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Author Topic: 006p Hotfix  (Read 42205 times)
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« on: July 07, 2009, 06:40:51 pm »

ALL "REPAIR: LIGHT VEHICLE" UPGRADES HAVE BEEN REMOVED, you must repurchase them!

Red = Rgd edit (finished)
Green = Sql change (to do at patch)
purple = Doctrine (finished)

General
*  Units in open port (bren/IHT) transports will take damage as the carrier is damaged.
*  fixed infantry halftrack and Bren carrier reinforcement availabilities to be the same.
*   Fixed Schwimwagon sight buff

NEW UNITS PRICING / AVAILABILITY

Churchill MkVI 410 MP. 225 F, 10 pop.  Availability 3/2/3

Commando Ambush Squad 320 MP, 135 Mun, 5 pop.  Availability: 2/1/4

Commando Sniper  500 MP, 160 Mun, 6 pop. Availability: 1/1/3


US
**  Removed check modifiers (sight) from Tank Reapers.
**  Tank Reapers effects Anti tank guns, and should be effecting Stickies
**  Tank Reapers replaces the m1 Bazooka with a new weapon that has the bonus's applied directly, drop them at your own peril!
*  T17 315 MP 50 F (from 350 MP, 90 F)

CW
*  Fixed the Boyz AT rifle slot item to be pointing towards the correct weapon!
*  Bren Gun Carrier - 230 MP, 40 F, 4 pop (from 180 MP, 15 F)
*  Bren Gun MMG - 230 MP 45 Mu, 30 F (From 270 MP, 45 Mu, 30 F)
*  Vickers MG Emplacement 55 Mu, (from 160 Mp, 45 Mu)
*  Corrected Bren Carriers pass through Table to match original unit
*  Correct Bren Carriers armor type to match all other halftracks
*  units being carried by Bren Carriers will be effected by flamethrowers same as IHT.
**  T2 Churchill MkVI unlock (75mm cannon) finished
*  Churchill Crocodile 12pop (from 14pop (16 in rgds..))
*  Churchill Crocodile 410 Mp, 275 F (from 490 MP, 415 F)
*  Churchill Crocodile availability 1/1/4 from 0/2/4
*  Sherman Firefly - 480 MP, 320 F (from 520 MP, 390 F)
*  Churchill Mineplow 40 Mun (from 50 Mun)  
*  Churchill MkIV is now a non-unlock doctrine specific tank
**  New T1 Engineers: Improved Engines ability replaces Churchill MkIV unlock.  
*  Staghound will be effected by Medium Repair kit, instead of Light Vehicle repair
**  T3 Commando's: Commando Sniper Unlock Finished
**  T4 Commando's: AT Commando's Finished.

WM
*  4th Man KCH upgrade 40 MP 20 Mun (from 90 MP 20 Mun)
*  4 man KCH are 5 pop
*  Removed mechanized Observer's extra sight range
*  Fixed Panzerfaust kill critical
**  Fixed Military Intelligence for defensive, you will get as many uses you buy now.

PE
*  Fixed IHT and AC received penetration issues
*  Fixed Assault-Flammen flamethrower critical
*  Firecracker mines 20 Mun (from 30 Mun)
*  Hetzer 320 Mp, 180 F (from 400 Mp, 240 F)
*  Hetzer Availability 3/2 from 2/2
*  Boobytrap trigger time further reduced <will watch for pricing balance>
**  Marder's Telescopic sights altered to make it hit more often, not hit further.
« Last Edit: July 14, 2009, 04:59:02 pm by salan » Logged

salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #1 on: July 13, 2009, 08:52:52 pm »

PATCH NOTES:

** Commando sniper explained:  The commando sniper is a 2 man squad, one sniper, 1 normal commando who has larger vision for spotting.  Their roles do not swap to the other when one dies.  If you lose the spotter you will maintain your sniper, if you lose your sniper you will maintain your spotter.  This is because like other snipers you can NOT cloak the commando sniper, else it would only be 1 man and when he died, you would lose the squad completely.

** churchill mkVI  this is strictly a 75 mm upgrade for the churchill. Nothing else has been changed at this time.  The real mkVI had a bigger chassis and better armor, this might come into the unit in the next patch depending.  Had to fix other things and didn't want to mess with this without testing the gun first.

** tank reapers bazooka's.   These are a new bazooka type with the %'s added directly to the weapon.  They are fully drop able and the upgrade will maintain its stats.

** boobytrap will be watched for balance concerns and pricing... be advised if it changes in the future its stated here it might.

**  Commando Ambush squad.  t4 5 man squad who can camouflage same as 6pndr.


also like the panzer flammen-assault grenadiers these units have a bit less in availability, they are near end game units (excluding churchill), if you want more pay for em!
« Last Edit: July 13, 2009, 10:35:30 pm by salan » Logged
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #2 on: July 13, 2009, 10:40:04 pm »

Q patch -- I am going to try to get the artillery abiltiies in, advantages in, and Zeal abilities in.
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salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #3 on: July 13, 2009, 11:19:45 pm »

PLEASE GET EVERYONE TO RUN THEIR UPDATER.. this patch does not force a launcher update.


also please be patient, the sql changes will take me a few mins to complete!
« Last Edit: July 13, 2009, 11:25:18 pm by salan » Logged
velo78 Offline
EIR Veteran
Posts: 50


« Reply #4 on: July 13, 2009, 11:22:33 pm »

WOOT
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #5 on: July 13, 2009, 11:33:43 pm »

looks awesome, looking forward to zeal next patch too. really curious about the commando sniper, looks like you can maintain vet on this guy even if you get countersniped. also pretty curious about how the hell you are going to keep him alive when he's not cloaked, does his smoke recharge really fast or something or is he perhaps very cheap for a sniper?
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #6 on: July 13, 2009, 11:34:28 pm »

awesome work.  Still not sure if I like 4man kch having to pay, but oh well.  Nice to see another great update.
Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #7 on: July 13, 2009, 11:37:32 pm »

4 man kch looks better now, even with 40mp-20mun extra for the 4th guy because if you have 3 squads of 4 man kch in your company you are getting them noticeably cheaper per member than a guy with 4 squads of 3 man kch. 40 mp really isnt that much, it puts them at the most expensive elite inf but it also indirecly gives you more bang for your buck on your medikits and assault nades.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #8 on: July 13, 2009, 11:37:55 pm »

Yay, Telescopic Sights now useless!!!

Refund plz.
Logged


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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #9 on: July 13, 2009, 11:39:10 pm »

Marders outranging 57mms = retarded
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #10 on: July 13, 2009, 11:48:42 pm »

How do Marders being more accurate and having and increased ROF help that? Wouldn't it also make them better at killing hordes of armor (their normal weakness) and better at infantry sniping too?
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #11 on: July 13, 2009, 11:50:17 pm »

Time to get all the Churchill IV I can get!
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #12 on: July 13, 2009, 11:53:59 pm »

Err.. I mean Churchill VI...
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acker Offline
EIR Veteran
Posts: 2053


« Reply #13 on: July 13, 2009, 11:54:30 pm »

General
*  Units in open port transports will take damage as the carrier is damaged.

If you shoot an IHT with a 57mm round, will the units inside suffer a proportional amount of damage? Or will they suffer a direct amount of damage? And is this damage scaled?

Proportional: you take off 80% of IHT's HP, units inside get 80% of HP taken off.

Direct: you take off 40 HP from an IHT, units inside lose 40 HP.

Proportional Scaled: you take off X% HP from vehicle, units inside suffer (X/Y)% damage, where Y is the damage modifier.

Direct Scaled: you take off X HP from vehicle, units inside suffer (X/Y) points of damage.
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Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #14 on: July 14, 2009, 12:00:47 am »

w00t finally bren nerf
Logged

Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
Aggamemnon Offline
Donator
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Posts: 418


« Reply #15 on: July 14, 2009, 12:02:33 am »

Thanks, it all looks like needed/fair changes.
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"Success on D-Day, depended entirely on these men"
Tymathee Offline
Donator
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Posts: 9741



« Reply #16 on: July 14, 2009, 12:03:03 am »

How do Marders being more accurate and having and increased ROF help that? Wouldn't it also make them better at killing hordes of armor (their normal weakness) and better at infantry sniping too?


Yea...good point. He chanaged it so that it doens't get better range like before but it makes it more accurate.

Anywho, good stuff Salan.
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.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #17 on: July 14, 2009, 12:09:44 am »

Ok, about Marder at 70 range.

How is that more powerful than Tank Reapers, Crete Vets, etc.

Other tier 4's far and away outstrip Telescopic Sights now, its only real purpose before was to allow you to hit at or outside of ATG range. Because lets face it, your Marder, Hetzer, Jadg, Panther is not worried about that Sherman coming for it.

In fact, it was only really useful on the Marder. The Hetzers damage output is the same as a STuG, but costs more and is more vulnerable to infantry assault. The Jadg is still a poor choice when given the alternatives, and the Panther while it now has more range than a Firefly doesn't make it something to base your T4 choice around.

So Telescopic Sights is +10 sight (not really useful) and +10 range to non-Marder AT units (should affect P4's as well then); Marders gain +10 sight (woo, already extended when locked down, and should have infantry ahead of them anyway) and +10% accuracy.....

THAT IS A FANTASTIC T4. or not.

Please add real bonus to Marder, +20% bonus to damage/accuracy; or bonus to RoF.

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Warlight Offline
Donator
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Posts: 304


« Reply #18 on: July 14, 2009, 12:16:18 am »

I guess I'll just let my Tank hunters chill a while, I mean for a doctrain that has no offmaps, marders sniping atguns gave us(me) a way to get rid of them...
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #19 on: July 14, 2009, 12:18:17 am »

<3 Salan.
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