issues dealt with now than to add the British faction and Russian etc in future, eventually having even more necks to edit is it not?  :P
Title: Re: Suggestions
Post by: Parrot on March 30, 2014, 12:37:20 am
That neck is part of the osp head mod that B&I uses :P And there are other issues that crop with using those heads, such as the opposite of the problem with IE (the necks are too long).

Well couldn't IE use the same thing? And well it's better to get the issues dealt with now than to add the British faction and Russian etc in future, eventually having even more necks to edit is it not?  :P

That's true. I personally love those female heads, but at the end of the day it's up to the devs. And that's what this thread is for ;D I'd like to suggest that those "better heads" osps are considered for the next update as well.
Title: Re: Suggestions
Post by: Rigadoon on March 30, 2014, 05:57:18 am
re-using the surrender is as easy as pie, anyone with basic modding skills, which i assume the IE team have, can put it in within seconds

the surrender animation adds a big depth to the game, and makes it fun to play with friends rather than just kill like any old shoot em up game,  and it seems that the IE team do not give a rats ass about what we the players want

You are such a pathetic person it's actually quite impressive. Your first day on this forum has been mostly spent to cry about the lack of the almighty surrender animation and insult the team. Let me remind you that this mod is the product of a team giving up thousands of hours of free time to create a mod solely for the enjoyment of the community. I seriously find it hard to believe that you even dare to call the team lazy and inconsiderate. You don't have a single clue how modding works, don't pretend to know how much skill and how much time it takes to add something in. The main point is that there are far more important things for the team to be working on. The fact that you're crying so hard over such an unimportant feature that adds practically nothing to the mod is mind boggling. It pisses me off even more that you call yourself a supporter of the mod in the past and yet let your image of the entire mod be tarnished by the lack of a single animation. Grow up, or just see how far that sort of pettiness will get you in life.
Title: Re: Suggestions
Post by: usnavy30 on March 30, 2014, 06:00:04 am
This is why you don't demand one simple feature, the surrender animation can wait.
Title: Re: Suggestions
Post by: arrowkid on March 30, 2014, 08:16:29 am
re-using the surrender is as easy as pie, anyone with basic modding skills, which i assume the IE team have, can put it in within seconds

the surrender animation adds a big depth to the game, and makes it fun to play with friends rather than just kill like any old shoot em up game,  and it seems that the IE team do not give a rats ass about what we the players want

You are such a pathetic person it's actually quite impressive. Your first day on this forum has been mostly spent to cry about the lack of the almighty surrender animation and insult the team. Let me remind you that this mod is the product of a team giving up thousands of hours of free time to create a mod solely for the enjoyment of the community. I seriously find it hard to believe that you even dare to call the team lazy and inconsiderate. You don't have a single clue how modding works, don't pretend to know how much skill and how much time it takes to add something in. The main point is that there are far more important things for the team to be working on. The fact that you're crying so hard over such an unimportant feature that adds practically nothing to the mod is mind boggling. It pisses me off even more that you call yourself a supporter of the mod in the past and yet let your image of the entire mod be tarnished by the lack of a single animation. Grow up, or just see how far that sort of pettiness will get you in life.

Im pathetic? hey your one of the devs who worked for two years on a mod that was dead within two weeks

And yes including surrender is THAT easy.

I am a modder myself, and when you mod NW, the surrender animation is included,  so it is harder to NOT have it in than to have it in, as to not have it in you are physically removing or replacing it.

To put it back in is simply a case of copy paste the script back in and re-adding the anim_surrender, it IS that simple.
Any rookie to modding can do that within minutes.
Title: Re: Suggestions
Post by: Derpingtonpryce on March 30, 2014, 10:18:49 am
re-using the surrender is as easy as pie, anyone with basic modding skills, which i assume the IE team have, can put it in within seconds

the surrender animation adds a big depth to the game, and makes it fun to play with friends rather than just kill like any old shoot em up game,  and it seems that the IE team do not give a rats ass about what we the players want

You are such a pathetic person it's actually quite impressive. Your first day on this forum has been mostly spent to cry about the lack of the almighty surrender animation and insult the team. Let me remind you that this mod is the product of a team giving up thousands of hours of free time to create a mod solely for the enjoyment of the community. I seriously find it hard to believe that you even dare to call the team lazy and inconsiderate. You don't have a single clue how modding works, don't pretend to know how much skill and how much time it takes to add something in. The main point is that there are far more important things for the team to be working on. The fact that you're crying so hard over such an unimportant feature that adds practically nothing to the mod is mind boggling. It pisses me off even more that you call yourself a supporter of the mod in the past and yet let your image of the entire mod be tarnished by the lack of a single animation. Grow up, or just see how far that sort of pettiness will get you in life.

Im pathetic? hey your one of the devs who worked for two years on a mod that was dead within two weeks

And yes including surrender is THAT easy.

I am a modder myself, and when you mod NW, the surrender animation is included,  so it is harder to NOT have it in than to have it in, as to not have it in you are physically removing or replacing it.

To put it back in is simply a case of copy paste the script back in and re-adding the anim_surrender, it IS that simple.
Any rookie to modding can do that within minutes.

I'd stop now if I were you, who's to say they weren't already planning to add it in the next update? Can't you just wait, or do you just love surrendering instead of actually playing?

Oh and you're also filling my inbox with notifications.
Title: Re: Suggestions
Post by: BNS Marko on March 30, 2014, 10:27:41 am
Can't you just wait, or do you just love surrendering instead of actually playing?

He must be French  ;)
Title: Re: Suggestions
Post by: lolman1c on March 30, 2014, 05:11:12 pm
This surrender thing is spamming the suggestion thread. The guy/girl is an obvious troll... If they were a real modder then why doesn't he or she go away and create a ww1 mod for MaB and make it better with all the animations he/she wants... Ignore people like that as replying more than once in anger is what they want.
Title: Re: Suggestions
Post by: usnavy30 on March 31, 2014, 02:52:42 am
Obviously since the keys have been rebinded P is now fix bayonets, it is not so easy to have a surrender animation. Which is more useful for a roleplaying PW mod than a WW1 mod. Even if soldiers did surrender the animation is low priority and that's the Dev Team's choice so quit the whining over it and if you think it's so simple try adding it back to the module yourself.
Title: Re: Suggestions
Post by: kpetschulat on March 31, 2014, 03:16:54 am
I don't think he's trolling. When were beta testing the mod, having no surrender animation came up in quit a few discussions. It was a missed feature, but it's too late. Devs decision to put it in or not now. It would have been nice for RP purposes in events, and could of had some cool rules going with it, but it's gone. Just move on, people.
Title: Re: Suggestions
Post by: Betaknight on March 31, 2014, 05:40:39 pm
Well, I wouldn't say the animation is completely out of the picture, I'm sure Danyele is trying his best to find out another way, aside from all the work we pile on him.
Title: Re: Suggestions
Post by: Randall on April 13, 2014, 02:07:05 am
I've often said that this mod is like a RnL for WW1, it's the individual features that add to the fun, having more individual features is always good and adds to the fun so having a surrender button would be useful and probably be really good for some game modes and such, but people should realise this mod isn't a final release and a lot's still in the process of being improved, if people want this mod to become what they want it to be they should stop refusing to play over silly things like a surrender option and help keep the mod going so it can fulfil itself through the Developers' work and their suggestions.
Title: Re: Suggestions
Post by: Cacha on April 15, 2014, 06:12:15 pm
Will the bots be worked on so that they fire?
Title: Re: Suggestions
Post by: hardcorefreestyleboy on June 08, 2014, 09:32:20 am
I suggest bicycles  :D
They were actually quite common on the french side while moving between the supply- and the frontlines. Especially around Verdun!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fjahrestage.akg-images.de%2Fwp-content%2Fflagallery%2Fwwi_autochrome%2F07_7-s9-003cu.jpg&hash=5d9cbc801bdec4f01e29104f3880d45a7c416d88)
Title: Re: Suggestions
Post by: TheHunted0 on June 08, 2014, 05:17:57 pm
I suggest bicycles  :D
They were actually quite common on the french side while moving between the supply- and the frontlines. Especially around Verdun!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fjahrestage.akg-images.de%2Fwp-content%2Fflagallery%2Fwwi_autochrome%2F07_7-s9-003cu.jpg&hash=5d9cbc801bdec4f01e29104f3880d45a7c416d88)
#TheNewTypeOfCavOnBicycles
 8)
Title: Re: Suggestions
Post by: Conway on June 08, 2014, 05:46:25 pm
I suggest bicycles  :D
They were actually quite common on the french side while moving between the supply- and the frontlines. Especially around Verdun!
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fjahrestage.akg-images.de%2Fwp-content%2Fflagallery%2Fwwi_autochrome%2F07_7-s9-003cu.jpg&hash=5d9cbc801bdec4f01e29104f3880d45a7c416d88)

It took 21 Frenchmen to ride one bike?
Title: Re: Suggestions
Post by: Killington on June 08, 2014, 08:10:27 pm
I suggest bicycles  :D
They were actually quite common on the french side while moving between the supply- and the frontlines. Especially around Verdun!
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fjahrestage.akg-images.de%2Fwp-content%2Fflagallery%2Fwwi_autochrome%2F07_7-s9-003cu.jpg&hash=5d9cbc801bdec4f01e29104f3880d45a7c416d88)
[close]

It took 21 Frenchmen to ride one bike?
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fim.rediff.com%2Fnews%2F2014%2Fjan%2F26r-day15.jpg&hash=e1130fedea245436a5d9c97483eaf8e873fb6b89)

Above: French Cavalry Wedge Formation
Title: Re: Suggestions
Post by: lolman1c on July 31, 2014, 08:05:20 pm
Just come back form a giant 4 day ww1 conference with much of it aimed at weapons during ww1. A few things I would like to suggest (if you people are still making new stuff and obviously this stuff isn't as important as main stuff you are making but I like to say) is a few new weapons and tweaks to old weapons. Some of these are very radical and probably can't be preformed but I will write them down anyway.

1. The artillery of ww1 was very advanced as it had a recoil suppressor (the bit below the barrel) which was a big big BIG advancement and what every country strives to perfect. This meant that even the heavy howitzers to even the smallest field guns could fire at high rate without having to adjust the aim as it stayed perfectly where it was. I was wondering if you could simulate this by having firing and aiming different abilities on artillery. This way we could suppress the enemy without losing our perfect aim every time we want to fire the weapon. Also would increase fire rate as the french field gun arty would fire incredibly fast.

2. If adding gas make sure to add it to the french mortars as they were famous for having gas shells with their trench mortar.

3. Balloons. Every country after 1915 were successfully using Balloons to scout ahead and see over the enemies trench.

4. Pigeons or other animals. Despite incredible chaos on the battle field 95% of messenger pigeons actually made it to their target. I was wondering if you could make a system where you type a message and it sends it privately to someone else on the battle field. Like admin chat but a PM. This might be impossible though. Also bring back horses so we can move field guns as this was very much used throughout the whole war.

5. The German MG was actually used by one man walking forward with it through a trench like the french do with theirs in the game. This was made clear with a lot of pictures and footage shown to us.

6. Off map artillery? Okay! I know you are adding some sort of off map arty but I have been doing some experimenting of my own. It is possible in an assault map to have a spawn point off the map very very far away. The problem I had with this though is once you leave the playable map you bullets and arty shots can't leave the space you are on and go into the main map (so as soon as they leave the arty they vanish and never come back) is there a way to change this? If so it is very possible to have a flag way way off to map with some off map arty with the players firing it and someone of the field phone telling them if they are doing well or not.

7. Explosive as well as shrapnel for arty so we can take out the barb wire like they did with field guns.


Okay that is all for now. Some are obviously way to crazy but just some ideas I picked up from listening tot the leading minds on ww1 warfare for the last 4 days. If you have any more suggests or need any notes form the conference just ask.
Title: Re: Suggestions
Post by: OttoFIN on August 06, 2014, 09:04:44 pm
It would be nice if the Artillery and HMG units could have "Operator", it could have just a pistol or a rifle. Sometimes the battlefield is full of useless mortar shells, HMGs and ammo boxes.
Title: Re: Suggestions
Post by: EdwardC on August 21, 2014, 06:34:20 pm
SEPOYS SEPOYS SEPOYS
~With subclasses for Sergeant.
Title: Re: Suggestions
Post by: Chapston on August 25, 2014, 05:51:32 pm
Really under powered cavalry. Just for the sake of ill fated charges.

Spoiler
(https://i.imgur.com/rarDU0U.jpg)
Austrailian light horse for raddeo's workshop
[close]

EDIT: Just read the FAQ
Title: Re: Suggestions
Post by: HipsterRich on August 27, 2014, 05:37:35 pm
I speak on behalf of the 2nd Regiment that we wish to see if it has any plans for a map made based in a city like Berlin. A town with mostly just housings and shooting. Like in Saving Private Ryan where they took firing inside the building, as I shot a few germans as a LMG inside the house brought me many joys. If we had more of inside building combat and maybe a map focusing in inside combat and fair bit of outside combat of the buildings. I'm sure many people would bum it.

Spoiler
https://www.youtube.com/watch?v=8bt3quhLmK4
[close]
Title: Re: Suggestions
Post by: lolman1c on August 27, 2014, 06:40:20 pm
I speak on behalf of the 2nd Regiment that we wish to see if it has any plans for a map made based in a city like Berlin. A town with mostly just housings and shooting. Like in Saving Private Ryan where they took firing inside the building, as I shot a few germans as a LMG inside the house brought me many joys. If we had more of inside building combat and maybe a map focusing in inside combat and fair bit of outside combat of the buildings. I'm sure many people would bum it.

Spoiler
https://www.youtube.com/watch?v=8bt3quhLmK4
[close]

Yeah... this is ww1... It was mostly outside combat especially during this period. We could make some town maps but I don't know how historical as most towns were blown to pieces before we even got to them...
Title: Re: Suggestions
Post by: HipsterRich on August 27, 2014, 06:53:15 pm
I speak on behalf of the 2nd Regiment that we wish to see if it has any plans for a map made based in a city like Berlin. A town with mostly just housings and shooting. Like in Saving Private Ryan where they took firing inside the building, as I shot a few germans as a LMG inside the house brought me many joys. If we had more of inside building combat and maybe a map focusing in inside combat and fair bit of outside combat of the buildings. I'm sure many people would bum it.

Spoiler
https://www.youtube.com/watch?v=8bt3quhLmK4
[close]

Yeah... this is ww1... It was mostly outside combat especially during this period. We could make some town maps but I don't know how historical as most towns were blown to pieces before we even got to them...

Aye well I'm no historian but I'm sure many people would love a town combat. I mean I'm talking a map focused spending few hours a week/day for a month for perfection.
Title: Re: Suggestions
Post by: lolman1c on August 27, 2014, 07:06:08 pm
I speak on behalf of the 2nd Regiment that we wish to see if it has any plans for a map made based in a city like Berlin. A town with mostly just housings and shooting. Like in Saving Private Ryan where they took firing inside the building, as I shot a few germans as a LMG inside the house brought me many joys. If we had more of inside building combat and maybe a map focusing in inside combat and fair bit of outside combat of the buildings. I'm sure many people would bum it.

Spoiler
https://www.youtube.com/watch?v=8bt3quhLmK4
[close]

Yeah... this is ww1... It was mostly outside combat especially during this period. We could make some town maps but I don't know how historical as most towns were blown to pieces before we even got to them...

Aye well I'm no historian but I'm sure many people would love a town combat. I mean I'm talking a map focused spending few hours a week/day for a month for perfection.


I'll see what I can do for yah and plan a map out and see what they think but I can't promise anything.
Title: Re: Suggestions
Post by: HipsterRich on August 27, 2014, 07:10:00 pm
I speak on behalf of the 2nd Regiment that we wish to see if it has any plans for a map made based in a city like Berlin. A town with mostly just housings and shooting. Like in Saving Private Ryan where they took firing inside the building, as I shot a few germans as a LMG inside the house brought me many joys. If we had more of inside building combat and maybe a map focusing in inside combat and fair bit of outside combat of the buildings. I'm sure many people would bum it.

Spoiler
https://www.youtube.com/watch?v=8bt3quhLmK4
[close]

Cheers mate for trying for us anyways!
Yeah... this is ww1... It was mostly outside combat especially during this period. We could make some town maps but I don't know how historical as most towns were blown to pieces before we even got to them...

Aye well I'm no historian but I'm sure many people would love a town combat. I mean I'm talking a map focused spending few hours a week/day for a month for perfection.


I'll see what I can do for yah and plan a map out and see what they think but I can't promise anything.
Title: Re: Suggestions
Post by: Baillie on August 28, 2014, 02:21:40 am
On the topic of urban combat, here's a film that opens with a small skirmish in what seems to be a village! It's a pretty graphic movie, but I'd recommend it!

http://youtu.be/_lBsZSUY2UY?t=1m25s

Edit: And Lolman, feel free to do a very urban map ;D

Ill message you on steam at a later date :)
Title: Re: Suggestions
Post by: ZuS on August 28, 2014, 02:34:03 am
about aniamtions and warcryes... maybe you shall do as in the PW mod. For example in the PW mod they made something like you press "-" and you've got whole the menu with different animations and warcryes. Also c-rpg has it. It would be very good in game.
Title: Re: Suggestions
Post by: Conway on August 28, 2014, 02:56:42 am
Ah.....If there ever was an era for Canada to be proud of its this one. The best dam fighting force in the whole war :) Plz give Canadian units op buffs because they were 2 op irl.

Edit: Passchendaele was fought mostly in the ruins of a town called Passchendaele. Also I love how the say Wipers instead of Ypres :) That's what soldiers called it due to how hard it was to pronounce the name.
Title: Re: Suggestions
Post by: Olafson on August 28, 2014, 08:19:10 am
The movie is horrible though, in terms of historical accuracy and realism.
Title: Re: Suggestions
Post by: LordAdder on August 28, 2014, 02:54:16 pm
The movie is horrible though, in terms of historical accuracy and realism.

I thought it was a good film, but really sucked at the end with the whole random religious thing
Title: Re: Suggestions
Post by: hardcorefreestyleboy on August 28, 2014, 09:46:38 pm
Passchendaele was hardly more than a bunch of ruins when it came to urban fighting.. Arras would be a good urban map though

3 things I would love to see:
-corpse scene props (like the rotten corpses in the mud in flandern)
-A more muddy and wet ground texture for certain maps! (The passchendaele map looks way too dry in my opinion)
-fo britains sniper i would love to see the ross rifle! It was popular as a sniper rifle because of the accuracy. ( On the other side it wasnt useful at all in the wet and dirty trenches)
Title: Re: Suggestions
Post by: ThePatriot98 on February 11, 2015, 12:13:58 am
Austria/Hungary Faction to be added? I think it would be good idea, since AH started the hole world war 1, the least the devs can do is put them in lol
Title: Re: Suggestions
Post by: OttoFIN on February 11, 2015, 09:47:27 am
I know somebody is gonna post this soon..
Spoiler
Get ready
Spoiler
https://www.youtube.com/watch?v=U-EQJA8Ahac
Spoiler
Serbia stronk, add Serbia faction pls
[close]
[close]
[close]
Title: Re: Suggestions
Post by: lolman1c on February 12, 2015, 12:24:03 am
Austria/Hungary Faction to be added? I think it would be good idea, since AH started the hole world war 1, the least the devs can do is put them in lol


We are hoping on putting them in eventually (don't know when). Might even have some cool alps maps for them. ;)
Title: Re: Suggestions
Post by: hardcorefreestyleboy on February 12, 2015, 02:26:31 pm
I think the mod should have been in WW1 eastern front from the beginning on. Why?

1. If you had only included germany and russia it wouldnt have felt as unfinished as it is now without britain because AH fought in other parts of the front.

2. Maps would be much easier to make because it wasnt all mud and trenches.

3. Cavalry. Cavalry was still an important thing in early eastern front. NW mods without cav simply lack something.
Title: Re: Suggestions
Post by: Betaknight on February 12, 2015, 03:07:41 pm
Germany attacked France (through belgium) first by following the Von Schlieffen plan, which was to prevent a 2 front war. The germans thought that the russians would take weeks to assemble an army, so they weren't attacking yet when the first german-french assault began. So the team was following the timeline, faction wise.
Title: Re: Suggestions
Post by: hardcorefreestyleboy on February 12, 2015, 03:09:59 pm
Ah thats why you added Belgium
Title: Re: Suggestions
Post by: lolman1c on February 12, 2015, 09:06:29 pm
I think the mod should have been in WW1 eastern front from the beginning on. Why?

1. If you had only included germany and russia it wouldnt have felt as unfinished as it is now without britain because AH fought in other parts of the front.

2. Maps would be much easier to make because it wasnt all mud and trenches.

3. Cavalry. Cavalry was still an important thing in early eastern front. NW mods without cav simply lack something.

1. The British are coming eventually. BUT people forget the English weren't the only side in ww1 western front (I'm saying this as an English man!) It's important to capture other aspects.

2. We don't want to just change our game to make it easier for us... As one of the mappers for IE it isn't my job to make a map just because it is easy. I make it depending on what works or what is good.

3. Our mod is set during late into ww1. By setting it at an earlier date we would be sacrificing many many things.... there was also a reason why they switched from horses to tanks during ww1. A horse was a giant target for bullets and arty... They were really only used to transport good once they realized their uselessness.
Title: Re: Suggestions
Post by: Rigadoon on February 12, 2015, 10:31:05 pm
So the team was following the timeline, faction wise.
Nope.

Lolman, I don't think you fully understand his point about the lack of Britain.

@hardcorefreestyleboy
Apart from how ridiculous it is to feel that the mod is unfinished due to not every faction on the front being created, French and British troops fought on different parts of the Western Front as well so it is the exact same situation as the Eastern Front if Austria-Hungary was missing. Choosing the setting of the mod based on how easy it would be to make maps is, quite frankly, completely nonsensical. Cavalry is indeed something that we had to sacrifice for the setting but I disagree that it is an integral part of NW gameplay and cavalry alone is not enough to make up for the disadvantages of an Eastern Front mod. Starting the mod on the Eastern Front is a terrible idea. Most people who have any interest in WWI care more about the Western Front, and for good reason. It was the most important front of the war, the type of warfare there was unique to anything that preceded it,  and it saw the first combat use of many new and interesting military technologies. A WWI mod that doesn't contain trenches and the nations people most strongly associate with WWI simply wouldn't get as much attention.
Title: Re: Suggestions
Post by: lolman1c on February 13, 2015, 01:53:54 am
Spoiler
So the team was following the timeline, faction wise.
Nope.

Lolman, I don't think you fully understand his point about the lack of Britain.
Apart from how ridiculous it is to feel that the mod is unfinished due to not every faction on the front being created, French and British troops fought on different parts of the Western Front as well so it is the exact same situation as the Eastern Front if Austria-Hungary was missing. Choosing the setting of the mod based on how easy it would be to make maps is, quite frankly, completely nonsensical. Cavalry is indeed something that we had to sacrifice for the setting but I disagree that it is an integral part of NW gameplay and cavalry alone is not enough to make up for the disadvantages of an Eastern Front mod. Starting the mod on the Eastern Front is a terrible idea. Most people who have any interest in WWI care more about the Western Front, and for good reason. It was the most important front of the war, the type of warfare there was unique to anything that preceded it,  and it saw the first combat use of many new and interesting military technologies. A WWI mod that doesn't contain trenches and the nations people most strongly associate with WWI simply wouldn't get as much attention.
[close]

Rigadoon, I agree with everything you just said but I still think people shouldn't think the game was unfinished just because the British weren't there. I think you miss read some of the things I said because I was tired and didn't make it clear. I have edited this now. However, everything you talk about is not what I said but what the other guy said and I just quoted? Unless I'm also miss reading you?
Title: Re: Suggestions
Post by: Rigadoon on February 13, 2015, 04:45:52 am
The paragraph was addressing hardcorefreestyleboy because I thought some of your responses needed clarifying. I am in complete agreement that people shouldn't think the mod is unfinished, and basically everything else you said. I meant to add on to what you said. I didn't make that clear though and I apologize.
Title: Re: Suggestions
Post by: OttoFIN on February 13, 2015, 07:18:12 am
I think you guys would have a use for Deluge's crouchwalking script.
Title: Re: Suggestions
Post by: Rigadoon on February 13, 2015, 07:24:02 am
And their grenade fuse script.  :-\ I doubt they will let us use them though. I suppose we could try trading code or we could make some art for them.
Title: Re: Suggestions
Post by: DanyEle on February 13, 2015, 08:11:53 am
Or we can code them ourselves!
Title: Re: Suggestions
Post by: hardcorefreestyleboy on February 13, 2015, 02:01:21 pm
@Rigadoon
I can not deny that an eastern front mod/ first release would probably have decreased the attendance but that doesnt change anything for me. The eastern front is simply more fitting for a NW mod IMO because the "open combat" aspect isnt entirely gone such as in the western front.The game is not made for trench warfare and you will always notice that. That is also the reason why I prefer the IE maps without too many trenches.
Title: Re: Suggestions
Post by: lolman1c on February 13, 2015, 04:06:02 pm
Don't worry Rigadoon, I understand you were expanding on my comments I was just making clear that I thought the British don't complete the game and what not... But a few scripts would be nice if Dany can feel like he can do them. And the Eastern front to me wouldn't work for the Mod as (like suggested before) we don't want to just re skin NW for ww1. We wanted to present a new experience and new game-play options and tactics. Although games like North and South are cool they just feel too much like something I already play while IE to me was like turning on a completely different new game.

As for the game not made for trench combat... I would have to disagree. I have done tests within my regiment of a trench map I made for tests (don't want to give to much away) and it was fun and new. We found ourselves lost in the trenches hunting people down before climbing back over for a finale assault on their trench. It might just be play styles but I always liked the feeling of the trench systems when they were done correctly.
Title: Re: Suggestions
Post by: Betaknight on February 13, 2015, 05:11:56 pm
Keep in mind, you can't please everyone... Learned that through MnG
Title: Re: Suggestions
Post by: lolman1c on February 15, 2015, 04:18:03 pm
Keep in mind, you can't please everyone... Learned that through MnG

I personally don't do it to please everyone. I do it to please the loyal fan to this mod who still continue to host events.
Title: Re: Suggestions
Post by: Dupke on March 03, 2015, 07:39:07 pm
Suggestions from the GGrNr2 for IE:
-Accuracy like "Blood&Iron"
-Mortar Bug should be fixed
-No more server crashes while playing with many players
-Animations Bugs while reloading and aiming
-Maybe a new game mod?(not a must have)
-what about tanks?
-More mapping items
- more german and french marches




Title: Re: Suggestions
Post by: lolman1c on March 03, 2015, 09:49:24 pm
Suggestions from the GGrNr2 for IE:
-Accuracy like "Blood&Iron"
-Mortar Bug should be fixed
-No more server crashes while playing with many players
-Animations Bugs while reloading and aiming
-Maybe a new game mod?(not a must have)
-what about tanks?
-More mapping items
- more german and french marches

the GGrNr1 have played a couple of my Beta maps, what do you guys think of them so far?
Title: Re: Suggestions
Post by: Dupke on March 03, 2015, 10:24:27 pm
we played  one and the map was just great to play altough i dont want to play only trench maps^^ I mean WWI was not only trench battle
Title: Re: Suggestions
Post by: lolman1c on March 03, 2015, 10:41:27 pm
we played  one and the map was just great to play altough i dont want to play only trench maps^^ I mean WWI was not only trench battle

Well you guys also played a fortress map. I'm hoping to make something good like that, although I would love to make a town map it didn't work very well in my beta.
Title: Re: Suggestions
Post by: Dupke on March 03, 2015, 11:03:33 pm
i big town map would be awesome! maybe on conquest or battle with destructible buldings. :D
Title: Re: Suggestions
Post by: HipsterRich on March 04, 2015, 12:24:15 am
It would be beautiful.
Title: Re: Suggestions
Post by: lolman1c on March 04, 2015, 12:52:36 am
i big town map would be awesome! maybe on conquest or battle with destructible buldings. :D

The problem would be the setting. The houses would just repeat one after another as there isn't much NW models (there never was need for to many house models) and there would be no center piece like a church or something as I tried experimenting with them but pieces floated and it looked ugly!
Title: Re: Suggestions
Post by: The Mighty McLovin on May 17, 2015, 07:18:06 pm
Ok, I've been thinking about this one a while, and it's pretty simple:

A plain map with two trenches on either side, the trenches can be decorated with the wonderful IE props and little places for machinegunmen  and snipers to go into. In the middle will obviously be no man's land, scattered with debris and shell holes to hide in during charges.

Some rules would be snipers are aloud to snipe anyone apart from artillery and in some circumstances, the machinegunmen. There will be charges every 5, 10 or 15 minutes where all the men charge and are aloud to hide in the debris/shell holes in the middle of the battlefield. Obviously charging will be hard, so it should be regulated.

Here's a quick little thing I did on paint for it:
Spoiler
(https://i.imgur.com/k7f5f5M.png)
[close]

Hopefully this can be a new map for 2.0..
Title: Re: Suggestions
Post by: hardcorefreestyleboy on May 17, 2015, 08:25:24 pm
Im working on 2 maps for Iron Europe currently (not on a regular basis) and one of them isnt too far from what youre suggesting. Lets see if Ill actually finish it!
Title: Re: Suggestions
Post by: lolman1c on May 17, 2015, 09:09:06 pm
I was working on a gigantic trench map like that based of a areal image. I kept meaning to go back to it but my Map test team left the game and i wouldn't want to add a map into 2.0 without testing it.
Title: Re: Suggestions
Post by: Vir An on May 17, 2015, 11:02:32 pm
I was working on a gigantic trench map like that based of a areal image. I kept meaning to go back to it but my Map test team left the game and i wouldn't want to add a map into 2.0 without testing it.

If you're searching for testers you have only to make a whistle.
Title: Re: Suggestions
Post by: Swiftwisp on May 17, 2015, 11:23:34 pm
i know several 32nd members would gladly test a map.
Title: Re: Suggestions
Post by: lolman1c on May 18, 2015, 09:50:08 am
I think I'll start hosting some test servers in the future. I know I got an East African campaign map i want to test with a open rocky land that turns into a swamp with a wooden African village.
Title: Re: Suggestions
Post by: Viriathus on July 06, 2015, 04:59:22 pm
I think I'll start hosting some test servers in the future. I know I got an East African campaign map i want to test with a open rocky land that turns into a swamp with a wooden African village.
Is Mozambique included? :D
Title: Re: Suggestions
Post by: OttoFIN on July 12, 2015, 02:34:14 pm
Can we please have a class for the HMGs and for arty too that has only a rifle and maybe a HMG ammo belt or some mortar shells? Right now if the team has already a HMG ammo box or a mortar etc.. People will just drop their  useless mortars/HMGs because they are useless.
Title: Re: Suggestions
Post by: The Mighty McLovin on July 12, 2015, 03:21:11 pm
I think we should add crouching moving.

When you are in no man's land, and you are trapped down by bullets and need to move, if you stand up and run you will die. If you could move while crouched this would add a better feel of WW1. Something like the deluge. Hopefully we'll see this in the next patch.
Title: Re: Suggestions
Post by: Kydric on August 29, 2015, 10:19:14 pm
Hello guys!

Im writing so I can make a suggestion as well as ask some questions.

1. Make the face customization better.
- I am telling this, because with the faces/beards/moustaches from native don't fit well to people in this time period.
2. Make the guns less accurate + a different crosshair.
- Many of you disagree, but I do agree, because you don't know how fun it is to run in a charge against people in trenches. But if you even try to get out of cover you get shot immediately. I know it is kind of realistic, but won't it be fun to actually have a chance to survive. If now it is 100% accuracy, make it 80%. Seriously it will make the game a lot more fun.
3. Inrease reload times.
- I am sorry, but I don't believe even if you were the biggest specialist in the world during ww1 that you can chamber a round for 0.8 seconds. It is way too fast. I believe it should be slower. Why? Because now it doesn't make sense to charge people even if you somehow survived to get to their trenches, because they can just shoot you multiple times with such a fast reload that it is nearly impossible to even get close to him. I succeeded only 1 out of probably 18 charges which I survived and got to their trenches to stab somebody. And in that 1 time I bled out after he shot me twice with a pistol.
4. Add new fortifications for the Engineers.
- Add 1 Sand bag, which covers your whole body when crouching which is longer.
- Add 1 Outpost tower (like in Bello Civilli)
- Add 1 Officer Tent (like in N&S First Manassas)
- Add 1 Wooden Bunker(Small)
- Add 1 Sandbag, which is fit for a heavy machine gun.
Make them so sappers will have to build them for a long time.
5. Add 1 Austrian Soldier + Officer to Germany and 1 Italian Soldier + Officer to France.
- I know you will probably do it anyways for a different patch, but please add them just so people be happy. The player base will certainly grow better.


Austrians
(https://i.imgur.com/IznNCN4.jpg)


Italians
(https://i.imgur.com/zdtdRsg.jpg)


If you are looking for ideas dear developers please contact me through the forums.
Title: Re: Suggestions
Post by: NicolasKiyoshi on August 30, 2015, 02:12:52 am
Hello guys!

Im writing so I can make a suggestion as well as ask some questions.

1. Make the face customization better.
- I am telling this, because with the faces/beards/moustaches from native don't fit well to people in this time period.
2. Make the guns less accurate + a different crosshair.
- Many of you disagree, but I do agree, because you don't know how fun it is to run in a charge against people in trenches. But if you even try to get out of cover you get shot immediately. I know it is kind of realistic, but won't it be fun to actually have a chance to survive. If now it is 100% accuracy, make it 80%. Seriously it will make the game a lot more fun.
3. Inrease reload times.
- I am sorry, but I don't believe even if you were the biggest specialist in the world during ww1 that you can chamber a round for 0.8 seconds. It is way too fast. I believe it should be slower. Why? Because now it doesn't make sense to charge people even if you somehow survived to get to their trenches, because they can just shoot you multiple times with such a fast reload that it is nearly impossible to even get close to him. I succeeded only 1 out of probably 18 charges which I survived and got to their trenches to stab somebody. And in that 1 time I bled out after he shot me twice with a pistol.
4. Add new fortifications for the Engineers.
- Add 1 Sand bag, which covers your whole body when crouching which is longer.
- Add 1 Outpost tower (like in Bello Civilli)
- Add 1 Officer Tent (like in N&S First Manassas)
- Add 1 Wooden Bunker(Small)
- Add 1 Sandbag, which is fit for a heavy machine gun.
Make them so sappers will have to build them for a long time.
5. Add 1 Austrian Soldier + Officer to Germany and 1 Italian Soldier + Officer to France.
- I know you will probably do it anyways for a different patch, but please add them just so people be happy. The player base will certainly grow better.


Austrians
(https://i.imgur.com/IznNCN4.jpg)


Italians
(https://i.imgur.com/zdtdRsg.jpg)


If you are looking for ideas dear developers please contact me through the forums.

Agree, but the Austrians in your opinion should use these forage caps or their austrian stahlhelm ( they were paint in brown ).
Title: Re: Suggestions
Post by: Landrik on August 30, 2015, 07:12:42 am
The Austrians at this time period of the conflict would be wearing the similarly produced (the chinstrap was different) stahlhelms.

Spoiler
(https://c2.staticflickr.com/4/3035/5829033168_c6aa8d38cf.jpg)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.gardamilitaria.com%2Fuploads%2F7%2F0%2F4%2F1%2F7041388%2F7422346.jpg%3F461&hash=f40a93b84bdad31bd92d4ac3e79bfeb318ee00be)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.austro-hungarian-army.co.uk%2Fsturm10.jpg&hash=b2b1e5a7956269118aba7d822ee34edbdbfa7b28)

These fellows have a different model helmet that was less common.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgmic.co.uk%2Fuploads%2Fmonthly_03_2010%2Fpost-3717-126898936168.jpg&hash=630d25058c701c7b7d8f8083b95c3cf5ed55895d)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.warrelics.eu%2Fforum%2Fattachments%2Fsteel-helmets%2F104647d1273789264-new-ww1-austrian-german-helmet-_wsb_660x562_scfourprisoners-helmet.jpg&hash=c0bf6c5e056261efc8937832b60c5db5dce78eb3)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.warrelics.eu%2Fforum%2Fattachments%2Fimperial-germany-austro-hungary%2F627863d1389546706-wwi-german-occasional-austrian-trench-knife-aus.jpg&hash=3fcdfbb30dc876c9a2ed009c655d71a86227a35e)
[close]
Title: Re: Suggestions
Post by: Kydric on August 30, 2015, 03:04:01 pm
The Austrians at this time period of the conflict would be wearing the similarly produced (the chinstrap was different) stahlhelms.

Spoiler
(https://c2.staticflickr.com/4/3035/5829033168_c6aa8d38cf.jpg)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.gardamilitaria.com%2Fuploads%2F7%2F0%2F4%2F1%2F7041388%2F7422346.jpg%3F461&hash=f40a93b84bdad31bd92d4ac3e79bfeb318ee00be)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.austro-hungarian-army.co.uk%2Fsturm10.jpg&hash=b2b1e5a7956269118aba7d822ee34edbdbfa7b28)

These fellows have a different model helmet that was less common.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgmic.co.uk%2Fuploads%2Fmonthly_03_2010%2Fpost-3717-126898936168.jpg&hash=630d25058c701c7b7d8f8083b95c3cf5ed55895d)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.warrelics.eu%2Fforum%2Fattachments%2Fsteel-helmets%2F104647d1273789264-new-ww1-austrian-german-helmet-_wsb_660x562_scfourprisoners-helmet.jpg&hash=c0bf6c5e056261efc8937832b60c5db5dce78eb3)

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.warrelics.eu%2Fforum%2Fattachments%2Fimperial-germany-austro-hungary%2F627863d1389546706-wwi-german-occasional-austrian-trench-knife-aus.jpg&hash=3fcdfbb30dc876c9a2ed009c655d71a86227a35e)
[close]

I do agree. But I mean they can add both just as skins.
Title: Re: Suggestions
Post by: Woeski on April 23, 2018, 06:25:49 pm
Autrians & Italians will come soon :)
Title: Re: Suggestions
Post by: Woeski on June 06, 2018, 03:28:25 pm
Autrians & Italians will come soon :)

soonish
Title: Re: Suggestions
Post by: Ukima on December 15, 2018, 02:16:34 pm
My suggestions;
Cavalry
Will you guys add some cavalry classes? Two would be enough, namely some type of dragoon/sabre cavalry and lancer cavalry. Both are equiped with carbines. Historically they were still used as a very mobile infantry force. Especially in conquest they would come in handy, to quickly take over a certain position. Heck, sometimes a good old charge may be on its place. It would also allow for some fun scripted events or fun rounds. As there are no tanks in this mod, and I don't know to which degree it is possible to add them, there is a lack of rapid moving mobile forces.
Variation
Please add some more regiments. For now there seem to be only some standard units, instead of a wider unit variation. It would give the mod some more colour.
More Factions
I don't know if you're solely focusing on the western front or not, but if so, please add the UK and Belgium. If not, add Russia, Ottoman Empire, Austria-Hungary, Italy,... the big factions. If you take on the eastern front, and Ottomans, then I return to my first point. Cavalry was very much still used in these more open pitched battles. Cavalry should definitely be included.
Weapon variety
Adding more weapons and weapon types would again add more flavour to the game. The French and Germans used more weapons than the Gewehr 88 and the Lebel rifles.
Old Uniforms
Maybe less practical to add, but having the option to switch between new and old uniforms would make for some nice scripted events, that aim to portray a specific part of the war.
Tanks
Somehow that Parabellum mod succeeded in adding planes and tanks. If you could ask them how they did it, you can maybe add it too?
Machine Guns
Both heavy and light machine guns aren't that powerful. I think you ought to buff them a bit.

Those are my suggestions. Do with them, as you will.
 
Title: Re: Suggestions
Post by: Woeski on December 15, 2018, 06:40:38 pm
My suggestions;
Cavalry
Will you guys add some cavalry classes? Two would be enough, namely some type of dragoon/sabre cavalry and lancer cavalry. Both are equiped with carbines. Historically they were still used as a very mobile infantry force. Especially in conquest they would come in handy, to quickly take over a certain position. Heck, sometimes a good old charge may be on its place. It would also allow for some fun scripted events or fun rounds. As there are no tanks in this mod, and I don't know to which degree it is possible to add them, there is a lack of rapid moving mobile forces.
Variation
Please add some more regiments. For now there seem to be only some standard units, instead of a wider unit variation. It would give the mod some more colour.
More Factions
I don't know if you're solely focusing on the western front or not, but if so, please add the UK and Belgium. If not, add Russia, Ottoman Empire, Austria-Hungary, Italy,... the big factions. If you take on the eastern front, and Ottomans, then I return to my first point. Cavalry was very much still used in these more open pitched battles. Cavalry should definitely be included.
Weapon variety
Adding more weapons and weapon types would again add more flavour to the game. The French and Germans used more weapons than the Gewehr 88 and the Lebel rifles.
Old Uniforms
Maybe less practical to add, but having the option to switch between new and old uniforms would make for some nice scripted events, that aim to portray a specific part of the war.
Tanks
Somehow that Parabellum mod succeeded in adding planes and tanks. If you could ask them how they did it, you can maybe add it too?
Machine Guns
Both heavy and light machine guns aren't that powerful. I think you ought to buff them a bit.

Those are my suggestions. Do with them, as you will.
Currently the mod doesn't have any active developers, and will likely never get an update again. Some of your suggestions were to be added in 2.0 and some of them were finished but never released.

I personally have a server and can make custom maps but that's the only type of new content we can expect for this mod. If you have any suggestions for that perhaps.

I do want to add something about weapon variety, WW1 didn't see much types of weapons, this mod is set in 1916-1917, so no MP18i or anything like that. Bolt action rifles,pistols/revolvers and LMGs were mainly used, these are all in the game. I don't really see the point of adding for example the Kar88 to the game if it's just going to be a reskin of the kar98 but than just another name. Tanks would be pretty buggy, and also Parabellum is singleplayer so it doesn't need a system to have mulitple players operate parts of the tank. Cavarly could be slighty effective, I have to admit but I'm not too keen about seeing them being added as they will be too easy to take down with any MG or from close range rifles or pistols.
Title: Re: Suggestions
Post by: 1851485047 on February 10, 2020, 01:50:19 pm
add sprint, recoil and distant sound
Title: Re: Suggestions
Post by: 1851485047 on February 10, 2020, 06:41:17 pm
what about some custom death animation and custom music
Title: Re: Suggestions
Post by: Wsam5286 on May 11, 2020, 05:10:05 am
Please get rid of units that are only armed with clubs they are pointless. Also improve the bots because they are kind of dumb they just sit in the trenches without advancing to no man's land so make them be able to use the ladders. Also please don't add calvary in a update.
Title: Re: Suggestions
Post by: Wsam5286 on May 13, 2020, 02:01:21 am
A issue I have noticed with bots is when they are running out into no man's land they get stuck on the  destructible objects such as the barbed wire fences so make the bots be able to actually destroy the destructible objects please i really like playing with bots but this issue is ruining the fun
Title: Re: Suggestions
Post by: Woeski on May 13, 2020, 12:39:18 pm
A issue I have noticed with bots is when they are running out into no man's land they get stuck on the  destructible objects such as the barbed wire fences so make the bots be able to actually destroy the destructible objects please i really like playing with bots but this issue is ruining the fun

Hello Wsam,

Basically the team stopped developing this mod since the last event happened, we are aware of the bots having zero pathfinding skill. The reason why the original Mount & Blade developers didn't spend much attention to this in the first place is that in Singleplayer, the battles are mostly on open maps. This mod used to have more multiplayer activity and that is where the full potential of the mod lies. However the events have stopped since the 7th of April. Occasionally however people host "mod events", which is like an event that tries out a mod for example every week. And this could be Iron Europe.

Thank you for still playing this, the best things you can do are:
- play on a randomly generated map
- make your own map (http://bastionmaps.com/tutorial.html) and try to make it so that the bots can navigate
- I tried to do option 2, and my result was the map called "Canal Du Nord (Bot)", you need to play it on "Conquest" in order to have the best version of the map.
Title: Re: Suggestions
Post by: Kubus on May 18, 2020, 01:25:13 pm
hmm
Title: Re: Suggestions
Post by: 1851485047 on June 12, 2020, 02:15:51 pm
A issue I have noticed with bots is when they are running out into no man's land they get stuck on the  destructible objects such as the barbed wire fences so make the bots be able to actually destroy the destructible objects please i really like playing with bots but this issue is ruining the fun

Hello Wsam,

Basically the team stopped developing this mod since the last event happened, we are aware of the bots having zero pathfinding skill. The reason why the original Mount & Blade developers didn't spend much attention to this in the first place is that in Singleplayer, the battles are mostly on open maps. This mod used to have more multiplayer activity and that is where the full potential of the mod lies. However the events have stopped since the 7th of April. Occasionally however people host "mod events", which is like an event that tries out a mod for example every week. And this could be Iron Europe.

Thank you for still playing this, the best things you can do are:
- play on a randomly generated map
- make your own map (http://bastionmaps.com/tutorial.html) and try to make it so that the bots can navigate
- I tried to do option 2, and my result was the map called "Canal Du Nord (Bot)", you need to play it on "Conquest" in order to have the best version of the map.
AI stuck in trenches because maps dosent have AI meshes ::)