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0.7.9.Z.2 Patch Notes
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Topic: 0.7.9.Z.2 Patch Notes (Read 35486 times)
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tank130
Sugar Daddy
Posts: 8889
0.7.9.Z.2 Patch Notes
«
on:
August 22, 2012, 10:11:02 pm »
American
M18
- Set veterancy modifier to 0.8
- Increased pool value from 9 to 15
M10
- Increased pool value from 9 to 12
- Decreased reload from 5 to 4.2
Changes to cover table for HE Rounds:
Accuracy/Damage/Penetration/Suppression
- Garrison modifiers from 0.5/1/1/0 to 0.75/0.75/1/0
- Heavy modifiers from 1/0.5/1/0.5 to 0.75/0.5/1/0.5
- Light modifiers from 1/1/1/1 to 1/0.75/1/1
Ranger Squad
- Purchasing single LMG increases pool by 2
- Purchasing double LMG increases pool by 3
- LMG Removed from Infantry Doctrine
0.3 Cal's AP Rounds
- Reduce munitions cost from 25 to 20 munitions
- Maintain use after pack-up*
Commonwealth
AVRE - Area Effect
- Accuracy from 0.5/0.75/1 to 1/1/1.25
- Damage from 0.1/0.4/1 to 0.1/0.15/1
- Damage Friendly from 0.2/0.35/1 to 0.05/0.1/1
Target Table
- Slit Trench from 0.2/1 to 1/1
- ATG accuracy multiplier from 0.5 to 1.0.
- Removed the modifier AVRE has vs suppressed/pinned units; values set to 1.
- Vet 3 - Removed +5 Range
- Pool from 9 to 12
Wehrmacht
Faust
- Increase pool value by 1
Puma
- Fuel from 65 to 70
- Moving accuracy from 0.75 to 0.5
Up-gun Puma
- Fuel from 70 to 90
StuH
- Suppression_Friendly from 0/0/0 to 0.1/0.15/0.2
- Penetration from 0.8/0.9/1 to 0.25/0.34/0.5
Cover Table modifications:
Accuracy/Damage/Penetration/Suppression
- tp_cover_garrison from 0.5/0.75/1/0 to 0.75/0.75/1/0
- tp_heavy from 1/0.5/1/0.5/1 to 0.75/0.5/1/0.5
- tp_light from 1/1/1/1 to 1/0.75/1/1
Target Table modifications
- Damage versus vehicles modifier from 0.6 to 0.4
Stug
- Aim time from 1.5s to 0.5s
- Fuel cost from 150 to 160
Panther
- Pool from 24 to 20
Stormtroopers
- Purchase of bundle grenade increases pool value by 1
King Tiger
- Increase speed multiplier in heavy cover from 0.3 to 1
- Increase accel from 1.2 to 1.6
- Increase rotation from 20 to 27
Panzer Elite
«
Last Edit: August 22, 2012, 10:31:18 pm by tank130
»
Logged
Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
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.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 0.7.9.Z.2 Patch Notes
«
Reply #1 on:
August 22, 2012, 10:11:33 pm »
Things to expect from the next LAUNCHER patch:
- Warmap card system
* Warmap card gains after a battle (Modified by skill vs opponents team skill ratio)
* Warmap card market (Trade cards, and get booster packs)
* Warmap reward units implemented
- Warmap changes
* Factory, Barracks and Airport have different buffs and abilities
* Resource gain changes
* Warmap VP / Objective system to motivate dynamic front changes
* Max Def/Sup numbers
Later patches
- Warmap Card additions
* Warmap card usage for Warmap screen
* Warmap card usage for Battle advantages
* Warmap card usage for the Commander screen (Old advantages screen)
- Commander screen addition
* Buffs for in-game and on-warmap mechanics through a branching tree selection (Limited by commander rank)
* Card slots for customisation of company makeup (Pool values, Timers, Offmaps, Vet gain and pop adjustments)
- Warmap additions
* Special actions / scenarios into the battle room (Fight to 'finish off' a sector)
- Battle room modifications
* Ranked matches
* Automatch system
* Faction and Commander rank chat (Can limit who sees info by rank, minimum and maximum)
- Guild / Battalion addition
* Emblem and Battalion names for groups
* A 'mini' emblem for warmap display showing if a player is in a guild
* Special note system for warmap - giving commanders / officers the ability to add notes for group members
* Guild chat
Note: All mechanic changes are subject to change, as they may not fit, nor work in the mod - if this is the case, I will review and alter.
«
Last Edit: August 22, 2012, 10:27:53 pm by EIRRMod
»
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: 0.7.9.Z.2 Patch Notes
«
Reply #2 on:
August 22, 2012, 10:29:23 pm »
Uh Tank.
KT is a Wehrmacht Change
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
RikiRude
Donator
Posts: 4376
Re: 0.7.9.Z.2 Patch Notes
«
Reply #3 on:
August 22, 2012, 10:30:20 pm »
Quote from: EIRRMod on August 22, 2012, 10:11:33 pm
- Warmap changes
* Factory, Barracks and Airport have different buffs and abilities
What will each of them give? Or is it not decided on yet?
Also what does this mean?
- Maintain use after pack-up*
Logged
Quote from: Killer344
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
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 0.7.9.Z.2 Patch Notes
«
Reply #4 on:
August 22, 2012, 10:36:45 pm »
Quote from: RikiRude on August 22, 2012, 10:30:20 pm
What will each of them give? Or is it not decided on yet?
Each of the three will buff two types of units passive xp gain (Gain given if a unit was on field) - for example the Barracks will provide Infantry and Support units an additional +2 (number to be decided) Xp if they were brought on field.
On top of that, the structures will add a passive % gain to warmap card rolls (for rarity).
Each structure will grant a special warmap ability - for example an Airport will allow attacks to sectors two sectors away.
Lastly - each type will allow players to recruit a 'base' reward unit.
For example, the Barracks may allow unlimited purchases (Limited by max of course) of 'Assault engies' (Example only, the unit will need to be decided upon, and balanced).
(The last two may not be implemented straight away).
Note, this Launcher patch is TO COME - not ready yet.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: 0.7.9.Z.2 Patch Notes
«
Reply #5 on:
August 22, 2012, 10:44:07 pm »
Quote from: Spartan_Marine88 on August 22, 2012, 10:29:23 pm
Uh Tank.
KT is a Wehrmacht Change
Copy paste fail by tank
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: 0.7.9.Z.2 Patch Notes
«
Reply #6 on:
August 23, 2012, 12:00:11 am »
Quote from: tank130 on August 22, 2012, 10:44:07 pm
Copy paste fail by tank
No worries, that's why even the best authors and columnists have editors.
Logged
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: 0.7.9.Z.2 Patch Notes
«
Reply #7 on:
August 23, 2012, 12:01:52 am »
PE= ugly duckling
Logged
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.
CrazyWR
EIR Veteran
Posts: 3616
Re: 0.7.9.Z.2 Patch Notes
«
Reply #8 on:
August 23, 2012, 12:49:45 am »
Quote from: 8thRifleRegiment on August 23, 2012, 12:01:52 am
I'm a whiny bitch
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
smurfORnot
EIR Veteran
Posts: 4715
Re: 0.7.9.Z.2 Patch Notes
«
Reply #9 on:
August 23, 2012, 01:10:34 am »
Quote
Warmap card market (Trade cards, and get booster packs)
and EIRR becomes TCG
This has so much potential,actually,options are endless what you can do!
Quote
Ranger Squad
- Purchasing single LMG increases pool by 2
- Purchasing double LMG increases pool by 3
- LMG Removed from Infantry Doctrine
I don't get it,if they are removed from inf doctrine,how can you buy them with rangers since they are in inf doctrine?!
Logged
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: 0.7.9.Z.2 Patch Notes
«
Reply #10 on:
August 23, 2012, 01:15:38 am »
Quote from: smurfORnot on August 23, 2012, 01:10:34 am
and EIRR becomes TCG
This has so much potential,actually,options are endless what you can do!
I don't get it,if they are removed from inf doctrine,how can you buy them with rangers since they are in inf doctrine?!
reward cards silly
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
LiquiDeath
EIR Veteran
Posts: 294
Re: 0.7.9.Z.2 Patch Notes
«
Reply #11 on:
August 23, 2012, 04:50:47 am »
exactly, any news on fixing PE?
assault grens? loading troops in HTs? paper armor, paper guns...
I think its right time to erase this faction alltogether, only masochists would play such bugged crap...
Logged
Panzershreck, time to unpimp zis ride!
PrinceOfScotland
EIR Launcher Demigod
Posts: 183
Re: 0.7.9.Z.2 Patch Notes
«
Reply #12 on:
August 23, 2012, 05:49:06 am »
loading ht's effect more than pe, i know it effects the bren carrier and i guess it effects the ami and wher ht
Logged
Fixing the launcher, one mistake at a time.
LiquiDeath
EIR Veteran
Posts: 294
Re: 0.7.9.Z.2 Patch Notes
«
Reply #13 on:
August 23, 2012, 06:22:52 am »
it does not affect ami nor wm hts, they work! however it is crucial for PE fast reaction gameplay like at least to call your UP shitty overpriced assault grens loaded in HT to slow enemy elite inf destroying everypaperbagarmor stuff you might have...
Logged
KingTigerLT
EIR Veteran
Posts: 65
Re: 0.7.9.Z.2 Patch Notes
«
Reply #14 on:
August 23, 2012, 06:24:01 am »
Quote from: LiquiDeath on August 23, 2012, 04:50:47 am
exactly, any news on fixing PE?
assault grens? loading troops in HTs? paper armor, paper guns...
I think its right time to erase this faction alltogether, only masochists would play such bugged crap...
+1
Logged
AmPM
Community Mapper
Posts: 7978
Re: 0.7.9.Z.2 Patch Notes
«
Reply #15 on:
August 23, 2012, 06:58:33 am »
Those changes will certainly make the KT totally worth it now.....
Logged
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RoyalHants
EIR Veteran
Posts: 2109
Re: 0.7.9.Z.2 Patch Notes
«
Reply #16 on:
August 23, 2012, 07:18:45 am »
Quote from: tank130 on August 22, 2012, 10:11:02 pm
- Removed the modifier AVRE has vs suppressed/pinned units; values set to 1.
What was this modifier?
IE is it better or worse for the AVRE now
Logged
Quote from: Mysthalin on May 27, 2013, 09:05:15 am
Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: 0.7.9.Z.2 Patch Notes
«
Reply #17 on:
August 23, 2012, 08:35:49 am »
Quote from: RoyalHants on August 23, 2012, 07:18:45 am
What was this modifier?
IE is it better or worse for the AVRE now
It would be better.
As the AVRE did 0 damage to suppressed units before.
Logged
brn4meplz
Misinformation Officer
Posts: 6952
Re: 0.7.9.Z.2 Patch Notes
«
Reply #18 on:
August 23, 2012, 08:47:10 am »
0 to pinned
Logged
He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
RoyalHants
EIR Veteran
Posts: 2109
Re: 0.7.9.Z.2 Patch Notes
«
Reply #19 on:
August 23, 2012, 09:38:06 am »
Quote from: Spartan_Marine88 on August 23, 2012, 08:35:49 am
It would be better.
As the AVRE did 0 damage to suppressed units before.
Thanks
«
Last Edit: August 23, 2012, 04:29:07 pm by tank130
»
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