Explanation of all traits

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

Moderators: Order of Battle Moderators, The Artistocrats

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Explanation of all traits

Post by kondi754 » Tue Mar 19, 2019 1:27 pm

Could you (devs, Slith) put a complete list of all traits with a precise description of what each of them gives for the unit?

I'm currently working on my own Mod and I've noticed that most probably the "ureliable" trait doesn't work as before, maybe it's a new bug :? :?:

terminator
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3207
Joined: Mon Aug 15, 2011 12:48 pm

Re: Explanation of all traits

Post by terminator » Tue Mar 19, 2019 1:46 pm

trait_0_title = Marines
trait_0_descr = Receive a lower efficiency penalty from disembarking
trait_1_title = Submerged
trait_1_descr = Unit can hide underwater
trait_2_title = Submergable
trait_2_descr = Unit can submerge to hide underwater
trait_3_title = Camouflaged
trait_3_descr = Unit is invisible from air and distant-spotting
trait_4_title = Airborne
trait_4_descr = Unit can embark on air transportation
trait_5_title = Razer
trait_5_descr = Unit deals damage to Supply Output of target hex
trait_6_title = Demolitions
trait_6_descr = Unit can destroy Supply Output and Bridges
trait_7_title = Bridge Builder
trait_7_descr = Unit can construct Pontoon Bridges
trait_8_title = Weak Flanks
trait_8_descr = Unit is highly vulnerable to enemy outflanking support
trait_9_title = Tunnelling
trait_9_descr = Unit can travel through tunnels
trait_10_title = Concealable
trait_10_descr = Unit can hide on certain terrain types
trait_11_title = Mine Sweeper
trait_11_descr = Unit can clear minefields
trait_12_title = Mine Layer
trait_12_descr = Unit can lay minefields
trait_13_title = Kamikaze
trait_13_descr = Unit will destroy itself when attacking
trait_14_title = Single Shot
trait_14_descr = Unit will disappear after attacking
trait_15_title = Armoured Cargo
trait_15_descr = Units carried in cargo are better protected from attacks
trait_16_title = Supply Immune
trait_16_descr = Unit does not require nor draw supply from its territory
trait_17_title = Torpedo-Armed
trait_17_descr = Unit can only attack from water hexes
trait_18_title = Field Armor
trait_18_descr = Unit can apply field armor, trading speed for defense
trait_19_title = Light Tread
trait_19_descr = Lower efficiency loss from terrain disruption
trait_20_title = Digger
trait_20_descr = Unit increases entrenchment speed of adjacent friendly units
trait_21_title = High Risk/Return
trait_21_descr = Unit may deal high damage or take high damage itself when attacking
trait_22_title = Guerrilla
trait_22_descr = No efficiency loss from terrain disruption
trait_23_title = Quick Retreat
trait_23_descr = Unit retreats from combat when taking minor damage
trait_24_title = Limitless Fuel
trait_24_descr = Aircraft is designed for long range operations and does not require regular refueling.
trait_25_title = No Entrenchment
trait_25_descr = Unit cannot entrench its position
trait_26_title = First Strike
trait_26_descr = Unit does not take return fire when attacking
trait_27_title = Unreliable
trait_27_descr = Unit may lose extra efficiency points when moving
trait_28_title = Special Ops
trait_28_descr = Unit has the ability to attack an enemy without taking damage in return
trait_29_title = Healer
trait_29_descr = Unit can repair friendly units of the same category
trait_30_title = Supply Resilient
trait_30_descr = When out of supply, efficiency reduces more slowly than the standard rate
trait_31_title = Sonar
trait_31_descr = Unit can use the Sonar ability to detect submerged submarines
trait_32_title = Swimmer
trait_32_descr = Unit movement is not affected by rivers
trait_33_title = Anti-Tank Mode
trait_33_descr = Unit can switch to an Anti-Tank setup
trait_34_title = Artillery Mode
trait_34_descr = Unit can switch to an Artillery setup
trait_35_title = Anti-Air Mode
trait_35_descr = Unit can switch to an Anti-Air setup
trait_36_title = Torpedo Capacity
trait_36_descr = Unit can be equipped with torpedoes instead of bombs
trait_37_title = Bomb Racks
trait_37_descr = Unit can be equipped with bombs instead of torpedoes
trait_38_title = Ohka Carrier
trait_38_descr = Unit can carry Ohka suicide missiles
trait_39_title = Rail Setup
trait_39_descr = Unit can be deployed on railways, increasing movement speed
trait_40_title = Off-Rail Setup
trait_40_descr = In alternative setup, movement is no longer limited to railroad hexes
trait_41_title = Amphibious
trait_41_descr = Unit can enter, travel through and exit water hexes
trait_42_title = AA Batteries
trait_42_descr = Unit has the ability to target air units during its own turn
trait_43_title = Carrier Plane
trait_43_descr = Unit can be landed on and supplied from aircraft carriers.
trait_44_title = Catapult-Launched
trait_44_descr = Unit can be landed and maintained on cruisers and battleships
trait_45_title = Limited Awareness
trait_45_descr = Unit cannot detect mines or concealed units
trait_46_title = Flexible Pathing
trait_46_descr = Unit can divide its movement points in several moves
trait_47_title = Splash Damage
trait_47_descr = Unit will deal damage to all hexes around the main target
trait_48_title = Torpedo Launcher
trait_48_descr = Unit has the ability to fire torpedos at its target
trait_49_title = Planing Hull
trait_49_descr = Unit is immune to torpedo attacks
trait_50_title = Defensive Weapon
trait_50_descr = Unit is less effective at attacking
trait_51_title = Dogfighter
trait_51_descr = Aircraft excels against combat fighters and tactical bombers
trait_52_title = Interceptor
trait_52_descr = Aircraft is designed to destroy strategic bombers
trait_53_title = Ground-Attack
trait_53_descr = Aircraft is designed to attack ground targets
trait_54_title = Limited Replacements
trait_54_descr = Due to limited availability, this unit type can only be repaired at 1 strength point per turn.
trait_55_title = Infrastructural Repairs
trait_55_descr = This unit will gradually repair any damage done to the supply output of its current position.
trait_56_title = Heavy Treading
trait_56_descr = The heavy weight and large size characteristics of this unit prevents it from entering certain terrain types.
trait_57_title = Quick Entrenchment
trait_57_descr = The entrenchment value of this unit increases more quickly when it is idle.
trait_58_title = Fleeting Presence
trait_58_descr = This unit cannot capture hexes or Victory Points.
trait_59_title = Flexible Movement
trait_59_descr = This unit can split its movement points in several moves.
trait_59_title = Big Gun Barrage
trait_59_descr = This unit has the ability to fire large calibre guns at enemy targets.
trait_60_title = Mortar Barrage
trait_60_descr = This unit can fire a mortar barrage to suppress the enemy.
trait_61_title = Cargo Capacity: 1
trait_61_descr = This unit can carry other units.
trait_62_title = Cargo Capacity: 2
trait_62_descr = This unit can carry other units.
trait_63_title = Cargo Capacity: 3
trait_63_descr = This unit can carry other units.
trait_64_title = Light Freight
trait_64_descr = This unit can unload from train transportation on any terrain type.
trait_65_title = Difficult Target
trait_65_descr = Due to its size and/or speed, this unit taken less damage from long range naval gunfire.
trait_66_title = Seaplane
trait_66_descr = Unit can be landed on and supplied from seaplane tenders.
trait_67_title = Aircraft Carrier
trait_67_descr = This ship can launch, recover and supply carrier-based aircraft.
trait_68_title = Seaplane Tender
trait_68_descr = This ship can launch, recover and supply floatplanes and flying boats.
trait_69_title = Supply Drop Mode
trait_69_descr = This unit can be switched to provide ground supply
trait_70_title = No Retreat
trait_70_descr = This unit will never retreat from an enemy attack.
trait_71_title = Landmine immunity
trait_71_descr = This unit will not take any damage from running into mines.
trait_72_title = Mountain Gun
trait_72_descr = This gun can be moved through mountain terrain
trait_73_title = Precision Strike
trait_73_descr = The damage reduction against weakened ground targets is less profound for this unit type.
trait_74_title = Supply Stash
trait_74_descr = This unit carries a limited stash of supplies, used in case it is cut off from other supply sources.
trait_75_title = Night Attacker
trait_75_descr = This unit takes and deals less damage when attacked by enemy fighter aircraft.
trait_76_title = Direct Fire Mode
trait_76_descr = Unit can switch to direct fire setup

PS: trait_59 in double :?:

GabeKnight
Major-General - Tiger I
Major-General - Tiger I
Posts: 2366
Joined: Mon Nov 27, 2017 10:24 pm

Re: Explanation of all traits

Post by GabeKnight » Tue Mar 19, 2019 2:51 pm

kondi754 wrote:
Tue Mar 19, 2019 1:27 pm
[...] I've noticed that most probably the "unreliable" trait doesn't work as before, maybe it's a new bug :? :?:
Yes, it seems to be. :!:
I've already suspected something. It just didn't feel right when some of my Field-Armoured Shermans roamed around too carelessly in the countryside the other day - but didn't follow up on it. Tested right now on a blank map with a ton of Tigers and Panthers moving. Nothing.

I remember a discussion about decreasing the chance of efficiency-loss from 50-50 to something lower, but not getting rid of it altogether.
(Kondi, IMO nothing's better to find bugs and whatnot than testing during modding. I'm sure you'll run into more of these in the near future :wink: )

CoolDTA
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 396
Joined: Sun Mar 16, 2014 11:52 am

Re: Explanation of all traits

Post by CoolDTA » Tue Mar 19, 2019 5:11 pm

I suppose no unit has "Landmine immunity", right? I think it'd have been the favourite among the Soviet Shtrafbats. ;)

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Re: Explanation of all traits

Post by kondi754 » Tue Mar 19, 2019 5:44 pm

GabeKnight wrote:
Tue Mar 19, 2019 2:51 pm
kondi754 wrote:
Tue Mar 19, 2019 1:27 pm
[...] I've noticed that most probably the "unreliable" trait doesn't work as before, maybe it's a new bug :? :?:
Yes, it seems to be. :!:
I've already suspected something. It just didn't feel right when some of my Field-Armoured Shermans roamed around too carelessly in the countryside the other day - but didn't follow up on it. Tested right now on a blank map with a ton of Tigers and Panthers moving. Nothing.

I remember a discussion about decreasing the chance of efficiency-loss from 50-50 to something lower, but not getting rid of it altogether.
(Kondi, IMO nothing's better to find bugs and whatnot than testing during modding. I'm sure you'll run into more of these in the near future :wink: )
So I would like to hear an answer for this question from Adherbal or Bebro: is this trait simply not working after the last patch and it's just an ordinary bug, or did they listen to the lamentations of other players and eliminated this from the game? :evil: (If so I'll go back to the old version)
The EXCEPTIONAL difficulty of my Mod is based, among others, on THIS trait - unreliable Tiger and Bison II for example. In such conditions it is really hard to create something interesting. :?
My German Grand Campaign Mod will be even more sensitive for this trait than Sandstorm because all heavy German tanks (Panther and Tiger) and vehicles built on their chassis will have this trait, so I'm asking for an express restoration of the previous state :!: :!: :!:

Halvralf
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 279
Joined: Fri Jan 05, 2018 10:13 am
Location: Sweden

Re: Explanation of all traits

Post by Halvralf » Tue Mar 19, 2019 6:13 pm

kondi754 wrote:
Tue Mar 19, 2019 5:44 pm
GabeKnight wrote:
Tue Mar 19, 2019 2:51 pm
kondi754 wrote:
Tue Mar 19, 2019 1:27 pm
[...] I've noticed that most probably the "unreliable" trait doesn't work as before, maybe it's a new bug :? :?:
Yes, it seems to be. :!:
I've already suspected something. It just didn't feel right when some of my Field-Armoured Shermans roamed around too carelessly in the countryside the other day - but didn't follow up on it. Tested right now on a blank map with a ton of Tigers and Panthers moving. Nothing.

I remember a discussion about decreasing the chance of efficiency-loss from 50-50 to something lower, but not getting rid of it altogether.
(Kondi, IMO nothing's better to find bugs and whatnot than testing during modding. I'm sure you'll run into more of these in the near future :wink: )
So I would like to hear an answer for this question from Adherbal or Bebro: is this trait simply not working after the last patch and it's just an ordinary bug, or did they listen to the lamentations of other players and eliminated this from the game? :evil: (If so I'll go back to the old version)
The EXCEPTIONAL difficulty of my Mod is based, among others, on THIS trait - unreliable Tiger and Bison II for example. In such conditions it is really hard to create something interesting. :?
My German Grand Campaign Mod will be even more sensitive for this trait than Sandstorm because all heavy German tanks (Panther and Tiger) and vehicles built on their chassis will have this trait, so I'm asking for an express restoration of the previous state :!: :!: :!:
Well after reading about it I tested it in scenario 1 in Endsieg. They do loose efficieny but I can't say if it's changed from previous versions. The Panther D in the sec obj was orange after three attacks and one move.
"They couldn't hit an elephant at this distance."

GabeKnight
Major-General - Tiger I
Major-General - Tiger I
Posts: 2366
Joined: Mon Nov 27, 2017 10:24 pm

Re: Explanation of all traits

Post by GabeKnight » Tue Mar 19, 2019 6:33 pm

CoolDTA wrote:
Tue Mar 19, 2019 5:11 pm
I suppose no unit has "Landmine immunity", right?
It may be used in conjunction with the Brit. "Metal Detector" spec internally somehow. It makes engineers mine-immune then - even their transports, I think (?).

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Re: Explanation of all traits

Post by kondi754 » Tue Mar 19, 2019 7:50 pm

Halvralf wrote:
Tue Mar 19, 2019 6:13 pm
kondi754 wrote:
Tue Mar 19, 2019 5:44 pm
GabeKnight wrote:
Tue Mar 19, 2019 2:51 pm

Yes, it seems to be. :!:
I've already suspected something. It just didn't feel right when some of my Field-Armoured Shermans roamed around too carelessly in the countryside the other day - but didn't follow up on it. Tested right now on a blank map with a ton of Tigers and Panthers moving. Nothing.

I remember a discussion about decreasing the chance of efficiency-loss from 50-50 to something lower, but not getting rid of it altogether.
(Kondi, IMO nothing's better to find bugs and whatnot than testing during modding. I'm sure you'll run into more of these in the near future :wink: )
So I would like to hear an answer for this question from Adherbal or Bebro: is this trait simply not working after the last patch and it's just an ordinary bug, or did they listen to the lamentations of other players and eliminated this from the game? :evil: (If so I'll go back to the old version)
The EXCEPTIONAL difficulty of my Mod is based, among others, on THIS trait - unreliable Tiger and Bison II for example. In such conditions it is really hard to create something interesting. :?
My German Grand Campaign Mod will be even more sensitive for this trait than Sandstorm because all heavy German tanks (Panther and Tiger) and vehicles built on their chassis will have this trait, so I'm asking for an express restoration of the previous state :!: :!: :!:
Well after reading about it I tested it in scenario 1 in Endsieg. They do loose efficieny but I can't say if it's changed from previous versions. The Panther D in the sec obj was orange after three attacks and one move.
This is what I mean, should be red, orange should be after 1 movement and 1 shot
If this is how it should be, please let it be, but modder should be able to set this trait in the way he wants

CoolDTA
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 396
Joined: Sun Mar 16, 2014 11:52 am

Re: Explanation of all traits

Post by CoolDTA » Tue Mar 19, 2019 7:57 pm

GabeKnight wrote:
Tue Mar 19, 2019 6:33 pm
CoolDTA wrote:
Tue Mar 19, 2019 5:11 pm
I suppose no unit has "Landmine immunity", right?
It may be used in conjunction with the Brit. "Metal Detector" spec internally somehow. It makes engineers mine-immune then - even their transports, I think (?).
Sounds like a good idea. Maybe with an Allied DLC one day...

Re. "Unreliable": Imo it should be as it was - no one forces the player to buy units with this trait and it makes the unit choice more versatile. And it is vital for Kondi's Mods! :)

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Re: Explanation of all traits

Post by kondi754 » Tue Mar 19, 2019 8:05 pm

Thanks CoolDTA,
I made an experiment in Editor, and Gabe was right - I made 6-7 moves with Tiger I ausf.H and Panther D and nothing !!! - it's still white... :(

GabeKnight
Major-General - Tiger I
Major-General - Tiger I
Posts: 2366
Joined: Mon Nov 27, 2017 10:24 pm

Re: Explanation of all traits

Post by GabeKnight » Tue Mar 19, 2019 9:52 pm

Actually both Kondi and Halvralf were right. The "unreliable" trait does not reduce efficiency when moving, but it does (always, I think) when the unit attacks.
No idea if this is the new way this trait's supposed to work now. I hope not; liked the former way better, too.

CoolDTA wrote:
Tue Mar 19, 2019 7:57 pm
GabeKnight wrote:
Tue Mar 19, 2019 6:33 pm
It may be used in conjunction with the Brit. "Metal Detector" spec internally somehow. It makes engineers mine-immune then - even their transports, I think (?).
Sounds like a good idea. Maybe with an Allied DLC one day...
I meant that it *is* used like this at the moment. With the spec the engineers are landmine immune.
But you're right, I'd like that added as a new unit trait, too.

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Re: Explanation of all traits

Post by kondi754 » Tue Mar 19, 2019 11:25 pm

GabeKnight wrote:
Tue Mar 19, 2019 9:52 pm
Actually both Kondi and Halvralf were right. The "unreliable" trait does not reduce efficiency when moving, but it does (always, I think) when the unit attacks.
No idea if this is the new way this trait's supposed to work now. I hope not; liked the former way better, too.
It's unacceptable.
@Adherbal, Bebro
I demand a return to the previous state !!! Tiger should be red after a maximum of 3 moves.
I'm mad at you, how could you do it without consulting all the players? :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: : I disagree.

Igor1941
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 366
Joined: Mon Jul 11, 2011 11:05 pm

Re: Explanation of all traits

Post by Igor1941 » Wed Mar 20, 2019 8:23 am

kondi754 wrote:
Tue Mar 19, 2019 11:25 pm
GabeKnight wrote:
Tue Mar 19, 2019 9:52 pm
Actually both Kondi and Halvralf were right. The "unreliable" trait does not reduce efficiency when moving, but it does (always, I think) when the unit attacks.
No idea if this is the new way this trait's supposed to work now. I hope not; liked the former way better, too.
It's unacceptable.
@Adherbal, Bebro
I demand a return to the previous state !!! Tiger should be red after a maximum of 3 moves.
I'm mad at you, how could you do it without consulting all the players? :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: : I disagree.
Then T34 is red after the second move, IS2 ... after the first ... It is such a story :idea: :idea: :idea: :lol: :lol: :lol:

terminator
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3207
Joined: Mon Aug 15, 2011 12:48 pm

Re: Explanation of all traits

Post by terminator » Wed Mar 20, 2019 9:01 am

Igor1941 wrote:
Wed Mar 20, 2019 8:23 am
Then T34 is red after the second move, IS2 ... after the first ... It is such a story :idea: :idea: :idea: :lol: :lol: :lol:
T34, IS2... :arrow: Red Army :wink:

Igor1941
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 366
Joined: Mon Jul 11, 2011 11:05 pm

Re: Explanation of all traits

Post by Igor1941 » Wed Mar 20, 2019 10:44 am

terminator wrote:
Wed Mar 20, 2019 9:01 am
Igor1941 wrote:
Wed Mar 20, 2019 8:23 am
Then T34 is red after the second move, IS2 ... after the first ... It is such a story :idea: :idea: :idea: :lol: :lol: :lol:
T34, IS2... :arrow: Red Army :wink:
Red Army - Terminator :lol: :lol: :lol: ? :arrow: Terminator

bebro
The Artistocrats
The Artistocrats
Posts: 3131
Joined: Sun Nov 19, 2006 12:50 pm

Re: Explanation of all traits

Post by bebro » Wed Mar 20, 2019 10:48 am

Eff. loss seems to happen indeed in combat, but not in moves now. Needs to be clarified - I prefer the prev. state as well.

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Re: Explanation of all traits

Post by kondi754 » Wed Mar 20, 2019 10:58 am

bebro wrote:
Wed Mar 20, 2019 10:48 am
Eff. loss seems to happen indeed in combat, but not in moves now. Needs to be clarified - I prefer the prev. state as well.
Bebro, Thanks for your reply
Is any solution to return to the previous state?
Suppose I'll install 7.1.4. version again - I'm working on historical Mod, and the Tigers and Panthers had big problems with a drive system, not a cannon or armor :( so efficency should be lost when move not during the fight
Are you able to force such a change in the game?
Or at least the possibility of modification in the editor. :idea: :?: [Please help]
Last edited by kondi754 on Wed Mar 20, 2019 11:01 am, edited 1 time in total.

13obo
Captain - Bf 110D
Captain - Bf 110D
Posts: 858
Joined: Fri Aug 12, 2016 11:01 am

Re: Explanation of all traits

Post by 13obo » Wed Mar 20, 2019 11:00 am

Well we were complaining how the tiger 1 is unusable with its previous trait configuration. This seems to be a step in the right direction to balance the trait, and make unreliable tanks usable.

However, in my view the tanks should lose efficiency when moving and NOT lose when firing. The tiger was famous for breaking down when moving, not when firing, as far as I am aware.

Edit: ah, kondi replied first.
Last edited by 13obo on Wed Mar 20, 2019 11:01 am, edited 2 times in total.

terminator
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3207
Joined: Mon Aug 15, 2011 12:48 pm

Re: Explanation of all traits

Post by terminator » Wed Mar 20, 2019 11:01 am

kondi754 wrote:
Wed Mar 20, 2019 10:58 am
bebro wrote:
Wed Mar 20, 2019 10:48 am
Eff. loss seems to happen indeed in combat, but not in moves now. Needs to be clarified - I prefer the prev. state as well.
Bebro, Thanks for your reply
Is any solution to return to the previous state?
Suppose I'll install 7.1.4. version again - I'm working on historical Mod, and the Tigers and Panthers had big problems with a drive system, not a cannon or armor :( so efficency should be lost when move not during the fight
In that case you could simply reduce the movement points of these tanks :idea:

kondi754
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3060
Joined: Thu Jun 25, 2015 8:52 am

Re: Explanation of all traits

Post by kondi754 » Wed Mar 20, 2019 11:03 am

Terminator,
Thanks for the hint - it's interesting solution, for sure :wink:

Post Reply

Return to “Order of Battle Series”