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Author Topic: 006i Hotfix  (Read 26954 times)
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« on: June 16, 2009, 04:17:24 am »

006i

IMPORTANT:
You will need to repurchase ALL upgrades on units.
Please check all units and their upgrades.

Doctrine Abilities
US:
Armour
Tier 2
Mark Target

WM
Blitzkrieg
Tier 1
Fully Loaded

Terror
Basic Supplies

PE:
Luftwaffe
Tier 2
Handing it over (LGI & FJs gain ability to purchase G43s)

Scorched Earth
Tier 1
Booby Trap

TankDestroyers

Tier 2
Double Efforts

Gameplay fixes
Boys AT increased 80MU
Boys AT no longer 100% accurate / damage vs infantry
Medkits are now 2 uses, and squads are immobile for the duration of 60s (broke retreating)
Medkits are now 2 uses, 1/2 movement
Double Panzershreks and Double LMGs are now doctrine choices
« Last Edit: June 16, 2009, 05:47:15 am by EIRRMod » Logged

Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
OrdobalticusTLS Offline
EIR Regular
Posts: 46


« Reply #1 on: June 16, 2009, 04:24:01 am »

Hmmm... medkits use makes inf immobile? That means tank thread paste?
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #2 on: June 16, 2009, 04:31:06 am »

 Not liking the med kit nurf ....
 So now Allied Infantry can get healed for the whole game unless you destroy the med bunker while the axis gets 2 uses and stand still?Huh

 
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EIRRMod Offline
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Posts: 11009



« Reply #3 on: June 16, 2009, 04:33:10 am »

Indeed, you can destroy the triage, you cant destroy the medpack.
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #4 on: June 16, 2009, 04:37:45 am »

 What doctrine choice for double lmgs and shreks?

 Kill the soldier and the med pak is gone he cant hand it off to another squad the med bunker can heal all squads at the same time ..

 Well see I could be wrong just trying to see how it will work out..
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #5 on: June 16, 2009, 04:44:40 am »

 Thank you for the quick fix on the boys at and the new doctrine abilities by the way...
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #6 on: June 16, 2009, 05:03:33 am »

and accuracy Now that dmg vs infantry is gone why did you increase the price?
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EIRRMod Offline
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Posts: 11009



« Reply #7 on: June 16, 2009, 05:06:05 am »

Because it should be in line with other upgrades of its type for brits.

It may get a slight buff vs AT, will have to see how it plays out.
Logged
SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #8 on: June 16, 2009, 05:06:12 am »

I can’t believe the amount of nerf on axis we are seeing here…again…
 
The medkit change is really really damaging. Immobilized for 60 sec? Can you even retreat? How about you make the Americans go inside their hospital for 60 sec to eat burgers and heal.  Medkit change also ruins the Terror abilities First Aid + Patch and Run unless you change those. And no price change after nerf? We all agreed that ti needed some changes but this is way out of line now that medkits are the only way of healing most axis units. How about you just make it like it was and heal in friendly territory only?
Logged
Zephyrus Offline
EIR Regular
Posts: 5


« Reply #9 on: June 16, 2009, 05:16:27 am »

so the AT gun is no longer as effective as before. I'm fine with that.
Given enough boyz AT gunz, i can still make a wall of high velocity rounds at the infantry right?
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Armfelt Offline
EIR Veteran
Posts: 453



« Reply #10 on: June 16, 2009, 05:18:15 am »

Boys AT no longer 100% accurate / damage vs infantry

What is the new accuracy/damage vs inf?
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"Well opinions are like assholes, everybody has one."
Bubz Offline
EIR Veteran
Posts: 726



« Reply #11 on: June 16, 2009, 05:19:20 am »

Finally the long awaited medikit nerf!
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #12 on: June 16, 2009, 05:21:30 am »

Boys AT no longer 100% accurate / damage vs infantry

What is the new accuracy/damage vs inf?
.25, and also damage nerf .25, and on the move nerf .5
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Zephyrus Offline
EIR Regular
Posts: 5


« Reply #13 on: June 16, 2009, 05:39:45 am »

thats a real nerf to the AT rifle. What about the penetration? I think we should offset with incresed penetration.
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Tymathee Offline
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Posts: 9741



« Reply #14 on: June 16, 2009, 05:42:05 am »

I'd have to agree that 60 seconds is a bit much but i guess that's how long it takes? is it 60 seconds or duration of the heal just like with tanks? Maybe what you can do is have the med bunker and you can only use med kits when you're around the med bunker instead of it picking up dead soldiers.

Then again, we'll see how this changes in game. It'll just make it so you can't heal in battle anymore and force you to retreat your units to your spawn area and heal them, just like the Infantry doc has to do with triages, so we'll see.

Boys at is cool. So you nerfed it against infantry but it still is good vs what it should be good against, light vehicles and tank ass, sounds good.
Logged

"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.
Tymathee Offline
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Posts: 9741



« Reply #15 on: June 16, 2009, 05:42:54 am »

thats a real nerf to the AT rifle. What about the penetration? I think we should offset with incresed penetration.

it's really not. They just nerfed it vs infantry, it still does a great job vs vehicles. So now, you are forced to bring along anti infantry units with your boys at rifle squads so you dont get ripped apart by kch and grens etc
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #16 on: June 16, 2009, 05:48:05 am »

So what about the Patch and run T2 of Terror?
You pay 50PP to make your Inf longer immobile?
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #17 on: June 16, 2009, 05:48:43 am »

Medkits changed, read notes.
It messed with too many things.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #18 on: June 16, 2009, 05:50:00 am »

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Zephyrus Offline
EIR Regular
Posts: 5


« Reply #19 on: June 16, 2009, 05:59:16 am »

Well, Tym, I don't think its gonna be just as effective versus vehicle as before, the match we played previiously had a whole swarm of AT boys, thats why it was so darn effective. now, due to its really non-effective on infantry, I don't think you'll ever see such a mass as Rice Tea's boyz.
So thats where my concern comes. AT rifles versus Heavy tanks, i dont think they'll manage to kill it before dying or retreating off.
As someone previously had noted, the AT rifle isn't even as good as the RR, doing less. And now, I am not sure if its really worth the 80 muni.

Thats my 2 cents on this matter, anyway.
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