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Author Topic: Hotfix 006 q  (Read 31931 times)
0 Members and 7 Guests are viewing this topic.
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #20 on: July 16, 2009, 02:39:22 am »

They don't?

They just don't report to the server for the first 5 minutes...
Logged

Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #21 on: July 16, 2009, 02:59:46 am »


** CW Commandos: T2 Who Dares win's added (zeal for tommies)


Zeal for tommies? You mean Commandos right? Or both?
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #22 on: July 16, 2009, 03:00:41 am »

I think it means for Tommies.
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Let's talk about PIATs in a car.
Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #23 on: July 16, 2009, 03:19:16 am »

I checked, it's for tommies, i don't get it. I have like 2 or 3 Tommies in my commando company, and it was like one of the few buffs for commandos in the commando doctrine. What about Falls getting their buffs and airbornes and whatnot.
Tanks getting buffs in Terror and Blitz, but no Zeal for commandos?


Makes me sadpanda.
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BigDick
Guest
« Reply #24 on: July 16, 2009, 03:19:48 am »

it'll be a purchasable upgrade that gives 25% penetration resistance and 25% damage resistance ala skirts ... 20 second recharge on its toggle.  effects all incoming damage.

should be interesting.

if that was @hull down question

how much is that for a tank (churchill,cromwell) and can you "dehulldown" immediately  (like vCOH) or is that a 20 seconds too?
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BigDick
Guest
« Reply #25 on: July 16, 2009, 03:20:47 am »

it'll be a purchasable upgrade that gives 25% penetration resistance and 25% damage resistance ala skirts ... 20 second recharge on its toggle.  effects all incoming damage.

should be interesting.

if that was @hull down question

how much is that for a tank (churchill,cromwell) and can you "dehulldown" immediately  (like vCOH) or is that a 20 seconds too?

cause a hull down upgrade that costs munitions and need 20s to dehulldown sounds not very usefull
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #26 on: July 16, 2009, 03:25:07 am »

hull down IS a defensive tool.  If you are tank rushed or rushed by any AT:

1.  Any Churchills armour is virtually impenetrable (especially vet3 crocs which already have decreased penetration).  Think tiger like penetration difficulties.
2.  A Firefly as the longest ranged tank in the game can easily 1v1 an ATG and also be used basically like an 88
3.  It provides a basis for T4s (hull down command, and that inf green cover hull down one)
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BigDick
Guest
« Reply #27 on: July 16, 2009, 03:32:35 am »

that is good but i would not pay for a defensive stationary T2 doctrine ability with almost the same boni as skirts on axis tanks that is not stationary non doctrinal and without a cooldown and can be used as defensive and offensive upgrade without need of ingame actions..just upgrade to improve the armor....
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #28 on: July 16, 2009, 03:47:29 am »

Well, airborne sucks hard now, good job with the rest.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #29 on: July 16, 2009, 04:01:47 am »

Well, airborne sucks hard now, good job with the rest.

They still have a lot of doctrine abilities coming in that are awesome.
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pernik Offline
EIR Veteran
Posts: 196


« Reply #30 on: July 16, 2009, 04:04:24 am »

"**  US Airborne:  T3  First Jump added (riflemen squad unlocked that can airdrop)"

First, I appreciate hard work the devs do... but paradropping Riflemen? I know, this ain't realistic game, but why couldn't you make paradropping Airborne (who are supposed to paradrop) with BARs instead of Riflemen? This is weird, really Sad Come on, I mean Fallschrimjagers could already buy fearsome FGs and now they can even purchase Panzerschrecks. ABs vs FJs (with FGs) means loss for ABs (well, it means loss basically for every other infantry) and ABs with BARs still wouldn't hurt them that much... I do not know if you can purchase either FG and Pschreck on one squad but even if not, FJs are pretty tough so that means 2 kinda powerful units. Now you can say that I've got paradroppable Riflemen (which is just weird, I can't help myself Tongue) with BARs, but that may be even worse than ABs with BAR because we all know how weak platform Riflemen is. That's my point of view on that thing, hope you won't get me wrong.

Apart from that, I like the new patch! Can't wait for some Meetin' Engagements games >Smiley
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #31 on: July 16, 2009, 04:05:27 am »

How do you lose with BARs vs FJ???

Seriously?
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #32 on: July 16, 2009, 04:08:15 am »

i wish i could swap some doctrine choices for the panzershrek but oh well next time eh  Wink
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #33 on: July 16, 2009, 04:11:12 am »

UPDATE YOUR LAUNCHER, I just fixed a bug I found!
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pernik Offline
EIR Veteran
Posts: 196


« Reply #34 on: July 16, 2009, 04:28:21 am »

How do you lose with BARs vs FJ???

Seriously?
Correct me if I'm wrong, but Suppresion Fire won't do anything with units behind green cover? Even if they're in yellow cover, SF won't be that effective as if they were in the open. And everytime I've encountered FJs they were behind some cover (most likely the green one) waiting for ambush - and that wasn't only 1 squad. I know that Suppresion Fire is rather powerful thing, but.... Well, it's just that the PARADROPPING Riflemen would've probably had all their bones broken after the drop. One of the reasons I've chosen Airborne were the Paratroopers... If devs just want to have some good weapons on paradropping units but don't wanna make them too strong (which is something I doubt ABs with BAR w/o SF could be) just make those "Assault" or "Support" Airborne (just those with BARs) 1 man lesser (so they would be 5 men squad) or tune their HPs a bit so they would match more as those of Riflemen... Because even I still believe devs are trying to make Airborne Doctrine somewhat interesting so they gave us paradroppable Riflemen who got not only BARs but BARs with balls (read: SF - hehe), I just don't like the concept - that those guys weren't made for airdroping actions and it feels weirdly.. Cheers!
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CryingWolf Offline
EIR Veteran
Posts: 138


« Reply #35 on: July 16, 2009, 05:01:39 am »

Meeting Engagements: All players from all sides spawn at the same time.

-R+ and Meeting Engagement spawn chances have changed to the following:
50% what you choose
20% Allies attack
20% Axis attack
10% opposite of what you choose (if chose r+ will give Meeting Engagement, etc)

That 10% thing, does that include the Allies/Axis attack?
or is it just the opposite game type (MR or R+)
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Who's Afraid Of The Big Bad Wolf?
thaelmann Offline
Donator
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Posts: 177


« Reply #36 on: July 16, 2009, 05:02:46 am »

just the opposite game type (M/E or R+)
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CryingWolf Offline
EIR Veteran
Posts: 138


« Reply #37 on: July 16, 2009, 05:05:23 am »

Thought as much, just gonna say, be pretty silly if it gives a greater chance to attack/defend ect.
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #38 on: July 16, 2009, 05:59:46 am »

Did I hear that Fsjs can purchase schreks? :|
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #39 on: July 16, 2009, 06:01:03 am »

Yes, T3.
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