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Author Topic: Interesting New Beta Patch Changes  (Read 1781 times)
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Tymathee Offline
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Posts: 9741



« on: March 06, 2011, 10:12:21 pm »

Quote
American
T17 Armored Car health increased from 175 to 265
T17 Armored Car level 1 veterancy health bonus decreased from 175 to 50
T17 Armored Car weapon reload time increased from 1s to 3.5s
T17 Armored Car weapon cooldown removed
Fixed an issue where the t17 Armored Car had lower chances to penetrate from the rear than the front
Fixed an issue where the t17 Armored Car would fail to penetrate snipers
Marder III weapon tracking speed increased from 10 to 20
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
bayarea510 Offline
EIR Veteran
Posts: 338


« Reply #1 on: March 06, 2011, 10:19:10 pm »

Where's this from?
Logged

00:00:28 [Team] imnotsoisoisoi: they're noobish
00:01:07 [Team] imnotsoisoisoi: this is gonna be gg in 15 mins
...
00:28:50 [Team] RonnMercy: bring something on
00:29:04 [Team] imnotsoisoisoi: im out
00:29:05 [Team] RonnMercy: ur terrible lol
Gg in 30, half right at least
Tymathee Offline
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Posts: 9741



« Reply #2 on: March 06, 2011, 10:46:52 pm »

http://www.companyofheroes.com/forums/release-notes-32/topics/Release-Notes-030111
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nugnugx Offline
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Posts: 4051



« Reply #3 on: March 07, 2011, 05:19:22 am »

full notes

General
3 New Maps have been added to Company of Heroes:
2p Carpiquet
6p Refinery
6p Steel Pact
Flooded Plains Territory has had its territory redrawn


American
T17 Armored Car health increased from 175 to 265
T17 Armored Car level 1 veterancy health bonus decreased from 175 to 50
T17 Armored Car weapon reload time increased from 1s to 3.5s
T17 Armored Car weapon cooldown removed
Fixed an issue where the t17 Armored Car had lower chances to penetrate from the rear than the front
Fixed an issue where the t17 Armored Car would fail to penetrate snipers

British
Fixed an issue where Bren Carriers could be loaded with infantry while using Self-Repair

Wehrmacht
Wehrmacht Quarters manpower cost reverted from 205 to 220
Krieg Barracks manpower cost reverted from 205 to 220
Volksgrenadier manpower cost reverted from 265 to 280
Volksgrenadier build time reverted from 26s to 30s
Volksgrenadier long range accuracy reverted from 0.38 to 0.35
Volksgrenadier mid range accuracy reverted from 0.58 to 0.55

Panzer Elite
Panzer-Jager Kommand manpower cost reverted from 320 to 220
Panzer-Jager Kommand fuel cost reverted from 50 to 30
Panzer-Jager Kommand build time increased from 115s to 135s
Panzer Elite Armored Car build time increased from 45s to 55s
Jager Kommand upgrade manpower cost reverted from 150 to 200
Jager Kommand upgrade fuel cost reverted from 30 to 40
Jager Kommand upgrade build time decreased from 45s to 35s
Group Zeal upgrade manpower cost reverted from 200 to 240
Group Zeal upgrade fuel cost reverted from 30 to 40
Marder III weapon tracking speed increased from 10 to 20
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Tymathee Offline
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Posts: 9741



« Reply #4 on: March 07, 2011, 07:12:09 am »

i didn't post the full notes because buldings and changing stuff back to normal aren't changes that can be done for eir but hte other ones i wonder how much of a change that would be, especially the marder III tracking speed
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