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Author Topic: 006o Hotfix  (Read 48270 times)
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Mukip Offline
EIR Veteran
Posts: 450



« Reply #60 on: July 07, 2009, 03:36:27 am »

The CCT has an additional reload modifier just for Fireflies in vCoH and it doesn't look like it's there from those vet tables.  Does the EiR firefly at the same speed or slower than a vCoH Firefly with CCT?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #61 on: July 07, 2009, 03:51:53 am »

Quote
Previously it was :
Captain Aura change:
VET 0 AURA Buff
-non-exclusive 10% received suppression
-non-exclusive 20% recieved damage
-non-exclusive 0.004 regeneration
-non-exclusive 50% health bonus (emplacements)

That, for instance, is wrong.

It was a non-exclusive 50 percent less recieved suppresion buff.
Stacking with a non-exclusive 50 less percent recieved suppresion buff at vet 2.

So either it has now been made OP, and tommies will take 10 bursts to get suppressed from an HMG42 if there's a vet 1 captain in the sector(which is unlikely), or it has been made utterly useless, and it will take one more round from an HMG42 to suppress them, instead of letting them walk through one burst, and get suppressed by the second.
With a vet 2 captain, they would be able to walk through 4-5 HMG42 bursts, or not get suppressed by 2 nebelwerfer rockets. Considering the vet 2 captain is as easy to kill as a sniper with a motorcycle(it only likes to survive through 6 direct hit ostwind shells and howitzer shells), that's a fair trade off for a very hard to vet unit(it basicaly needs 130 enemy men(or 65 ubermen, such as KCH) killed in the same sector that he is, unless you're using FOO, which just got nerfed).

The problem was with 2 vet 2 captains stacking, which let a tommie squad not get suppressed by an entire nebelwerfer barrage to the face, or by 20 HMG42 bursts, and I understand why the stacking was removed.

I will agree being able to stack 2 vet 2 captains together again, and get a total of 0.64 recieved damage and 1.3225 health buff - which means it's basicaly doubling the health on tommie squads, was silly. Yet again, a problem from stacking, not from the captain buffs on their own.

A vet 2 captain used to be able to give a total of 43.75% boost to a unit's health.
Now it will be able to give a 22 percent boost to a unit's health. I guess it's much more in line.

However, the suppresion buffs need to be reverted. 19 percent less recieved suppresion from a vet 2 captain? That lets you ignore 2 more bullets from an HMG42 before hitting the dirt, how is that even remotely useful? It's the same as T1 buffs, that you don't even need to pay resources, or popcap, or be in friendly territory, or have to drag around a fragile unit with you to get them. You also don't need to spend enormous ammounts of time trying to vet up that T1 buff before it actualy does what it does - fail. Sorry, but paying 10 less munitions(which I can't even take advantage of, if I want to keep my vet 3s) for basicaly having no more defensive infantry counters to HMGs(or even IHT charges) really doesn't make it fair.

I will not even begin to nitpick the lieutenant, he just dies from a mere fart, his vet 0 buffs were always kind of fail, and his vet 2 ones are basicaly imposible to reach with his pisspoor survivability.

It will fire much slower now, mukip, due to the exclusive buff removals to the firefly from the CCT, on top of them
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Mukip Offline
EIR Veteran
Posts: 450



« Reply #62 on: July 07, 2009, 03:55:22 am »

boo to stealth neerfs -.-
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Mukip Offline
EIR Veteran
Posts: 450



« Reply #63 on: July 07, 2009, 03:57:29 am »

What was wrong with a single captain, or a single CCT that required they be nerfed? 
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #64 on: July 07, 2009, 04:00:32 am »

A single vet 0 captain gave 25 percent more health to all infantry in the same friendly sector that he was.
the T4 fatherland defense grants 20 percent more health to all units everywhere.
Apparently, the devs decided that the vet 0 captain is better than the T4 Smiley.
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Unkn0wn Offline
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Posts: 18379


« Reply #65 on: July 07, 2009, 04:04:22 am »

A single vet 0 captain gave 25 percent more health to all infantry in the same friendly sector that he was.
the T4 fatherland defense grants 20 percent more health to all units everywhere.
Apparently, the devs decided that the vet 0 captain is better than the T4 Smiley.

Did you read the part where it said (emplacements) ?

http://www.coh-stats.com/basics/captainvet.html
« Last Edit: July 07, 2009, 04:06:23 am by Unkn0wn » Logged
Mukip Offline
EIR Veteran
Posts: 450



« Reply #66 on: July 07, 2009, 04:07:12 am »

British gentlemen riots of 2009:


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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #67 on: July 07, 2009, 04:08:06 am »

Why repair kit on marder is 40munis it should be 30 imo, staghound can kill marder in 3-4 shots so lolz, it's really hard to have chance to use it, change please.
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Unkn0wn Offline
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Posts: 18379


« Reply #68 on: July 07, 2009, 04:09:45 am »

I manage to pull it off every game Smiley
You're just doing it wrong. (I use 3 marders with repair kits)
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #69 on: July 07, 2009, 04:12:07 am »

Oh and quad should be 20 not 10
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #70 on: July 07, 2009, 04:13:14 am »

I manage to pull it off every game Smiley
You're just doing it wrong. (I use 3 marders with repair kits)

I used to have 3 vet 2 1 vet 3 marder until staghound spam time came, now I manage to retreat 1 off them meh.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #71 on: July 07, 2009, 04:16:11 am »

Did you read the part where it said (emplacements) ?

Of course I did, and frankly - noone uses emplacements anyways, so your point is kind of moot.
And even if they did... 3 units in an entire company at times benefiting from 50 percent more health of the captain buffs wasn't what I'd call "uber-duper OP".
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #72 on: July 07, 2009, 04:53:15 am »

Can pios repair atguns now or not?
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #73 on: July 07, 2009, 05:10:58 am »

vet 2 captains are extremely hard to kill from long range, if anyone has faced my vet 3 fallschrimjagers they own at any range, but many times i haven't been able to kill a vet 2 captain from long range, i didn't even scratch his healthbar. so saying they vet2 captains are piss easy to kill,  that's a failed Assumption
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #74 on: July 07, 2009, 05:12:14 am »

Get a schwimwaggen, and charge the captain down. Insta-gibbed in the first burst. Pretty much the same as a sniper, tbfh.

They only defy balistic weapons, small arms own them at close range nicely.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #75 on: July 07, 2009, 05:14:12 am »

oooh that explains why i cant kill them from long range. ok.
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Tymathee Offline
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Posts: 9741



« Reply #76 on: July 07, 2009, 06:11:24 am »

captains dont die very easy to long range small arms. FG42's, lmg's and such even hmg's dont do so well. I had two firing at my old vet 3 captain and it only got down to about 20% health (before he took 'em both out of course Cheesy) All my vetted captains have died to tank shots, mainly p4's and all blitz p4's so meh...i even had one guy telling me that he was tryng to take out a captain i had in a building behind my lines with a sniper and couldn't hit it and even dropped a precision strike on the house and he was still good lol. They're awesome.

I wish that ami units got the defensive bonuses though. Would be real nice.
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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.
Nijo Offline
EIR Veteran
Posts: 625



« Reply #77 on: July 07, 2009, 06:15:19 am »


I wish that ami units got the defensive bonuses though. Would be real nice.

will that come in the futur?
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Raio Offline
EIR Veteran
Posts: 243



« Reply #78 on: July 07, 2009, 07:26:12 am »

Salan (?), can u give me pls ONE GOOD REASON  why FOOs recharge increased ?
 ty
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Dragon2008 Offline
EIR Veteran
Posts: 355



« Reply #79 on: July 07, 2009, 07:52:16 am »

Well I think it was cos it was too powerful and a instakill button. I use it on my captain and he gets like 20-30 kills a match.
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