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HerbertNimble

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HerbertNimble last won the day on March 24 2017

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  1. There seems to be an issue with the KV2(R) as whenever I set the camo up for that tank and switch away, it keeps returning the special camo (pack) that comes with it, overwriting my selected camo. Not sure if that happens with any other tank so it might be an oversight from the mod-creator. I'll post in his official thread as well about it. EDIT: As I read the official thread, there seems to be several other issues with this mod as of late so I will disable it for now. http://forum.worldoftanks.eu/index.php?/topic/596487-mod-auxilium-autoequip-autocrew-autocamo-autohandbrake-region-changer-and-more/page__st__400__pid__17551487#entry17551487 Aslains_WoT_Logs.zip
  2. Hiya, First of all, thanks for the great modpack, been using it for a long time now. There's just one thing that I'd love to get and that's the ability to expand or shrink the different sections in the mod-list. It would significantly improve the ease of navigation in the (quite long) list of mods in the pack. Thanks!
  3. I'ce been kicked to the login-screen after every match the last few days (haven't been playing a lot though) but I'll get back to you once I've tried playing without mods a few times.
  4. I see, too bad, those are the only contour-icons I really like. Bugger... Drugs are bad, MKAY!
  5. How does a set of contour-icons interfere with the HP-bar displayed? Doesn't it just show ?unkown? for the tanks that hasn't been updated?
  6. The damage-panel is not showing current HP, see image. At first I thought it was the damage-panel with angles that was messed up so I downloaded the latest installer and deselected that mod but it's still doing the same thing. Aslains_WoT_Logs.zip
  7. If you just click "no" and continue installing, the modpack works just fine.
  8. Yeah, I mean the whole concept of that line of argument is quite frankly mind-numbingly stupid.
  9. In fact, I can link you to a post where some guy claims that arty actually gets more and more annoying the better you get at the game because apparantly, it prevents yo from using your skill... http://forum.worldoftanks.eu/index.php?/topic/621015-update-918-public-test-spg-changes/page__st__460__pid__14110923#entry14110923
  10. Nah, I'll just ask for peanuts that still have their shell.. Point is, a peanut by any other name still smells like a rose..
  11. Technically, it's an Arachis hypogaea, also known as peanut.. Monkey Nut is just a nickname for peanut. http://www.kgbanswers.co.uk/why-are-monkey-nuts-called-monkey-nuts/18035677 https://en.wikipedia.org/wiki/Peanut https://www.google.rs/search?q=Arachis+hypogaea&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiE2p_e8pvTAhWDQBQKHaZjCNUQ_AUICCgB&biw=1366&bih=638
  12. So... ...you're saying that Aslain is really..... ...a peanut-eating chipmunk..!!?? Thanks anyway, Aslain, keep up the good work!
  13. Well, that's obviously not going to happen..
  14. So, I've been reading and posting on the WG-forums and I thought I'd post it here as well to see what you guys think. Someone mentioned that arty could get siege- and travel-modes so I thought about that for a while.. Travel-mode mechanics are already in the game as of the introduction of the Swedish TD-line so it should just be a matter of deciding what stats should be tweaked by it if introduced into the artillery-category. In my opinion, using siege-mode mechanics on artillery would mitigate some issues that has been brought up. Suggested changes between siege-mode and travel-modes: * Lock gun elevation and turret rotation while in travel-mode. This would essentially be a nerf to their ability to defend themselves and might seem contradictory at first, seeing as how the complaint is that they are now essentially defenseless in close quarter situations. But in conjunction with the other suggestions below I think it balances out in the end. * Increase penetration while in travel-mode and remove the stun effect. Basically, increasing the penetration while preventing them from actually aiming properly will ensure that they are somewhat capable of defending themselves if the enemy is dumb enough to drive straight into their firing arc (basically right in front of them). * Increase/decrease hull traverse and/or speed Increase the hull traverse while in siege-mode and drastically decreasing the movement-speed would make sure that once in siege-mode, you're basically a sitting duck, forcing you to switch into travel-mode if you want to stand any chance of defending yourself in close quarters.
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