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Author Topic: 3rd vCoH Beta Patch  (Read 10070 times)
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skaffa Offline
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The very best player of one of the four factions.

« on: January 21, 2011, 07:59:04 am »

We are discussion a lot more things and I have a question to the EIR Devs.
How exactly did you fix the fast ATG fire - was this a code fix or a simple data fix, the easier the solution the better.
Please PM me.


Quote from: Mora
Here is the changelist:

General
Sniper accuracy vs garrison cover increased from 0.5 to 1.0
Sniper accuracy vs moving snipers reduced from 1.0 to 0.5
Snipers will no longer seek cover before firing
Flamethrower damage modifier vs infantry in open cover reduced from 1.0 to 0.85
Flamethrower damage modifier vs vs tp_infantry_soldier reduced from 1.0 to 0.95
Flamethrower chance to strike a kill critical in meduim health reduced from 0.4 to 0.3
Infantry flamethrower damage min damage increased from 15 to 25, max damage decreased from 40 to 30
Crocodile Sherman and Churchill Crocodile min damage increased from 20 to 30, max damage decreased from 40 to 35
Flammenwerfer Halftrack minimum damage increased from 10 to 17, max damage decreased from 30 to 23
Flamethrower damage modifier vs buildings increased from 0.5 to 0.6
Flamethrower damage modifier vs infantry in negative cover reduced from 1.0 to 0.75
The bridge on Beaux Lowlands is now indestructible
Fixed a bug where medics could detect camouflaged units
Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams
Fixed a bug where consecutive unfinished tank traps could be planted around vehicles, having unintended consequences on pathing
Fixed an exploit where tank traps could be individually placed close enough together that they blocked infantry from moving through them

 

American
Hellcat maximum speed increased from 6.0 to 7.2, acceleration increased from 1.5 to 2.0, and deceleration increased from 3.8 to 4.4
Hellcat's target tables have changed to match the M10 Tank Destroyer's
Hellcat penetration at short range increased from .65 to .75, medium range from 0.55 to 0.69, and long range from 0.4 to 0.63
Hellcat's Ambush bonus penetration modifier reduced from 5.0 to 1.5. Damage modifier reduced from 2.0 to 1.5
Hellcat's level 2 veterancy bonus changed from a 15% range increase to a 50% penetration increase
American mortar teardown time reduced from 2.8s to 1.9s
Strafing Run has changed significantly. It is now less effective against singular squads and more effective against groups of squads
Riflemen's BAR's damage modifier vs tp_infantry_heroic reduced from 85 to .78
Ranger's thompson's damage modifier vs tp_infantry_heroic reduced from .85 to .78
Anti-Tank gun accuracy modifier vs jeep reduced from 1.0 to 0.75
Anti-Tank gun damage modifier vs jeep reduced from 1.0 to 0.5
Fixed a bug where the UI was not displaying the proper population requirement to use Off Map Combat Group
Fixed a bug where the UI indicated that a player could re-man howitzers with 2 crew members
Fixed a bug where stickybombs could explode on their targets without causing damage

 

Commonwealth
Kangaroo maximum speed reduced from 6.5m/s to 5.85m/s
Mortar Pit build time reduced from 90s to 60s
Mortar Pit range reduced from 75m to 65m
Mortar Pit barrage ability cooldown increased from 30s to 35s
PIAT damage modifier vs tp_infantry reduced from 0.5 to 0.33
PIAT damage modifier vs tp_infantry_heroic reduced from 0.5 to 0.33
PIAT damage modifier vs tp_infantry_riflemen_elite reduced from 0.5 to 0.2
PIAT damage modifier vs tp_infantry_sniper reduced from 1.0 to 0.2
PIAT damage modifier vs tp_infantry_soldier reduced from 1.0 to 0.33
PIAT penetration modifier vs skirted panther reduced from .15 to .112
PIAT penetration modifier vs skirted PIV reduced from .449 to .337
PIAT penetration modifier vs skirted StuG reduced from .332 to .249
PIAT penetration modifier at medium and short ranges reduced from 2.0 to 1.0
PIAT reload modifier at long range reduced from 1.6 to 1.2
PIAT projectile speed increased from 10 to 15
Stuart moving accuracy increased from 0.5 to 0.75
Stuart accuracy modifier vs infantry increased from 0.5 to 0.75
Stuart max reload reduced from 6.5s to 5.5s, min reload reduced from 5.0s to 4.0s
Panzerschreck damage modifier vs Stuart reduced from 1.0 to 0.8
Stuart damage modifiers vs the PE Infantry Halftrack, Munitions Halftrack, Anti-Tank Halftrack, Scout Car, Armoured Car, Kettenkrad, and Schwimmwagen reduced from 2.0 to 1.0
Tommy's Bren LMG's damage modifier vs tp_infantry_heroic reduced from .85 to .78
Kangaroos will no longer receive Main Gun Destroyed criticals

 

Wehrmacht
Fixed a bug where pak38 support members could 1-shot infantry
Anti-Tank gun accuracy modifier vs jeep reduced from 1.0 to 0.75
Anti-Tank gun damage modifier vs jeep reduced from 1.0 to 0.5
Firestorm projectile damage modifier vs howitzers reduced from 1.0 to 0.35
Knight's Cross Holder's now have passive health regeneration
Nebelwerfer suppression radius reduced from 18m to 13.5m
Panzerschreck accuracy modifier vs tp_armour_cw_stuart reduced from 1.0 to 0.7
Panzerschreck damage modifier vs tp_armour_cw_stuart reduced from 1.0 to 0.85
Panzerschreck accuracy modifier vs tp_vehicle_allies_m3_halftrack reduced from 1.0 to 0.7
Pioneers' level 2 and level 3 vet bonuses have been reversed (now matches retail)
Vehicle Veterancy has had all recieved accuracy bonuses removed
Stuh will now target infantry before targeting vehicles
Fixed an issue where Bombing Run was dealing double damage to vet 3 stugs
Fixed a bug where Registered Artillery could be called down on field structures (tank traps, etc.)

 

Panzer Elite
HQ sector-spawned Flakvierlings population decreased from 3 to 0
Bergetiger population decreased from 10 to 8
Suppressive Volley Fire now suppresses its target in addition to the slow effect
Suppressive Volley Fire slow duration reduced from 20 to 5
Hummel population decreased from 12 to 10
Marder population decreased from 8 to 5
Marder III sight bonus granted from Site Main Gun increased from 5m to 10m
Munitions HT population decreased from 4 to 2
ATHT population decreased from 6 to 4
Vampire HT population decreased from 4 to 2
Vampire's Divert Supplies will now camouflage the Vampire while it is active
Fixed a bug where the PE Anti-Tank Halftrack's Focused Firing could miss British infantry
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Quote from: deadbolt
bad luck skaffa>  creates best and most played eir maps
                      >  hated for creating best and most played eir maps

Quote from: Tachibana
47k new all time record?

Quote from: deadbolt
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
nugnugx Offline
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Posts: 4051



« Reply #1 on: January 21, 2011, 08:02:48 am »

wtf hellcat speed 7.2 !! and penetetration buff , they are crazy



implement piat speed buff and stuart buff plox and panzerschreck nerf vs stuart Grin
« Last Edit: January 21, 2011, 08:06:07 am by nugnugx » Logged

skaffa Offline
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Posts: 3130


The very best player of one of the four factions.

« Reply #2 on: January 21, 2011, 08:09:14 am »

wtf hellcat speed 7.2 !! and penetetration buff , they are crazy

Feel free to download the beta/patch, test the Hellcat changes and share your opinion, I can pass it on, if you explain it with some proper arguments.
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LeoPhone Offline
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« Reply #3 on: January 21, 2011, 08:33:07 am »

how they fixed atg fastfire:

lowered reload by 1, added the 1 to wind down.
this creates some animation errors sometimes though, and i think atgs still fire slightly faster when doing the exploit thingy.

edit: also tell em to change the damage of axis on map and offmap arty vs bridges. they are much more effective than allied arty.
« Last Edit: January 21, 2011, 08:37:36 am by LeoPhone » Logged
skaffa Offline
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Posts: 3130


The very best player of one of the four factions.

« Reply #4 on: January 21, 2011, 09:08:26 am »

how they fixed atg fastfire:

lowered reload by 1, added the 1 to wind down.
this creates some animation errors sometimes though, and i think atgs still fire slightly faster when doing the exploit thingy.

edit: also tell em to change the damage of axis on map and offmap arty vs bridges. they are much more effective than allied arty.

Alright, thanks. Can some Dev still PM me to be sure.

The arty vs bridges would be such a low priority, I doubt anyone really cares tbh or even noticed this as a problem, sry but I doubt it will get changed.
The bridge on Beaux Lowlands has alrdy been made indestructable, thats all that really matters imo.
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LeoPhone Offline
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« Reply #5 on: January 21, 2011, 09:13:42 am »

Alright, thanks. Can some Dev still PM me to be sure.

The arty vs bridges would be such a low priority, I doubt anyone really cares tbh or even noticed this as a problem, sry but I doubt it will get changed.
The bridge on Beaux Lowlands has alrdy been made indestructable, thats all that really matters imo.

its one of the main changes in yurdlemod
http://forums.relicnews.com/showthread.php?252946-2.601-Mod-YurdleMod-v2.00-Released.-Seriously!-(Kind-of-like-an-unofficial-patch)

all u need on a map with bridges as axis is a firestorm, nebel or stuka.
« Last Edit: January 21, 2011, 09:15:32 am by LeoPhone » Logged
skaffa Offline
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Posts: 3130


The very best player of one of the four factions.

« Reply #6 on: January 21, 2011, 11:25:43 am »

how they fixed atg fastfire:
lowered reload by 1, added the 1 to wind down.

I've mentioned it and I got a reply saying:

Quote from: secret
The problem with that method is that it's 1 second more that you can't move the ATG after it shoots.

Right now you can move the ATG 1.5 seconds after it shoots, with that change it's 2.5 seconds.
Any further comments on this ?
Is this true, did you have a fix to negate the side effect etc.

The better the answer I can post there the more attention is on europeinruins.com and potentially more experts get interested.

I might have some more questions on different subjects but I cant discuss that in public.

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LeoPhone Offline
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« Reply #7 on: January 21, 2011, 11:41:16 am »

that is probably right. and i dont think EIR did it any differently.

the whole point of it is that packing up takes a shorter amount of time than reloading. so unless anything can be done about making the 1st shot after repacking take longer this is the only way to go.

u could increase the setup duration i guess. that way it can still move away quickly i think. but maybe it is like the hmg. setting up and packing up is the same. at least it is only half the extra move time then.

one other way to do it is to add 1 to the wind up instead of to the wind down but this requires a small model animation fix and it increases the amount of misfires.

anything else would require a more deeper engine fix.

more questions? just PM.
« Last Edit: January 21, 2011, 11:45:06 am by LeoPhone » Logged
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #8 on: January 21, 2011, 11:44:14 am »

Hellcat changes are perfect, it needed to be more like the m10 in killing power and needed to be faster... it was crap currently in coh..

these changes need to make it in a eirr.
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LeoPhone Offline
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« Reply #9 on: January 21, 2011, 11:47:22 am »

i don't know about that penetration buff. bad idea, hellcat ambush bonus is already crazy in vcoh. with the extra speed it is extra useful at hunting down light vehicles though (pretty much the main thing i always do with them). that's what it should do. hunt down LVs and ambush heavies(after that back off)
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #10 on: January 21, 2011, 11:50:22 am »

i don't know about that penetration buff. bad idea, hellcat ambush bonus is already crazy in vcoh. with the extra speed it is extra useful at hunting down light vehicles though (pretty much the main thing i always do with them). that's what it should do. hunt down LVs and ambush heavies(after that back off)

the cloak bonus was nerfed bigtime, so thats not as big of a issue.
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LeoPhone Offline
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« Reply #11 on: January 21, 2011, 11:54:16 am »

i have some more bugs btw:
firing trough groves using attack ground, indestructible objects losing their cover after being barraged (trenches)

and u should really convince them to make the stuka HT more population. it could be made a separate unit, but they can also do something fancy like spawning an invisible object when the ht gets upgraded. this object costs population but the player will never notice and its just like the stuka HT is now more pop. when stuka dies, object dies.

i also find fallschirmjagers quite useless for their price. they can't paradrop anywhere (building spawn), don't have super armor, hp or fireup. and their rifles suck. Least thing what can be done is giving them stormtroopers rifles instead of pgen rifles.
« Last Edit: January 21, 2011, 11:58:13 am by LeoPhone » Logged
Killer344 Offline
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Posts: 6904



« Reply #12 on: January 21, 2011, 12:00:02 pm »

I might have some more questions on different subjects but I cant discuss that in public.

The wher stuka has a 0.5 penetration modifier vs infantry, you might want to tell them to fix it. We did it and now stukas are quite better.
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LeoPhone Offline
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« Reply #13 on: January 21, 2011, 12:10:36 pm »

The wher stuka has a 0.5 penetration modifier vs infantry, you might want to tell them to fix it. We did it and now stukas are quite better.

stukas are designed to damage buildings and vehicles. not inf. just look at their unit ratings.
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skaffa Offline
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The very best player of one of the four factions.

« Reply #14 on: January 21, 2011, 12:34:46 pm »

The Stuka seemed to rape the british pretty well iirc. Not sure if this is a bug, but Ill bring it up just incase.

Whats the change to make infantry not seek cover anymore, or make it 'less'. Not saying this will get changed but I have my reasons. If you know pls share.
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Smokaz Offline
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Posts: 11418



« Reply #15 on: January 21, 2011, 12:36:29 pm »

What kind of modifier to damage does the stuka have in EIRR against infantry?
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LeoPhone Offline
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« Reply #16 on: January 21, 2011, 12:40:18 pm »

Whats the change to make infantry not seek cover anymore, or make it 'less'. Not saying this will get changed but I have my reasons. If you know pls share.

why u need to kno? aren't u talking with the guys WHO MADE COH? they surely know how to fix.

easy to do anyway, but i dont think they will do it since they already fixed it for the sniper they prolly dont wanna do it for other inf.
« Last Edit: January 21, 2011, 12:42:58 pm by LeoPhone » Logged
Mysthalin Offline
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Posts: 9028


« Reply #17 on: January 21, 2011, 01:06:46 pm »

What kind of modifier to damage does the stuka have in EIRR against infantry?

0.25 vs all infantry and 0.3 vs soldier armour.

I find the notion of an artilery piece being designed to kill vehicles rather laughable, personally ;P.
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Smokaz Offline
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« Reply #18 on: January 21, 2011, 01:10:27 pm »

0.25 vs all infantry and 0.3 vs soldier armour.

I find the notion of an artilery piece being designed to kill vehicles rather laughable, personally ;P.

Yeah, and thats what's in vcoh too.. it makes the individual stuka rocket deal a pretty low amount of damage to infantry.. kind sad for the stuka, at least its good at hurting armor.. when it actually hits
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Mysthalin Offline
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« Reply #19 on: January 21, 2011, 01:15:05 pm »

vet 3 + bot T3 + officer suppervision!

1.2*1.5*1.3= 2.34dmg dealt

Stuka rockets suddenly deal 58.5-70.2 dmg to infantry, instead of 25-30

Wins are achieved ^^.
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