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#patch 1.12.2
pc7ooo · 3 months
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Для Elden Ring вышел патч, слегка облегчающий дополнение Shadow of the Erdtree
Студия FromSoftware выпустила патч 1.12.2 дляElden Ring, направленный на уменьшение сложности дополнения Shadow of the Erdtree. Описание обновле...
Подробнее на https://7ooo.ru/group/2024/06/26/163-dlya-elden-ring-vyshel-patch-slegka-oblegchayuschiy-dopolnenie-shadow-of-the-erdtree-grss-319791154.html
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jcmarchi · 3 months
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The Latest Elden Ring: Shadow Of The Erdtree Update Should Make Your Journey A Bit Easier
New Post has been published on https://thedigitalinsider.com/the-latest-elden-ring-shadow-of-the-erdtree-update-should-make-your-journey-a-bit-easier/
The Latest Elden Ring: Shadow Of The Erdtree Update Should Make Your Journey A Bit Easier
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The one and only Elden Ring expansion we’re getting, Shadow of the Erdtree, launched last week and thousands of Tarnished went to the shadow realm to take on dozens of new enemies, bosses, and more. Now, just a few days later, developer From Software has released a new patch for the game that should make Shadow of the Erdtree a bit easier. 
Now live, Calibration Update 1.12.2 targets the scaling of the attack and damage negation given to players with each Shadow Realm Blessing upgrade. Here’s what’s changed: 
The attack and damage negation has been increased for the first half of the maximum amount of Blessing enhancements, and the second half will now be more gradual. 
The attack and damage negation granted by the final level of Blessing enhancements has been slightly increased. 
[embedded content]
This patch should apply automatically like any other Elden Ring update but if it doesn’t – the Calibration Version listed at the bottom right reads “1.12.2” if it has – select “LOGIN” and that will apply the latest version of the game. 
The only other thing this update contains is word from From Software on a confirmed bug where the raytracing settings of Shadow of the Erdtree are automatically enabled (if you’ve previously loaded save data from previous game versions), which is causing framerate issues for some players. If you’re encountering said issues, check to see if you have raytracing on or off in the game’s system graphical settings. 
This patch arrives after one that hit the game last week, which added new hairtsyles, inventory features, balance adjustments, and more to Elden Ring ahead of Shadow of the Erdtree’s launch. 
For more about the game, read Game Informer’s Elden Ring: Shadow of the Erdtree review, and then check out this interview where From Software’s Hidetaka Miyazaki discusses his approach to difficulty in games. 
What do you think of this update? Let us know in the comments below!
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kerbaldevteam · 3 years
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Kerbal Space Program 1.12.2 is live!
Hello Kerbonauts!
Kerbal Space Program 1.12.2 is live! 
This patch focuses on fixing over 90 bugs and adding a few improvements to the game, such as a locking functionality to docking node rotations that allows autostruts to cross over docked nodes. We are also adding revamps for the LV-T30 Reliant and LVT-45 Swivel liquid fuel engines. Additionally, and more importantly, 1.12.2 includes the previously-teased Ground Anchor - a brand new element in KSP, that when paired with EVA construction, will give players the ability to anchor their vessels to the ground or create a solid foundation for bases.
Even though we still may release a minor patch here and there when needed, with this patch we are officially completing the 1.12 update, as well as the sustained development of the original KSP, as we are now shifting gears towards the development of KSP2.
Check out this patch's changelog for further details:
=========================== v1.12.2 =========================
+++ Improvements * Set the default value of Override Safety Check to false, in both cheats. * Implement Steam folder for subscribed craft. * Add locking functionality to docking node rotations allowing autostruts to cross over docked nodes that are both locked. * Add the current game name to the directory browser Current game label. * Selecting the same target body in the maneuver tool dropdown forces the tool to recalculate. * Add a Loop mode of None-Restart to the KAL. This will play once and stop, if play is pressed once the sequence is complete it will restart and play once. * Remove unnecessary warning log messages from DirectoryController. * Ring type fireworks orientation is now randomized, not simply vertical pane. * Expose the kerbal end of ladder setting in the in-game settings. * Make parts able to surface attach to structural flags and include checks and balances for child part attachment and size/variant changing. * 'Disable Staging' PAW option in editor scene now affects all symmetry counterparts for decouplers. * Add some randomness to the firework bursts to improve the look.
+++ Localization * Fix when discovering a new launch site the facility name was only displaying in English. * Fix the localization tags for ground deployable parts that are stock. * Added autoloc code to Cheat Menu for Set Orbit Override Safety Check. * Fix maneuver tool circularization UI string in French. * Add localization of timescale suffixes for alarm date time fields. * Add localization of maneuver alarm error messages. * Fix Steering Adjustment string in PAW in Russian. * Fix new game KSC welcome message in Japanese. * Make the repair all parts cheat button wide enough for all languages. * Craft browser search options 'subfolders' and 'all games' localized. * Picking up deployed parts without Breaking Ground expansion installed -strings now localized. * Localize cheat option 'Override safety check' in the Set Position menu. * Fix Craft Browser missing Enter text... localization. * Fix Craft Browser missing Cancel button localization. * Adjust text size of ActionGroups text to fit asian font characters. * Craft browser search text placeholder updated from 'Enter Search...' to 'Enter Text...'
+++ Parts * Fix OX-10L solar panel break/repair functionality. * Add a variant to the Clamp-o-Tron Sr. Now you can turn on and off the yellow stripes. * Revamp LV-T30 Reliant and LVT-45 Swivel. * Add Pitch and Rotate to the Small Work Lamp. * Fix the MK 1-3 pod flag. * Changed display name of RCS tanks to better order and name them relative to each other, and similar to the FL-T series. FL-R10 , FL-R25 and FL-1 become FL-R20, FL-R120 and FL-R750 with the number indicating resource amount.
+++ Bugfixes * Fix Linux Scrollwheel direction. * Fix spacing on Current Game, Stock and Steam folders. * Fix ESA Mission not playing in base game when Breaking Ground DLC is not installed. * Fix the MK2 Clamp-O-Tron's control point orientation. * Fix Comet module subscribing to events multiple times. * Fix Craft and Part persistentIDs being duplicated when launching the vessel using a craft file. * Fix KAL losing part references when using craft files or when reverting to the VAB. * Fix KAL being unable to control another KALs playspeed and play position. * Fix KAL Presets not working for other KALs. * Fix issue not dropping held parts when exiting construction mode. * Fix compound parts losing their connections when edited in EVAConstruction mode with dropped parts. * Fix for certain parts getting blank icons when placed in inventories and changing variants. * Fix the ship engine volume setting not being applied in flight. * Fix handling of non-matching system timezones (EG Hong Kong). * Fix Craft names with special characters not saving correctly. * Fix Player-saved craft in Missions not showing thumbnail correctly. * Fix docking port errors when manipulating them in EVA construction mode. * Fix Root part visibility when hovering over it's PAW in the editor scene. * Fix vessel mass being incorrect when drilling has removed mass from attached asteroids. * Fix intercept trajectories in patched conics when in relative mode. * Fix Input lock getting stuck on when you open the action groups app. * Fix an NRE when staging a docking port when it's not connected to another part. * Fix SAS autopilot skill checking in sandbox and career games against kerbal experience and full SAS in sandbox game settings. * Non-surface placeable items can no longer be dropped or placed while intersecting other parts during EVA Construction mode. * Fix cargo container inventory duplicating on detaching and attaching the cargo part in EVA construction mode. * Fix missing stored parts in cargo containers after attaching/detaching/dropping cargo part. * Fix NRE occuring with Alarm Clock in Scenarios and Training games. * Fix NRE occuring with KerbalInventory in Scenarios and Training games. * Fix Maneuver Tool showing up in Scenarios and Training games. * Fix Cargo settings for SmallHardpoint and StructuralPylon - They were reversed. * Fix Mission Clock masking issue on warp to sunrise when CommNet is not enabled. * Fix NextAlarm UI in Mission Clock when CommNet is not enabled. * Fix Add Burn time setting being cutoff in the Alarm Clock details pane. * Fix maneuver alarm time not updating when its not the active vessel. * Fix some alarms firing immediately when initially created. * Fix maneuver alarms getting stuck if the maneuver is removed. * Fix Maneuver Tool error when initially loading flight scene. * Fix Maneuver Tool calculation when making first selection in flight scene. * Fix Maneuver Tool clearing the information text when it shouldn't. * Fix Maneuver Tool inclined Same SOI transfer calc being inconsistent. * Fix shaders on new slim suit. * Non-retractable parts will now still be able to be toggled in the editor, even after saving and reloading or switching editors. * Fix initial transfer window calcs shown in Maneuver Tool top window. * Fix NRE when attempting to use the middle mouse set position cheat. Force camera out of map view when using this option to avoid vessel exploding. * Fix Color Picker causing Crashes. * Fix Color Picker alignment in PAW. * Fix engine FX scaling issue. * Fix part being deleted when closing Construction Mode UI while the cursor is holding a part. * Fix the R&D's level 3 floor shading. * Fix landed and deployed vessels coming off rails positioning, particularly on slopes. * Fix NREs could fire when detaching first a compound part from a vessel and additional ones after it. * Fix audio issue happening when enabling infinite fuel cheat. * Fix the map view rotating with vessel orientation when mouse is over the alarm clock app. * Fix the actiongroup app locking the camera controls. * Fix the KerbalEVA incorrect collider name in boundsignorelist - EVAStorageSlim_flagDecals. * Fix BinkRate not being set properly in Deployable Light configs. * Fix parts dropped in EVA Construction do not play their deploy animation when a game is loaded and could get stuck. * Fix for wrong shortcut letter in KSPedia EVA Construction mode Slide. * Fix debris not becoming a controllable vessel when attaching controllable parts in EVA Construction. * Fix the camera being locked when the actiongroup app is open. * Fix the camera toggle being active when the actiongroup editing is active. * Fix Contract Map Nodes firing an NRE on mouse over. * Fix fairing staging options being inconsistent with symmetry setup when staging toggled. * Fix text overlaps in the Next Alarm UI element. * Fix Z fighting between deltav indicator for a stage and the Time warp UI element. * Fix NRE when date entry fields are empty in the alarm clock. * Fix Day field converting incorrectly when editing a manual time alarm. * Fix Alarm message not firing when no active vessel and set to display if not this vessel. * Fix Manual Alarm changing the linked vessel when editing an alarm. * Fix the blue maneuver directional arrow blurriness when texture quality set to eighth res. * Fix maneuver node dragging between patched conics, and refocuses camera as required. * Fix unable to drag maneuver nodes that are in the past. Can now drag them forward in time again until they are past the current game time. * Fix issue disabling hotkeys when cargo panel was open in the editor. * Fix grapple errors when disarming from same vessel grapple. * Fix grapple errors when lock PAW option is clicked when it shouldn't be available to the player. * Fix parts being able to attach in construction mode when colliding with ground. * Fix Easter Egg Launch sites ladders were unusable for EVA Kerbals. * Fix Manual Alarms always being linked to a vessel regardless of the chosen settings. * Fix the variant selector buttons ignoring locked variant options. * Fix RCS being left on when a Kerbal exist construction mode after welding when in space. * Fix picking up a strut or a fuel line and attaching it caused the endpoint to enable a collider, and moving around the target could cause undesired collisions in EVA Construction mode. * Fix the firework trail particles lasting for the entire duration of the explosion delay. * Fix rare CTD using the Maneuver Tool App. * Fix Manuever Tool App calculations when calculating transfer from future maneuver nodes (not current orbit). * Fix the save confirm dialog prompting for overriding saves when special characters in vessel name and saving while editing an existing craft.
+++ Modding * Adjusted AppUIMember Initializers to ensure attributes get setup correctly in the right sequence. * Expose ModuleRCS.EPSILON which controls the minimum latch for thrust. * Expose ModuleSAS.targetSASServiceLevel so that modders can override the parts SASServiceLevel. * Expose UIApp.IsShowing so modders can see if an apps frame is showing. * Expose AlarmClockUIFrame.IsDetailsShowing for visibility of the details window. * Expose AppUIMemberDateTime.DateFormatter for date input fields in ManTool and AlarmClock. * Exposed the state of the nextalarm visibility in flight on FlightUIModeController Singleton. FlightUIModeController.Instance.NextAlarmShowing bool. * Fix DoubleCurve initialize and evaluate method. * Add attachRules to PartVariant so different variants can have their own attachRules setup.
==================== Making History v1.12.1 ====================
+++ Parts * Fix M1-F wheel radius. * Changed display name of RCS tanks to better order and name them relative to each other, and similar to the FL-T series. FL-R5 becomes FL-R400 with the number indicating resource amount. * Fix the Onion, Pea, and Pomegranate instantly turning black during reentry effects.
+++ Bugfixes * Fix Meet me In Zero G mission. * Fix test grapple node errors when not in flight scene.
===================== Breaking Ground v1.7.1 ==================
+++ Bugfixes * Fix deployable parts don't always launch at frame 0 of their animation when they start retracted. * Moved fan shrouds sooner in the tech tree.
You can still  help us find bugs/issues by reporting them into our bugtracker, but keep in mind that we’re shifting our attention to KSP2 development and bug fixing for the original game will be slowed down significantly from now on. 
 Happy launchings!
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gotta love when you start a new world and spawn into a town uwu
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marcilled · 3 years
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Important information for everyone who plays Minecraft (Java Edition) multiplayer:
There is a very serious exploit that has recently been found in Minecraft (as of Dec 9 2021) that affects nearly every version of the game, both modded and vanilla.
You should avoid playing on public Minecraft servers until this vulnerability is patched on the respective Minecraft version you play on. Mojang has not yet addressed this at time of posting, it is unknown if they will retroactively patch older MC versions or not. (I suspect they will, but that cannot be guaranteed yet.)
The exploit in question allows for RCE by means of sending a malicious chat message. Yes, you read that right- a chat message. This means that a malicious actor could steal your passwords/session tokens from ram, install viruses etc on your computer. It's real bad.
Both Clients and Servers alike are affected by this.
Fortunately, modern versions of minecraft (since 1.16 - 1.18) are spared the worst effects of this exploit from what I know. There is still a chance that malicious actors could lag your game/servers on these versions, but for the most part playing on these versions should be OK. [EDIT: Disregard this whole paragraph! It's wrong!!! Your client/server are only safe if you receive a software patch to update this, and only on versions 1.17+ at that! AND only if both the client and server it's connected to have both received this patch!]
This exploit is known to exploit all versions of Minecraft 1.12.2 up to Minecraft 1.15.2 [EDIT: actually up to 1.18], regardless of vanilla/modded status, on both the server and client. If you play on these minecraft versions, ABSOLUTELY AVOID PLAYING ON ANY PUBLIC SERVERS, as your computer and personal information could be at risk. It is possible that older versions of Minecraft could be affected as well, essentially any version of minecraft which uses Java 8 could potentially be affected. [EDIT: There have been reports of this exploit affecting version 1.7, 1.8, etc. The java version is irrelevant.]
A band-aid fix you can apply is to add the following startup flags to Minecraft when launching the game:
-Dlog4j2.formatMsgNoLookups=true
But I wouldn't recommend relying on this, as the server you connect to could still be vulnerable itself.
Again, I recommend not playing multiplayer at all until mojang delivers some kind of patch to all clients, even then be wary about servers on older versions (1.16.5 and older).
I will update this post as more information becomes available. Stay safe, everyone.
EDIT 1 (6:26 pm): The jvm flag workaround only applies to Minecraft 1.17 and later. This contradicts things I've seen reading the papermc discord server, but it comes from a reliable source (the fabric modloader developers).
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[image ID: Discord message that reads: "Update: The above workarounds only cover Minecraft 1.17 and later, avoid running servers or connecting to servers for earlier versions!" end ID]
It is possible that some misinformation is being spread on this, perhaps to curb the amount of people using this exploit via obfuscation. I don't want to give the impression that you could be safe when I'm not sure, so for now don't even try to play on any server below Minecraft 1.17 at all (or connect to any server using a minecraft client below version 1.17).
EDIT 2 (7:00 pm): I am seeing a lot of people saying that the JVM flag workaround doesn't help at all, or that it only helps for minecraft versions 1.17+. For the time being, just avoid playing minecraft multiplayer entirely, unless you are certain that both the client you are using and server you are playing on has patched this issue. THE JAVA VERSION YOU USE DOES NOT MATTER!!! I'VE CROSSED OUT THE INFORMATION IN THE INITIAL POST THAT IS NOW KNOWN TO BE INCORRECT. I apologize for spreading information before I knew more.
As far as I am aware, if you are playing minecraft 1.17+, there is a patch available to the fabric modloader that fixes this exploit. The latest version of the fabric modloader (0.12.9) patches the exploit on both the client and server end (only for versions 1.17+). Again, you have to be certain that the server you are playing on is patched to be reasonably sure of anything- don't connect/play otherwise. Paper 1.17.1 build #398, and Paper 1.18 build #64 should patch this vulnerability as well, but there is still a lot of information coming out very quickly so nothing is certain at the moment.
EDIT 3 (8:10 pm): Mojang has pushed a patch out to all vanilla clients, versions 1.12.2 and up. Close your game, open the launcher & start the game again to receive the patch from the launcher (assuming you are using the launcher provided by Mojang/Microsoft!).
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[Image ID: Tweets from @\slicedlime on twitter. The first tweet reads: "A critical security issue has been found that affects Minecraft. If you have the game running, please shut down all running instances of the game and Launcher and restart - your Launcher will automatically download the fix." The second tweet reads: "I'd advice you to not play versions of Minecraft earlier than 1.12 right now." end ID]
Although the vanilla game may be patched for 1.12+, I'd still recommend against considering it "Safe" to join any multiplayer servers just yet. If you use any sort of mods, especially in a heavily modded environment, your client still may not be safe- there's no guarantee that 3rd party minecraft launchers will automatically patch the game for you, for example. Not to mention that any mods/plugins you use may, themselves, be vulnerable to the exploit independent of the base game!
However, that being said, if you play on a completely vanilla client, on a completely vanilla server (such as realms), and you've restarted each of them & ensured they're properly updated, you should be safe. But if you use any mods or plugins, or play on a server that uses any mods or plugins, it may not be safe. Update. Update. Update!!!
And, as stated by slicedlime, versions below 1.12 are completely vulnerable. Do not play these versions in multiplayer at all.
EDIT 4 (8:45 pm): not to be outdone, slicedlime has clarified that the patched vanilla .jars will only fix the exploit in Minecraft versions 1.17+. Anything older than Minecraft 1.17 should still be considered vulnerable.
EDIT 5 (10:20 AM, Dec 10th): I slept for a little bit, seems like Mojang have been taking this very seriously which is good to see. For one thing: they just released Minecraft 1.18.1, which patches this exploit on client & server alike. They've published a blog post explaining how to patch your clients & servers to alleviate this issue: (x).
The only major version that currently has no proper fix available (server-side) is Minecraft 1.8.x and Minecraft 1.9.x (the version with the old pvp, and the update immediately following that one). There are some fixes available for this version, but for now, avoid any server that runs on Minecraft 1.8. That version is so old, it's bound to have other security vulnerabilities as well. (Hypixel is exempt from this, they've implemented their own mitigations to this issue independently according to this forum post: (x). Other pvp/minigames servers running 1.8, you will have to check with the server admins/forums/etc.).
Instructions for ensuring your client & server are secured from this exploit are detailed below;
Launchers:
First-party launcher(s):
Microsoft's Launcher (All versions): Simply close any instances of the game that are running, close the minecraft launcher if it's open, and re-open the launcher.
Mojang's launcher (All versions) (the one that also has Minecraft Dungeons, that keeps yelling at you to install the newer launcher because microsoft said so): Same as above, as this launcher is still officially supported by mojang. (This is the launcher I use, so I can personally confirm this)
Older Minecraft launchers: These will probably still work, but you should probably just update your launcher- AFAIK, only the "Microsoft launcher" and "Mojang launcher" have support for Microsoft accounts. (Come next year or so, you won't be able to launch the game if you have not migrated your account to a Microsoft account, so using an older launcher that does not have support for these kind of accounts is problematic).
Optifine: If you use optifine at all, please keep scrolling for instructions on how to ensure your optifine installation is safe, regardless of the launcher you use or any other mods.
Third-party launchers:
Optifine: If you use optifine at all, please keep scrolling for instructions on how to ensure your optifine installation is safe, regardless of the launcher you use or any other mods.
MultiMC (all affected versions): I don't have a lot of experience with it but according to this github issue (x), MultiMC has patched this for all clients using any modpacks. Make sure you have updated to the latest version of MultiMC available (0.6.14 at time of writing) to ensure the fix is applied properly. Just close the launcher and re-open it.
Curseforge Launcher: I have no idea. I don't use this and it doesn't seem to be open-source.
ATLauncher: I don't know and can't be bothered to figure out, but this launcher does at least seem to be maintained unlike the next one on the list. Keep your launcher up to date and read any news about this, consider switching to MultiMC or just the vanilla launcher if you're uncertain.
Technic Launcher: I don't know much about tekkit or the technic launcher, I just remember this being one of the only non-mojang launchers I've used before. It appears this launcher has not been updated since 2017. Do not launch your game using Technic launcher, you may not be safe from this exploit. If you're just playing modpacks in singleplayer, you should be OK, though. Sidenote: This launcher also doesn't have support for Microsoft accounts, which will make it unusable in a multiplayer setting anyway (unless you run offline mode, which is just asking for trouble). Use MultiMC or some other launcher.
Lunar Client: I installed lunar client just to write this post. I hope you're happy. Their website is so unclear about so many important things that I wasn't even sure if lunar client operated as its own launcher or not, but after installing it, it appears it does. Anyhow, the launcher seems to grab the .jar files from Mojang directly- however, I have no idea if these will be retroactively applied to existing lunar client installations. Someone who uses lunar client, please let me know. I also don't know if they are patching optifine in such a way that it'll automatically apply the patch to Minecraft that fixes this exploit. I've read in some discord servers that lunar client apparently updated to fix this exploit, but I can't find anything on their website or any sort of changelogs to corroborate this. All in all this just made me dislike lunar client even more than I already did. I guess if you really need to use lunar client, it seems to be actively maintained, so it's probably safe. maybe. Maybe? I don't know. Someone who knows stuff about lunar client, please message me if you know more. I am a minecraft boomer and I don't know how these fancy one-click install clients work and I don't want to. I don't trust third party clients that aren't open source to handle my minecraft/microsoft login credentials!
Any other launcher: This is the part where I say "I don't know" again. I don't have much experience with modded minecraft, so I'm not even sure what launcher(s) people use for big modpacks and the like. Rule of thumb, if it hasn't received an update in years, consider it unsafe out of caution. Please let me know if I should add info on any major launchers that I missed here, and I can update this post.
Client (Optifine):
I don't use Optifine anymore (I use Sodium + Starlight + other client-side fabric mods), but from what I know of when I did use Optifine: Optifine's installer will find the Minecraft .jar for the version of Minecraft you're installing optifine for. It then applies the Optifine patches on top of this vanilla .jar file, and saves the modified .jar as its own file, separate from the vanilla game. As such,
If you use optifine at all, you NEED to launch the vanilla game again for the respective version of optifine you want to play on, so that you receive the patched vanilla .jar files from Mojang. (Follow the instructions listed above in the "launchers" section). After this, you need to run the appropriate (latest!) optifine installer for your minecraft version of choice. This will apply the optifine patches on top of Mojang's patched .jar file, and everything should (hopefully) work after this. Then, if you use optifine as part of a modpack, you need to move the newly-patched optifine .jar file into your mods folder (for forge) or select the newly patched optifine .jar from within the launcher (playing w/o other mods, or other mod loaders).
Client (Modded/Modpacks):
This will depend a bit on the mods you're using, how they modify the game, which modloader they make use of, as well as which launcher you use to launch the game. I'll cover the main ones that I know about.
Fabric Modloader: Fabric is the best modloader (extremely biased). It's also completely independent of the Forge ecosystem of mods, so it's not used as much, particularly in larger modpacks (save for All of Fabric, which, you guessed it, uses fabric). But I highly recommend it if you're someone who primarily plays vanilla or vanilla-lite type of minecraft. Anyway, Fabric supports Minecraft versions from 1.14 onward. To quote one of the main developers, "When using Fabric on the client, restarting the Minecraft launcher will be enough to automatically fix the security issue for all Minecraft versions". I also recommend updating your fabric loader version to version 0.12.10 or later (this is the latest at time of writing), as this release of fabric patches the exploit. If you use a third-party launcher, please see the "launchers" section for information on your specific launcher, but as long as you're using fabric loader 0.12.10 or later, you should be safe.
Forge Modloader: The big one. Nearly every big modpack you've ever heard of relies on the Forge modloader. As of time of writing, you will need to update your forge installation to the latest version of Forge for the respective Minecraft version you play to be safe from this exploit. So far, at time of writing, Forge has provided updates to every major version from 1.12.2 onwards to patch this exploit. Unsure of when/if they will provide patches for previous versions (1.7.10 anybody?). If you are using the latest release of Forge for any minecraft version 1.12+, you should be safe from this exploit. If you use a third-party launcher, please see the "launchers" section for information on your specific launcher, but so long as you're using the latest available version of Forge for your minecraft version on 1.12 onwards, you should be safe.
Other modloaders: do these even exist idk lol. I guess there's Rift for 1.13, but I sincerely doubt anyone is still playing on 1.13... right? right...? Message me if there's some noteworthy modloader aside from the big 2 out there right now, but I think these are the only ones worth noting for client-side mods/modpacks. Correct me if I'm wrong.
Servers (Vanilla):
Please follow the instructions in Mojang's blog post: (x). They explain it better than I could.
Realms:
Realms are always automatically updated to the latest Minecraft version. As the latest vanilla minecraft version is 1.18.1 where this is patched, you should have nothing to worry about.
Servers (Craftbukkit/Spigot/Paper/etc):
Craftbukkit/Spigot: Don't use craftbukkit in 2021. Use spigot or Paper instead. Spigot has released patched .jar files for every Spigot version since 1.8.8 onwards in response to this exploit. Please follow the instructions from Spigot's forum post on this if you use Bukkit/Spigot: (x). However, I would not recommend using these Spigot releases for any version older than ~1.15+ or so, because older versions have known vulnerabilities aside from this one, and those likely did not get patched- you'll need to use alternative methods to correctly patch your older servers, or update your fork of choice to the latest release available (i don't know of any prominent public forks of spigot supporting old mc versions, let me know if there's any I should mention). Also, consider using Paper.
Paper/Purpur/Tuinity: Tuinity merged with the Paper project recently, if you're using modern MC versions, please switch from Tuinity to Paper as it has all the features from Tuinity baked in already. Purpur, I'm not sure about, but they've probably released a patch for this exploit. For Paper servers, the Paper devs have released patches for every major version from Minecraft 1.16.5 onwards. If you are using Paper for an older Minecraft version, a moderator in the Paper community has graciously provided files you can drop into your server folder to patch this exploit (currently in the pinned comments in the PaperMC discord, in the #paper-help channel). File to download, by Minecraft version: For 1.10: (x) For 1.11: (x) For 1.12: (x) For 1.13: (x) For 1.14: (x) For 1.15: (x) After downloading the file for your respective Minecraft version, place it in the main directory (where your paper.jar is) and add the following jvm flag to your startup script: -Dlog4j.configurationFile=log4j2.xml Make sure to put this flag BEFORE the -jar part of the startup script. If your server provider does not allow you to modify your java startup flags, you'll have to submit a ticket to them requesting they change your server's startup flags to include this flag. Although, it is possible that certain server providers may automatically implement their own patches for servers (this sounds kind of nightmarish to implement depending on certain things but hey what do I know). If you don't know what java flags are, and you're running a minecraft server, please learn. Consider reading this post by one of the main developers for the Paper project: (x).
Cauldron: Do people still use this? It was last updated for Minecraft 1.7.10 ... This probably isn't safe to use unless you whitelist your server to trusted friends only.
hMod: You are still living in 2010, living the high of beta Minecraft. You probably don't care how many viruses your computer gets.
Other Bukkit/Spigot/Paper forks: I'm not sure of any prominent ones aside from those I listed. Check the latest releases to see if they have a fix for this exploit. If you're using the latest Minecraft version (1.18.1 at time of writing), it's already patched in the vanilla game though.
Servers (Fabric):
For versions 1.14 - 1.18, you need to update your fabric version to 0.12.10 or later to patch this exploit. For 1.18.1 and later, this is already patched in vanilla. If there's fabric versions for older versions than 1.14, they're not supported afaik (fabric was originally released for 1.14).
Servers (Forge):
This may depend on the kind of modpack you're using, but I assume that if you are using the latest Forge version for 1.12 onwards, you should be OK.
Servers (Sponge):
Sponge Vanilla: I can't find any information on whether this exploit happens on Sponge, but I assume it probably does. Wait for an update.
Sponge Forge: Read above section about forge.
"What about X modpack / server / client?":
Modpacks: RLcraft: Uses forge 1.12.2. Update forge. Pixelmon Modpack: Uses forge 1.12.2. Update forge. Hexxit Updated: Uses forge 1.12.2. Update forge. Skyfactory 4: Uses forge 1.12.2. Update forge. Enigmatica 6: Uses forge 1.16.5. Update forge. Tekkit: Uses old forge versions. Unsafe for multiplayer. Other forge modpacks: Update forge. If it's not on Minecraft 1.12.2 or later, it's unsafe for multiplayer. All of Fabric: Uses fabric. Update fabric. Fabulously optimized: Uses fabric. Update fabric.
Servers: Hypixel: Should be safe if your client is. Cubecraft: Should be safe if your client is. Minehut: I don't understand what minehut is. Is it its own server? Is it a server host?? Once again I feel like a minecraft boomer. I'm not sure. Massivecraft: Unsure. EmpireMinecraft: Probably ok, they use Paper and one of the lead developers is also a lead developer on the Paper project.
Clients: Lunar Client: I don't know. Update it anyways. Consider just joining your fav servers from vanilla (& vanilla launcher) for the time being. Badlion Client: I don't know. Their website isn't working for me. People seem to prefer lunar client these days, anyway. Nodus: You are still living in 2010. Please look outside. Also, don't use hacked clients unless you're prepared to get hacked yourself.
Anything else:
This only affects Minecraft: Java edition.
I think I covered every major client/launcher/server software for Minecraft??? Probably?! Other than hacked clients or cracked minecraft launchers. Assume these will always give you a million viruses when you download them. Just buy the game or borrow someone else's account, it's fairly cheap.
If I've missed any major client/servers, please let me know. I may publish a more formal blog post on the update/mitigation process, perhaps in a github gist or something, for people to reference without having to go to my tumblr blog. For now, though, I hope this helped you, and feel free to ask me any questions! (My tumblr inbox is always open.)
6K notes · View notes
allmoddedapk · 5 years
Text
MX Player Pro Mod 1.12.2 Apk [Unlocked/Cracked/Patched Apk]
New Post has been published on https://www.allmoddedapk.com/mx-player-pro-mod-apk/
MX Player Pro Mod 1.12.2 Apk [Unlocked/Cracked/Patched Apk]
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MX Player Pro Mod 1.12.2 Apk [Unlocked/Cracked/Patched Apk] – The latest version of the popular video player and the familiar MX name for Android! The price of $ 5.99 and 4.6 out of 5.0 in Google’s great marketplace (Google Play) are completely tested without the need for codecs
MX Player is one of the best and most powerful software video player for smartphones running Android is having it on your smartphone no no Video Player will not be because all the expectations of a player Full Contract MX Player included Has been. This video player is able to play full-HD movie of all your formats in any format, and if you have a subtitles it will display in high resolution. One of the reasons why this video player is popular User friendly and enjoyable Ferrandill user friendly interface that will attract every user! Various video clips have been released for Android, with almost all of them being introduced on the site. Meanwhile, MX Player has been able to attract users’ attention around the world, and users are more fascinated by the high-quality content of the video player, because they have videos with Highest possible quality! If you are the most complete, easy, and most professional Android video player ever, do not miss the MX Player Pro under any circumstances!
Some features of the Android MX Player app:
Play all available video formats
Supports all subtitle formats
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Having a child lock
Have a variety of themes
Compatibility with multi-core CPUs
Possibility to adjust the brightness of the page
Possibility to use as an online video player
Supports FULL HD videos on handset with the right hardware
Supports world languages ​​including Farsi
0 notes
earblog974 · 3 years
Text
Sims 4 How To Enable Script Mods
Sims 4 How To Enable Script Mods The Sims 4
How To Enable Script Mods In Sims 4
Sims 4 How To Enable Script Mods 1.12.2
If you’re already aware of how to install the Sims 4 mods, you can pretty much control all the aspects of the lives of the Sims 4 characters. There are many other types of Sims 4 custom content which includes players created lots. There are many steps in walled as well which holds extra features such as careers, traits, sim animations, etc.
How Can Your Receive Custom Content for Sims 4
Again, make sure script mods are enabled in game. To prepare for installation of this mod, you will need to head over to Sims 4 Studio and download Teleport Any Sim. Once you have downloaded the.zip file, educate yourself about the mod by reading their functionality intro to the mod. Installing Teleport Any Sim. Open the Mods folder (it should have a resource.cfg file in it). Now, every time you want to add a new mod, just drag it into this “Mods” folder. When you open The Sims, you should get a popup with a list of all the mods you have installed. If you have downloaded any script mods, then make sure to enable them in your in-game settings.
You can usually download scripts, mods so, other custom content for The Sims 4 from an array of websites. Many such websites are:
Try moving the Documents -Electronic Arts- Sims 4- options or options.ini file to the desktop. Start the game, go to game options and enable cc/mods and script mods. Reload the game, and see if you can then use both cc and script mods.
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Go to the folder where your download the rar and extract the files on the following path C: This PC/Documents/Electronic Arts/The Sims 4/Mods Open The Sims 4, go to Game Options and enable Custom Contents, Mods and Script Mods. Restart your game and you will be ready to go. It all started with the major update earlier in the year where the game disabled all mods. I go onto the game and it comes up with the standard dialogue 'Mods have been disabled' 'EA does not support Mods' 're-enable mods through the options', so I go to options, re-enable mods, apply the changes, restart the game, but when I load up to the main menu it comes up with the same dial.
Sims 4 How To Enable Script Mods The Sims 4
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1. Mod The Sims
2. The Sims Catalog
The customize content usually comes in a compressed form such as RAR or ZIP file. You can easily extract and move to specific folders in the Sims 4 game files. After that, these mods have different extensions which include the following:
.package, .ts4script, .bpi, .blueprint, and .trayitem.
All the custom content can be accessed in several ways. For example, you can generally use various modern tools such as the MC command center. This will help you in allowing all the variables down by editing and dictating the behavior of the individual sims. So, whenever you click an object, you will see an MC command center as a new option listed there.
How to Add Mods to Sims 4?
Before you go on downloading and installing mods for The Sims 4, make sure that you download the latest updates along with the patches:
1. Launch the Origin digital store and select Game Library.
2. Right-click The Sims 4 and select Update game.
3. Launch the game and select the Options Menu icon in the top-right corner.
4. Select Game Options.
5. Select the Other tab on the left side of the Game Options window.
6. Select the boxes beside Enable Custom Content and Mods and Script Mods Allowed.
Tip: This will be helpful for you as you can come back to the menu at any time. You can easily select the view custom content and view the mods that have already been installed.
7. Select the checkmark to acknowledge the warning about using mods.
8.. Select Apply Changes and close the game.
Note: Meanwhile, you need to repeat all the steps from 1 to 8 and there will be a new patch that will be released.
9. Open The Sims 4 game folder on your computer (it saves to Documents > Electronic Arts > The Sims 4 by default), then open the folder containing your custom content in a separate window. Drag-and-drop all .package or .ts4script files into the Mods folder, and move files ending in other extensions into the Tray folder.
10. The custom content will be available the next time you start the game. To remove custom content, delete the files from the Mods and Tray folders.
Tip: Before you delete any file, always create a backup of the Save folder within the Sims 4 folder. Always remember that’s the first thing that you must do in case, something goes wrong.
Also Read: 15 + Best Sims 4 Mods That Can Make Your Gameplay Interesting
How to Use Custom Lots in Sims 4?
There are many custom laws that should be stored in the tray folder within The Sims 4 folder. In order to view your custom lots:
1. Launch The Sims 4 and select the Gallery icon in the top-right corner.
2. Select My Library at the top.
3. Select Include Custom Content in the left pane.
4. Select your custom lot to view its details.
How to Use Custom Objects
To use custom objects in Build Mode:
How To Enable Script Mods In Sims 4
1. Select Build Mode at the top of the screen or press F2.
2. Select the Objects by Function tab.
3. Select Filter Items.
4. Select Content > Custom Content to see your custom objects listed.
Troubleshooting Sims 4 Mods Installation Issue
Sims 4 How To Enable Script Mods 1.12.2
If the mod doesn’t work or if you face any issues with the experience or the installation of the customized content, you may try the following things:
1. Check that custom content files are in the correct folders. Those files that end with .ts4script or .package go to the Mods folder. Other files that end in .blueprint, .bpi, or .trayitem that is placed in the Tray folder. Instead, the other files that end with .zip or .rar won’t be able to access or operate.
2. Check that custom content is enabled in your game settings.
3. See if there are any new updates available for your mods. The Sims VIP website has a list of broken mods.
4. Rename your mod files. There can be various issues that occur when these files have special characters like #, $, or @. Rename files to remove these characters if necessary.
5. Delete the game cache. You can go to the Sims 4 folder on your devices such as a laptop or computer. Delete that file which is named from ‘localthumbscache.package’. After this, you may also delete the contents of other cache and cache folders but do not delete the actual folders themselves.
6. If you see a folder named onlinethumbnailcache, it’s safe to delete the entire folder.
7. Repair the game. You need to head to the Game Library after this in the origin and do the right click on that game. After this, you may select the Repair to reinstall The Sims 4.
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traceemerald · 4 years
Text
-November 23rd, Thaumaturge’s Journal, Entry 0-
This isn’t really a journal entry, in fact, as of making this, I haven’t even generated the world I’m going to play on yet, this entry mostly just serves as a list of the mods I’m going to be using, and why I’m going to be using them.
The main mod I’ll be focusing on is Thaumcraft, by Azanor13, and I’ll be playing in 1.12.2, since that has the latest version of Thaumcraft.
That’s the only major content mod I’ll be using, but I have a few minor content mods.
The first 2 are Biomes O Plenty, and Serene Seasons, both by Forstride and TheAdubbz.
Obviously, I’m also going to use Baubles, by Azanor13, since that’s necessary to use Thaumcraft.
Then I have a few really minor mods that don’t add a lot of content, with those listed below.
ToggleSneak, by Ringosham, because I generally use the togglesneak feature in 1.16, but that’s not a thing in vanilla 1.12.
Idō, by bagu_chan and Kaydax_, this just backports the newer sneaking, crawling, and swimming features to 1.12.
Just Enough Items, by mezz, I’ll just be using this as a crafting guide.
More Player Models, by Noppes_, which you probably won’t notice, but I’ll be using it to change my character’s height.
And finally, Random Patches, and Random Tweaks, both by TheRandomLabs, I have one of them because it was suggested on the curseforge page for Idō, then the other one was suggested on the curseforge page for the first one, so I have both.
Here’s the links to all the mods, in case you want to try any of them out.
https://www.curseforge.com/minecraft/mc-mods/thaumcraft
https://www.curseforge.com/minecraft/mc-mods/biomes-o-plenty
https://www.curseforge.com/minecraft/mc-mods/serene-seasons
https://www.curseforge.com/minecraft/mc-mods/baubles
https://www.curseforge.com/minecraft/mc-mods/togglesneak/
https://www.curseforge.com/minecraft/mc-mods/ido
https://www.curseforge.com/minecraft/mc-mods/jei
https://www.curseforge.com/minecraft/mc-mods/more-player-models
https://www.curseforge.com/minecraft/mc-mods/randompatches
https://www.curseforge.com/minecraft/mc-mods/randomtweaks
Finally, I’d like to point out that my master and I were not involved in the creation of any of these mods, I just gathered them together for personal use.
-End Journal Entry 0-
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chillcrafting · 5 years
Note
Hi!! Your Minecraft always looks so beautiful!! My friends and I have recently gotten back into it, so I'm wondering what are like the top 5/10 texture packs/shader packs you would recommend? A bonus would be a emphasis on like a rustic/medieval theme. Ofc if you don't have time for this perhaps demanding ask, thats fine too!! love your blog!!
Aww thank you ^^ I don’t have 5 but I can recommend:
Mizunos 16 Craft
Light Drifters Autumn Pack (1.12), 
Pumpkin Patch (medieval-ish, (1.12.2)
As for shader packs, I haven’t necessarily tried any others except SEUS v11 and Continuum. They are both very good.
81 notes · View notes
glowberrycave · 6 years
Text
FAQ
what shaders do you use? 
i use Sildur’s Vibrant Shaders Extreme, KUDA Shaders v6.1 Legacy, and Sonic Ether’s Unbelievable Shaders.
what texture packs do you use?
Mizuno’s 16 Craft Resource Pack, Pumpkin Patch Resource Pack, & Jekhoba’s Fantasy. if you’re wondering which one for a specific gifset, send me an ask! :)
what mods do you use?
in 1.12.2: Treecapitator (datapack), Journey Map, Inventory Tweaks, Pam’s Harvest Craft, Biomes O’ Plenty, Better Foilage, Bibliocraft, and Optifine for 1.12.2.
in 1.13.1: Optifine for 1.13.1.
are you on the texturePAK server?
yep! i’m a mod.
can i have an invite?
send me an ask :]
sexuality/gender?
i’m bi and nonbinary (they/he)
what do you use to gif?
OBS Studio and ezgif.
do you run minecraft with shaders on all the time?
yep! always.
computer specs?
i’ll give you the basics -
Graphics Card: NVIDIA GeForce GTX 970
CPU: Intel Core i7-4820k @ 3.70 GHz
16 GB RAM
44 notes · View notes
geneluxury285 · 2 years
Text
Future Hacked Client Free Download
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Jigsaw Client.
Top 5 Best Minecraft Bedrock Hacked Clients - Touch, Tap, Play.
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Future hacked client - Jett Cycles.
Jigsaw Client.
Future Hacked Client Free Of Charge; Future Hacked Client Download Tags Secrets; Future Hacked Client Free Of Charge. Upcoming Hacked Customer for Minecraft 1.15.21.14.41.14 Travel on the machine, kill enemies with the help of an extremely powerful aura and of course not consider damage from foes, thats all and even even more can be done using the cheat client.. Prestige Minecraft Cheating Client FULL Review ☆ Beautiful, customizable and bypassing! The product can only be used on one device, using it on multiple devices will result in a. Minecraft future hacked client download - PROGRAMS FREE powered by.Minehacks - Download Wolfram 1.8 - 1.8.9.Minehacks - download 1.18.x hacks.Wolfram Minecraft hacked client.Downloads - Wurst Client - Google.Minecraft how to install Wolfram 1.11.2 Hacked Client (with.Como Baixar Hack Minecraft 1.8 Huzuni - Blogger.Wolfram Support Quick Answers: How to Install, Purchase.ZeroDay Minecraft Hacked Cli.
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👍 35 dremonq, adamphan31, tertaco, baxicat, eggEGER, singaporehacker, Game332, 2bored2talk, Nik6587, Nutelaspaceman, and 25 more reacted with thumbs up emoji 😄.
Hacked/Modded Clients (Free) | DirectLeaks.
Hack This Site is a free wargames site to test and expand your hacking skills. Part 3: Instagram Account Hacker Tool - IG HACK If you are only interested in being an onetime Instagram password cracker, you might as well use a free web-based tool.
Hacked client | BlackS.
Welcome to r/MinecraftClients! Here we can discuss everything related to Minecraft Hacked Clients and Ghost Clients. Please be sure to read the rules. Dont forget to join our Guilded! You can also talk about badlion/lunar but you.
Future Client Free Download - Catalog tools.
This will help you to find the best Minecraft hacked client for you. Impact: A free client with built-in Baritone, an AI pathfinder bot that can automatically escape spawn and go to your desired co ordinates. It has many modules that are useful for explorers, travelers, and builders. Future: A paid client ($20).
Best Minecraft Hack Clients for Bedrock and PE (How to Download Them).
Blog; Future Hacked Client Free Download. 2022.06.24 20:59. 1) Open source or not with enough dedication any "anti cheat" can be bypassed. With more eyes looking at the code it is more likely that weaknesses can be found and patched. Some of the people who might have otherwise made a cheat might even patch the "anti cheat" and fix the vulnerability they found. Impact Client - A. Horion Hacked Client. One of the more well-known clients for Minecraft Bedrock edition, the Horion Hacked Client would be the way to go for most people. Keep in mind that this hack is only compatible with the Windows version of the game (not mobile). In addition to the more mainstream hacks (like aimbot and Xray), it adds many other unique. Posts by tags. It seems you have no tags attached to pages. To attach a tag simply click on the tags button at the bottom of any page.. Watchers. vaastanfullbe1976.
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Hacked Clients!. Downloads. Downloads. Client. The Wurst Hack Client for Minecraft is packed full of the latest and most exciting mods, commands and other features. It contains over 70 mods and over 20 commands that let you rule the game. Download. More info. Download the project as ZIP. Enter the quot;srcquot; folder. Here you can find nulled / cracked leaked clients which are for free download. Categories Categories. Limited Events 68. Halloween 2020 26. Halloween 2021 6. Winter/Christmas 2020 30. Winter/Christmas 2021 6.... hacked client. 0.00 star(s) 0 ratings Downloads 118 Updated Apr 21, 2021. MC-CLIENT Labymod 1.16.5 without login 2021-04-12. It allows you to play with your favorite 1.12, 1.14, and 1.15 mods without sacrificing the features of future versions of Minecraft. A client, often known as a cheat client or hacked client, or utility mod, is a modification to Minecraft which offer modules, also known as cheats or hacks, which are not in vanilla (the default form of) Minecraft.
How to Download and Install Impact Hacked Client - MiniTool.
Future client – Features Features Main Features Minecraft 1.14.4, 1.13.2, 1.12.2, 1.8.9 support. Vanilla, OptiFine, Forge and Liteloader support. Easy to use account manager. Auto-reconnect mod. Commands 43 Add – Add a person as a friend. Remove – Remove a friend from the friend list. Breed – Breeds animals around you. Damage – Damages you.
Where can i get the Future client for free? - reddit.
Jigsaw was a Minecraft hacked client, revolutionary at its time. It could switch between a ghost client and a normal client, and was the first client with infinite reach. I started beveloping the client when I was 14 years old, and it quickly grew to be one of the most popular ones! There are no longer any official download links availabe, but.
Cracked future client? minecraftclients - reddit.
Use them at your own risk. A Minecraft client, often known as a hacked client, cheat client, or utility mod, is a modification to the game which offer modules, also known as cheats or hacks. These features are not in the vanilla form, or default form, of Minecraft. No clients are affiliated with Mojang, similar to most mods. Strike GitHub. Known to many as one of the best Bedrock Edition hacked clients, Strike enables users to do many, many things. It’s probably the most advanced client on this list, but it requires a bit of setup in order for it to run properly. You can contact the developer or join his Discord for detailed instructions. Minecraft Future Client Free 1.15.2. Hacked client Sigma 5.0 for Minecraft 1.8 - 1.15.2 - of course, you can now call it the best hacked client among all existing ones. This is due to the fact that the developer has taken care of saving. Jun 22, 2020. The go-to place for free Minecraft hacks, hacked clients and cheats.
Hacked-client · GitHub Topics · GitHub.
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Future hacked client - Jett Cycles.
Then in your launcher, select forge installation -> Click edit -> Scroll down -> Click "More Options" -> Scroll down -> in JVM Arguments at the beginning add "-noverify" - Click Save and you can now launch it... Haizivs. Resource. Feb 26, 2021. cane mod forge hacked client mod. Category: Other / Miscellaneous. I personally believe Future Hacked Client is a waste of 20 dollars. The process of installing it is so tedious and pointless. The client isn't even that special, and yet there is such a huge amount of security on this thing. Because of the amount of security on this client, this client is really difficult to leak. Download Minecraft Hacked Client for free. Minecraft Hacked Client. It's a Hacked client for the popular PC game called Minecraft. With this hack you can add unlimited items to your game and do other fun things.
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loadprima837 · 3 years
Text
How To Install Arcane Dimensions
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That's assuming that you have the Arcane Dimensions files in a folder named 'ad'. If this isn't working, you might need to tell us more about exactly where you have put quakespasm.exe, and your 'id1' folder, and the 'ad' folder. (They should all be in the same containing folder.). Arcane Dimensions is a story/freeroam game created by The battle dragon trainer. In the year 34456, our Universe has crumbled, and humans have found a way to create dimensional vortexes, but as the 30+ dimensional vortexes closed, the tech was left abandoned, floating through space. With a new start, humanity has created a new living, evolving into other species, some have created even higher.
How To Install Arcane Dimensions Ps4
How To Install Arcane Dimensions Classic
Arcane Dimensions Mod. There was an older patch but you don't need that one anymore.) Install the mod first in some mod folder, then put the patch's files in on top of it, to add or replace some of the mod's files. The patch fixes a lot of stuff, adds support for some other Quake engines, and adds two more maps. Leveling, xp, ranks, voice, role rewards, auto mod, reaction roles and Youtube alerts. Combines features from Dyno, MEE6, and other bots.
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Welcome to the official Advent of Ascension Wiki, a community project dedicated to providing information on the Advent of Ascension mod. The wiki currently has 1,938articles and 5,473 files and is maintained by 10 active contributors from the community; everyone is encouraged to contribute.
Wiki Tools
Want to help out with the wiki? These tools can get you started:
Community portal - a place to ask a general question regarding the wiki.
Admin noticeboard - a place to request assistance from an administrator.
Wiki rules - general rules of the wiki that must be followed.
Style guide - various wiki formatting rules.
To-do list - what needs to be done on the wiki.
Recent changes - the recent changes on the wiki.
Quick reference page - a list of templates used on the wiki.
Download
Latest version: 3.4for Minecraft 1.15.2
To download, click here!
Upcoming content can be viewed here.
To install Advent of Ascension, the user has to have downloaded Forge first. Forge can be downloaded here (click here for 1.12.2 and here for 1.7.10). You will need a minimum of Forge 31.2.10 to play this mod in 1.15.2 (Forge 14.23.5.2846 for 1.12.2). Once the user has properly installed forge, one can download the mod here. Once one downloads the mod jar file, they must move it to their mods folder in their Minecraft directory. If a mods folder does not exist, the user can simply create one.
Advent of Ascension is only available for Minecraft: Java Edition on Windows, Mac, and Linux, for Minecraft versions 1.15.2, 1.12.2 and 1.7.10*. Advent of Ascension cannot be installed to any other version of Minecraft: Java Edition or any other edition of Minecraft. Advent of Ascension can also only be installed with Forge; it cannot be installed with Fabric or any other similar mod loader.
Advent of Ascension (also called Nevermine; abbreviated as AoA) is a large action and adventure mod for Minecraft. The mod was created by Xolova, and is currently being developed by Scimiguy, with Ursun and NeoVolt as artists, and Firch as a sound artist.
Advent of Ascension is a mod with a large amount of content. Gameplay in the mod includes exploring 22 dimensions, each with its own generation, structures, mobs, blocks, and items. While traveling through the dimensions, the player can mine ores, locate structures, and battle entities with various abilities.
The player can gear up in one of the mod's many armor sets, most having a special ability granted to the player when worn. One may also choose between a large selection of weapons, ranging from melee weapons like swords, to ranged weapons, such as bows, guns, and staves. With the new gear in-hand, the player can potentially battle one of the mod's 35 bosses.
Along the way, the player can also train various skills, which can grant the player access to new areas of the game, and give the player access to new items or resources.
For more information, check out the official CurseForge page, the Discord server, or the Github page.
News and Updates
3.4 was released on 11 December 2020
The new 3.4 update, which ports the mod to 1.15.2, was released on 11 December 2020. The download for 3.4 is available here.
Besides porting to 1.15.2, the update features some other features:
Crossbows were added. There are a total of 9 crossbows in 3.4.
Archerguns as a weapon type were removed.
The statue blocks that were dropped by bosses have been changed to 'trophy' blocks. These are little pedestal blocks with a spinning mob displayed on them.
The mod's logs have received stripped variants, and the mod's planks can be made into pressure plates and buttons. The mod's stone can now be made into stairs and slabs. Walls were added and can be made out of the mod's stone, bricks, and ivory.
Support for some of 1.14's new utility blocks, such as the Blast Furnace, has been added.
Click here for more information about 3.4.
Previous posts about news and updates can be found in the News and Update Archive
Mod Additions
Items
Blocks
Information on blocks that are used in world generation or for decoration.
Weapons
Items that deal damage in various ways.
Tools
Items that allow you to harvest different sorts of materials.
Armor
Items that provide defensive stats and bonus status effects when worn.
Items
Items used for crafting, trading and more.
Enchantments
Valuable enchantments players can put on their gear.
Tablets
Items that grant various effects when placed on the ground.
Gameplay
Ancient Teleportation
Information on how to create and light a portal to different dimensions.
Resource Systems
Different resources used to aid the player.
Skills
Skills the player can train, which grant various rewards.
Events
Special events that take place at day or night, where special mobs can spawn.
XP Table
A table demonstrating the total and required experience for leveling up skills.
Gamerules
Per-world settings that can change certain aspects of the mod.
Configuration
Information on the mod's configuration file.
Third-Party Mod Integration
Information on how the mod directly interacts with certain other mods.
Dimensions
Dimensions
The mod adds 22 dimensions to Minecraft. The dimensions vary in their terrain, mobs and generated structures.
Creatures
Mobs
The mod adds at least 320 different mobs into the game. The mobs have varying health and abilities.
Bosses
The mod adds a total of 35 bosses for the player to battle.
Minions
Summoned creatures that can help you in battle.
NPCs
Creatures and humans that trade with players for items.
Display Gallery
Links
Official links
The main Minecraft website to get the game!
The mod's official CurseForge page.
Chat about the mod here!
Report bugs or make suggestions here.
View the terms of use and licensing for Advent of Ascension
The minecraft forums thread for Advent of Ascension, which contains historical information.
Versions
A page showing the many different updates that have occurred to the mod.
Planned features
Information about content planned to be added can be found here.
Mentioned features
Information on content mentioned by a developer, but is currently not considered planned.
Removed features
Information on features that existed in the mod in the past, but do not exist in the current version.
Unused features
Information on features that were either planned for the mod, but scrapped, or other unused content found in the mod's files.
Making an Addon
Information on how Advent of Ascension allows other mods to directly interact with it for added features.
How To Install Arcane Dimensions Ps4
Changes to the main page can be made on the editcopy.Changing the latest version can be done here.
How To Install Arcane Dimensions Classic
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Men Of War Assault Squad 2 Best Mods
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Check the mainfolder of the game for all modding tools, such as map editor and plug-ins. Among Us Server Status - Are Servers Down for Maintenance. Unofficial AI and Difficulty Patch Mod (Mod) Posted over 1 year ago; 274 downloads; This Men of War: Assault Squad 2 mod is an unofficial patch that changes the AI and generic difficulty of the vanilla game. Nvidia GeForce Now Games List - Every Game Available... Star Wars: The Clones of War Open Alpha v0.2.1b. Hi guys i was just wondering what you opinions were on what the best mods are. Miles City Structures Aug 10 2020 Released Aug 10, 2020 Real Time Strategy Advertisements Men of War: Assault Squad 2 … Want to contribute? There are some terrrific mods, but I have unistalled them all. Thanks for telling me which are the best mods really appreciate it:) #6. valuor mod, adds bots to the combat gamemode and adds lots of new factons, vechles, etc. Star Wars: Clones of War will add the vehicles and the soldiers of the Grand Army of the Republic and the Droid army of the Confederacy of Independant systems to Men of War. Men of War: Assault Squad 2. We also use cookies to analyse site traffic, personalise content and #7. Diablo 3 Season 22 Start Date - When Does It Begin and End? It adds new units, new time frames, new sides to play as and more. © Valve Corporation. Shilka. to be honest there are a ton of amazing mods, even a star wars mod. many small mods that add crazy stuff like the RATTE, its 1/10 the size of some maps pretty much... Theres even a nuclear power tanks that blows up about 1/4 of some maps if it blows up... nuke artillery. Aug 26, 2016 @ 10:19am valuor mod, adds bots to the combat gamemode and adds lots of new factons, vechles, etc. This Men of War: Assault Squad 2 mod is an unofficial patch that changes the AI and generic difficulty of the vanilla game. We use cookies to enable you to log in and set your site preferences. All rights reserved. because as son as 'AS2' puts out an update one or more Mods are no longer suitable. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Español - Latinoamérica (Spanish - Latin America). This is a multiplayer mod. You can find out more in our also faces of war campaign, the whole Faces of war campaign is ported and can be played in MOw as 2, there's the red tide campaign as i well i believe. Men of War: Assault Squad 2 Men of War: Assault Squad 2 - Workshop The place to find custom maps, missions and mods for your favourite Men of War game! The game also features the unique “direct control” feature which enables players to maneuver units using the directional keys, rather than pointing and clicking. you wont see them in multiplayer games though, but still fun to mess with. All trademarks are property of their respective owners in the US and other countries. It adds tons of new weapons, armor, vehicles, etc. Focus mainly on the Cold War vehicles, this mod aims to make realistic tank vs tank combat by including high quality model ports and tweaked game mechanics. to the game. provide relevant advertising. Why?
Men Of War Assault Squad 2 Best Mods 1.12.2
Men At War Assault Squad 2
Men Of War Assault Squad 2 Best Mods Xbox One
Men Of War Assault Squad
Men Of War Assault Squad 2 Best Mods Mod
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Nov 28, 2018
MY TOP 10 MODS For Men Of War Assault Squad 2. Posted by 2 years ago. No comments yet. Be the first to share what you think! Men of War: Assault Squad 2. Why do you want to know the mod with the best visuals and content when you say you cant run call to arms? #15 Showing 1-15 of 27 comments. Per page: 15 30 50. Men of War: Assault Squad 2 General Discussions Topic Details. Best of YouTube Music Sports Gaming Movies TV Shows News. Men of War: Assault Squad 2 - Mod - Battle of the Bulge by TheEuropeanCanadian. Men of War: Assault Squad 2 - Galaxy at War. 4) After installing Men of War: Assault Squad 2, you must subscribe to the Cold War Steam service. 5) Wait for the mod to download through the Steam client (Note: Steam now does not show the downloads of the workshop, you can verify the download by placing the cursor over the stimulus icon in the tray). Let’s take a look at some of the best mods available for Men of War: Assault Squad 2. Battles for WW2 This mod was originally developed by Maestro200 for the first installment of this game and the mod has been converted to suit this game.
Comprehensive Guide for Intermediate and Advanced Players.
Initial Unit Purchases
The initial purchase of units is often the most overlooked, and also one of the most important parts of a skirmish. These are the units that will be fighting for the first line, and will also have a large influence on setting the pacing for much of the game. This being said, certain consderations must be taken in order to capture the first line both quickly and efficiently. In a standard skirmish, every force needs at least 3 things at the beginning of a match: a medic, a way to deal with large amounts of infantry, and a way to deal with light armor. Additionally, you will also want to conserve roughly 150-200 points so that you can purchase some early reinforcements to help you clear out the rest of the first line in good order.
Men Of War Assault Squad 2 Best Mods 1.12.2
There are many ways to deal with infantry early-game. All too often players will purchase a mortar as a means to take out the first line of flags. While this is not a wrong choice, it is a poor choice. On Normal difficulty, it is not too big of a deal, as you have 800 mp to spend on units. However, on Hard and Heroic you will only receive 600 and 500 points respectively. At 275 points, a single mortar will be costing you nearly half, or more than half of your mp total at mission start. Also, the mortar is on average slow to kill its targets which makes the mortar very inefficient, because speed is very important when it comes to capturing the first flag. Infantry, when used en masse, is one possible way to capture the first flag. This is more feasible on Hard than Heroic, but purchasing enough Infantry Squads will allow your team to find a more tactical solution to the first flag. Assuming you are conserving points to purchase a unit after your first flag capture, on Hard you can reasonably purchase 3 squads, but on Heroic, only 2. However, Infantry Squads come armed with a variety of weapons that can be used at both close and long ranges, as well as a medic, and plenty of types of grenades that can be put to good use. German and British Infantry Squads also come with a leader armed with a special weapon, either the StG 44, or the EM-3 Riflegrenade. The EM-3 is especially useful, because it is effectively a short-ranged artillery rifle, and the StG is the best SMG-class weapon in the game (yes, we all know it's really a rifle, but the game classifies it as an SMG for...reasons). Another way is to purchase a bunch of AT Infantry. This works better with AT rifles, than AT rockets, as the AT rifles can be used effectively against infantry even at long ranges. Another advantage that the AT rifles have over rockets is the ability to pierce and eventually destroy sandbags and other types of cover that the enemy might use. It might take a while, but eventually AT rifles can completely blow away a section of sandbags, whereas no matter how many AT rockets you shoot, they simply cannot destroy most types of cover. The down side of using a large amount of AT infantry to take the first line, is that it takes precious time to amass that many AT teams. However, this can be somewhat negated since you don't have to worry about lacking a counter to the light armored vehicles that show up early in the game.
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Flamethrowers are a very lethal way to clear out enemy infantry, and as a bonus they can potentially be used against vehicles as well. The only problem is getting them into position to fire, but once they do then they will more often than not clear their target within a matter of seconds. Snipers, in the hands of the right player, can be an extremely effective choice when it comes to clearing out a flag. Using snipers in conjunction with other infantries is advised, as snipers lack the rate of fire to clear out an area in good time. Instead, target priority is a must, because without proper target priority, snipers become little more than a glorified rifleman. Heavy Machine Gun teams, costing 25 points more than an Infantry Squad, are a very efficient way to assist in clearing out enemy infantry. While their usefulness drops off dramatically after capturing the first flag, their utility in attacking and capturing that first flag cannot be emphasized enough. Most commonly seen as the defensive positions that pop up when you capture a flag, the purchased HMG are a two man variant that requires both crew to move around the battlefield. The benefits of the HMG are threefold. First and most obviously, the withering amount of bullets that it can shoot can be quite deadly. Second, the HMG forces enemies to take cover, allowing the rest of your men to engage the enemy on more favorable terms. And lastly, if a soldier manning the HMG is ever killed, you can simply re-man the gun with other soldiers. Additionally, the HMG can put out instant sandbags if you ever find you need the extra protection.
Capturing the First Line
After capturing your first flag, no matter which one you chose, you will now be calling in some kind of reinforcements with all those points you've been saving up. Ideally, you will want to order something that will ensure that you can deal with at least light armor, but preparing for medium armor is advised. No matter what you purchase, you will also want them to help your remaining forces clear up the first line. To this end, all options unlocked are viable to some extent. However, some are a lot more useful than others, or have extra utility beyond the first line. For all factions, AT Guns are a good choice, as they can easily take out enemy armor with very little micromanagement from the player, allowing the players to focus on capturing the rest of the flags with their initial force. If you are having trouble with the AT guns switching to HE shells, you can either use those shells up, or simply drop them out of your inventory. By doing this, you will ensure that your AT gun is always ready to engage enemy armor. Elite Infantry (Rangers, SNLF, etc.) come with 10 well equipped soldiers and their own armored halftrack. For the Allied factions, the M3A1 comes armed with the very lethal .50 cal HMG, which can even take out lightly armored vehicles, but the real source of AT is the 2 AT rocket soldiers that come with the squad, allowing them to defeat all but the heaviest armor from close to mid range. The halftrack can also be used offensively against the first line of defense since there are no AT guns present to defend the first three flags. Each faction has access to an armored car (AC), and they are all very different. The only charicteristics shared by all ACs is their light armor and ability to tow things around the field. Despite being lightly armored, even one AC is more than most infantry can handle, assuming the AC stays out of range of thrown grenades. The speed that ACs can move from flag to flag also makes them great at helping your infantry finish the capture of the first line, however for most of them their usefulness becomes more limited after the first line as they start to encounter heavier enemy armor and AT guns. Most decently armored tanks that you gain access to on the first line are expensive, with the Matilda being a very significant exception. However, just like with the armored cars, they also have more than enough defense to crush their way past the first line, and also deal with enemy vehicles that may threaten them. The only vehicles that are NOT recommended for capturing the first line are the SU-85, as it lacks a machine gun, and every tank that costs 500 mp unless you somehow managed to amass that much MP quickly. The AA Gun is a decent choice when purchasing a unit to take the first line. Most of these weapons are 20mm autocannons that can shred masses of enemy infantry quickly, and all of them have some kind of AT potential, allowing them to also destroy lighter vehicles. While slow and often vulnerable, if you get these weapons into a good position you will not be disappointed by what they can do. When used in conjunction with AT guns, they make a slow but devastating pair, especially when they have infantry support. When you've finally captured all three flags of the first line, you will get a bonus of 300 mp, access to your faction's special unit, and the computer will launch a counter-offensive to try to reclaim its lost territory. This is a good time to organize your units, and your team. While many players have different ways of organizing their games, I find that it's best if you either pick lanes, or pick combat buddies, or some combination of the two. Picking lanes allows players to focus on a certain area of the battlefield, and having combat partners allows two or more players to synergize with each other. Sometimes it's good to have skilled infantry or armored players roaming the field. These are the players who will give your team a bit of tactical flexibility to your line. Whatever your team decides to do, now is the best time to do it, and brace for the counter-assault.
Capturing the Second Line
Your next major obstacle will be the light AT guns defending the second line, and increasingly tough enemy armor to contend with. Most maps naturally flow in a left-to-right play when it comes to capturing the enemy's flags, but occassionally some maps have physical obstacles which prevent this from flowing smoothly, or which provide better opportunities than moving from left to right. To this end, light AT guns are not that big of a challenge unless you are unprepared to face them. A few of the best ways to take out light AT guns are as follows: Medium armor is often one of the best ways to take out light AT, and all factions except Japan have access to some kind of tank that can withstand the shells of enemy light AT guns. The best suited tanks from all factions to this task are the Sherman, StuG, Matilda, and T-34. Special care must be taken if facing Japanese though, as their light AT guns can pierce even the formidable armor of a T-34 given the right circumstances. When attacking with tanks, it is not necessary to get close to the enemy when using HE shells (HE shells do the same damage at any range), because the only benefit you gain by closing the distance is increased accuracy. Just stay at a good distance and toss HE shells in the enemy's direction until the ATs are down, but also be careful not to expose your side armor while maneuvering into position. If you're feeling confident and aggressive though, most of these tanks have frontal armor that is strong enough to deflect a light AT shell at point blank range. As always, support these expensive machines with infantry to ensure that they don't get ambushed by a random infantry soldier. It is possible to destroy light AT guns with infantry, but this poses a few problems.
1) AT guns have unlimited HE shells, unlike yours. This means that it will fire HE shells at your troops until it is put out of service.
2) Light AT guns have a fast reload time. With the average reload time of these guns being around 3 seconds, by the time your guys stand up from being knocked on the ground, the AT gun is firing another shell at you. This can devastate large squads of troops if you're not careful.
3) Light AT guns are usually positioned so that they can cover each other. If you plan on sneaking up on these guys, you will either need luck, skill, or lots and lots of smoke.
Typically though, most maps have at least one spot where infantry stand a good chance at taking out a light AT gun or two, and thus punching a hole in the line that can be used to outflank the rest of the AT guns to a greater or lesser extent. Soldiers armed with riflegrenades are particularly useful in this task, as are soldiers armed with AT Rifles and sniper rifles which can easily decrew an AT gun, allowing the rest of the infantry to advance unmolested. Your own AT guns can be used to put hostile AT guns out of service. Typically having longer range and greater destructive power than the light AT guns defending the first line, AT guns can also be moved into position behind either soft or hard cover before firing, increasing their survivability. As they only come with 5 HE shells each, you may want to pick up some extra shells from a supply truck before attempting this, or simply use AP shells instead to decrew the enemy guns, and potentially damage the guns themselves. Whatever choice you make, after capturing the second line, you will get another 400 mp one time bonus, and the enemy will launch an even larger counter attack along with heavier armor.
Capturing the Third Line
The Third defensive line is often one of the more (if not the most) challenging parts of a skirmish. You do not yet have access to your best units, but you are also facing some of the heaviest units that the enemy will be throwing at you. On top of that, you may or may not start to come under artillery fire as you approach the flags you intend to capture. And to make things worse, the vast majority of your tanks will be out-classed by the enemy AT guns you'll be facing, most of which will be medium AT, but will sometimes include the fearsome 88mm Flak cannons. A few significant exceptions to this is the Tiger, StuG III, and the Matilda, but more on that later. All in all, it can sometimes be a complete nightmare to advance past this portion of the map. At this point, you need to be aware of your resources, and what they're capable of. Some of them, at this point in the game, are relatively useless, and others will excel at different things. There are so many different methods and units you could use to capture the 3rd line that it would take forever to describe all of them in detail. Instead, I will here simply go over some common tactics, and let the readers decide which method they would like to use. Before that, however, you need to decide which flag you will be attempting to capture first. Generally speaking, there are 3 types of tanks slotted into these roles that are similar for all factions. On the left will generally be some heavy up-armored tank that is capable of absolutely ignoring enemy AT guns for the most part. In the center you will have an artillery option. And on the right, there will be some kind of Heavy Tank Destroyer. The countries that don't follow this are the Soviet Union, and Japan. For the USSR, the Heavy Tank, and Heavy TD are switched around, but for Japan, the 'Heavy Tank' slot is filled with a typically sub-par tank. Better than what you have available, but still paper thin compared to the choices that other nations have. It is advised that you try to have the resources necessary to buy the unit you want immediately upon capturing the flag, otherwise, ensure that you can hold out long enough until you do have the MP. After you've selected which flag you want to capture, whether it be by terrain or by the unit it offers you, I strongly advise focusing on it as much as possible. As I mentioned before, there are many ways to do this. One of them being the good old infantry assault. Now, the Infantry Assault is difficult, and costly to pull off without support. However, the longer reload time on the larger AT guns means that your men will be taking larger, but fewer HE shells to the face. As always, use prone and go slow, and use whatever cover you can find, including crater holes created by HE shells and artillery. Once you manage to kill the first AT gun, exploit the gap in the line, and try to work towards the other AT guns. Use smoke often and liberally to move from position to position, and build sandbags when necessary, preferebly while under the cover of smoke. Most importantly, don't use large squads, break your men up into groups of 3 maximum, but sometimes it is wiser to use single men. When one unit is advancing, lay down covering fire to support them, and 'leapfrog' your squads from position to position. Using only infantry is difficult, but not impossible to do. Another viable option is an Armored Breakthrough. This method is costly in both resources and time, and requires you to amass several tanks and focus them on one point of the battlefield. The goal here is to bring too many tanks to a single point in the line, and overwhelm the enemy's defenses. The tanks you use, however, don't need to be fancy. I recommend having at least one tank with a nice gun (like a T34/85) to deal with any enemy armor that might show up. As a bonus these higher end tanks are also more accurate than most others available, and can shoot AT guns more accurately than others. Whichever tanks you use is your choice, and it is possible to even use most Armored Cars to help supplement your attack. Casualties will likely be high, however, which is why you should invest in multiple cheap tanks. This is where Britain has the advantage, as their Matildas are dirt cheap, but Germany also has an advantage here in the form of the StuG and Tiger tanks, both being capable of eliminating Medium AT from long range if they're able to get into a good position with LOS on the target, however, sometimes this isn't always possible. Vehicles armed with repeating cannons such as the T-60 or the various AA units are also a viable choice to bring along. No, they won't destroy the gun, but their cannon can pierce the gun shield reliably from medium range. This can either kill the men crewing it, or even cause a 'Gun Damaged' result, or both, putting the gun out of action for a considerable amount of time. As a bonus, these types of vehicles are extremely lethal to infantry, and will help your main tanks in an area where they sometimes struggle against entrenched soldiers. If you're having trouble knocking out those AT guns, and neither of the above methods have worked out for you so far, you may want to consider bringing in some artillery. Most nations don't have access to any artillery outside of the mortar (excluding Japan and USSR), however Japan has a very unique unit that is often overlooked. Mortars are slow, expensive, relatively fragile, and have limited range and damage capacity. The Japanese, however, get access to the Ho-ni 2 self propelled artillery gun in place of an AA tank. Costing just 25 more than a mortar, the Ho-ni 2 is much more useful, even if it is a bigger target. Given how much Japan's tanks have trouble assaulting AT guns, I cannot recommend this unit enough. The method that I find most effective, however, is what is known as the 'Combined Arms' approach, that I'm sure many are familiar with. The concept is to use many different types of units in concert with each other to achieve a goal that would be tough for any single element to do on its own. This is such a versatile concept that it's hard to describe it with any detail, because there are so many different ways to execute it properly. You could use mortars to cover advancing infantry, you could use infantry to distract AT guns while even a single tank picks them off one by one. Once that happens, you can rush the tank up to more aggressively deal with infantry while your own infantry works their way to their individual objectives. In a real battlefield, this tactic would also include the use of air units, but our selection is limited to only land. Even so, Combined Arms perfectly exemplifies the saying, 'The whole is greater than the sum of its parts.' What this means more or less is that teamwork and coordination between different elements on your team can help pull you through a difficult situation that would be almost impossible otherwise. Once you capture the first flag, and purchase your first Heavy unit, you should have a much easier time pressing along. Be careful of enemy heavy tanks however, as once you capture the entirety of the 3rd line, the enemy will send several of their best tanks. This is the moment where you will see multiple Churchills or King Tiger tanks rush your positions. As a counter, I've learned that the Heavy Tank Destroyer option is often one of the best ways to deal with this, even if it is the most expensive unit you can purchase. Fortunately, you receive a 600 MP bonus for capturing the line, and it is recommended that you should put those resources to good use. The units purchased, as always, are up to you.
Capturing the Final Flag
If you've managed to make it this far, and survived the Heavy Tank rush, then the game should be more or less over by now. Use whatever units you have left, relying heavily on the Heavy Tank and Heavy Artillery option to blast apart the enemy's final defenses. Be wary of the occassional Heavy Tank coming onto the field, but I'm sure you'll be able to handle it. A special note must be made of the Nebelwerfer at this point. Unlike most multiple fire rocket artillery, the Nebelwerfer's rockets are large enough to damage the top armor of many tanks, including the Jumbo. This usually only happens when it scores a direct hit on the engine, but I've had 'Turret Damaged' results as well. If it hits your engine, it's likely to progress to an engine fire, that will almost always progress even further to a 'Hull Destroyed' result. A damaged turret wouldn't be so bad if the Nebels weren't so darn good at knocking your tracks out as well. So, when going up against a map with Nebels, just be careful knowing what they're capable of, and make your own judgements on the field. In your final assault, it is the player's perrogative to destroy the AT guns or artillery first, using their own heavy tanks or artillery. This choice will depend greatly upon which units you have remaining on the field. However, all too often do I see players using the Artillery units to attack swarms of infantry. The infantry should be very low on your priority list, because there are so many other units that can engage them effectively. Unless enemy infantry is overrunning your lines, I suggest that artillery focus on eliminating the enemy's fixed positions (AT and Arty). Once the AT guns are gone, your own armor will be able to blaze their way up to the enemy's flag and finish the game. Good job, commander.
Unit Guide Intro
Many country's units are very similar. Here i will go over the basic unit types per slot, and give basic compositions of each selection. After this section will come the detailed country reviews, where i highlight certain units, and explain how each country's units differ from the norm, and what part of the game they perform best at...or...something like that.
General Overview
Infantry Squads Infantry are your mainstay, and will supply you with much of the manpower you need throughout the course of the game. Primarily suited for defending locations against other infantries, your infantry will require support to overcome any serious resistance. A single squad comes with 5 Riflemen, 2 SMGs, 1 LMG, a Medic, and a Squad Leader, who is typically armed with a regular SMG. The mixed selection of weapons within a squad is what makes them rather flexible. A single squad is able to lay down a significant amount of suppressing fire, or alternatively, they can hold their own in close range firefights if necessary. In emergencies, the 3 SMG soldiers have an AT grenade to use against vehicles, and smoke to provide offensive or defensive cover. Every soldier except for the LMG and Medic have at least one frag grenade. The Rifles and LMG have sandbags to deploy cover for your troops which will assist in holding positions. The main drawback of this standard infantry squad is the quality of soldiers being sub-par with the exception of the Squad Leader. AT Team Each nation has either an AT rifle or AT rocket in this slot. When purchased, you will receive two soldiers armed with SMGs that are identical to other SMG infantry, with the excpetion that both soldiers have a higher weapon skill in their preferred AT weapon (Rifle or Rocket skill). Rifles are better at longer ranges, but cannot penetrate the amount of armor that a rocket can, while rockets are extremely close ranged, but typically lethal to most armor. Both can be used against infantry, and often to devastating effect. It is a common practice to use the AT rifle as a sort-of sniper rifle against soft targets. AT rockets, when used against infantry, expand from the point of impact outward in a cone, spraying shrapnel and heat across anything caught in the narrow arc. Flame All flamethrower infantries are the same. Two soldiers, identical to SMG infantry in almost all respects. However, the Flamethrower soldier only comes armed with the flamethrower and gas tank. Flamethrowers are often difficult to get into position, but absolutely lethal to any infantry that they fire their weapon upon. In a pinch, any flame based weapon can also be used against vehicles as well. Aim for the engine and, with enough application of flame, the tank will receive an 'Engine Destroyed' result, which often progresses to a 'Hull Destroyed'. Sniper Snipers are useful for taking out high priority targets. Slow to fire at any range over roughly 30m, the slow rate of fire means that target selection is important for them to be used most effectively. Snipers also have a few special tools that are mostly unique to them. Three camoflauge kits allow them to place bushes wherever they want, even on concrete. They also carry one ammo smoke grenade that is used to bring down a single crate of ammo, allowing you to resupply infantry. The last tool is a single knife which can be thrown to silently silence an enemy. Usually not useful, but it's there if you need it. Elite The best of the best, these soldiers have an unrivalled stat line, and bring the tools of war to match their skill. Each nation has their own slight variation of these soldiers, which all boils down to equipment. What is common between all nations though is that they are, at their core, mechanized infantry. Arriving in an armored halftrack, each squad has 10 soldiers typically armed with 6 SMGs, 2 LMGs, and 2 AT soldiers. However, the differences between each nation is so great that they cannot be adequately explained here. HMG The HMGs of each nation all operate so similarly that the differences between each gun are almost insignificant. Mounted on a tripod, and carried by two soldiers, the HMG is a heavy suppression weapon that is typically seen on all maps as the immobile 1 soldier variant that pops up around CPs after you capture them. Very lethal to any infantry caught out of cover, the abundance of HMGs make this selection obsolete very early in the game, and I can only recommend it for the initial purchase of the game. Mortar A popular unit to most commanders, the mortar's use on the battlefield as a light artillery piece is inarguably useful. However, in MoW:AS, the cost of these weapons is often prohibitively high for skirmishes. Despite this, mortars are often the only artillery piece that commanders have access to until the final stages of the game, making them very popular to many people. AA Effectively super heavy machine guns, the light cannons brought to the field with AA guns are absolutely devastating to enemy infantry, and can also be a threat to light vehicles as well. Most of these weapons can put out a truly large amount of firepower in a very short period of time, and as a bonus, almost all of them can be towed around the battlefield, allowing for quick relocation of firepower. AT
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A favorite amongst defensive minded commanders, the AT gun's utility cannot be overlooked. In skirmish, this is often, but not always the most cost-effective option when it comes to destroying enemy armor. When positioned properly behind soft or hard cover, the AT gun can engage and destroy most medium armor with ease. A common problem that most commanders have when using these is the tendency for the AI to choose HE ammo instead of AP ammo. To help prevent this, you can either: 1) Use the HEs up, 2) Drop the HE ammo out of your inventory, or 3) Set the gun to return fire. The last option will require a bit more micromanagement, but it's seldom that a vehicle will surprise your AT gun and destroy it without you knowing. As with the AAs, these units can be towed around the battlefield for quick transportation. Supply Unlike the supply truck that starts at the base camp in each standard skirmish, these trucks carry weapons for vehicles as well, not just infantry ammo. These trucks are essential for any army expecting to spend an extended amount of time on the battlefield, and as a bonus, they can tow guns around the battlefield. AC Armored cars are light scout vehicles used for harassing the enemy and engaging light to medium armored vehicles. Most are armed with a light cannon comparable to cannons armed on many light tanks. As a bonus they can also be used to tow guns around the field. AA Anti-Aircraft vehicles might seem out of place, since there are no aircraft in standard skirmishes, but these vehicles are absolutely lethal to infantry and light vehicles. Commonly equipped with at least one but up to 4, 20mm cannons, and boasting a very high rate of fire, even just one of these tanks can hold infantry out of a large area as long as it has ammo. Tank 1 Each nation has access to two tanks. Typically, the lighter and cheaper tank goes here. These tanks are usually good at supporting infantry, and aren't generally well suited for extended engagements vs other armored vehicles. Tank 2 This tank slot is generally where the main battle tanks go. While not the best tank you will have in your arsenal, these are the ones that are most well rounded, and can help carry you through many early and mid-game engagements with enemy armor. Eventually these tanks will be out-classed by tougher or more lethal enemy armor, but a skilled player will know how to overcome that challenge with one of these tanks. TD This slot is typically occupied by some kind of tank or armored vehicle that is designed to engage and neutralize other enemy armor. Typically carrying an improved cannon, these vehicles are a must for most armored players. Heavy Tank Heavy tanks are gas guzzling juggernauts that can wade through enemy AT fire seemingly with immunity. While not always equipped with the best gun, it doesn't matter as much since they can still shrug off enemy fire, close the distance, and destroy most targets with relative ease. While not invincible, these vehicles are definitely a powerful tool of war. Artillery A favored tool of destruction, most of the units in here are powerful rocket artillery vehicles, with a single exception. The heavy rockets shoot a single shot that can decimate any almost any target, while the smaller rocket launchers fire volleys of high explosives in rapid succession that blanket an entire area with explosive explosions. All units in this slot are very useful in destroying fixed enemy positions, but, with a couple of exceptions are completely incapable of defending themselves and are quite fragile. Heavy TD Without exception, these supremely expensive vehicles are specifically designed to hunt and destroy the strongest and toughest tanks that your enemy brings to the field, and are the best source of AT that you will be able to purchase in the game. Most are relatively fragile, compared to their prey, however they can often out-range their targets by quite a distance. Aside from their designated role as tank destroyers, most of these vehicles have limited utility on the field. On harder difficulties though, it is hard to argue with the often much needed firepower they can bring to the table.
Unit Review: USA
Infantry Squad The US Infantry Squad is a very strong choice when bringing soldiers onto the field. The main and most obvious advantage is that the standard rifleman is equipped with the M1 Garand, which can put out much more fire than other nation's bolt action rifles. Additionally, the Thompson is one of the better SMGs in the game, and the BAR, while having a small magazine, is still a good support weapon. Anti-Tank Team Armed with a Bazooka, the AT infantry are a strong choice when countering enemy armor. Unfortunately, the Bazooka can only go through 120mm of armor, and given non-ideal combat situations, this isn't always enough to bring down some of the heavier German tanks, or even some medium tanks if equipped with schurzen (ablative side armor). Anti-Tank Team Armed with a Bazooka, the AT infantry are a strong choice when countering enemy armor. Unfortunately, the Bazooka can only go through 120mm of armor, and given non-ideal combat situations, this isn't always enough to bring down some of the heavier German tanks, or even some medium tanks if equipped with schurzen (ablative side armor). Rangers Rangers are a highly effective unit when used properly. The M2 Carbine is one of the few rifles that performs very poorly at long ranges, but this is mitigated by the fact that it excels at close range firefights. The Johnson Rifles and LMGs are also good firearms as well, and when wielded by Rangers they only become more effective. The M18 Recoiless Rifle boasts a slightly longer range than most rockets, however, it also has only 100mm of penetration making it even more situational than a Bazooka. The obligatory halftrack that comes with the Rangers comes with the ever present .50 cal HMG which can be either used on the halftrack, or dismounted and carried by one of the Rangers. All in all, the Rangers are an effective unit that can square off against almost any threat and succeed. M45 Maxxon The Maxxon AA is the US anti-air unit. While standard skirmishes don't have any enemy air units, AA's are still more than capable of decimating enemy infantry units. Armed with 4 .50 cal machine guns, the Maxxon doesn't have the penetrating power of other naton's AA guns, but it has a higher rate of fire than most, and can still can go through light vehicles and cover. M1 AT The M1 AT gun is an important unit in the US arsenal. It's a commonly known fact that US AT capabilities are sub-par all around when compared to the Germans. The M1 closes that gap only slightly, allowing the US player to take on tanks like the Pz4H a little more confidently, and at a low cost compared to the Sherman. However, heavier tanks like Tigers and Panthers will still be a major threat, as the M1 still lacks the penetrating power to engage their frontal armor. M8 Greyhound The well equipped Greyhound, is a very effective unit when used against infantry, and is also capable of threatening medium armor. Unique amongst armored cars, the Greyhound has both a main cannon as well as an armor piercing HMG, similar to (but slightly weaker than) the 20mm cannon that the Sdkfz 222 is armed with. Unfortunately, the crewman firing the .50 cal will be exposed to small arms fire, allowing concentrated fire or snipers to rob the Greyhound of some of its firepower temporarily. M24 Chaffee The Chaffee is a light tank with a big gun. Performing similarly to the British Crusader tank, the Chaffee also sports angled armor, for what it's worth. However, the little extra defensiveness that the Chaffee receives from this is often negated by the very large and scary guns that are pointed at it. The Chaffee's main cannon is effectively identical to the gun on the Sherman, giving it good stopping power and range, but a long reload. The main benefits that the Chaffee has over the Sherman are quite significant, one being that it has a lower profile than the Sherman, allowing it to use cover much better than the Sherman ever could. Secondly, it is also much faster than a Sherman, allowing it to get into position to fire, or retreat to cover while it reloads. And lastly, the pricetag is 150 less, so if you're only paying for the gun and not the armor, then you're saving a decent amount of points by going with the Chaffee. M4 Sherman The iconic M4 Sherman tank actually boasts what should be decent frontal armor. However, the powerful German guns that are equipped on various platforms are powerful enough to cut straight through the front armor with ease. The Sherman is plagued by a host of weaknesses, including it's relatively high cost, however, in the hands of a skilled player the Sherman is still a formidable weapons platform. Boasting a quite large 76mm cannon, the Sherman can still do respectable damage if it can get into position quickly enough. Unfortunately though, the M4 is completely outranged by a large list of German armored units that it has to contend with, making getting into position that much more of a problem. M16 The M16 AA halftrack is a quad .50 Maxxon plopped atop the standard M3 halftrack. While not a popular choice, the M16 is still a very effective anti-infantry unit, and with some skill can also be used against fixed positions or enemy light armor in a pinch.
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M10 Wolverine The Wolverine is a tank destroyer, but unlike almost every tank destroyer that exists, this one has a turret. While expensive, the Wolverine can fill a very important role in the US arsenal by providing the second highest AT from a vehicle found in US skirmishes, a role that is only surpassed by the Slugger. However, this utility comes at a price, and the Wolverine has armor that is almost paper thin. Proper positioning, cover, and hit and run tactics will keep the Wolverine alive long enough to do its job, as will target priority. M4A3E2 Jumbo The Jumbo, is simply put an up-armored M4 Sherman. There's nothing special about it aside from the fact that it is extremely hard to destroy. Equipped with the standard Sherman cannon, it still is troubled with (relatively) low penetration power, low accuracy, and long reload, however this is all made up for by the fact that the Jumbo can close the distance with most German tanks and AT guns to destroy them. M4A3 Calliope The Calliope is the USA's artillery option. And once again, it's a Sherman. Trading out the .50 cal for a bunch of rockets, the Calliope is one of the better artillery choices in skirmish, depending on what your intention is with them. Able to fire 2 salvos of 16 (?) rockets before reloading, the Calliope can rain high-explosive death on enemy positions over a wide area, clearing out any heavy guns as well as infantry if they haven't taken cover. Unlike most artillery choices though, the Calliope is capable of defending itself if enemy infantry or tanks get uncomfortably close. When using the Calliope as a tank, it performs identically to the standard M4 Sherman. (Note: The rocket carriage atop the Calliope can be permanently destroyed.) M36 Slugger The Slugger is a lightly armored, but heavily armed tank destroyer. It is capable of destroying up to a Panther at a moderate range on the frontal armor. Realistically though, you'll want to be taking side shots as with most things, and that will allow the Slugger to engage almost any tank and score a penetrating shot at long ranges. A thing to know about German tanks, is that the highest side armor that they have is 80mm, and it is rarely sloped to any significant degree. On higher difficulties, if you are expecting many large and scary tanks, a Slugger may be a good choice to purchase.
Unit Review: Germany
Infantry Squad The German Infantry Squad is mostly average when it comes to their soldier's weaponry. There are, however, 2 soldiers who really stand out amongst the unit. The first and most obvious one is the MG soldier, who comes equipped with the infamous MG 42. The other one is the Assault Squad Leader who starts the game wielding the highly accurate Stg 44. AT Team
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The German AT soldiers come equipped with a Panzershrek, making them an extremely good choice at any point during the game. For Germans, the utility that the Panzershrek has is unique as it's the only AT rocket that the Germans have that can reload, as well as it also having the 2nd highest AT value in the game for rockets (the only thing that is higher is the Panzerfaust, see below). Panzergrenadiers Panzergrenadiers are an extremely strong choice when fielding troops. Remember how much we like StG44s and MG42s? Well that's pretty much what this unit is made of. 6 StG44s, the best 'SMG' in the game (yes, we all know it's not really an SMG), and an MG42 on a halftrack that can be dismounted if you want. Additionally, there are also a couple of G43s, which are very similar to Garands, and a pair of Panzerfausts on each AT soldier that comes in the squad for a total of 4 shots. Compared to other nations though, this squad lacks in AT, despite the effectiveness of the Panzerfaust. Also, the Panzerfaust is a slow-flying weapon, unlike it's cousin, meaning that there is a higher chance for it to miss, which wouldn't be so bad if you could reload them. But as a Panzerfaust is a shoot-and-discard weapon, you will have to be relying on other sources of AT if you run out of shots. Fortunately for Germany, this often isn't a problem. PaK 38 The PaK 38 medium AT is relatively poor as far as AT guns go. This is the exact same gun that is equipped on the Pz3J, and it suffers from the same problems of low penetration values vs common targets (see below). One thing that the PaK has going for it is that it is much easier to hide than the Pz3, allowing enemy armor to get much closer to it so that the AT gun can pierce the enemy tank. Given all the other strong options for anti-tank that you have in Germany's arsenal, it is recommended that you avoid getting the PaK 38 when possible. Sdkfz 222 The Sdkfz 222 is an excellent AC that can quickly clear out enemy infantry with its 20mm cannon, and can even engage light vehicles. While it's utility is limited after the first line, it can still perform in a supporting role using it's cannon to penetrate an AT gun's shield and hard cover alike. Wirbelwind The Wirbelwind is probably one of the most underrated units in Skirmishes. It is the most well armored AA tank available for purchase, and comes with a quad 20mm mounting in its turret. The turret, being the weak point on the tank, is large, obvious, and open-topped. However, the hull is very well armored, being identical to the Pz4H minus the schurzen with a whopping 80mm of front armor. This allows players to deploy the Wirbel much more aggressively than one would normally deploy AA tanks. Pzkpfw III ausf J The Pz3J, is a poor choice when purchasing armor for the Germans. Small, and relatively poorly armored, the Pz3 will struggle against many of the tanks you will commonly be facing, especially Shermans, Matildas, and T-34s. That being said, the Pz3J is not useless, and if a player needs a little extra mobile firepower, then the cheap Pz3J is not a bad choice, especially when it comes to providing infantry support. StuG III The StuG is a formidable AT platform, and with 80mm of sloped front armor, it can shrug off a truly ridiculous amount of incoming fire at times. With these defensive capabilities, the StuG can also be used on the offensive to help neutralize enemy AT guns. The main and obvious drawback of the StuG is that it has no turret, meaning that if it gets tracked then it is a sitting duck until it gets repaired. Pzkpfw IV ausf H The Pz4H is another powerful piece of German armor. Armed with the same cannon as the StuG, the Pz4H also comes with a turret and 80mm of frontal armor, and schurzen which act as ablative side armor (mostly to protect it from AT rockets). While not as defensively strong as the StuG, the inclusion of a turret gives the Pz4 better tactical flexibility when it comes to lining up its shots. Pzkpfw V 'Panther' The Pz V Panther tank is arguably the best tank available to the Germans in Skirmish mode. While it has marginally less armor than the Tiger, the front armor of the Panther is sloped allowing many shells to simply bounce off of it. The side armor of the Panther is much weaker though, and must be protected. Additionally, the main cannon sported by the Panther is significantly better than that of the Tiger's, even though it is of a smaller caliber allowing it to engage foes that the Tiger would struggle against. Sturmtiger The Sturmtiger is what is known as a 'self propelled assault gun'. With about 150mm of sloped front armor, there is very little that can pierce its front plating, which means that this unit is perfect for breaking enemy Heavy AT positions. When within its relatively short range, the Sturmtiger will launch a single but devastating rocket at the enemy and destroy pretty much everything within a good radius around the impact point, armor and infantry alike. Just like most tank destroyers, the Sturmtiger lacks a turret and must be positioned facing the enemy, meaning that if tracked the Sturmtiger will be relatively vulnerable until it is repaired. Jagdpanther The Jagdpanther (JP) is the best tank destroyer available to the Germans in skirmish, and performs just as admirably as you would expect. While having relatively weak armor compared to the gun it is carrying (armor that is similar to a StuG), the cannon is second to none, and can pierce through almost any target that it is pointed at. If playing on Hard and Heroic, I cannot recommend this unit enough. Players must exercise caution, though, as the JP is relatively fragile compared to the enemies that it is designed to hunt.
Unit Review: USSR
Infantry Squad The USSR Infantry Squad is exceedingly average. The PPSh's are probably one of the more effective SMGs in the game, but their accuracy and damage-per-round leaves much to be desired during longer ranged firefights. The one unique advantage that the Soviet infantry have is that each Rifleman carries an incendiary molotov cocktail, which can be used to set both vehicles and enemy infantry aflame, or to intentionally start fires in buildings or foliage. As with all flame attacks, when attacking vehicles aim for the engine. AT Rifle Team AT Rifles are very under-rated in skirmishes. No, they're not going to kill a StuG or anything, but they can be used to destroy cover, or be used as a budget-sniper. And for the price of one Sniper, you can get 4 AT rifles. The Russian DPRS AT Rifle is average compared to all other nation's AT Rifles. Red Guard The Red Guard are a very important unit for Soviet infantry players. They are the only way that the Russians can get an AT rocket on the field without salvaging one off the ground. The small arms that are carried by the Red Guard are above average, and the Bazookas are mediocre at best, but having a Bazooka is much better than not having a Bazooka. ZiS-3 The ZiS-3 AT gun is minimally better than the cannon carried by the T-34. In fact, they are so similar that when choosing between the ZiS and a tank, it really will all come down to personal preference. BA-11 The Russian BA-11 carries a light cannon that can be used to engage up to medium armor. The BA-11, however, has a very long hull, and unless you are driving in reverse, then the vast majority of the hull must be exposed in order to fire the main gun. While it can be useful, the vehicle's design limits its usefulness in heavier engagements. T-60 The T-60 is a small and cheap tank that is equipped with a very rapid firing 20mm cannon. While it won't win any awards for its armor, the small size and speed can make it hard to hit at times. I must admit that I have jokingly used mass T-60 rushes to overwhelm enemy AT positions before. The combination of the rapid firing AP gun, small profile, and speed make this possible, even if I can't recommend doing so as standard practice. Su-76 The Su-76 is a relatively poor choice available to Soviet players, and I can only recommend using it in an emergency situation. This is because the Su-76 is plagued by a host of weaknesses that only accentuate how much of a waste of points it can be. Starting with the most obvious drawbacks, it is open-topped, has no turret, and has very thin armor, making it very vulnerable to anything larger than an AT rifle (and from the side even that can be a threat). The small size of the SU is it's only good point, but this isn't much, especially when you consider the fact that it wields the same gun as the ZiS-3 (see above). When thinking about buying the SU-76, I advise considering purchasing a ZiS-3, or saving resources for a T-34 or a squad of Red Guard. T-34/76 The T-34/76 is a solid tank that, in the hands of a skilled player, can square off against any German medium tank. With relatively thin but sloped armor on all sides, the T-34 can bounce shots off of its armor that would normally be a threat to it. Normally Light AT guns aren't a problem, however, special care must be taken when fighting against the Japanese because their Light AT are the best out of any faction, and are only slightly worse than Jap Medium AT guns. In Manchuria, for example, the terrain also does not allow the T-34 to take full advantage of its sloped armor, making the Jap Light AT even more of a threat. (check which version of t-34 it is) T-34/85 The T-34/85 is a much better version of the T-34 that is armed with a bigger gun. This gun is capable of competing with newer tanks like the Pz4H on an even level, and can even be a major threat to Tigers given the right circumstances. Aside from having the bigger 85mm gun, this version of the T-34 also has much better turret armor, for what it's worth. Su-100 (Tank Destroyer) The Su-100 is the best TD available to Russia, and unlike the other nations the Su-100 is on the left flag where the heavy tank normally is. This can change the order of play a little bit for players, but it doesn't necessarily have to. As always, it's up to the player's choice, and while the Su-100 isn't always the best choice, with a bit of creativity it can be put to good use. The Su-100 like all other TDs can effectively engage most any tank from the frontal armor with ease, and side armor with a near garaunteed chance of a kill. Katyusha The Katyusha comes on a truck armed with about 16 rockets that, like the Calliope, fire in two salvos. While not as numerous as the Calliope, the rockets are larger, and have a larger blast radius as a result. Care must be taken though, as the Katys are extremely fragile to even small arms fire, and they need to be placed in a relatively safe location. IS-2 (Heavy Tank) The IS-2 is one of the Soviet Union's most formidable tanks. While it has very strong sloped frontal armor, it is not completely invulnerable and carries a few weaknesses with it as well. As with all heavy tanks, it is depressingly slow and will take a while to get anywhere. However, once it gets there, it will definitely make an impact on the battlefield. Able to withstand heavy AT rounds at long range, the IS-2, given time, can help break through the front line. However, a couple of the biggest drawbacks have to do with the powerful main cannon. The first being that the IS-2 carries a fairly limited amount of rounds, and will repeatedly need to be resupplied if it gets into an extended engagement. The second is that the reload time for the IS-2 is also depressingly slow. When compared to the King Tiger tank, which has a reload time of 8 seconds, the IS-2 takes a whopping 12 seconds to reload, which is a significant disadvantage in tank vs tank combat. Despite this, the IS-2 is a very strong choice when bringing heavy support, as it's main gun is only marginally less effective than the Su-100, and can combat other heavy tanks competently.
Unit Review: Commonwealth
Infantry Squad The UK Infantry Squad is better than most infantry squads, due to a few very unique advantages that British weapons have over their contemporaries. First and most obviously, the ASL for the British comes equipped with a riflegrenade, which can be used to provide short range indirect fire on anything that needs high explosives lobbed at it. The riflegrenade can be effective from the start of the game all the way to the end due to the utility that indirect fire brings with it. Another advantage the Brits have is the Lee-Enfield rifle. While having a longer reload time and a higher magazine capacity than other bolt action rifles, it also has a slightly higher rate of fire. When used en masse, these rifles can churn out a respectable amount of firepower that can either suppress, or even kill targets at a long distance. And to top it all off, the squad comes with the ever-reliable Bren LMG, a solid weapon that has no real drawbacks. AT Rifle Team British Boyes AT Rifle is average compared to other nations, however I must highly recommend against purchasing this after the initial purchase of units. The AT Rifle is as good as all the others, and can still be used as a budget sniper, but the SAS team comes equipped with one, and they are much better soldiers than the AT Riflemen. SAS The SAS are the best infantry that the UK has to offer. Sadly, the UK has decided to arm them with an AT rifle. While this isn't necessarily bad, I feel that most people would have preferred to have another PIAT instead. And speaking of the PIAT, it is arguably one of the better AT weapons in the game since it shoots in a low arc that has the potential to land on top of it's target, potentially hitting the weaker top armor of a tank. The SMGs that they carry are similar to the normal Thompson, they just have the drum magazine. Fortunately, the normal Thompson is already a solid weapon, and leaves little to be desired. However, the Vickers VGO is one of the spots where this unit shines. Arguably one of the top 3 LMGs in the game, the VGO has an extremely fast rate of fire, rivalling the MG42. Oerlikon The 20mm Oerlikon performs just as well as the other 20mm AA guns available. I will not say anymore due to space restrictions. AT Gun The British AT gun is a solid AT gun, and is also the gun equipped by the Crusader. When choosing between Crusader and this, you are making a choice between cost and mobility. Daimler The Daimler is probably the best balanced out of all of the ACs, and is armed with the same cannon that the Matilda is armed with, making it good at engaging medium tanks from a longer range than most ACs can manage. With its turret sitting lower to the ground, and also sitting squarely in the middle of the hull, it has an advantage over the Greyhound and BA-11 in the fact that when it fires, it is typically exposing as little of itself as possible. Crusader AA 2 The Crusader AA2 is in my opinion redundant in the Commonwealth's lineup. It has decent armor, but nothing that's going to save it from serious opposition. And costing just 50 points less than a Matilda, I would most days rather have another Matilda instead. Get this only if you want to quickly wipe out infantry and aren't too concerned about defensiveness or enemy armor. Matilda As an Infantry Tank, the Matilda is without a doubt the best tank in the 350 mp slot. Boasting formidable front and side armor, these tanks will steamroll any AT guns that are in their way until you start to see Flak 88s. And roughly 7/10 times, the Matilda will be able to defeat a Flak 88 at max range when used by a skilled player. The downside to this sturdy tank is the fact that it carries such a small gun. When faced with anything larger than a Pz 3, the Matilda will struggle against the larger cannons that these tanks wield. Crusader The Crusader is a Cruiser Tank, and it carries the exact same cannon as the medium AT Gun. The 6 pdr is a respectable cannon, that can deal with most medium tanks easily at long range. However, this is offset by the extremely thin armor on all sides of the Crusader. The Crusader is supposed to be fast and maneuverable, and it lives up to that, however the large size can at times make the Crusader a bit unwieldly to use. To offset this a little bit, the tank sits very close to the ground, and has a small turret, meaning that if you can manage to find a spot that is somewhat 'hull down', you can simply peak over the terrain and fire. Some people find the 500 mp price tag not worth it, but I feel that the mobility, and more importantly the penetrating power to be more than worth the cost. Cromwell The Cromwell is also a Cruiser Tank, and I honestly have trouble liking it sometimes. Sporting much improved frontal hull armor, it still is not enough to protect it from the larger caliber German guns. On top of that, the turret armor is still very light. But the worst part about the Cromwell, is that it has an inferior gun when compared to the Crusader. It is still good enough to engage most medium tanks, but it's not as good as the Crusader's 6 pdr. By the time you get the Cromwell, you will be beginning to push into the 3rd line, and will be facing progressively heavier tanks. Also, the top armor of the Cromwell is light enough that a direct hit from artillery will likely cause it to explode with no chance of recovery. I don't know, it might just be me, but I prefer to have the Crusader over the Cromwell. Maybe I'm just using it wrong, or maybe I just prefer different things.
Men Of War Assault Squad
Churchill Mk. IV The Churchill Mk IV is an Infantry Tank. There are many problems with the Churchill, but lets start off with the only good thing about it. It is capable of withstanding direct hits from Flak 88s and other large caliber guns, and usually destroying what is shooting at it. Now for the bad stuff. First of all, the Church 4 is a very large and obvious target. Sometimes this can be a good thing since the Church can easily withstand incoming fire from all but the largest guns, but unfortunately, usually, it's not a good thing. Why you ask? It's because of the way the tracks are exposed, and thus when taking fire from just about anything larger than a rifle, there's a pretty good chance that the Church is going to get at least one track disabled. The other thing that is bad about the Church 4 is that it is equipped with the exact same gun as the Crusader. While not exactly a bad gun, it's not exactly the best gun either, and will sometimes have trouble engaging heavier tanks. All in all, like most things British, it's not pretty, and it's not the best, but it gets the job done. Priest The Priest is a US designed SPG (self-propelled gun), and unlike all the other heavy arty choices in skirmish, this one is more traditional and fires volleys of shells that spread over a target area, then takes forever to reload. This is both better and worse than other naton's arty, depending on what you are trying to do. But I mean, hey, it's artillery. For the most part, I rarely use this unit as the Churchill and the rest of the team are typically able to clear up the AT guns before the need for artillery arises. Sherman Firefly The Sherman Firefly, wielding the 17 pdr AT gun, is quite possibly the best tank available in the British skirmishes. Filling the 'Heavy AT' role, the Firefly is still a tank, and performs just as admirably as you would expect a Sherman to. The cannon of the Firefly is capable of gutting even a King Tiger from long-ish range, which is no easy feat.
Unit Review: Japan
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Infantry Squad
Men Of War Assault Squad 2 Best Mods Mod
The Japanese Infantry squad, like the Soviets, is exceedingly mediocre, with their small arms having no significant advantage over other nations. However, each rifleman comes armed with a Hand Bomb, which is a weapon that takes practice to use, but can be effective against infantry and vehicles alike. AT Rifle Team The Japanese AT Rifle is slightly above-average compared to other nation's AT Rifles, which is actually a really good thing. Since Jap tanks suck so much, the types of tanks that Japan will face are toned down a lot as far as armor values go. Meaning that purchasing an AT Rifle at almost any point in the game doesn't feel like a waste of points. Yay, finally! SNLF The Special Naval Landing Force (SNLF) bring a bunch of cool stuff to the table for Japan. Always the ones to be different, the Japanese halftrack has not one, but THREE MGs attatched to it. However, only one can be detatched and carried around with you. Rude, I know... Vehicle aside, the squad comes armed with a bunch of pretty cool SMGs that are comfortably above-average when it comes to SMGs. The rockets though, are also above average, and on harder difficulties, very necessary when it comes to destroying enemy heavy armor, especially when facing Britain which will bring the very tough Churchill AVRE to the field. Type 2 AA The Type 2 AA performs just as well as the other 20mm AA guns available. Type-2 AT Gun The Type 2 AT is a solid weapon, able to engage most armor at medium ranges. However, against the various British Infantry Tanks, you will find yourself wanting something with a little more firepower. Type 92 (AC) The Japanese Type 92 is a mobile machine gun nest. Bristling with 4 MGs, one of which is mounted on its top turret, the Type 92 AC excels in the anti-infantry role. But, as it has no AT its utility is limited after the first line. Ho-ni 2 The Ho-Ni 2 is a Japanese SPG that fires a volley of 6 HE shells on its target. Very useful in game since the Japs don't have many ways to deal with AT guns reliably. Ha-go I'm not sure why the developers decided to keep the slots all priced the same for every nation, but especially for Japan. The Ha-Go, quite simply put, is rarely worth it's points cost. Armed with a small cannon, this tankette is only really effective versus similar light tanks. It really can only be used reliably against enemy infantry, and will exploded if an AT crewman simply sneezes at it. Chi-ha 57 The Chi-Ha is better than the Ha-Go, but still far overpriced for what it is. It cannot stand up to even light AT guns in the field, but can at least engage enemy armor somewhat reliably. Against any similarly classed medium tanks it will struggle, however, and is completely outclassed by the US Shermans and Soviet T-34s. Ho-ni 1 The Ho-Ni 1 is one of the few armored vehicles that I can recommend purchasing for the Japs. The penetration power of the Ho-Ni 1 is pretty consistent, and can reliably engage most vehicles at a very long range. Chi-he The Chi-He is a decent tank, if you're not paying 1000 MP for it. It has a better gun than the Chi-Ha, and can engage light armor reliably, but still struggles against many commonly found medium tanks. Ha-to Large, and vulnerable, the Ha-To brings a single-shot long range rocket to the field that is very useful in taking out AT positions. Care must be taken when positioning this on the field though, as it has a tendency to explode easily. Chi-nu The Chi-Nu is as good as it gets in Skirmish mode. The gun carried by the Chi-Nu is marginally better than that carried by the Ho-Ni 1, but sometimes you need that extra bit of penetration power. Additionally it has a turret, and better armor, which is always cool, but this also makes the Chi-Nu a larger target. Recommended for You:
All Men of War Assault Squad 2 Guides!
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taimoorzaheer · 3 years
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After a decade, Kerbal Space Program development is over
After a decade, Kerbal Space Program development is over
After 10 years in active development, Kerbal Space Program has finally released its last big patch. Kerbal Space Program 1.12.2 went live this week as the last major patch in the sustained development of Kerbal Space Program. This follows the release of the huge, free 1.12 update earlier this year, on the 10th anniversary of the game’s release. All hands at Squad will now be primarily working on…
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glowberrycave · 6 years
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What Texture/resource packs and mods do you use? Very enjoyable blog btw.
hi anon! thank you so much!in my 1.12.2 world (most of my gifs thus far):-Forge API for 1.12.2-optifine hd for 1.12.2-Chocapic Shaders v7 High (BUT i’m switching to KUDA shaders v6.1 Legacy soon because i enjoy it more)-Pumpkin Patch Resource Pack by stapleshotz-Biomes O’ Plentyin my 1.13.1 world (making more gifs from this one once optifine updates):-optifine hd for 1.13.1 beta (Optifine_HD_U_E3_pre1)-KUDA Shaders v6.1 Legacy-Mizuno’s 16 Craft Resource Pack by Mizunothat’s all! i use pretty much the same mods for both, just updated versions. if Biomes O’ Plenty ever gets a 1.13.x update i will most definitely be using it :) looking into downloading some new mods soon once more stuff for 1.13.x is out!!
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minrcrafter · 6 years
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LittleDigPlanet [Semi-Vanilla] [SMP] {Whitelist} {US/EU} {Patch 1.12.2} {6 year-old community} {Discord Preferred}
/r/Littledigplanet - Vanilla SMP - Whitelisted
IP: LittleDigPlanet.beastmc.com:25587
Discord - Come join us and say hi!
About
Our server began over 6 years ago, and has remained more of a close and friendly community-minded server since then. Server resets tend to follow large updates, and our current map began with the 1.12 update in June 2017; our spawn region is open to build and contribute to, so long as you don't grief or impede anyone else's builds along the way. The same rules apply as you go out into the frontier, however people tend to claim larger areas of land to build on. Just try to be a friendly neighbor!
The server is run by husband and wife /u/Azander137 and /u/Snorlaxian23 (ingame names alexkohnen and Snorlaxian respectively), and can be contacted through our Discord server (link above).
We are a mature-minded community; while not all of our players are 18 or over, we do try to keep a certain conduct, as to avoid drama and dispute. Humor is open and can be unruly at times, so long as you aren't an explicit jerk to anyone you'll be fine. While in Discord, expect there to be mature content and occasional NSFW content.
Rules
Griefing and thievery is explicitly prohibited; the admins use plugin tools to identify vandals, and are able to deal with them appropriately. If you grief, don't expect mercy. The server is set to hardmode, so hunger can kill and monsters are somewhat beefy, which means that shields and armor are a must. There are plenty of farms around the spawn area which you can harvest if you're in a pinch, just be sure to replant to keep it going.
Mostly keep in mind:
Don’t be a jerk (don’t grief or steal; be friendly, don't whine, that general idea).
No AFK mob grinders or item farms - (see here)
No ranks or mods; the only player with administrative permissions is alexkohnen and Snorlaxian.
Items lost to death or mishap cannot be returned; however, if you have been griefed, simply inform the admins via Discord (link at the top & bottom of this post). Admin tools help to identify and reverse griefer damage easily.
Community
As mentioned earlier, our spawn area is open to the community and is free to build in (so long you don't build upon or impede someone else). Our world’s seed uses a custom world-generation preset, giving the terrain a little bit more oomph. Expect the occasional large, pillaring mountain, rolling and prominent hilltops, and other varied landscapes that won't be found in a vanilla-preset world. Chains of floating islands and other Escherian-like oddities dot the land, so get exploring!
The community has been running for over 6 years, and the current world started with the the release of the 1.12 update. Our worlds tend to run for about a year, or until a major update; regardless, map resets will happen eventually.
We use minimal plugins for this reason, as well as to maintain the server’s Vanilla nature. The only notable plugins are a death counter in the tab list and privatized chests.
We use a Discord Server, and it is our best means of communication and sticking together. Minecraft isn't the only game we play. Some other games we play include Overwatch, Rocket League, Golf With Your Friends, PUBG, and ARK: Survival Evolved, along with several more. We all often hang out in voice chat playing other things together, or even when we're doing nothing at all. Come join, and hang out to get to know us!
We currently have a DynMap. We don't always run DynMap, especially when we have a brand new map, but here's the address to what we have right now: http://LittleDigPlanet:8090/
Whitelisting
Discord is preferred for joining our server. We have a healthy player base, so we aren't just looking for extra numbers to pad our activity stats. Rather, we want people who are actually interested in getting to know eachother and be part of the community.
Joining the server is most simple by using Discord - Whitelisting is handled by Azander, Snorlaxian and his minions Stygma and ntoskrnl. Join the #minecraft text channel, tell us about yourself, why you want to join, what you like to do in Minecraft, etc. We’d like to get to know you!
If you don't use Discord, it's not as likely you'll be whitelisted, but feel free to leave a message here or send me a PM telling me about yourself and what you're looking for in a server.
Hope to hear from you folks soon :D
/r/Littledigplanet - Vanilla SMP - Whitelisted
IP:Port = LittleDigPlanet.beastmc.com:25587
Discord - Come join us and say hi!
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