COH: Europe In Ruins

News & Introductions => Updates & Announcements => Topic started by: salan on August 11, 2009, 02:17:08 pm



Title: EiR:R 007
Post by: salan on August 11, 2009, 02:17:08 pm
War Progress Addition
There is now an interim war page, which shows the progress of the war.
On the left of the page, there is a list of Maps, with one highlighted.
This is the current Sector that is being fought over.

Each Sector has 3 states, Sector Contested, Axis Offensive and Allied Offensive.
Winning a game will push the progress across by a certain amount depending on the number of players per side.
2% for 2v2, 3% for 3v3 and 4% for 4v4.
If a side pushes enough, the state of the sector will change from Contested to their side on Offence.

Gametypes will now be random depending on the momentum:
Sector Contested
10% Axis Attack
10% Allied Attack
40% Reinforcements Mode
40% Meeting Engagement

Allied Offensive
10% Axis Attack
50% Allied Attack
20% Reinforcements Mode
20% Meeting Engagement
                
Axis Offensive
50% Axis Attack
10% Allied Attack
20% Reinforcements Mode
20% Meeting Engagement

Choosing a game type in game-setup, will add a 15% chance to the selected game type, and -%5 chance to the other three.

There are also maps tied to each sector.
Playing a game on the sectors map, results in a 200% reward for both PP and XP as well as sector momentum.
Playing a game on a map to either side of the sector, results in a 150% reward.

General:
RED -- Unit/Doctrine Changes
PURPLE -- Doctrine Additions
Green -- Price/availability changes.

***  Artillery is becoming more tactical rather then strategical, we have entered a variance in the ability to allow for wind drift.  The direct center of the artillery strike can drift varying degrees depending on the artillery used.  --- this will be phased in over the next week or so ---


US:
**  T2 Armor:  Mobile Warfare (changed to 15% speed increase and faster acceleration/deceleration)
**  T2 Armor: Calling it in (Riflemen, and Engineers give nearby vehicles a 15% accuracy boost for 45 seconds, battle advantage unlock)
**  T2 Armor: Mark Target (jeeps/m10/m18 marks target) moved to Royal Commandos
**  T3 Armor:  Experienced Loaders (for 20 seconds m10s, m18s, shermans, sherman jumbo's will reload 33% faster and have 33% less cooldown, battle advantage replacing Stacked shells)
**  T3 Armor stacking shells moved to remaining T3 Infantry slot.
**  T3 Armor:  Improved Armor (Increased to 35% health)
**  T4 Armor: High Explosive Rounds (timed upgrade that can be purchased increasing damage and accuracy while reducing penetration that will effect M8's, T17's, Shermans, Pershings.)
**  Airborne: Hard and Fast moved to tier 1,  and received accuracy changed to 10% received accuracy while moving.
**  Airborne: Supply Drop moved to tier 2 (max 2).
**  Infantry:  Bravery (changed to 10% from 15% received suppression)
**  Infantry:  Mobile Cover (reduced received accuracy to 25% from 50%)
Recoilless Rifles: 180 Mun (From 165)
Rangers: 330 MP, 90 Mun (From 330 MP, 80 Mun)
Bazooka: 55 Mun (50 Mun)
M10 Availability to 4
M18 Availability to 3
T17 Availability to 4



CW:
**  T2 Commando's: Marked Target (Lieutenant, Recon Tommies, Sniper Spotter, and Tetrarch's come equiped with Mark Target)
**  T2 Commando's: Gliders Incomming (All Callins can deploy at half normal deployment timer, -60 Seconds in R+ mode. Commando group callins half the call in timer.)
**  T2 Engineers: Ablative Armor (Vehicles receive 20% less incoming penetration for 45 seconds, global battle advantage unlock.)
**  T3 Engineers:  Bogged Down (radius target-able battle advantage that bogs down enemy vehicles by 33% movement speed and 20% incoming penetration debuff)
Piat Sappers: 180 MP, 120 Mun (From 200 MP, 100 Mun)
Piat Commandos: 180 MP, 120 Mun (From 180 MP, 120 Mun)
*  Sappers will reveal after their first barrage, stopping constant invis shooting sappers.



WM:
**  T2 Terror:  Patch and Run (Medkits slow for half normal time, and are 50% more potent in healing)
**  T3 Terror:  Propoganda Officer moved to Tier 2..
**  T3 Terror:  Propoganda (radius target-able battle advantage that drastically reduces combat effectiveness of all units within its radius.)
**  T4 Blitzkrieg:  German Engineering (Tanks receive two repair kits per purchase, can move 50% and reload at 50% speed during repair.)
**  T2 Defensive:  Pak Ambush (Paks can move while cloaked)
**  T4 Defensive: Omniscience (effects vehicles)
**  T4 Defensive: Fatherland defense (Health raised to 25%)
Panzerschreck: 140 Mun (From 120 Mun)
Double Panzerschrecks: 240 Mun (From 220 Mun)
Stormtrooper Panzerschreck: 160 Mun (From 140)
Double ST Panzerschrecks: 300 Mun (From 280)
** Military Intelligence returns.


PE:
**  T1 Luftwaffe Aerial Recon (returns, and is now a recon run)
**  T1 Luftwaffe Heavy weapon Supplies (panzershrek and lmg supply drop) moved to T2, swapped with T2 Flak Cannons (88 and Flak Cannon are available to purchase)
**  T1 Scorched Earth:  Slow Going (Enemy captures 33% slower)
**  T2 Luftwaffe:  Luftwaffe Airbridge (a battle advantage that drops a healing crate onto the battlefield.  This healing crate will heal friends and foes, so don't lose control of it!)
**  T2 Scorched Earth:  Scorched Earth (An extremely high density anti building howitzer barrage saturates an area)  (( WILL NOT DAMAGE PLAYER UNITS, only buildings ))
**  T3  Scorched Earth:  Incendiary Barrage (Recycle timer upped to 240 seconds)
*  Fallschirmjager Tankbusters are no longer effected by stealth first strike bonus.
*  AThT 50mm has had a 1 second reload increase, and will accelerate slightly slower.
Tank Buster Grenadiers: 195 MP, 120 Mun (From 195 MP, 110 Mun)
Extra Panzerschreck: 100 Mun (From 90 Mun)
FJ Tankbuster: 250 MP, 120 Mun (from 250 MP, 110 Mun)
*  Stealthing Anti tank infantry will take longer to revert back to stealth.



Bug Fixes:
** Battalion HQ will now work.
Gliders now come in on a normal timer as intended.


Title: Re: EiR:R 007
Post by: salan on August 15, 2009, 01:04:44 am
this is the preliminary patch notes, there will be some added to it concerning launcher changes.


Title: Re: EiR:R 007
Post by: Warlight on August 15, 2009, 01:06:12 am
First :P.  If I have any comments I'll place them here.


Title: Re: EiR:R 007
Post by: Mysthalin on August 15, 2009, 01:15:36 am
My poow Wummel got Nurfed :(.

No longer will I shoot barrages before the flames recede :(.


Title: Re: EiR:R 007
Post by: AmPM on August 15, 2009, 01:26:38 am
woot


Title: Re: EiR:R 007
Post by: CrazyWR on August 15, 2009, 01:43:56 am
soooo....German Engineering > OBM?


Title: Re: EiR:R 007
Post by: Demon767 on August 15, 2009, 01:48:06 am
soooo....German Engineering > OBM?

heh heh heh im going to enjoy this  ;)


Title: Re: EiR:R 007
Post by: Malevolence on August 15, 2009, 01:59:32 am
I don't mean to be ridiculous, but why is a panzerschrek nerfed??

I wasn't aware of any balance issues?


Title: Re: EiR:R 007
Post by: Akranadas on August 15, 2009, 02:26:13 am
If you read the whole thing, you'll see all hand held at weapons got a nerf


Title: Re: EiR:R 007
Post by: Mukip on August 15, 2009, 02:26:48 am
Because they increased the cost of all handhelt AT weapons across the board.  Now that you have done that, maybe increase the fuel cost on some vehicles and limit KTs and Jagds to one per player.


Title: Re: EiR:R 007
Post by: BigDick on August 15, 2009, 03:49:43 am
thanks for all the work but

Quote
M10 Availability to 4
M18 Availability to 3
T17 Availability to 4

*  Fallschirmjager Tankbusters are no longer effected by stealth first strike bonus.
*  AThT 50mm has had a 1 second reload increase, and will accelerate slightly slower.
FJ Tankbuster: 250 MP, 120 Mun (from 250 MP, 110 Mun)
**  T1 Luftwaffe Heavy weapon Supplies (panzershrek and lmg supply drop) moved to T2 (and there is no free use anymore)

that was not a "nice" move nerfing AT capabilities and raising the availability of cheap vehicles

since this

Quote
Churchill
Crocodile
Churchill Mk VI
Churchill Crocodile
Cromwell Command Tank
Staghound
Churchill Mk VI
Churchill Avre
Cromwell Command Tank
Staghound
Staghound (T17)
Hellcat
M3 Halftrack
Staghound (T17)
M3 Halftrack Quad
M3 Halftrack Quad
M8 Greyhound
M8 Greyhound
M3 Halftrack Quad
Jeep
M10 Wolverine
M10 Wolverine
Hellcat
Staghound (T17)
M10 Wolverine
M10 Wolverine
Hellcat
Staghound (T17)
Jeep
M3 Halftrack Quad
M3 Halftrack Quad
M3 Halftrack Quad
Hellcat
M10 Wolverine
M10 Wolverine
M4 Sherman
Hellcat
M10 Wolverine
M10 Wolverine
Hellcat
Staghound (T17)
Staghound (T17)
Staghound (T17)

are not enough vehicles to deal with

that is just retarded to provide this completely steamrolling by cheap vehicles spam


Title: Re: EiR:R 007
Post by: Mukip on August 15, 2009, 04:02:38 am
I agree with big dick for once, although I've not idea what that quote is.  The upper limit on how many vehicles you can field if you're determined to spam them needs looking at.


Title: Re: EiR:R 007
Post by: Baine on August 15, 2009, 04:03:13 am
That's the amount of enemy vehicle from his last 3v3 afaik.


Title: Re: EiR:R 007
Post by: Lutefisk44 on August 15, 2009, 04:08:01 am
Whhaaaaaaaaaaaaat?! why is the price of shrecks increased?! I would much rather have a insta-rear-armor-hitting piat squad with 2-4 piats that only cost 180mp 120mun. Give the germans some mobile at team with 2-4 shrecks that insta-rear-armor-hit and can go invisible!


Title: Re: EiR:R 007
Post by: Mukip on August 15, 2009, 04:19:23 am
Shrecks have several advantages over the Piat, try using the Piat against a player who can micro his vehicles and then decide whether you'd rather have them over a shreck or not.  If they weren't effective in their optimal situation, camo'ed in cover at short range, they would be a joke.


Title: Re: EiR:R 007
Post by: Baine on August 15, 2009, 04:44:25 am

** Military Intelligence returns.



Doctrine says otherwise, but probably just a description fix!


Title: Re: EiR:R 007
Post by: GeneralGlacko on August 15, 2009, 05:06:22 am
Can we finally up the hotchkiss availability guys? This is getting ridiculous with allied light armor, PE can't compete and with all these nerfs for the 50mm and inf at, it's geting quite annoying to deal with. 


Title: Re: EiR:R 007
Post by: EIRRMod on August 15, 2009, 05:20:39 am
I agree with big dick for once, although I've not idea what that quote is.  The upper limit on how many vehicles you can field if you're determined to spam them needs looking at.
Im pretty much with you there too, about vehicles.

I'll fight the good fight!


Title: Re: EiR:R 007
Post by: Groundfire on August 15, 2009, 05:56:33 am
well, there you go. You got the big dog on board. no worries


Title: Re: EiR:R 007
Post by: Two on August 15, 2009, 07:49:08 am
so when are stats getting removed from the launcher?


Title: Re: EiR:R 007
Post by: Mysthalin on August 15, 2009, 08:45:02 am
The increase in light vehicle availability is just not a good thing at all.

I personaly believe that all tanks and combat vehicles should go up by 10-15 percent in fuel price, or this ammount deducted from the available fuel.

Also - when will mainline infantry become unlimited by availability? I STLL think that is an unnecesary hinder to costumizability.


Title: Re: EiR:R 007
Post by: CafeMilani on August 15, 2009, 10:10:49 am
yes please, more vehicles with aprounds


Title: Re: EiR:R 007
Post by: salan on August 15, 2009, 10:13:26 am

** Military Intelligence returns.



Doctrine says otherwise, but probably just a description fix!

i didn't fix the descriptions yet.

basically EVERYTHING that is in the launcher, is in .. I'm actually going to remove all the Completed notes as soon as I can, because if its there, its complete.


Title: Re: EiR:R 007
Post by: LittleHillBilly on August 15, 2009, 10:25:49 am
I have a question the T4 Blitz German Engineering now is apparently the same as OBM. My question though is in the description it says the vehicles move at 50% speed and 50% load. Does this mean they still fire while repairing. If so then why cant the allies OBM do the same? Last time I used OBM your vehicle would not fire while repairing. Maybe this has also changed. But i think if one doctrine choice can then the other should as well.


Title: Re: EiR:R 007
Post by: Mysthalin on August 15, 2009, 10:29:14 am
Because repairing German Engineering tanks will move at engine damage speed, while retaining half their combat power.
Repairing OBM tanks will move at full speed, but will not retain any of their combat power.


German Engineering is clearly more useful when you need to hold that damn ground, and OBM is better on stuff like calliopes, and retreating tanks.


Title: Re: EiR:R 007
Post by: LittleHillBilly on August 15, 2009, 10:47:28 am
I know OBM gives them full speed but half the time a player uses it is because they have a blown engine and the vehicle is already badly damaged. So to say it is balanced between the two factions based on speed is not a good arguement. I just dont see how allies armor will ever stand up to axis armor especially now that one of their only advantage's has been negated. I think that both sides should still be able to fight while repairing. If they have either OBM or German Engineering. Already you see most allies play AB or Inf due to Axis armor being so much more superior. With this now being implemented now you will see even less.


Title: Re: EiR:R 007
Post by: AmPM on August 15, 2009, 11:07:03 am
ZOMG!! M10 and M18 same availability as STuG or STuH, T17 and M8 are about the same as Pumas which are now on independent availabilities!!

By the way, M10s and M18s are not light vehicles, they are Tank Destroyers, and the main AT asset of an armor or mobile US company. Similar to STuGs and Hetzers.

Worried about the T17s? Use an Ostwind or a upgun Puma. Worried about an M10 or M18? Their AI ability is so bad 1 Schrek should take care of one.

I think that if support weapons and vehicles are limited, then infantry should be as well, since most people already just run a big blob of infantry around as is, avail doesn't stop you (16 units of core infantry for the Wehr for instance).


Title: Re: EiR:R 007
Post by: wildsolus on August 15, 2009, 11:19:11 am
light vehicle spam was only a problem because everyone was set to level 8 and making companies to see what could/would work.

using light vehicle spam now would be, for the most part, retarded.


Title: Re: EiR:R 007
Post by: Tymathee on August 15, 2009, 11:32:29 am

** Military Intelligence returns.



Doctrine says otherwise, but probably just a description fix!

i didn't fix the descriptions yet.

basically EVERYTHING that is in the launcher, is in .. I'm actually going to remove all the Completed notes as soon as I can, because if its there, its complete.

What about the Vet 1 for the mortar :(


Title: Re: EiR:R 007
Post by: Silverstone on August 15, 2009, 11:34:22 am
I actually like the price increase for hand held AT. Maybe we'll see more unupgraded infantry about.


Title: Re: EiR:R 007
Post by: Tymathee on August 15, 2009, 11:34:31 am
I have a question the T4 Blitz German Engineering now is apparently the same as OBM. My question though is in the description it says the vehicles move at 50% speed and 50% load. Does this mean they still fire while repairing. If so then why cant the allies OBM do the same? Last time I used OBM your vehicle would not fire while repairing. Maybe this has also changed. But i think if one doctrine choice can then the other should as well.

Allies OBM, the tank moves at full usefulness while repairing I think. So basically axis get a half nerf.


Title: Re: EiR:R 007
Post by: LittleHillBilly on August 15, 2009, 12:07:27 pm
Allies OBM the tanks move at full speed but dont fire so are basically defenseless especially if they have a blown engine.

Axis German engineering the tanks move and fire at half speed.

the difference is one is defenseless and the other still fights. Even though it is half speed it is still better than nothing. The full speed may help you get away but if it is a fast tank or inf ht with shreks then speed doesnt help at all. Also if the allies tank has blown engine then it is useless to even try it. You might as well get off a couple more shoots if you can before it dies. where as the axis tank can use it to save the tank because it will still fight.


Title: Re: EiR:R 007
Post by: sgMisten on August 15, 2009, 12:24:34 pm
Woohoo what was once a dream is now reality. We actually have a warmap!!!

Btw, did Jagdpanther price change? In 006 it was basically a bargain superheavytank at the cost of a Panther, way too cheap. Didn't see any patch notes on that.


Title: Re: EiR:R 007
Post by: Mukip on August 15, 2009, 12:32:09 pm
Luftwaffe Aerial Recon is not working BTW.


Title: Re: EiR:R 007
Post by: MistenTH on August 15, 2009, 12:41:54 pm
Btw for the artillery change, does it refer to on-map artillery, off-map artillery, or both?


Title: Re: EiR:R 007
Post by: DasNoob on August 15, 2009, 12:44:12 pm
off-map arty


Title: Re: EiR:R 007
Post by: Tymathee on August 15, 2009, 01:36:12 pm
Quote
Piat Commandos: 180 MP, 120 Mun (From 180 MP, 120 Mun)

? no change?


Title: Re: EiR:R 007
Post by: Baine on August 15, 2009, 02:10:03 pm
Why does Luftwaffe get the Flak88 as T1 while defensive has to spend 50 points as T2? I thought both of them would be kept at the same Tier.


Title: Re: EiR:R 007
Post by: RikiRude on August 15, 2009, 02:41:40 pm
i have to agree, the german OBM is way better considering the fact that axis tanks have better firepower anyways. plus axis tanks are harder to kill, it's still very easy to follow a repairing sherman and finish it off especially with clown cars. this means a P4 can start repairing it's top MG will fire and it can hold ground while repairing, it can damage a sherman or M-10 that's trying to finish it off. your sherman that you are repairing though, you have to drive it all the way back to spawn to make sure it's safe when it repairs.

i think a good way to balance it would be to increase the repair speed by 25-50% on obm. just to keep things a little bit more varied. so although an axis tank can still fire, it will take longer to repair, which imagine this on a tiger, that's still some heavy damage it can put out. but the sherman or two you went to go heal will be back on the field quicker.


Title: Re: EiR:R 007
Post by: Lemures on August 16, 2009, 08:03:36 am
*  Sappers will reveal after their first barrage, stopping constant invis shooting sappers.

Will this not also be applied to Falls who constantly recloak when in cover fighting?


Title: Re: EiR:R 007
Post by: EliteGren on August 16, 2009, 08:19:57 am
No, the ambush was designed to be that way.

Sappers didnt even uncloak when they fired.


Title: Re: EiR:R 007
Post by: Baine on August 16, 2009, 08:51:42 am
Fun time over, can we get the old schreck price back and/or light vehicles reduced?


Title: Re: EiR:R 007
Post by: Unkn0wn on August 16, 2009, 08:59:45 am
We are looking into the issue of 'light vehicle spam'.


Title: Re: EiR:R 007
Post by: Wolster on August 16, 2009, 09:09:19 am
Fully agree with Bain above, sort it out, the mod is failing Axis players atm.

Just took a scan up the axis players scores in the launcher am seeing the following.

Axis Player  W 1 / L 5
Axis Player  W 1 / L 6
Allied Player W 3 / L 0
Axis Player W 0 / L 2
Allied Player W 3 / L 2
Axis Player W 3 / L 2  (this guy looked to be doin ok)
Axis Player W 1 / L 9 (this im embarassed to say is myself) always been a 50/50 Medium ranked player in over 2 years playing this mod obviously not anymore.

Think the Allies are upto 61% winning the first map atm, so it can be said they are winning most games & will be opening up the T3 /T4 abilities alot faster than Axis making this depressing turn of events continue further.

I just carnt understand the bias in this mod atm... in the last few months I have been at the mercy of the following tactics in this order..

1) Bangbus Brits - using piats/brens of doom to destroy everything.
2) Brit Officer led blobs of doom (usually the result of the above falling out of there vehicle & continuing their reign of terror on foot.
3) Airborne RR spam.
4) US light/medium vehicle spam.

Just pathetic.....the top one has been fixed ofc thankfully the rest may well get toned down dealt with, but its getting wearysome,


Title: Re: EiR:R 007
Post by: CafeMilani on August 16, 2009, 09:12:59 am
why the hell are schreck 20muni more expensive and zooks on rangers only 10?
price increase on zooks should also be at least 20 muni.
and RRs: 15muni more? they should cost 200muni for what they do, but only recived a price increase of 9%!
)schreck price increase: ~17%)



and:

hellcats should replace m10s in armor doctrine. availability 4. u dont need 2 kinds of tank destroyers.


Title: Re: EiR:R 007
Post by: Ununoctium on August 16, 2009, 09:25:36 am
and:

hellcats should replace m10s in armor doctrine. availability 4. u dont need 2 kinds of tank destroyers.
nice try aloha.
replace m10..
if armour replaced the m10 with hellcat i'd like to see the hellcat get all the m10 stats EXACTLY the same and leave it having cloak and silly slow mines.

I see the reasoning behind the shreck price jump since all shreck squads still maintain good anti inf power. and the shreck does a lot of damage to tanks. but zooks are 1 doctrine weapon and they are the only manpacked AT so price wasn't increased by much.
As for RRs they should have jumped in line since they are also quite spammable without reducing the units AI capabilities as well. especially with the RRs 1 in 4 sniper like tendency



Title: Re: EiR:R 007
Post by: Baine on August 16, 2009, 09:40:33 am
There was no reason to up the cost of the schreck. The RRs were the main problem and wtf have the AI capabilities of Schreck squads to do with the price on schrecks?


The bazooka cost was upped by a minimum of 5 munition. While the Schreck jumped up 20 mun.

First the nerf of the double schreck squads, now the price increase. I'm not sure if that's the right way.


Title: Re: EiR:R 007
Post by: wildsolus on August 16, 2009, 11:17:01 am
the zook wasn't upped 20 munitions like the shrek cause it's nowhere near as good...instead the rr was bumped up like the shrek.


Title: Re: EiR:R 007
Post by: Malevolence on August 16, 2009, 11:20:24 am
But shouldn't it still be proportionately more expensive if we are proportionately increasing cost of AT weapons? This is basically a bazooka buff, comparatively speaking.


Title: Re: EiR:R 007
Post by: BigDick on August 16, 2009, 11:24:46 am
the zook wasn't upped 20 munitions like the shrek cause it's nowhere near as good...instead the rr was bumped up like the shrek.

thats why RRs went up 9% and shreks 17%


Title: Re: EiR:R 007
Post by: Groundfire on August 16, 2009, 11:28:37 am
the zook wasn't upped 20 munitions like the shrek cause it's nowhere near as good...instead the rr was bumped up like the shrek.

thats why RRs went up 9% and shreks 17%

RRs are not going to get the same nerf as the schreck because Airbourne cost more than Grens, and you only get 6-8ish before they really start becoming a PP sink.

If you can get more of a weapon than the next guy, it should cost a tad more.


Title: Re: EiR:R 007
Post by: Wolster on August 16, 2009, 11:52:38 am
Its sadly not only Grens using these Schrecks you no, dont no any Axis players now equiping them on Storms anymore at 300munitions its fantasy, not like they were a problem before but now insta loss.

And its an extra nurf to wher because munitions were already a critical resource, got far to many unequiped infantry to handle AI roles now.

Any attack mentality for an axis player is now gimped because he can only move forward at the pace of his Paks, carnt wait till the arty starts arriving in the war to chew up our Pak lines, even if I didnt want to support weapon spam it'll be no option soon.


Title: Re: EiR:R 007
Post by: anthony210 on August 16, 2009, 12:07:18 pm
I still equip them on my storms.  Though at 300 MU they are quite expensive,  too expensive in fact.

The bulk of my MU is now in schrecks...


Title: Re: EiR:R 007
Post by: anthony210 on August 16, 2009, 12:11:22 pm
Sorry cant modify my post...

To add I only have 3 double schreck storm squads, and 1 MP44 storm


Title: Re: EiR:R 007
Post by: Malevolence on August 16, 2009, 12:58:56 pm
the zook wasn't upped 20 munitions like the shrek cause it's nowhere near as good...instead the rr was bumped up like the shrek.

thats why RRs went up 9% and shreks 17%

RRs are not going to get the same nerf as the schreck because Airbourne cost more than Grens, and you only get 6-8ish before they really start becoming a PP sink.

Who on earth oversupplies grenadiers? That's max cap 8...

Quote
If you can get more of a weapon than the next guy, it should cost a tad more.

A schrek and two RRs has always been about equal I thought. The airborne cost more because they can fireup increasing survivability, so I don't see why they should get cheaper AT comparatively.


Title: Re: EiR:R 007
Post by: CafeMilani on August 16, 2009, 01:00:05 pm
and:

hellcats should replace m10s in armor doctrine. availability 4. u dont need 2 kinds of tank destroyers.
nice try aloha.
replace m10..
if armour replaced the m10 with hellcat i'd like to see the hellcat get all the m10 stats EXACTLY the same and leave it having cloak and silly slow mines.

I see the reasoning behind the shreck price jump since all shreck squads still maintain good anti inf power. and the shreck does a lot of damage to tanks. but zooks are 1 doctrine weapon and they are the only manpacked AT so price wasn't increased by much.
As for RRs they should have jumped in line since they are also quite spammable without reducing the units AI capabilities as well. especially with the RRs 1 in 4 sniper like tendency



the schreck just shoots in the dirt retardedly often, that why its just not worth to buy any more. kthxbye
and thats why i dont get the RR price increase. it just sound retarded to me.


Title: Re: EiR:R 007
Post by: CafeMilani on August 16, 2009, 01:04:02 pm
the zook wasn't upped 20 munitions like the shrek cause it's nowhere near as good...instead the rr was bumped up like the shrek.

thats why RRs went up 9% and shreks 17%

RRs are not going to get the same nerf as the schreck because Airbourne cost more than Grens, and you only get 6-8ish before they really start becoming a PP sink.

Who on earth oversupplies grenadiers? That's max cap 8...

Quote
If you can get more of a weapon than the next guy, it should cost a tad more.

A schrek and two RRs has always been about equal I thought. The airborne cost more because they can fireup increasing survivability, so I don't see why they should get cheaper AT comparatively.

every 3rd - 2nd schreck shot hits the dirt, thats why. and schreckshots bounce more often than RRshots.

thats my experience from using schrecks AND RRs.


Title: Re: EiR:R 007
Post by: AmPM on August 16, 2009, 01:06:08 pm
Lets see, RR available on 1 Doctrine in 1 Faction, already expensive, available based on unit availability.

Schrek available on 2 infantry types, 1 across all Axis doctrines, not limited in availability other than price.

Heavy Axis reliance on schrek blob as main AT in 006, reduction in the power of offmaps in 007, means less blob control. Means limiting the blob becomes much more important.

Learn to use things like STuGs and Panthers, they seem to be doing very well vs my armor.


Title: Re: EiR:R 007
Post by: CafeMilani on August 16, 2009, 01:19:43 pm
so they should be cheaper caus u can only have them with 1 doctrine? weapon is weapon, no matter how often u see it.

wehrmacht basically relies on schrecks. amis only(!) need they atguns. get some stickies and ur AT is perfect.

and gtfo with using panthers, they get wtf pwned by retarded uber ATround 35% more health buffed hellcats or m10s. in 3 fucking shots. now guess what happens to stugs-.-

hellcats must replace m10s in armor doctrine.


Title: Re: EiR:R 007
Post by: CommanderHolt on August 16, 2009, 01:26:44 pm
hellcats must replace m10s in armor doctrine.

Whys that? Shouldn't an Armour company get the most variety of vehicles? Plus they might be Tank Destroyers, but they are suppose to be used differently form each other.


Title: Re: EiR:R 007
Post by: Mysthalin on August 16, 2009, 01:33:43 pm
If you base your AT on shrecks, you deserve to lose to light vehicle spam.


Title: Re: EiR:R 007
Post by: CafeMilani on August 16, 2009, 01:36:12 pm
u didnt play against a company with 4 m10s, 3 hellcats, 3t17 yet huh? with schrecks that cost 140mun and hit the dirt retardedly often, did you? and dont forget the t3 health increase on m10s and hellcats.


Title: Re: EiR:R 007
Post by: CrazyWR on August 16, 2009, 02:09:59 pm
What Mysthalin said.  Also, have you tried playing as tank destroyers PE with shreks?  Those shreks definitely needed a price increase...


Title: Re: EiR:R 007
Post by: CrazyWR on August 16, 2009, 02:11:27 pm
Also, I still don't see how OBM is supposedly better than German Engineering...its clearly inferior...yet another Axis t4 that makes Armor t4's look like shit.


Title: Re: EiR:R 007
Post by: CafeMilani on August 16, 2009, 02:12:23 pm
If you base your AT on shrecks, you deserve to lose to light vehicle spam.

sounds like light vehicles are teh counter to schreck grens. weird.



Title: Re: EiR:R 007
Post by: Mysthalin on August 16, 2009, 03:08:30 pm
An anti-infantry vehicle that is hard to hit wins at long range versus AT that's notoriously inaccurate at long range?

*shock*


Title: Re: EiR:R 007
Post by: salan on August 16, 2009, 03:31:16 pm
Luftwaffe Aerial Recon is not working BTW.

Oh i know why, i'll fix it, its not linked in the database, forgot that before i left.


Title: Re: EiR:R 007
Post by: salan on August 16, 2009, 03:36:41 pm
MI and Luft Aerial Recon are now linked and will work.

sry, forgot I had unlinked them pre-fix


Title: Re: EiR:R 007
Post by: LuAn on August 16, 2009, 05:44:51 pm
*  Fallschirmjager Tankbusters are no longer effected by stealth first strike bonus.
*  Stealthing Anti tank infantry will take longer to revert back to stealth.

I need some help with this please:
Ive checked through the RGD's and the FJ Tankbuster use the exact same
attrib\attrib\abilities\_europeinruins\pe\panzer_elite_fallschirmjager_camo.rgd
as the normal Fallschirmjager, so are how can the FJ Tankbuster not receive the ambush modifiers but the normal FJ do?


And the second thing:
Ive noticed a change too all Ambush abilities, so there wont be any recloaking, after the units engage in a fight, but as soon as the last squadmember has stoped shooting, 10 seconds later the squad recloaks. (Recloaking during engagements is gone)

I do think that the battle reloaking removal is a fine thing, however i do think that the recloak time afterwards is a bit too high, meaning the initial cloaking time and the delay time for recloaking afterwards should be decreased a bit.
However, due to this degradation/"nerf" to the ambush ability (its basically a 25%dmg 25% acc decrease for the longer lasting engagements)
i think FJ Tankbuster should benefit from the ambush bonus again, because if the Shrek guy of a FJ Tb squad fires, he remains uncloaked now during reload.




Title: Re: EiR:R 007
Post by: CrazyWR on August 16, 2009, 09:14:37 pm
I disagree. I think all cloaking should work like the pak for now.  Except snipers.


Title: Re: EiR:R 007
Post by: salan on August 16, 2009, 11:17:45 pm
actually the only thing that fj cloak ability does is, let them cloak..

the camoflague extension in the ebps is where you look for the stats on how long it takes.  troops popping in and out of stealth is silliness to the extreme.   it will take 10 seconds for a unit to recloak after an action, in combat, out of combat, anything.  Doesn't matter.  so if within those 10 seconds he does another action, it will take 10 seconds after that action.

ambush does not = continued ambush, nor should it.  I should look at the snipers and paks camoflague as well actually, having them pop in and out while under fire, i wonder if that can be fixed..


Title: Re: EiR:R 007
Post by: wildsolus on August 16, 2009, 11:20:58 pm
if you're gonna look at units popping in and out of cloak while under fire look at storms as well.


Title: Re: EiR:R 007
Post by: Demon767 on August 16, 2009, 11:22:22 pm
i have yet to see storms cloak while underfire Fyi


Title: Re: EiR:R 007
Post by: wildsolus on August 16, 2009, 11:26:32 pm
then you aren't observant at all.

most wehr players who gets his storms pinned/suppressed will always try (and usually succeed if far enough away from the hmg or supporting infantry) and cloak in the middle of fire.


Title: Re: EiR:R 007
Post by: anthony210 on August 17, 2009, 12:19:39 am
then you aren't observant at all.

most wehr players who gets his storms pinned/suppressed will always try (and usually succeed if far enough away from the hmg or supporting infantry) and cloak in the middle of fire.

Sometimes they do but most of the time if they are under fire they will not cloak.  Its very rare for them to cloak under fire.


Title: Re: EiR:R 007
Post by: wildsolus on August 17, 2009, 01:01:52 am
i just did it in a 3v3 just now while an hmg was shooting me.... really can't tell me it's hard to do.


Title: Re: EiR:R 007
Post by: anthony210 on August 17, 2009, 01:21:21 am
i just did it in a 3v3 just now while an hmg was shooting me.... really can't tell me it's hard to do.

Replay or it didnt happen.

If the HMG is shooting AT the storms not near them they will not recloak.


Title: Re: EiR:R 007
Post by: Two on August 17, 2009, 04:33:34 am
My storms cloak all the time when being shot at


Title: Re: EiR:R 007
Post by: Thepassenger on August 17, 2009, 04:36:54 am
i can never tell


Title: Re: EiR:R 007
Post by: LuAn on August 17, 2009, 07:41:26 am
actually the only thing that fj cloak ability does is, let them cloak..

the camoflague extension in the ebps is where you look for the stats on how long it takes.  troops popping in and out of stealth is silliness to the extreme.   it will take 10 seconds for a unit to recloak after an action, in combat, out of combat, anything.  Doesn't matter.  so if within those 10 seconds he does another action, it will take 10 seconds after that action.

ambush does not = continued ambush, nor should it.  I should look at the snipers and paks camoflague as well actually, having them pop in and out while under fire, i wonder if that can be fixed..

Are the Ambush modifiers still applied?
The T2 Defensive Measures Ambush for Luftwaffe Infantry works exactly the same now, does it still have its Ambush Modifieres?

Mhm oke i totally agree with you, however i do think 10 sec is a bit too high, make it 7-5 or so, because in 10sec so many things can happen that can totally lay waste to FJ and without really excessive micro management, that some medium players might not be able to pull of, fj would often reveal themselves shooting with their fg42 at max range targets.


Title: Re: EiR:R 007
Post by: Tymathee on August 17, 2009, 12:03:10 pm
My storms cloak all the time when being shot at

I see it all the time as well. Ditto paks. M18's don't do it though for some reason.


Title: Re: EiR:R 007
Post by: Malevolence on August 17, 2009, 01:52:57 pm
the zook wasn't upped 20 munitions like the shrek cause it's nowhere near as good...instead the rr was bumped up like the shrek.

thats why RRs went up 9% and shreks 17%

RRs are not going to get the same nerf as the schreck because Airbourne cost more than Grens, and you only get 6-8ish before they really start becoming a PP sink.

Who on earth oversupplies grenadiers? That's max cap 8...

Quote
If you can get more of a weapon than the next guy, it should cost a tad more.

A schrek and two RRs has always been about equal I thought. The airborne cost more because they can fireup increasing survivability, so I don't see why they should get cheaper AT comparatively.

every 3rd - 2nd schreck shot hits the dirt, thats why. and schreckshots bounce more often than RRshots.

thats my experience from using schrecks AND RRs.

I think you misunderstood. I'm saying that I don't see why AIRBORNE should get cheaper AT comparatively when it comes to the buff/nerf time.

Quote from: AmPM
Lets see, RR available on 1 Doctrine in 1 Faction, already expensive, available based on unit availability.

Let's see, Schrek available on all axis factions, but gimped for one of them, already expensive, available based on unit availability.

Also I suppose since stormtroopers are only available in 1 doctrine in 1 faction they should get really cheap panzerschreks, right? Because that definitely makes sense. Come on man, don't be ridiculous.

Quote
Heavy Axis reliance on schrek blob as main AT in 006, reduction in the power of offmaps in 007, means less blob control. Means limiting the blob becomes much more important.

PaKs have always concerned me more than schreks. Anybody using schrek blob as main AT has no idea what they're doing or are fighting in exclusively heavy urban maps. Schrek blob is 0 problem for a stubby sherman, it really doesn't need limiting.


Title: Re: EiR:R 007
Post by: LuAn on August 18, 2009, 06:54:02 am
Hey um any clarification from the higher ups please?


Title: Re: EiR:R 007
Post by: Mysthalin on August 18, 2009, 07:09:39 am
There was a terrible time when shcreck blobs were indeed a problem, and a huge one at that.

*shudders at the memory of 75 percent long range accuracy schrecks*

Yeah, good thing we don't have those anymore.


Title: Re: EiR:R 007
Post by: CafeMilani on August 18, 2009, 08:16:06 am
i think these (i dont even know ppl who did that..) were no problem at all for decent players..
setup an mg, use quads etcetc. so easy to stop tbh.
but we still have AB blobs, ranger blobs and, more and more, vehicle blobs (sounds stupid but its true!)
which are not that easy to stop.


Title: Re: EiR:R 007
Post by: Unkn0wn on August 18, 2009, 08:25:58 am
Over the next few patches we will be making some changes that hopefully shift the game more towards combined arms.


Title: Re: EiR:R 007
Post by: Two on August 18, 2009, 08:42:12 am
How does that work for pe? :p combined arms requires pe to have vehicles and combined arms requires enemy to have at so therefore pe lose xD


Title: Re: EiR:R 007
Post by: LuAn on August 18, 2009, 08:46:55 am
How does that work for pe? :p combined arms requires pe to have vehicles and combined arms requires enemy to have at so therefore pe lose xD

Good question!
So how will it work for PE? Will there be some new infantry based units?


Title: Re: EiR:R 007
Post by: CafeMilani on August 18, 2009, 08:56:44 am
what? pe loses anyways


Title: Re: EiR:R 007
Post by: CrazyWR on August 18, 2009, 10:40:06 am
try using a goddamn mortar halftrack two.  You have good micro, you shouldn't have any problems.  Stop trying to create problems that don't exist just to get buffs for your current faction of choice.


Title: Re: EiR:R 007
Post by: Jazzhead on August 18, 2009, 11:42:30 am
yes because 1 unit will stop PE from losing....So we need to keep MHT on the field at all times? And what happens if we lose it? Game over for PE?

Everyone always talks about the balance between WM and US. Take the clash between armor and everyone arguing over heat rounds, TT and other shit. The solution is that it will be balanced in the end. But what about PE??? US armor gets these crazy buffs which are down played by the WM armor buffs, but vs PE they rape. US armor doesn't need to be any stronger vs the paper armor of PE imho


Title: Re: EiR:R 007
Post by: AmPM on August 18, 2009, 11:45:47 am
PE is a glass cannon, you need to use range and speed to stay away. 50mm ATHT and Marders destroy US armor.


Title: Re: EiR:R 007
Post by: LuAn on August 18, 2009, 11:52:49 am
But theres absolutly nothing that improves the survailability of light PE Vehicles versus the buffed AT power of American and Brits.


Title: Re: EiR:R 007
Post by: BigDick on August 18, 2009, 12:05:09 pm
yes because 1 unit will stop PE from losing....So we need to keep MHT on the field at all times? And what happens if we lose it? Game over for PE?

actually that is the case
when the mortar HT is killed (and it is killed when you lost for a couple of seconds extended sight over its whole range or if you are for 1 second somewhere else and at guns crawl up or if you get rushed by light vehicles or by infantry with handheld at)

then at gun crawl (supported by hmg or bar rifles or quad or light vehicles or shermans or ...) has no counter

@ampm pe may rape armor but not when armor use all this light vehicles and cheap tankdestroyers instead of shermans or a pershing


Title: Re: EiR:R 007
Post by: LuAn on August 18, 2009, 12:13:28 pm
yes because 1 unit will stop PE from losing....So we need to keep MHT on the field at all times? And what happens if we lose it? Game over for PE?

actually that is the case
when the mortar HT is killed (and it is killed when you lost for a couple of seconds extended sight over its whole range or if you are for 1 second somewhere else and at guns crawl up or if you get rushed by light vehicles or by infantry with handheld at)

then at gun crawl (supported by hmg or bar rifles or quad or light vehicles or shermans or ...) has no counter

@ampm pe may rape armor but not when armor use all this light vehicles and cheap tankdestroyers instead of shermans or a pershing

+1


Title: Re: EiR:R 007
Post by: wildsolus on August 18, 2009, 12:20:00 pm
yes because 1 unit will stop PE from losing....So we need to keep MHT on the field at all times? And what happens if we lose it? Game over for PE?


@ampm pe may rape armor but not when armor use all this light vehicles and cheap tankdestroyers instead of shermans or a pershing

not many advantages unlocked or doctrines unlocked = no pershing and not enough fuel for lots of shermans etc = lots of light vehicles.


Title: Re: EiR:R 007
Post by: AmPM on August 18, 2009, 12:45:58 pm
Huh, I remember using my Tank Hunters and having no issues at all with light vehicles....


Title: Re: EiR:R 007
Post by: Malevolence on August 18, 2009, 12:46:35 pm
PE has a unit that may as well be called Light Vehicle Killer, it has treadbreaker.


Title: Re: EiR:R 007
Post by: Two on August 18, 2009, 01:26:17 pm
try using a goddamn mortar halftrack two.  You have good micro, you shouldn't have any problems.  Stop trying to create problems that don't exist just to get buffs for your current faction of choice.

Please show me where i asked for a buff for pe. Simple fact, PE is a spam faction.


Title: Re: EiR:R 007
Post by: Two on August 18, 2009, 01:28:31 pm
PE has a unit that may as well be called Light Vehicle Killer, it has treadbreaker.

And try killing a staghound or a m8 with a light at ht, due to the treadbreaker nerf its not as easy as in vcoh as light vehicles are still fast with damaged engine


Title: Re: EiR:R 007
Post by: AmPM on August 18, 2009, 01:54:08 pm
When I played PE I just used 4 50mm ATHTs, 2 of them basically shuts down armor of any kind.


Title: Re: EiR:R 007
Post by: CafeMilani on August 18, 2009, 01:54:52 pm
u forgot that treadbreaker doesnt breaks treads! doesnt work, sucker :P