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Author Topic: 7.9I Change log  (Read 25749 times)
0 Members and 4 Guests are viewing this topic.
Unkn0wn Offline
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« on: January 04, 2011, 03:16:27 pm »

Hey all, it took a while but here we are.
Special thanks to Firesparks for getting this done!


General
* Vet purchasing cost set to 0 for now, will be removed in a later patch

US
* ATG to 5 pop (From 4)
* 75m GMC m3 can no longer carry infantry.
* AB rifleman changed to 5 garand and 1 carbine (same as unupgrade rifleman and ranger squad)
* Onboard mechanics repair will decrease vehicle speed to 60% (From 80%)
* Crew efficiency reload time increased significantly when repairing
* Infantry Saturation Barrage changed to 105 off-map artillery
* Tank Reapers changed to + 25% Pen, 20% Acc, 15% Damage on ATGs
                                      + 15% Pen, Acc & Damage on Bazooka
                                      + 25% Penetration on Jumbo
                                      + 25% Penetration and Damage on Stickies

Wehr
* Pak 38 to 5 pop (From 4)
* Pak 40 to 5 pop (From 4)
* pak 40 no longer deals 50% extra damage to ostwind
* Wehr officer will now automaticallyfollow the unit he is currently supervising.
* Wehr officer Artillery now a 1 time use upgrade at 75 Munitions
* V1 effectiveness versus Howitzer and 25 Pounder decreased
* V1 to 1 use

Brits
* 6pounder to 5 pop (From 4)
* 17 pounder to 5 pop (From 4)
* Firefly reload time decreased to 7.5 seconds, long range reload modifier nerfed to .735
* vet2 command tank aura reload bonus nerfed to .90 from .80
* Churchill Crocodile population to 14 (From 13)
* Churchill Crocodile to 500 MP, 380 F (From 430 MP, 320 F)
* 95mm Cromwell penetration against Light vehicle and building increased to 100%
* fixed the issue where the supercharge was giving 25 pdr improved sight
* British Captain FOO changed to one time use
* British FOO to 100 Mun (From 140)
* British captain vet0 sector bonus changed to .90 received damage, 1.10 max hp
* British captain vet2 sector bonus changed to 13.44 hp regen per mine
* Staghound hp lowered to 380 from 450
* Staghound main gun reload time lowered to 6.5
* Staghound .50cal upgrade change to match US m8 and sherman
* Staghound 50 cal to 35 Munitions (From 50)
* Staghound to 80 F (From 90)
* Lancaster Bomber map entry time increased to 15 seconds
* Lancaster HP increased to 600
* Lancaster unlock now a T2, swapped with Typhoon Rocket Strike
* Lancaster flight speed increased
* Lancaster to 1 use
* Earthshaker barrage delay increased to 10 seconds, extra warning smoke added
* Air Burst barrage delay increased to 3 seconds
* Commando Sniper to 220 Mun (From 200)

PE
* 50mm ATHT rotation rate, max speed, acceleration and decceleration increased to match wehr halftrack. pathing AI changed to match marder
* 50mmATHT gun penetration and accuracy raised to match pak38.
* fortress europe LATHT cloak ambush now work properly
* fixed a bug with PE medical kit healing too much health
* Hotchkiss & Hotchkiss Upgunned to 280 MP (From 290 and 310 MP respectively)
* 50mm ATHT to 5 pop (From 4)


Happy new year from the EIR:R Staff!
We will be working on getting the remaining doctrines, and the warmap, to you soon! Smiley
« Last Edit: January 04, 2011, 06:41:14 pm by Unkn0wn » Logged
Unkn0wn Offline
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Posts: 18379


« Reply #1 on: January 04, 2011, 03:17:07 pm »

Will be live shortly
+- 30 minutes or less
« Last Edit: January 04, 2011, 03:19:32 pm by Unkn0wn » Logged
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #2 on: January 04, 2011, 03:23:42 pm »

Will be live shortly
+- 30 minutes or less


Just a question about the RAF support for RCA, will that be changed to possibly include a +1 foo modifier for the Captain?

*just feel it kinda fits the feel of the doc unlock
« Last Edit: January 04, 2011, 03:30:10 pm by Spartan_Marine88 » Logged

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smurfORnot Offline
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Posts: 4715



« Reply #3 on: January 04, 2011, 03:30:35 pm »

so how much hp medikits heal now?
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #4 on: January 04, 2011, 03:33:59 pm »


General
* Vet purchasing cost set to 0 for now, will be removed in a later patch

Why? You shouldn't have to pay for vet, that way you never see support units with vet. Use more pps for something else or lower the pp gain. Veterancy should be free!
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nugnugx Offline
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« Reply #5 on: January 04, 2011, 03:34:43 pm »

Quote
Staghound main gun reload time lowered to 6.5

6.5 was max before , so is this alright ?

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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #6 on: January 04, 2011, 03:35:29 pm »

Why? You shouldn't have to pay for vet, that way you never see support units with vet. Use more pps for something else or lower the pp gain. Veterancy should be free!

Thats what it is going to be
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Jodomar Offline
EIR Veteran
Posts: 734


« Reply #7 on: January 04, 2011, 03:35:35 pm »

No point for off maps on captain and officer now unless cost is further reduced. I could back in a semi park it and then be on the move again in 10 seconds. That is just too long of a delay.
« Last Edit: January 04, 2011, 03:40:02 pm by Jodomar » Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #8 on: January 04, 2011, 03:37:29 pm »

Why? You shouldn't have to pay for vet, that way you never see support units with vet. Use more pps for something else or lower the pp gain. Veterancy should be free!

Vet is free, you read the note wrong. Tongue
This change has technically been in for a week or two, it was just inbetween patch notes and was ninja'ed in.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #9 on: January 04, 2011, 03:39:14 pm »

No point for off maps on captain and officer now.

Not true dude, if you play with officers backing up your troops you get maybe 1-2 foo's before a panther/atg/p4 snipes it
Logged
Jodomar Offline
EIR Veteran
Posts: 734


« Reply #10 on: January 04, 2011, 03:41:11 pm »

ya, well you only get one now and I always managed to keep my captain alive to get off at least 2 if not 3 barrages. I also fail to see why you are raising the pop on at guns?
« Last Edit: January 04, 2011, 03:43:55 pm by Jodomar » Logged
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #11 on: January 04, 2011, 03:41:53 pm »

ya, well you only get one now and I always managed to keep my captain alive to get off atleast 2 if not 3 barrages.

still get sweet aura's
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Malgoroth Offline
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« Reply #12 on: January 04, 2011, 03:43:11 pm »

still get sweet aura's

And that should be the primary purpose of officers. Not some cheap ass insta-gib arty.
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Groundfire Offline
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EIR Veteran
Posts: 8511



« Reply #13 on: January 04, 2011, 03:45:33 pm »

That's the intent. Personally I would've liked to see a Looonnngg cooldown since the officers are hardcapped, but one step at a time. Lets try this for a bit.
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #14 on: January 04, 2011, 03:46:00 pm »

And that should be the primary purpose of officers. Not some cheap ass insta-gib arty.

well that was the only thing people used it for.

That's the intent. Personally I would've liked to see a Looonnngg cooldown since the officers are hardcapped, but one step at a time. Lets try this for a bit.

sorry to not make myy own tread about this but what is the aura bonus for the WM officer for the defencive doctrine?
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Jodomar Offline
EIR Veteran
Posts: 734


« Reply #15 on: January 04, 2011, 03:48:08 pm »

I don't want to be a sob and whine about the handwork you have put into this but i don't see why half these changes where made. I mean why an extra 1 pop for at guns? v1's should inset gib arty pieces thats if they hit them and with their huge drift that doesn't happen all the time. I think the officers should keep the on recharge arty barrage since its easy to dodge. Earth shaker will now be useless with a huge fall down timer on it, if any one gets hit by it they deserve it for being such a d-bag.
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EliteGren Offline
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Posts: 6106


« Reply #16 on: January 04, 2011, 03:50:27 pm »

ATGs were too pop effective
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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
Unkn0wn Offline
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Posts: 18379


« Reply #17 on: January 04, 2011, 03:53:35 pm »

That's the intent. Personally I would've liked to see a Looonnngg cooldown since the officers are hardcapped, but one step at a time. Lets try this for a bit.

Probably something we can consider if need be yea.
Or give it a long cooldown with the vet rework at vet 4 or 5. Think outside the box Smiley
« Last Edit: January 04, 2011, 03:56:21 pm by Unkn0wn » Logged
nugnugx Offline
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« Reply #18 on: January 04, 2011, 03:56:55 pm »

jodomar those are good changes
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Unkn0wn Offline
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Posts: 18379


« Reply #19 on: January 04, 2011, 03:57:55 pm »

Quote
sorry to not make myy own tread about this but what is the aura bonus for the WM officer for the defencive doctrine?
20% damage and 25% accuracy AFAIK
« Last Edit: January 04, 2011, 04:00:58 pm by Unkn0wn » Logged
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