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007 is now live!
After a lengthy implementation process, we have finally moved to 007.
007 will be about final balance, ease of game-creation and accessibility for players.
As for the move to 007, we have numerous changes, as listed below.
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%)
[color=green]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)[/color]
** 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.
I hope you all enjoy this next phase of Beta!