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tank130
Sugar Daddy
Posts: 8889
R006 Patch Notes
«
on:
November 11, 2014, 10:45:57 am »
Hey everyone,
This was supposed to be our next patch. According to nikomas & Scotzman, everything is completed, they just need to upload it. They told me two weeks ago it was ready for upload......
Over the past few years we always get people who claim they want to help the mod, but they are enthusiastic for a few weeks or months, then realize helping the mod actually means committing time and doing what you say you are going to do.
It is so disappointing that a completed patch is just sitting there but our two RGD coders can not commit the 20 minutes to getting it packaged for me to upload.
General
-
American
- Smoke grenades
Reduce range to 20 (from 25)
Add a cooldown of 5s between uses
- Quad
range reduced from 45 to 40
- Chaffee
Rotation rate changed from 60 to 50
Health reduced from 450 to 350
- T17
Price to 350 MP
150 FU
Long range accuracy to 0.35
acc mod vs all inf to 0.75
Damage to 40
Pop to 9
- Mortar
Manpower price reduced to 300
- AB Mortar
Manpower price reduced to 320
MU price reduced to 55
Remove airburst rounds
- Super Pershing
vet 4 bonus reduced to 0.9 rec pen
Base health reduced by 100
40 max AI range
0.75 acc vs all infantry targets
- Tank Reapers
Bazookas no longer affected
Jumbo no longer affected
Buff to ATG improved to 25% extra accuracy, damage and penetration and +5 range
ATG sprint from locked and loaded moved to Tank Reapers ATGs
- Rangers
Reduce mp cost from 310 to 280
Commonwealth
- CW Lieutenant
All current aura buffs removed
New ability "Trained fire"
- 1.25 dmg
- 1.25 penetration for 20s in a 30m radius (infantry and support weapons).
- Cool down 150s.
- Affects allies.
- Doctrines will affect the officer buffs in doctrine rework.
- Price increased to 80 mu
- Mando lieutenant
All current aura buffs removed.
New ability "Combat sprint"
- Sprint and 0.5 rec suppression for 10s
- 1.25 acc for 20s in a 20m radius (infantry only)
- Cooldown 150s
- Affects allies
- Doctrine will affect officer buffs after doctrine rework
- Price increased to 80 mu
- Captain
All current aura buffs removed
Slow healing sector aura maintained
New ability "Hold your Ground"
- infantry in 20m radius around captain drop to ground (immobile) and receive 0.8 rec acc 0.8 rec dmg, 0.75 rec suppression.
- Lasts 5 seconds
- 10s cooldown
- Affects allies
- Price increased to 80 mu
- Tommies
Enfield rifle damage increased from 10 to 12
Accuracy increased by +0.05 at all ranges (This affects all tommy and sapper enfields, except the
scoped enfield.)
- AVRE/Brummbar
popcap increased to 10
Range reduced to 42.5
Price increased by 50MP
Fuel increased by 45
Wehrmacht
- WM officer
Cool down on supervision increased to 160s
Munitions price for base unit to 100
- Wirblewind
Speed increased from 5 to 6
Acceleration from 1.2 to 2.4
- Ostwind
Pop to 9
Damage modifier versus greyhound armour from 0.5 to 1
Penetration against stuarts from 0.23 to 0.4
Pen mod against stuart rear to 3
- Volksgrenadier MP40s
upgrade now grants the squad 0.9 received accuracy and +5 health per man
4 second sprint
40% received accuracy reduction
- Blitzkrieg Assault Nades
No longer provides the icon when used
- Motar
manpower price reduced to 350
- Tiger Ace
vet 4 bonus reduced to 0.9 rec pen
Base health reduced by 100
40 max AI range
0.75 acc vs all infantry targets
- Stormtroopers
Dual STG44s no longer requires T2 unlock
Dual Shrek upgrade no longer requires T2 unlock
Single STG44 upgrade now provides cloak
- Puma
Range reduced from 40 to 37.5
FU price decreased from 75 to 65
Panzer Elite
- Hetzer
acceleration from 1.35 to 2.5
deccel from 2.75 to 3
rotation from 27 to 30
- Elefant
acceleration from 1.6 to 2.4
decelleration from 2 to 3
rotation from 24 to 32
Main gun accuracy vs infantry from 0.2 to 0.4
Pop from 16 to 15
- Falls
Grenadier rifles given
ambush bonus set to 1.35 acc 1.35 damage
recloak set to 2 seconds and no stacking buff with itself
- 50mm ATHT
Pathing plan changed to tank Pathing
- WaffleSniper
Defensive (-50% rec acc) and range (+10) bonuses received from any cover remove
- Assault Grens
MP cost increased from 215 to 240
- Hotchkiss
Speed reduced from 6.4 to 6
FU price increased from 70 to 90
- HotchUpgun
Speed reduced from 6.4 to 6
FU price increased from 90 to 100
range reduced from 45 to 40
- Armored Car
Range reduced from 40 to 37.5
FU price increased from 55 to 65
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.
M1d
EIR Veteran
Posts: 101
Re: R006 Patch Notes
«
Reply #1 on:
November 11, 2014, 01:03:11 pm »
R.i.P Patch
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Hicks58
Development
Posts: 5343
Re: R006 Patch Notes
«
Reply #2 on:
November 11, 2014, 01:51:34 pm »
Lets just take a quick look over these notes, going to put my commentary within the quote, highlighted in bold because quoting every single little piece would be time consuming as fuck.
Quote from: tank130 on November 11, 2014, 10:45:57 am
American
- Smoke grenades
Reduce range to 20 (from 25)
Add a cooldown of 5s between uses
Yeah, fair enough
- Quad
range reduced from 45 to 40
Why? The Quad is fragile as all hell. The only thing this does is allow HHAT to just shoot the Quad in the face if it engages, and the Quad is supposed to be hard-countering infantry. This one confuses me.
- Chaffee
Rotation rate changed from 60 to 50
Health reduced from 450 to 350
Yup, fair.
- T17
Price to 350 MP
150 FU
Long range accuracy to 0.35
acc mod vs all inf to 0.75
Damage to 40
Pop to 9
Gone from OP to UP in one snap. Too much being done here at once, the damage decrease alone is a massive nerf as it kills it's capacity to one-shot a lot of inf. The accuracy nerf on top of it is just about tolerable, but sky-rocketing the price on top of that double nerf? GG T17's. Drop the price nerf and that should look alright, and if it isn't, the price nerf is a VERY easy change.
- Mortar
Manpower price reduced to 300
Yeah, Mortars are pricey as fuck for everybody. This comment applies to all mortar changes.
- AB Mortar
Manpower price reduced to 320
MU price reduced to 55
Remove airburst rounds
- Super Pershing
vet 4 bonus reduced to 0.9 rec pen
Base health reduced by 100
40 max AI range
0.75 acc vs all infantry targets
Yes to everything besides the health reduction. This same commentary is going to apply to the TA as well, I'm not seeing why the health reduction is warranted when it's lolwut AI capacity has been put back in line.
- Tank Reapers
Bazookas no longer affected
Jumbo no longer affected
Buff to ATG improved to 25% extra accuracy, damage and penetration and +5 range
ATG sprint from locked and loaded moved to Tank Reapers ATGs
What? Bazookas and Jumbo no longer affected? Jumbo I can wrap my head around, but no more TR Zooks? You've got a T4 that buffs ATG's alone, lol. GG Ranger zooks and TR in general actually.
- Rangers
Reduce mp cost from 310 to 280
Yeah, fair, alot of elite inf is pricey as fuck.
Commonwealth
- CW Lieutenant
All current aura buffs removed
New ability "Trained fire"
- 1.25 dmg
- 1.25 penetration for 20s in a 30m radius (infantry and support weapons).
- Cool down 150s.
- Affects allies.
- Doctrines will affect the officer buffs in doctrine rework.
- Price increased to 80 mu
Damage and penetration buff on infantry. Huh. I could write an essay on why this is a bad idea, but all Officers have gone with this approach, so whatever. No commentary on the Officers, just not gonna go there, lol.
- Mando lieutenant
All current aura buffs removed.
New ability "Combat sprint"
- Sprint and 0.5 rec suppression for 10s
- 1.25 acc for 20s in a 20m radius (infantry only)
- Cooldown 150s
- Affects allies
- Doctrine will affect officer buffs after doctrine rework
- Price increased to 80 mu
- Captain
All current aura buffs removed
Slow healing sector aura maintained
New ability "Hold your Ground"
- infantry in 20m radius around captain drop to ground (immobile) and receive 0.8 rec acc 0.8 rec dmg, 0.75 rec suppression.
- Lasts 5 seconds
- 10s cooldown
- Affects allies
- Price increased to 80 mu
- Tommies
Enfield rifle damage increased from 10 to 12
Accuracy increased by +0.05 at all ranges (This affects all tommy and sapper enfields, except the
scoped enfield.)
Now that Officers aren't a constant buff, I can get behind this, even if the new Officer buffs are... Questionable. It'd be nice to see Tommies be worth a damn with rifles.
- AVRE/Brummbar
popcap increased to 10
Range reduced to 42.5
Price increased by 50MP
Fuel increased by 45
Range hasn't gone down enough. Needs to go down to 40, but yeah, in the right direction.
Wehrmacht
- WM officer
Cool down on supervision increased to 160s
Munitions price for base unit to 100
- Wirblewind
Speed increased from 5 to 6
Acceleration from 1.2 to 2.4
Isn't this still a T2 unlock when it should have been pulled to a T1 many moons ago? This change is good, but the cost of getting this for a company is expensive, assuming it hasn't been changed.
- Ostwind
Pop to 9
Damage modifier versus greyhound armour from 0.5 to 1
Penetration against stuarts from 0.23 to 0.4
Pen mod against stuart rear to 3
Agree with combat changes, wondering why the pop was touched.
- Volksgrenadier MP40s
upgrade now grants the squad 0.9 received accuracy and +5 health per man
4 second sprint
40% received accuracy reduction
While I don't think this is the way MP40's should be made worthwhile, it SHOULD do the trick. I'd prefer to see a more organised approach (Unless you've read the patch notes, who the hell is going to know MP40's give all this free buffage?) but it'd do for now.
- Blitzkrieg Assault Nades
No longer provides the icon when used
Yeah, so long as it's still an area target ability.
- Motar
manpower price reduced to 350
- Tiger Ace
vet 4 bonus reduced to 0.9 rec pen
Base health reduced by 100
40 max AI range
0.75 acc vs all infantry targets
See SP commentary.
- Stormtroopers
Dual STG44s no longer requires T2 unlock
Dual Shrek upgrade no longer requires T2 unlock
Single STG44 upgrade now provides cloak
Not so sure about the single STG44 giving cloak, but the unlock changes are definitely overdue.
- Puma
Range reduced from 40 to 37.5
FU price decreased from 75 to 65
Uh, why? I'm definitely not getting the AC range changes.
Panzer Elite
- Hetzer
acceleration from 1.35 to 2.5
deccel from 2.75 to 3
rotation from 27 to 30
Yup, no arguments.
- Elefant
acceleration from 1.6 to 2.4
decelleration from 2 to 3
rotation from 24 to 32
Main gun accuracy vs infantry from 0.2 to 0.4
Pop from 16 to 15
Again, looks fair enough.
- Falls
Grenadier rifles given
ambush bonus set to 1.35 acc 1.35 damage
recloak set to 2 seconds and no stacking buff with itself
Aaaaand Falls just became regular old elite inf. That can Ambush. Will it work? Sure. Will it be kicking a good unit that required a fine hand in the nuts in favour of it being easy to use? Yup.
- 50mm ATHT
Pathing plan changed to tank Pathing
If it improves the pathing, yeah, good.
- WaffleSniper
Defensive (-50% rec acc) and range (+10) bonuses received from any cover remove
Range bonus, yes, kill it with fire. Defensive bonus?... Hm. It was kinda it's counter-snipe protection, which is now gone. Probably going to see a lot more counter-sniped FSJ Marksmen.
- Assault Grens
MP cost increased from 215 to 240
Yes, AG's were cheap, but I never really saw it as a problem. On the fence here.
- Hotchkiss
Speed reduced from 6.4 to 6
FU price increased from 70 to 90
Yeah, no arguments.
- HotchUpgun
Speed reduced from 6.4 to 6
FU price increased from 90 to 100
range reduced from 45 to 40
Same again.
- Armored Car
Range reduced from 40 to 37.5
FU price increased from 55 to 65
Refer to commentary on Puma.
Yeah, that sums up my thoughts on it. Overall, it looks good, but there are a few things in there that seriously raise eyebrows such as nerfing the T17 into oblivion, the seemingly random health nerfs on the TA/SP, the out of the blue AC range reductions... But, whatever. If it revives the game, I'm not in a position to reasonably argue.
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
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.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
aeroblade56
Development
Posts: 3871
Re: R006 Patch Notes
«
Reply #3 on:
November 11, 2014, 02:21:15 pm »
# downloaded# cant wait for officer buffed mp40s to kick ass.
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
ick312
EIR Veteran
Posts: 534
Re: R006 Patch Notes
«
Reply #4 on:
November 11, 2014, 03:00:58 pm »
for most parts a step in the right direction, BUT
AVRE, RRs are not really nerfed for their firepower. This was what "faded" the game.
the MP40 - idk i dislike the buff
Logged
Quote from: tank130 on April 18, 2013, 10:06:07 pm
I don't know Wind, that whole 21 virgins thing kinda peaked my interest a little .......
Quote from: EliteGren on December 08, 2013, 06:10:28 pm
From fucking kids to fucking christ, jesus heartmann. Just stop already you filthy monster, you are only making it worse
tank130
Sugar Daddy
Posts: 8889
Re: R006 Patch Notes
«
Reply #5 on:
November 11, 2014, 04:34:44 pm »
For the record,
95% of this patch was created by Myst. The other 5% was taking community input from the balance forums.
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: R006 Patch Notes
«
Reply #6 on:
November 11, 2014, 05:55:38 pm »
Sorry for the wait lads and lasses. Patch is actually finished and working, only just got high speed internet back. Had to switch from Vodafone to slingshot as vodafone fucked everything up so badly they lost all my details etc.
That and a lot of shit has been happening over the last 2 weeks. Didn't relaise i'd be so busy.
Wasn't sure how to get the squads to be immobile in the capt'n ability, so the buffs will only work when the squads are not moving.
Peace out, please post all bugs and mistakes to a single thread. I ain't hunting for them.
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: R006 Patch Notes
«
Reply #7 on:
November 11, 2014, 06:00:52 pm »
Files uploaded and updated. Should be in all working order. I have no clue how to apply the patch globally. I see buttons with patch on it, but i will probably break the mod
Logged
tank130
Sugar Daddy
Posts: 8889
Re: R006 Patch Notes
«
Reply #8 on:
November 11, 2014, 06:46:14 pm »
Quote from: Scotzmen on November 11, 2014, 06:00:52 pm
Files uploaded and updated. Should be in all working order. I have no clue how to apply the patch globally. I see buttons with patch on it, but i will probably break the mod
I don't think you can patch as you do not have server access. Either Nikomas has to do it or you have to give me the files in a specific format so I can load them. Unfortunately I do not know how to format the files.......
Logged
nikomas
Shameless Perv
Posts: 4286
Re: R006 Patch Notes
«
Reply #9 on:
November 11, 2014, 07:00:04 pm »
I'll finalize the stuff after I get home from work tommorow/today (I work evenings) just about to sleep. I think it was actually about 65-70% mysth and the rest were others, so it's a bit less mysth and a bit more mysterious.
Oh, don't get to exited about the volks as I also do believe they only got the sprint/charge ability and not the +5 health, the change might not have been updated in the notes as we talked it over.
Anyway, expect it in less than a day (24h) if nothing goes wrong, probably in about 20, all depends on my work times tommorow.
Gnight and remember to thank scotty.
«
Last Edit: November 11, 2014, 07:06:46 pm by nikomas
»
Logged
"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.
Scotzmen
EIR Veteran
Posts: 2035
Re: R006 Patch Notes
«
Reply #10 on:
November 11, 2014, 08:25:24 pm »
Pretty sure we agreed:
5 second sprint, 40% reduction to incoming suppression, but only if the squad is actually moving.
I did code in the rest of the stuff, but deleted after the change
Logged
Korpisolttu
EIR Veteran
Posts: 218
Re: R006 Patch Notes
«
Reply #11 on:
November 11, 2014, 08:51:51 pm »
Quote from: nikomas on November 11, 2014, 07:00:04 pm
I'll finalize the stuff after I get home from work tommorow/today (I work evenings) just about to sleep. I think it was actually about 65-70% mysth and the rest were others, so it's a bit less mysth and a bit more mysterious.
Oh, don't get to exited about the volks as I also do believe they only got the sprint/charge ability and not the +5 health, the change might not have been updated in the notes as we talked it over.
Anyway, expect it in less than a day (24h) if nothing goes wrong, probably in about 20, all depends on my work times tommorow.
Gnight and remember to thank scotty.
That's great news!
Logged
Finnish Jaeger Troops - Koulutus 2015
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Korpisolttu
EIR Veteran
Posts: 218
Re: R006 Patch Notes
«
Reply #12 on:
November 11, 2014, 09:27:33 pm »
This should bring some extra-life time for EiR. Future still looks grim, but not as grim as couple of days ago when we heard the doomsday news. For sure mod needs now more than ever new flesh to dev team. I agree what tank told about the peoples desire of using lot of their own freetime for mod making and that it really takes time.
Logged
Hicks58
Development
Posts: 5343
Re: R006 Patch Notes
«
Reply #13 on:
November 11, 2014, 10:51:52 pm »
Specific questions I need to ask with regards to this patch, as my initial post is obviously a lot to take in:
- What's with the sudden AC range nerfs?
- What's with the total officer changes?
- Why has the T17 been nerfed into uselessness? (C'mon guys, this was drilled into the dev team in MY day, tap the hammer, not swing the sledge)
- What's with the Quad range nerf?
- What's with the SP/TA health nerfs? (Yeah, the SP has a total of 10 HP more than the standard Pershing, and the TA has 100 more HP than the standard Tiger, lul)
- Why's TR nerfed into oblivion? (Only real thing that was a requirement was the Jumbo Upgun getting booted out)
Everything besides these questions is fine, but I really want to know what logic went into these changes.
Logged
NightRain
EIR Veteran
Posts: 3908
Re: R006 Patch Notes
«
Reply #14 on:
November 11, 2014, 11:04:09 pm »
Mysthalin deemed that T17 was like a allied ostwind, thus he decided to make it into a allied ostwind. Difference being mobility versus durability which means T17 should be perfectly capable to remain on the field. Same as a ostwind.
Basically T17 = Ostwind from now on.
Mysthalin decided also that Quad was cheap and did not need 45 range on its thing. Especially AB quad combination where quad could simply deteriorate infantry without much of a problem.
Puma and AC nerf is weird.
Logged
Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
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.
GORKHALI
EIR Veteran
Posts: 1472
Re: R006 Patch Notes
«
Reply #15 on:
November 12, 2014, 01:58:53 am »
About time ....
Release the Kraken
Logged
tank130
Sugar Daddy
Posts: 8889
Re: R006 Patch Notes
«
Reply #16 on:
November 12, 2014, 08:28:52 am »
Quote from: Hicks58 on November 11, 2014, 10:51:52 pm
Specific questions I need to ask with regards to this patch, as my initial post is obviously a lot to take in:
- What's with the sudden AC range nerfs?
- What's with the total officer changes?
- Why has the T17 been nerfed into uselessness? (C'mon guys, this was drilled into the dev team in MY day, tap the hammer, not swing the sledge)
- What's with the Quad range nerf?
- What's with the SP/TA health nerfs? (Yeah, the SP has a total of 10 HP more than the standard Pershing, and the TA has 100 more HP than the standard Tiger, lul)
- Why's TR nerfed into oblivion? (Only real thing that was a requirement was the Jumbo Upgun getting booted out)
Everything besides these questions is fine, but I really want to know what logic went into these changes.
Perhaps your are right, perhaps you are wrong. Perhaps some of the decisions you made as balance lead worked and perhaps some of your decisions did not.
Perhaps some of your decisions were disagreed on by members of the community, but turned out to be good decisions anyway. Perhaps some of the decisions some agreed with did not turn out OK.
Perhaps many in this community , including yourself, felt that Mysthalin was the best man for the job and the Dev team should make him balance lead. We did; and this is the patch he came up with.
How about rather than theory crafting this patch we actually put it in play and see how it handles. What's the worst that could happen - the mod dies?
Logged
nikomas
Shameless Perv
Posts: 4286
Re: R006 Patch Notes
«
Reply #17 on:
November 12, 2014, 09:52:26 am »
Update, working 1430 - 2230 today (1645 rite now.)
Expect patch around midnight +-1hr if all goes well.
Quite sure it was received accuracy Scott, but you are correct on the only while moving requirement. I'll check the notes.
Hicks, all those points buy one you'll have to ask mysth about.
The only one not on him iirc is the AC range. It was reduced (IIRC) to make it slightly harder to kite hhat and it was deemed a little to cheap.
Back to driving for me
«
Last Edit: November 12, 2014, 10:12:05 am by nikomas
»
Logged
Hicks58
Development
Posts: 5343
Re: R006 Patch Notes
«
Reply #18 on:
November 12, 2014, 10:05:55 am »
Tank, you always have, and always will have, the magnificent ability to jump to the absolute worst conclusion upon seeing something.
I've asked for the LOGIC behind certain changes.
I've not slammed, I've not shunned (Except two, which are REALLY eyebrow raising things, one of them being a clear cut mistake that we've supposed to have learned of loooong ago - quad nerfing a unit instead of small pieces at a time) I'm asking for the reasoning so that I may personally understand how these things have come about.
I want to know WHY. I don't want a reversal. I want to see the patch go ahead, but I also don't want to see it causing more trouble - Especially the kind of trouble that is piece of piss to avoid with a little follow up thinking.
Quote from: NightRain on November 11, 2014, 11:04:09 pm
Mysthalin deemed that T17 was like a allied ostwind, thus he decided to make it into a allied ostwind. Difference being mobility versus durability which means T17 should be perfectly capable to remain on the field. Same as a ostwind.
Basically T17 = Ostwind from now on.
Right, so if it's so fragile now, it should be doing the same kind of damage that an Ostwind is doing - If we follow that logic, and we follow the associated price increase. However, it is not. It does not have the Ostwind's ability to gib low tier infantry consistently and high tier infantry on chance. The T17 requires two shots every time for every target (And 3 as a possibility for KCH/Storms), whilst recieving an accuracy nerf and a major price increase.
The damage nerf and accuracy nerf is warranted. I will not argue this. The problem is, it has been done on top of making the unit much more expensive both in fuel and pop. That is where my source of WTF is based upon. That is not making it into an Allied Ostwind, that is just slamming the shit out of the unit. If anything, if it were made into an Ostwind, it's combat stats would have been made the same and the price would have gone up to match the value of the Ostwind at around the 175 FU mark, with a pop increase to 10.
Quote from: NightRain on November 11, 2014, 11:04:09 pm
Mysthalin decided also that Quad was cheap and did not need 45 range on its thing. Especially AB quad combination where quad could simply deteriorate infantry without much of a problem.
AB Quad combination just flat out died to the first sniff of ATG's or long range AT, so I'm really not feeling that being the route cause. AB Croc is so much more potent, so I'm really not feeling that logic in the slightest.
So, where are the answers? Balance leads of all iterations, not just me, would justify their changes when asked and provide reasoning. Again, I'm not asking for revolution, just answers that make sense. Nothing more.
Logged
GrayWolf
Development
Posts: 1590
Re: R006 Patch Notes
«
Reply #19 on:
November 12, 2014, 10:16:57 am »
I'm back bitchezzzz!
Quote from: Hicks58 on November 12, 2014, 10:05:55 am
Tank, you always have, and always will have, the magnificent ability to jump to the absolute worst conclusion upon seeing something.
I've asked for the LOGIC behind certain changes.
I've not slammed, I've not shunned (Except two, which are REALLY eyebrow raising things, one of them being a clear cut mistake that we've supposed to have learned of loooong ago - quad nerfing a unit instead of small pieces at a time) I'm asking for the reasoning so that I may personally understand how these things have come about.
I want to know WHY. I don't want a reversal. I want to see the patch go ahead, but I also don't want to see it causing more trouble - Especially the kind of trouble that is piece of piss to avoid with a little follow up thinking.
Right, so if it's so fragile now, it should be doing the same kind of damage that an Ostwind is doing - If we follow that logic, and we follow the associated price increase. However, it is not. It does not have the Ostwind's ability to gib low tier infantry consistently and high tier infantry on chance. The T17 requires two shots every time for every target (And 3 as a possibility for KCH/Storms), whilst recieving an accuracy nerf and a major price increase.
The damage nerf and accuracy nerf is warranted. I will not argue this. The problem is, it has been done on top of making the unit much more expensive both in fuel and pop. That is where my source of WTF is based upon. That is not making it into an Allied Ostwind, that is just slamming the shit out of the unit. If anything, if it were made into an Ostwind, it's combat stats would have been made the same and the price would have gone up to match the value of the Ostwind at around the 175 FU mark, with a pop increase to 10.
AB Quad combination just flat out died to the first sniff of ATG's or long range AT, so I'm really not feeling that being the route cause. AB Croc is so much more potent, so I'm really not feeling that logic in the slightest.
So, where are the answers? Balance leads of all iterations, not just me, would justify their changes when asked and provide reasoning. Again, I'm not asking for revolution, just answers that make sense. Nothing more.
Would you close your mouth for a second? (I'm trying to be nice here
)
Also, TL;DR.
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Last Edit: November 12, 2014, 10:18:51 am by GrayWolf
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