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0.7.9R Patch Notes
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Topic: 0.7.9R Patch Notes (Read 85687 times)
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: 0.7.9R Patch Notes
«
Reply #40 on:
July 11, 2011, 05:41:40 am »
I didnt knw you guys implimented that xD -buys a crap ton of m18s-
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
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DarkSoldierX
EIR Veteran
Posts: 3015
Re: 0.7.9R Patch Notes
«
Reply #41 on:
July 11, 2011, 05:48:28 am »
Yes, M18's were too cost effective before, just that you guys never noticed.
Its better at running over infantry compared to the M10, and with your increased speed you will flank better. But ofcorse you don't penetrate the front very well, but alot more likely to than in the past.
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Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
atgs and fireflies
Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
Smokaz
Honoured Member
Posts: 11418
Re: 0.7.9R Patch Notes
«
Reply #42 on:
July 11, 2011, 05:57:36 am »
M18 hits inf pretty well for its class
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
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shockcoil
griefer & spammer
EIR Veteran
Posts: 1566
Re: 0.7.9R Patch Notes
«
Reply #43 on:
July 11, 2011, 06:09:27 am »
TBH I'd like to see a better reason for the reward unit panther nerf other than realism. It costs all 10 of your reward points, it should be as good as 5 Sluggers. The last thing the panther needed is more reload.
I also have an issue with the mass price increase across the board, for such a general change in pricing I'd rather have everything else become cheaper. It would achieve the same effect while scaling up the battle which has already become rather small to the point where games can realistically be won in 15-20 minutes.
«
Last Edit: July 11, 2011, 06:11:46 am by shockcoil
»
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Smokaz
Honoured Member
Posts: 11418
Re: 0.7.9R Patch Notes
«
Reply #44 on:
July 11, 2011, 06:15:58 am »
You realisticly win battles in 20-25 minuts when its a total stompfest, parly because of small maps and how map control is so overimportant in eirr
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: 0.7.9R Patch Notes
«
Reply #45 on:
July 11, 2011, 06:21:30 am »
Quote from: CrazyWR on July 11, 2011, 03:21:40 am
I liked Hinderdam
:OOOOOOOOO
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DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Unkn0wn
No longer retired
Posts: 18379
Re: 0.7.9R Patch Notes
«
Reply #46 on:
July 11, 2011, 06:35:14 am »
Quote
TBH I'd like to see a better reason for the reward unit panther nerf other than realism. It costs all 10 of your reward points, it should be as good as 5 Sluggers. The last thing the panther needed is more reload.
The reward points will come down, but you shouldn't base your arguement on that anyway since with the implementation of the warmap they won't be 'reward units' any more that you have to invest points in.
The panther is quite a powerful unit for US as it is, due to its armour type and AT capabilities and we felt it shouldn't be an exact copy of the WM panther.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: 0.7.9R Patch Notes
«
Reply #47 on:
July 11, 2011, 07:09:42 am »
I just lowered the cuckoo's price to 1 use for 3 points. 10 points was only me testing it and I didnt want anyone else using them.
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Poppi
EIR Veteran
Posts: 1080
Re: 0.7.9R Patch Notes
«
Reply #48 on:
July 11, 2011, 07:28:09 am »
So the cost of Heavy tanks hasnt changed, so to affect how much decked out inf you can bring on the field?
(Low MU, and descent MP cost on heavies means you can still be inf heavy and armor heavy)
But the cost to take out these heavy tanks with ATG has?
Thus sacrificing your inf capabilities.
This is kind of a big nerf for US inf doc. Their AT capabilities mostly lie in the ATG and the extreme need for MU for their infantry. And they have no tank buffs for m18 m10 pen or damage
«
Last Edit: July 11, 2011, 07:33:50 am by Poppi
»
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: 0.7.9R Patch Notes
«
Reply #49 on:
July 11, 2011, 08:07:33 am »
Quote from: Poppi on July 11, 2011, 07:28:09 am
So the cost of Heavy tanks hasnt changed, so to affect how much decked out inf you can bring on the field?
(Low MU, and descent MP cost on heavies means you can still be inf heavy and armor heavy)
But the cost to take out these heavy tanks with ATG has?
Thus sacrificing your inf capabilities.
This is kind of a big nerf for US inf doc. Their AT capabilities mostly lie in the ATG and the extreme need for MU for their infantry. And they have no tank buffs for m18 m10 pen or damage
Exactly. Zook for a 10 MU price drop or SLIGHT increase in accuracy. Pen and dmg can be left alone but I want to be able to HIT something when farther then a stone's throw--cuz atm, throwing rocks and bricks at tanks is more effective than riflezooks.
ATGs were being spammed too easily, so I support the price increase across the board. But, inf doc gets left in the dust when the axis fields ludicrous amounts of heavy armor -- just because the prices have gone up, doesnt mean the meta of heavy armor + elite inf v. atg spam meta has changed.
«
Last Edit: July 11, 2011, 08:17:00 am by TheVolskinator
»
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Mister Schmidt
Lawmaker
Posts: 5006
Re: 0.7.9R Patch Notes
«
Reply #50 on:
July 11, 2011, 08:30:30 am »
Yeah, not like there are other doctrines to play either huh guys?
OR even teammates to back you up? Non-existant of course.
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Unkn0wn
No longer retired
Posts: 18379
Re: 0.7.9R Patch Notes
«
Reply #51 on:
July 11, 2011, 08:32:46 am »
With the implementation of the weapons cache bazookas are probably going to go down in price a bit.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: 0.7.9R Patch Notes
«
Reply #52 on:
July 11, 2011, 08:40:00 am »
^I'd never heard of that, so I retract my previous post. And Schmidt, AB gets RRs, Armor gets a slew of tank buffs. Teammates are geat, duh, its why its a TEAM GAME, but one likes to be able to hold his own from time to time.
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RikiRude
Donator
Posts: 4376
Re: 0.7.9R Patch Notes
«
Reply #53 on:
July 11, 2011, 09:32:54 am »
- US armor crew efficiency and OBM to 80%, accuracy while repairing & moving x0.5
what does this mean? both of those have always been 80% i thought? does it mean when you have both these T3s that you are less accurate then normal when moving? does that mean speed and fire rate have increased or decreased?
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Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Unkn0wn
No longer retired
Posts: 18379
Re: 0.7.9R Patch Notes
«
Reply #54 on:
July 11, 2011, 09:35:56 am »
They were at 60% because the dual T3 combo at the old 80% firing & moving was too powerful. A side-result of that however was that the individual T3s, for users who just picked a T4, were quite underwhelming. We upped it back to 80% now, so the individual T3s are more useful again where as the movement accuracy modifier during repairs will ensure that the dual T3 combo doesn't entirely steam-roll everything like it used to.
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spinn72
EIR Veteran
Posts: 1802
Re: 0.7.9R Patch Notes
«
Reply #55 on:
July 11, 2011, 09:43:15 am »
Quote from: TheVolskinator on July 11, 2011, 08:40:00 am
^I'd never heard of that, so I retract my previous post. And Schmidt, AB gets RRs, Armor gets a slew of tank buffs. Teammates are geat, duh, its why its a TEAM GAME, but one likes to be able to hold his own from time to time.
Doesn't feel like a team game tbh.
If you can field 4 offmaps + captain FOO, why would you need one? Every time you'd get flanked you can just drop an offma... oh wait, everyone already does.
trollllllll
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8thRifleRegiment
EIR Veteran
Posts: 2210
Re: 0.7.9R Patch Notes
«
Reply #56 on:
July 11, 2011, 10:08:34 am »
i dont see the changes to american atgs... which was where all the ridiuclous atg spam was comming from. While the wehr price was inc. Was american price inc too?
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I will never forget the rage we enduced together
Quote from: brn4meplz on March 08, 2013, 12:46:54 pm
Ohh Good, AmPm can pay in Doubloons.
Katusha
EIR Veteran
Posts: 989
Re: 0.7.9R Patch Notes
«
Reply #57 on:
July 11, 2011, 10:09:15 am »
Quote from: 8thRifleRegiment on July 11, 2011, 10:08:34 am
i dont see the changes to american atgs... which was where all the ridiuclous atg spam was comming from. While the wehr price was inc. Was american price inc too?
If you have old ATG's they are still priced 110 MU
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: 0.7.9R Patch Notes
«
Reply #58 on:
July 11, 2011, 10:13:13 am »
Yes it was incresed to 140 mun.
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Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
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Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
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RikiRude
Donator
Posts: 4376
Re: 0.7.9R Patch Notes
«
Reply #59 on:
July 11, 2011, 10:29:02 am »
Quote from: Unkn0wn on July 11, 2011, 09:35:56 am
They were at 60% because the dual T3 combo at the old 80% firing & moving was too powerful. A side-result of that however was that the individual T3s, for users who just picked a T4, were quite underwhelming. We upped it back to 80% now, so the individual T3s are more useful again where as the movement accuracy modifier during repairs will ensure that the dual T3 combo doesn't entirely steam-roll everything like it used to.
ah cool! works fine with me because i use it mostly for the crocs, so accuracy doesnt matter for me. but this also means when i make the transition to mobile warfare ill get the full benefit of the speed, thanks for clarifying!
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