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Author Topic: Patch R001  (Read 41998 times)
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tank130 Offline
Sugar Daddy
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Posts: 8889


« on: February 17, 2014, 09:09:40 am »

Very big patch - regards to changes in game play. Please not the new vet 1 requirements.

Side Note: We have started using a new Patch number system.
R001 - RGD Patches
L001 - Launcher Patches


General
- All factions given 80mp/15 fuel transport trucks, extremely vulnerable to all kinds of fire.
- Several abilites now require vet 1 to use, you will not be required to buy these anymore
- Maus taken out behind the shed and put to death, may the lord have mercy on his soul.
- M20 Recon vehicle reward card re-enabled



American
- Light repair kits from 4HP/s to 5HP/s (200 to 250).
- Medium repair kits from 4HP/s to 4.5HP/s (400 to 450).

- All instances of Fire-Up now require vet 1 to use.
- WP Strike: DoT damage increased to 0.25 per second, weapon type changed to rockets, fires more rockets, scatter increased.

- Mark Target: Jeep Cooldown from 20 > 60, Sniper cooldown from 20 > 40.

- Airborne - Satchel charge cost set to 50 Mu.
- Engineers: Given real Greaseguns, Traige cost reduced to 100Mu, cost increased from 110mp > 140mp.
- Assault Engineers: +10HP
- Mortar: +5 Range
- Hellcat: Vet 1 required for camouflage, Price reduced from 320 > 300.
- Pershing: Range increased from 40 > 45
- Ambulance: Armour type from tp_vehicle to universal carrier (like other trucks).
- Shermans/Chaffe: Vet 1 required for defensive smokecloud
- 57mm ATG: Vet 1 required for AP rounds
- Sherman Croc: Can now buy 50. for 50muni, bulldozer now costs 20fu and gives +100Hp.
- Airborne Riflemen: Gained Airborne Armor
- T57: Scatter increased by 25%

- Greasegun: Moving accuarcy penalty decreased from 0.2 > 0.5


Commonwealth
- Light repair kits from 4HP/s to 5HP/s (200 to 250)
- Medium repair kits from 4HP/s to 4.5HP/s (400 to 450)
- Heavy repair kits from 4HP/s to 5HP/s (600 to 750)

- Lannister Run: -5s on the delay before the plane shows up, scatter reduced by 25%

- Churchill MkVI: Now Prioritizes Infantry&Medium vehicles over Superheavy Armour
- Tommies: Can now buy Boys AT for 80 muni, Button moved from brens to Boys AT, button changed to disable all weapons on targeted vehicle for the duration of the ability.
- Recon Tommies: Debuff removed, price increased to 240MP
- 6prd: Vet 1 required for camouflage
- 17pdr: Speed increased from 2.5 > 3
- 25pdr: Barrage range increased from 180 to 210, Price increased from 120Fu > 160Fu
- Cromwells: Vet 1 required for flank speed
- Priest: Scatter decreased by 25%, Price decreased from 280Fu > 260Fu
- Commando&C.Support: Vet 1 required for Supression Break (Smoke)

- Piat: Projectile speed increased from 10 > 15
- Bren: Damage increased from 5 > 6



Wehrmacht
- Light repair kits from 4HP/s to 5HP/s (200 to 250).
- Medium repair kits from 4HP/s to 4.5HP/s (400 to 450).

- Blitzkrieg Strike: Now given warning flares
- Terror Blackout: Only affects enemy players
- Terror V1: Scatter reduced by 25%

- Grenadiers: Removed option to buy dual LMG42's
- Knights: Assault cost reduced from 60Mu > 50Mu
- Pioneers: Given real MP40's, +10HP, cost increased from 110mp > 140mp.
- Stormtroopers: Moving Cloak Removed, Gained Elite Armor, Gains Cloak in Cover at Vet 1. 2x MP44's from 95Mu > 60Mu, 4x MP44's from 140Mu > 100Mu, 1x Panzershreck from 150Mu > 120Mu, 2x Panzershreck from 280Mu > 230Mu.
- Pak 38: Vet 1 required for Cloak
- Tiger: Speed increased from 4 > 5, Range increased from 40 > 45
- King Tiger: Speed increased from 3 > 4, Accuracy vs. infantry increased from 0.4 > 0.6
- Panther: Accuracy vs. infantry increased from 0.4 > 0.55
- Nebelwerfer: Supression per rocket reduced by 50%
- Walking Stuka: Damage vs infantry from 0.6 > 0.45, price reduced from 255Fu to 220Fu.
- Ostwind: HP increased from 400 > 500
- StuG: Range increased from 40 > 45

- LMG42: Suppression from LMS 0.0015/0.003/0.006 > 0.003/0.006/0.009. ROF from 15 to 16
- MP40: Moving accuarcy penalty decreased from 0.2 > 0.5



Panzer Elite
- All spring moved to Vet 1

- Light repair kits from 4HP/s to 5HP/s (200 to 250).
- Medium repair kits from 4HP/s to 4.5HP/s (400 to 450).

- Hummel: Scatter reduced by 25% for standard barrage, cost reduced from 280Fu > 260Fu
- Wirbel: Health increased from 400 > 500
- Pak 36: Long range accuracy increased from 0.65 > 0.8, accuracy vs infantry increased from 0.25 > 0.6
- Armored Car: Vet 1 required for Overdrive
- Hetzer: Vet 1 required for camouflage
- Marder: Vet 1 required for lockdown
- PzIV IST: Range increased from 30 > 40, Vet 1 required for lockdown and range is reduced by 5 in lockdown.


Hotfix includes:

- Fixed Requirement issue with boys AT button ability
- Fixed problem with new WP airstrike projectile
« Last Edit: February 17, 2014, 03:45:26 pm by EIRRMod » Logged

Quote
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #1 on: February 17, 2014, 09:12:10 am »

SQL changes under constuction, please refarin from changing your company build for the next 10~ minutes, or it might crash. Additionally, all squad upgrades will have to be reselected after the SQL changes have been finished.
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"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
Dauntless07 Offline
EIR Veteran
Posts: 60


« Reply #2 on: February 17, 2014, 09:28:24 am »

Wow, there is a lot to this patch. This is going to be a totally different game with so many changes in fundamental game play. My only fear is the need for vet to use abilities could throw newbies off as they will be going up against the best EIR players with sub-par troops. Overall though, the changes all make sense and should improve a lot of the imbalance in the game.
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terrapinsrock Offline
EIR Veteran
Posts: 1009



« Reply #3 on: February 17, 2014, 09:37:30 am »

Most of the patch looks pretty good and interesting.

But Stormtroopers..........

man they got the bat. Are you sure they are still breathing?

Plus you take away the Hetzer camo abilities to vet 1, but gave it nothing in return?

Poor Hetzers.
« Last Edit: February 17, 2014, 10:17:15 am by terrapinsrock » Logged

Bit hard when its flaunted infront of you as a  broken reward piece of ass you'll never get to shag with.
Current Vets:
 

dlepah Offline
EIR Regular
Posts: 12


« Reply #4 on: February 17, 2014, 09:43:13 am »

Stormies will never see the fatherland again
« Last Edit: February 17, 2014, 09:45:25 am by dlepah » Logged
mrshark Offline
EIR Regular
Posts: 38


« Reply #5 on: February 17, 2014, 09:47:43 am »

Thank god for the t57!!
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #6 on: February 17, 2014, 09:52:49 am »

aww yeaa OP AB crocs wih more hp gogogogogogo
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Tries to convince people he's a good guy,says things like this. Scumbag Shab.
nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #7 on: February 17, 2014, 09:54:18 am »

Games playable, Will add trucks in 1~ hour.
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GrayWolf Offline
Development
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Posts: 1590



« Reply #8 on: February 17, 2014, 09:59:06 am »

Well, BK company is just like Armor company now. Storms are only better grens, nothing special tbh.

More intresting is how they buffed Terror doc, it's time to test my vet 2 KT now Tongue
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #9 on: February 17, 2014, 10:00:02 am »

does the panther had the same stats as they had before AI nerf we had before?
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #10 on: February 17, 2014, 10:09:04 am »

Poor stormies, now just higher health grenadiers with access to assault weapons. At least they are cheaper now, aside of that their speciality tactical strike role is gone. I wonder if anyone wants to use 300 manpower grenadiers- unless they are 260 or so manpower as a compensation (cloak was a pretty big buff after all).

I like some of these changes. Marder without lockdown- not so much. Vet whoring starts to be a reasonable thing which I sort of have to give dibs to.

New weapon disable button seems weird- does it end if tank evades range or does it end once the ability is over? It so far only says that once the ability is over- which would mean trollish moves such as running inf, use ability and run off leaving vehicle useless for a duration.

Poor pak38. circled and offmapped to hell from here on out without the cover of its cloak~
« Last Edit: February 17, 2014, 10:14:57 am by NightRain » Logged

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.
CommieKiller Offline
EIR Veteran
Posts: 144


« Reply #11 on: February 17, 2014, 10:09:35 am »

No reason to use fallschrimjagers now...
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Heartmann Offline
Officer of Kindness
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Posts: 1776



« Reply #12 on: February 17, 2014, 10:19:59 am »

Lol no changes to fjs what so ever? Meeeeep -.-


Oh well im just Biased Ty guys for all the hard work and effort you are awesome ! Smiley
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #13 on: February 17, 2014, 10:23:05 am »

Stormtroopers did lose cloak but they also gained elite armor and the main hindrance of using stg44s was the high price which has also been reduced and allies did lose fireup until vet1.

The only thing that's unbalanced is that stormtroopers have to buy another T2 to unlock their weapons. This should be reverted.
« Last Edit: February 17, 2014, 10:26:09 am by PonySlaystation » Logged

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.
ick312 Offline
EIR Veteran
Posts: 534


« Reply #14 on: February 17, 2014, 10:39:52 am »

actually a very good patch, fixing obvious things. Sad that it took so long.

Only one thing: the marder without lock down, is ......  Well interesting.

ps: ah and stug range of 45 concerns me a bit

reading through it again: kch assault only 50 MP??? on such a beast unit, without unlock?
« Last Edit: February 17, 2014, 10:41:56 am by ick312 » Logged

I don't know Wind, that whole 21 virgins thing kinda peaked my interest a little .......
From fucking kids to fucking christ, jesus heartmann. Just stop already you filthy monster, you are only making it worse
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #15 on: February 17, 2014, 11:17:05 am »

Most of the patch looks pretty good and interesting.

But Stormtroopers..........

man they got the bat. Are you sure they are still breathing?


With the mid T4 that gave them elite armour before made them an epic rape machine even without cloak, granted i dont like it as it changes the gameplay too much but tbh they are still gonna rape shit to death with their bundles ,storm kars and STGs.

Also, damn the hetzer took the bat.


does the panther had the same stats as they had before AI nerf we had before?

its still not as good as before, think it had 0.6-65??? before or similar to what the tiger has now.


Dont forget to change the PE APCR panther gun like you guys did when you nerfed it to begin with.
« Last Edit: February 17, 2014, 11:22:35 am by TheIcelandicManiac » Logged

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Sometimes its like PQ doesnt carrot all.

Work Harder
nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #16 on: February 17, 2014, 11:20:58 am »

For storms, 95 Health and Elite armor does make them the toughest infantry this side of KCH.

Adding trucks, they should start showing up real soonish.
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TheArea Offline
EIR Veteran
Posts: 240


« Reply #17 on: February 17, 2014, 11:23:30 am »

Imo there are some good changes here, and the game will play a lot differently now (+1 to vet whoring), but there are also some changes that are troubling:

General: If you're killing Maus, which is a good thing, then kill the T57 too.  Or if a tweak is all T57 needed, then couldn't have you done something similar to the Maus?

Commonwealth:  The button change.  Does this mean that if inf gets in range and pops its CD then the vehicle cant shoot for X seconds regardless of infantry being in range or not (basically a guaranteed hit)?  This seems important considering button will no longer slows movement.  So, from the description, button seems more UP than before, or trolol now.

Wher:  Blitz strike is now worthless, admittedly it was a little too effective in its current state, but its tiny AOE now renders it shit with a warning flare.

just curious, why remove dual LMGs?

Neb change makes sense if fire up requires vet, but it also needs a survival buff, Im thinking an increase in movement.  If you're nerfing its primary purpose, then give it a little more mobility.  Likewise for T57, it should be more clumsy to handle imo.

PE:  Does anyone even use Hetzer?  Even less now.  
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Hicks58 Offline
Development
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Posts: 5343



« Reply #18 on: February 17, 2014, 11:23:56 am »

Alright people, looks like I slept in a bit when this got released so I kinda missed my chance to put in the commentary before everybody saw what was going on, which is cool because I can just do it now.

First off:

This is very much experimental. If this turns out that it's going down the tubes and it's being more detrimental than good, we'll revert to the vanilla style of balance and carry on from there.

Second off:

Not everything we want addressed has been done so with this patch. There's a lot of bottom doctrine unlock stuff that still needs to be shifted around which can be a pain in the ass to do, especially if anything new has to be added to it - Therefore no unlocks have been shifted around, added or removed this patch. For example, Stormtrooper's dual shrecks aren't really T2 worthy without immediate access to mobile cloak. There are plenty of units that may also still find themselves needing adjusting, and some of the changes may well have been too much/too little. This has been the start of a shift away from vCoH balancing and recognising that EiRR is a completely different environment and needs to be balanced as such.

Reward units also haven't really been touched, and they are next on the agenda. Considering how powerful most of them are anyway, they shouldn't be under performing at the very least.

Also, expect to have a fair few more munitions lying around than before due to abilities being shifted to vet 1. It may be the case that a general munition reduction is in order, but we'll see how it goes.

Lastly, to address a few immediate concerns:

Most of the patch looks pretty good and interesting.

But Stormtroopers..........

man they got the bat. Are you sure they are still breathing?

Plus you take away the Hetzer camo abilities to vet 1, but gave it nothing in return?

Poor Hetzers.

Pretty much anything with a potent ability that augments the use of the unit has had it's ability shifted to vet 1. EiRR is a persistency mod, and this has been done to encourage people to keep their shit alive to some degree if they want the best out of it. Whilst it hasn't been done right now, vet requirements will be coming down by 30% so getting vet 1 should be a relatively simple matter, whilst helping shift away from 100% disposable companies.

does the panther had the same stats as they had before AI nerf we had before?

Almost. It was 0.6 before, it's 0.55 now.

Poor stormies, now just higher health grenadiers with access to assault weapons. At least they are cheaper now, aside of that their speciality tactical strike role is gone. I wonder if anyone wants to use 300 manpower grenadiers- unless they are 260 or so manpower as a compensation (cloak was a pretty big buff after all).

I like some of these changes. Marder without lockdown- not so much. Vet whoring starts to be a reasonable thing which I sort of have to give dibs to.

New weapon disable button seems weird- does it end if tank evades range or does it end once the ability is over? It so far only says that once the ability is over- which would mean trollish moves such as running inf, use ability and run off leaving vehicle useless for a duration.

Poor pak38. circled and offmapped to hell from here on out without the cover of its cloak~

95 HP per man and elite armour from the get go, with access to very cheap assault options and a heavy platform for panzershrecks. Cloak in cover at vet 1 will give them some ambush capacity on top of this. It is true, you won't be able to use Stormninja's now, but they'll definitely pull their weight.

New weapon disable requires the unit to be constantly firing at the target. However, it has been coded in such a way that even if you attempt to crush the squad firing at it's target, it'll keep disabling you - You won't be able to get around it by lolcharging the squad. It's an active deterrent, much in the same way that all other mainline squads have access to vehicle/tank deterrents.

57mm also lost it's AP rounds until vet 1 as well, all ATG's otherwise suffer from the same problem you described lol.

No reason to use fallschrimjagers now...

It should be noted that FSJ's are one of the rare units that keeps it's innate ability without vet 1. They will still cloak in cover with full ambush benefits from the get-go, this has been done because the unit is fundamentally trash for DPS without it. Vet 1 should be easy enough to get your hands on if sprint is a concern.

Stormtroopers did lose cloak but they also gained elite armor and the main hindrance of using stg44s was the high price which has also been reduced and allies did lose fireup until vet1.

The only thing that's unbalanced is that stormtroopers have to buy another T2 to unlock their weapons. This should be reverted.

With regards to the Stormtroopers, check point two above.

With the mid T4 that gave them elite armour before made them an epic rape machine even without cloak, granted i dont like it as it changes the gameplay too much but tbh they are still gonna rape shit to death with their bundles ,storm kars and STGs.

Also, damn the hetzer took the bat.

Hetzer is about the same price as a skirted StuG with better armour, a longer ranged gun (50!) and the ability to better self-sight with it's scope (45 sight with scope).

I think people just need to give the Hetzer another chance.
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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.
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #19 on: February 17, 2014, 11:25:20 am »

does the panther had the same stats as they had before AI nerf we had before?


Found it.


- Panther accuracy versus infantry from 0.6 to 0.4

Hetzer is about the same price as a skirted StuG with better armour, a longer ranged gun (50!) and the ability to better self-sight with it's scope (45 sight with scope).

I think people just need to give the Hetzer another chance.

50 range?!?

When did you guys buff that?

Hetzers my old love, Im back.
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