panzerkapf10thdiv
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« on: April 27, 2012, 10:44:50 pm » |
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can someone tell me please the bonuses of.. british captain british LT wer offficer PE munitions halftrack american oficer CCT thank you mates
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aeroblade56
Development
Posts: 3871
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« Reply #1 on: April 27, 2012, 11:25:20 pm » |
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can someone tell me please the bonuses of.. british captain british LT wer offficer PE munitions halftrack american oficer CCT thank you mates Let me sum this up in short. BRITISH officers are what make Brits worthwhile, you lose a CPT or LT Well normal grens will kill them. Now if you run face to face with Wehr officer fucking run away the AI output those things are nasty they make Volks look like grens.
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You are welcome to your opinion.
You are also welcome to be wrong.
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NightRain
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« Reply #2 on: April 27, 2012, 11:54:29 pm » |
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Unlike aeroblade I can throw in stats from few of them.
Wehrmacht Officer supervision bonus is 25% more accuracy and 20% more damage. This can be boosted to 35% and 30% through doctrine unlocks.
British captain offers suppression resistance on the said sector- it offers defencive bonuses
British Lt offers accuracy and cooldown bonuses that increase the rate of fire for Tommy and sapper squads.
PE munitions halftrack also lowers infantry cooldowns. -25% reload -25% cooldown for munitions HT and near instant grenades.
Though I don't know what US Officer gives. Suppression resistance and cooldowns?
CCT Increases Range, lowers reload, and offers accuracy.
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« Last Edit: April 28, 2012, 12:24:33 am by NightRain »
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
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LeoPhone
Honoured Member
Posts: 0
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« Reply #3 on: April 28, 2012, 01:07:49 am » |
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thats not all exactly correct nightrain
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NightRain
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« Reply #4 on: April 28, 2012, 01:22:27 am » |
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thats not all exactly correct nightrain
Instead of stating the obvious why not give the correct stats leo?
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LeoPhone
Honoured Member
Posts: 0
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« Reply #5 on: April 28, 2012, 01:38:15 am » |
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why not indeed.
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Scotzmen
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« Reply #6 on: April 28, 2012, 04:26:28 am » |
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LT accuracy bonuses don't confer to PIATS or Rifle grenades. Niether do they apply to HMG ATG or mortar. Although the old RE had a t4 doc that made it. I miss that :/
And i think the American officer confers a 20% increase to suppression output. So BARS will suppress fast i thinks.
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Ahnungsloser
Donator
Posts: 1447
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« Reply #7 on: April 28, 2012, 04:29:13 am » |
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Lieutenant - Basic Command Bonus Accuracy of all weapons increased by nearly 30%. Damage of all weapons increased by nearly 15%. Removes the speed penalty for Infantry Sections and Sappers moving through neutral and enemy territory.
Lieutenant - Enhanced Command Bonus: Accuracy of all weapons increased by nearly 50% Damage of all weapons increased by nearly 18% Firing rate of all weapons increased by nearly 48% Reload times of all weapons decreased by 11%
Accuracy and Fire Rate is stackable with other Lieutenants.
Captain - Basic Command Bonus: Infantry: 20% damage reduction from all sources 50% less Suppression from all sources Constant but very slow health regeneration Emplacements: 50% Maximum Health bonus, basically allowing emplacements to take 50% more damage than normal before being destroyed.
Captain - Enhanced Command Bonus: Infantry: 20% damage reduction from all sources 75% less Suppression from all sources 15% Maximum Health bonus, basically allowing infantry to take 15% more damage than normal before being killed. Emplacements: 125% Maximum Health bonus, basically allowing emplacements to take 125% more damage than normal before being destroyed.
*(if the bonuses are the same as in vcoh)
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9th Armoured Engineers
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PonySlaystation
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« Reply #8 on: April 28, 2012, 04:32:13 am » |
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They are not the same as in vcoh.
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
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Hicks58
Development
Posts: 5343
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« Reply #9 on: April 28, 2012, 04:41:55 am » |
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I'll get the statistics up once I'm done with my shit I need doing today.
Needless to say, not one person in this thread has got them (totally) correct yet. For example, I don't even need to look at the RGD's to remember Lt.'s do NOT give damage buffs.
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
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Ahnungsloser
Donator
Posts: 1447
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« Reply #10 on: April 28, 2012, 04:48:09 am » |
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They are not the same as in vcoh.
Would explain why the Tommies suck balls in this mod. The Lt. bonuses gets nerfed and the PE player get the fourth man addon free of charge and cost still 40 Manpower less. @Hicks: How can you check the Aura bonus in the RGDs? I found a Aura desription entity but I don't know where I can look for the specific bonuses for the troups.
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Scotzmen
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« Reply #11 on: April 28, 2012, 05:11:28 am » |
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Lieutenant force multiplier: 25% increase in weapon accuracy 30 meter radius
Lieutenant force multiplier vet 2: Accuracy weapon modifier: 1.1 (10% increase in Accuracy) Cooldown weapon modifier: 0.65 (35% decrease in Cooldown) Reload weapon modifier: 0.9 (10% decrease in reload time)
Lieutenant force multiplier htl (Requires Hold the Lines doctrine) Accuracy weapon modifier: 1.2 (20% increase in accuracy) Cooldown weapon modifier: 0.85 (15% decrease in cooldown) Reload weapon modifier: 0.85 (15% decrease in reload time)
There is a Lieutenant force multiplier vet 3 ability, but it isn't on the Lieutenants ability list
Lieutenant force multiplier vet 3 personnel_cap_player_modifier:
Application type: apply to player Exclusive: False Modifier class type: Type_modifier/tp_modifier Modifier ID: Target type: Usage_type: Addition Value:1
captain_force_multiplier Action 1 health_maximum_modifier:1.1 (Max health increase to infantry by 10%) received_damage_modifier: 0.9 (10% Decrease in received accuracy)
Action 2 health_maximum_modifier 1.25 Applies to emplacements I think? (Increase of 25% to emplacment health) captain_force_multiplier_vet2 health_regeneration_modifier: 0.028 (Infantry units health regenerate at 0.028 HP a second. or 1.008 HP in 36 seconds. Is that right?)
captain_force_multiplier_htl ( requires Hold the line doc) health_regeneration_modifier: 0.028
health_maximum_modifier 1.25 Applies to emplacements I think?
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« Last Edit: April 28, 2012, 05:37:01 am by Scotzmen »
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NightRain
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« Reply #12 on: April 28, 2012, 06:15:49 am » |
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Would explain why the Tommies suck balls in this mod. The Lt. bonuses gets nerfed and the PE player get the fourth man addon free of charge and cost still 40 Manpower less. Tommies dont suck ball, its still and will always be, the best infantry platform in the entire game and even in EIRR Mod. The only thing removed was the Officer stacking, aka 2 Lts wont double buff infantry squads.
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DarkSoldierX
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« Reply #13 on: April 28, 2012, 09:03:59 am » |
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Tommies dont suck ball, its still and will always be, the best infantry platform in the entire game and even in EIRR Mod. The only thing removed was the Officer stacking, aka 2 Lts wont double buff infantry squads.
Actually its the best basic infantry platform. And that isn't much when you consider that the platform carries underperforming rifles that requires either a vet 2 officer or a upgrade to make use of. Then it can be great. @Hicks: How can you check the Aura bonus in the RGDs? I found a Aura desription entity but I don't know where I can look for the specific bonuses for the troups.
Its in abilities under the faction.
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« Last Edit: April 28, 2012, 09:07:54 am by DarkSoldierX »
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two words atgs and fireflies
Looks who's butthurt
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Hicks58
Development
Posts: 5343
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« Reply #14 on: April 28, 2012, 10:02:42 am » |
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Scotzmen got it pretty much on the dot, just needs to neaten up his presentation a bit.
Oh and fella, it's best to just present stats as their decimals. If people can't figure out what a decimal is as a percentage, they probably shouldn't be thinking about balance.
Lt.: 1.25 Acc
Lt. vet 2: 1.1 Acc 0.65 Cooldown 0.9 Reload
Captain: 1.1 Health 0.9 Recieved Damage 1.25 Health (Emplacements only)
Captain vet 2: 0.028 Health Regen 1.25 Health (Emplacements only)
Command Tank: +5 Sight 0.8 Reload +2.5 Range (For both veterancy levels of CCT buffs only the main gun on the Churchill Croc is buffed, not the flamethrower)
Command Tank vet 2: +5 Sight 0.9 Reload +2.5 Range
Whermacht Officer: 1.25 Accuracy 1.2 Damage
Whermacht Senior Officers: 1.35 Accuracy 1.3 Damage
PE Munitions HT: 0.75 Reload (0.65 with Fortress Europe - Assuming this is still linked) 0.75 Cooldown (0.65 with Fortress Europe - Assuming this is still linked) 0.01 Incindiary/AT grenade recharge (Luftwaffles Munitions Oversupply)
American Officer: 1.15 Accuracy 1.2 Weapon Suppression
American Officer (Overlord buffs): 1.2 Accuracy 1.33 Weapon Suppression
Right, there's all the current Officer buffs laid out on a platter for ya. I'm a bit suspicious of the PE Muni HT buffs but the rest are solid.
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Ahnungsloser
Donator
Posts: 1447
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« Reply #15 on: April 28, 2012, 10:51:03 am » |
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Its in abilities under the faction.
Yeah... deep hidden in this entry I already found.
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Hicks58
Development
Posts: 5343
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« Reply #16 on: April 28, 2012, 11:01:28 am » |
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Hey Tank, do I get a sticker for my efforts?
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tank130
Sugar Daddy
Posts: 8889
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« Reply #17 on: April 28, 2012, 11:02:24 am » |
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ummmmmm, what kinda sticker?
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Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
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Hicks58
Development
Posts: 5343
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« Reply #18 on: April 28, 2012, 11:05:43 am » |
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A shiny one, preferably.
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