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Author Topic: Ghetto R033  (Read 5727 times)
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TheVolskinator Offline
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« on: August 13, 2017, 03:27:00 pm »

R033: Poor Bloody Infantry
Ambience: https://www.youtube.com/watch?v=FLBy2IZVgKI

R033 has been greatly simplified this time. Simply download the file and extract it into your root CoH folder. As a "just in case" measure, it contains all of the maps and the new module file that were included in R032. This patch was an absolute mountain of work; I likely forgot something or just plain screwed up. Please report any issues you see ASAP and I'll get right on trying to fix them.

There will be several new squads added this patch; infantry in some companies will be disabled/priced out. The list is as follows:
Riflemen in US Mobility and US Armor.
Grenadiers in WM Mobility and WM armor.

Issues that I know of, and that I'm leaving for R034:
The Tallboy granting the recon ability for some reason.
Select fire on FG42s still not being a thing.

Download link (updated 15 August, 2017): https://drive.google.com/open?id=0B4sHT8XP2Ix0UVFrTkV0dWlDTWc

Historical information and unit OOBs:
In Notepad form: https://drive.google.com/open?id=0B4sHT8XP2Ix0b3lMbFdfRDdKa2s

In PDF form: https://drive.google.com/open?id=0B4sHT8XP2Ix0amlXTk1FWXRHRmc

There is a caveat to this "ghetto" method of patching--every time you run the updater (assuming you've put the R033 files into your folders), it will see that the files in your folder don't match the ones on the server, and will request you update your files. Running the updater will begin downloading the R031 files and for many users this takes an extremely long time to complete.

There is a simple solution, however. Don't run your updater. Run just the launcher directly, and so long as everyone is using the files included in the folder, you should be able to play R033 just fine, just as if it was uploaded properly. If you are unaware, run the .exe within your EiRRLauncher folder (in order to skip the updating process), NOT the AutoUpdater.exe in your root CoH folder (as, obviously, that's the updater).

UPDATER PATH--DON'T USE! - C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes Relaunch
DIRECT LAUNCHER PATH - C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes Relaunch\EIRRLauncher

SQL work will commence sometime tomorrow (13 August, 2017).
-------------------------------------------------------------------------------------------

General
General
1 - FX
   MG42s of all types changed from ShotMG42 to shotgun.
   US tank-caliber FX (largely) standardized to rocket_light.
   CW tank-caliber FX (largely) standardized to 40mm_bofor.
   WM/PE tank-caliber FX (largely) standarized to antitank_light.
   37mm weapon FX changed from antitank_light to Shell20mm.

2 - Models/textures
   After much expenditure of effort infantry models and skins have been made as realistic as possible within reason (i.e. limited model mixes which would drastically decrease in-game performance on lower-end machines).

   These skins are based on historical analysis and research; sources and explanations, as well as unit OOBs (Orders of Battle) may be found in the document attached above.

   Preview photos of as many of the infantry models/textures as possible will be linked below, coming sometime later this week.

3 - UI
   In-game reward unit menu has been repurposed to (on a limited basis) act a texture/model swapping impliment.

   The DLC requirements have been removed from the menu; non-ToV players should be able to make use of the reward menu now.

   Unlocks come with rather lengthy text entries detailing the historical significance of the unit(s) in question. The text is WIP and several doctrines (three, all of them Axis) have no text. One has only marginal text. This will be rectified in R034.

4 - Projectiles
   All projectiles, incl. HHAT ones, have had their velocities set to 20% of the real life weapon's velocity.
   Does not affect tank gameplay, but it does reduce the effectiveness of HHAT across the board.
   Note: ballistic weapons (such as nades, mortars, and PIATs) are not affected by this change.

5 - Doctrines
   Have been renamed. All attempts have been made to make them as interesting as possible without requiring foreign language classes to understand Tongue


   US Inf - Regimental Combat Team (RCT)
   US Mob - Airborne Task Force (AB)
   US Arm - Armored Combat Command (ACC)

   CW Inf - Infantry Brigade (IB)
   CW Mob - Commando Troop (Mandos/CT)
   CW Arm - Royal Tank Regiment (RTR)

   WM Inf - Ostbataillon (Ost)
   WM Mob - Tigergruppe
   WM Arm - Panzer Zug (PzZ/Pez)

   PE Inf - Panzer Infanterie (PzI)
   PE Mob - Airlanding Division (ALD)
   PE Arm - Kampfgruppe (KG)


American
Non-doctrinal:
1 - M4 Croc
   Vet3 is now a simple range boost; no longer overwrites/nerfs upgraded flamethrower weapons.

2 - M18 Hellcat
   Main gun stats reverted to pre-R031 values.
   Price increased from 300 MP, 200 FU to 350 MP, 300 FU.

Doctrinal:
US Inf:
1 - .30 cal (LnL)
   Setup/teardown time reduction removed.

2 - Allied Grit
   Price reduced from 25 MP to 20 MP.

3 - Fightin' Spirit
   Price reduced from 45 MP to 30 MP.

4 - M4A1 DD
   Pop cost reduced from 12 to 10.
   Price decreased from 335 MP, 190 FU to 300 MP, 190 FU.

5 - Rangers
   Squad vet corrected (Fire Up recharge bonuses have not functioned since new Fire Up abilities were created over a year ago).
   Squad leader now gains an M1A1 SMG at Vet4.

US Mob:
1 - Airborne
   Squad vet corrected (Fire Up recharge bonuses have not functioned since new Fire Up abilities were created over a year ago).

2 - AB HMG
   New model (M1919A4).
   Setup/teardown time is now half that of the default .30 cal (passive; slightly better than the LnL bonus).

3 - Barrage Experts
   No longer an offmap on the M2 mortar.
   M3 GMC reload buff reduced from 0.6 to 0.8.
   M3 GMC smoke barrage recharge time reduced from 120 s to 60 s (identical to mortars).
   Cost on the M3 GMC increased from 40 MP to 100 MP.

4 - Glider Riflemen
   Now unlocked w. AB and AB rifles.
   5-man Rifleman squad deployed by glider; nothing fancy.
   Initial cost set to 160 MP due to the smaller squad size. From the ~5 minutes of testing I did w. Glider Rifles, that cheap cost might end up being their only redeeming factor. We shall see.

5 - Hard & Fast
   .30 cal LMGs firing on the move is now enabled.
   Moving LMGs suffer an 0.2 acc. penalty while moving (-80% acc.; identical to Volk M.P.40s).
   Moving LMGs fire bursts that are 2x as long while moving.

6 - Light Cavalry
   1.5 acc. while moving extended to all infantry w. names containing "Airborne" and all Rifleman variants. Cost TBD.
   This is identical to the old US Inf Support Training unlock.

US Arm:
1 - Calliope
   Stats reverted to pre-R031.
   # of fired rockets increased from 20 to 30 (reverting a previous change).
   Rocket Racks now fires 45 rockets as it did before.

2 - Pour it on 'em
   Crocodile flamethrower price decreased from 110 MP to 50 MP, 25 FU.
   Buffs changed--RoF increase removed.
   Jumbo cannon modified
      Minimum reload time reduced from 6 s to 4.5 s (max remains 6 s). Upgrade remains exclusive.

3 - Staccato Roar
   MG acc. at M/L ranges decreased from 0.4/0.2 to 0.3/0.1.
   This matches the nerf leveled at the Marine LMG in R032.

Bugfix:
N/A


Commonwealth
Non-doctrinal:
1 - Officers
   Now bear standardized armament--1x revolver, and 2x SMGs.

Doctrinal:
CW Inf:
1 - Sherman V
   Pop cost reduced from 12 to 10.

CW Mob:
1 - The Paras
   STEN subgun HP bonus increased from 5 to 10.
   Stat bonus upgrade modified:
      Acc. 1.25 in enemy territory.

2 - Speed Trials
   Now also grants a passive 1.33 speed bonus.

3 - Recon Forces
   Now grants +15 m detection to any Tommies, Sappers, or Recons while they are moving, in addition to the original buffs.

CW Arm:
1 - Black Prince
   Cannon modified:
      Damage increased from 112.5 to 137.5.
      Range increased from 47.5 m to 50 m.
      New FX for the Experimental Cannon upgrade--shell_medium (the old P4/Sherman/Crom explosion FX).
      Default FX changed to 40mm_bofor (identical to all other tank-caliber CW weapons)

2 - Fragmentation Rounds
   AoE buff removed from the FF.
   AoE buff given to the Crom, 95 Crom, and Staghound.
   New FX (noticeably larger explosions) for frag weapons.

3 - Sappers
   Flamethrower upgrade removed.
   STEN SMG upgrade removed.

4 - Trenchbusters
   Re-added.
   Are now 4 men (5 pop) w. 60 HP/man and Soldier armor.
   Squad armed with 4x STEN SMGs by default (identical to the LT's SMG, but with reduced range).
   May purchase a flamethrower.

Bugfix:
1 - Officer Conditioning (CW Mob)
   No longer nerfs the Officer's aura.

2 - Overdrive (BREN Carrier)
   No longer overlaps w. Boys AT Button ability.



Wehrmacht
Non-doctrinal
1 - 2x LMG42 <- done
   Removed from Grenadiers.

Doctrinal:
WM Inf:
1 - FTFL (in all territory)
   Effects reduced by 50% while in non-friendly territory.

2 - M.P.738(i) SMG (aka Modello 38 SMG, commonly known as the "Beretta 38")
   Added; statistically identical to Volk M.P.40s in every way.
   Replace M.P.40s if a certain in-game reward menu is turned on--this upgrade should be plainly visible if you check out your reward menu tab in the in-game lobby.

3 - Officer
   Officer model re-armed with a Pioneer MP40 by default. Swapped for a Luger if the appropriate reward menu upgrade is selected.
   Bodyguard models swapped to Volks.

4 - Scoped StG 44 (2x)
   Price increased from 80 MU to 90 MU.

Bugfix:
1 - Ghost Division
   Now functions properly again.

2 - Ostfront Veterans
   Cover bonus added to Volksgrenadiere, Pionier, and MG crew ebps' (this was previously missing).

3 - 3-man Pioneers
   Can now clear mines instead of shooting them.


Panzer Elite
Non-doctrinal:
1 - FSJ Marksman
   Rifle stats have been altered:
      Rifle stats reverted to pre-R031.

Doctrinal:
1 - Bergetiger
   Now limited to repairing only owned vehicles.

Bugfix:
N/A

Map Changes
N/A
« Last Edit: August 18, 2017, 09:06:04 pm by TheVolskinator » Logged

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.

Getting EiR:R Released on Steam

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GrayWolf Offline
Development
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Posts: 1590



« Reply #1 on: August 14, 2017, 07:15:43 am »

You've created a monster with the glider riflemen. Hopefully people won't be dicks to just *cough* spam them and *cough* outcap enemies Tongue

Scoped STGs too pricey. They are literally bars with armor pen, but without suppression. Should have stayed as was, unless I'm wrong

Berge is useless again and lost it's teamwork flavour.

Patch looks really good this time and a lot of community cries were listened to. Thanks for a good work Volsky (also make berge repair allies again, but for 100 muni instead of 75).
#MakeTankHuntersGreatAgain


And as a last thing: Great work on adding more units to a game. Even though they might be just simple units with some extra flavour, it's really what the mod needed, since reward units are not a thing anymore. Really a great job. Keep it up man Cheesy
« Last Edit: August 14, 2017, 07:23:10 am by GrayWolf » Logged

Tachibana Offline
NotADev
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Posts: 1270


« Reply #2 on: August 14, 2017, 09:06:14 am »

Glider rifles wont get the capping bonus or the call in timer bonus from hard and fast im pretty sure.
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It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #3 on: August 14, 2017, 09:38:33 am »

The 2v2 I just played with shab, garry, and batgirl didn't complete. All I did was update the luaconsts for the patch; super worried I've somehow revived the "battles not finishing" bug from like 2014. Pls halp Lothen.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #4 on: August 15, 2017, 01:29:38 pm »

Voksi's mod
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You are welcome to your opinion.

You are also welcome to be wrong.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #5 on: August 15, 2017, 03:03:30 pm »

Clearly I've done something wrong Sad
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pandaExpress Offline
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Posts: 282



« Reply #6 on: August 17, 2017, 05:55:30 pm »

when will you fix the A43? you revert gun and give AOE fx with T4 but no AOE buff with t4? everybody has been saying its OP vs tanks witch is true i agree. but also people like me, mist, and Egren say that T4 for BP is complete trash. i ask so many times to nerf the BP vs tanks  and then buff it slightly vs inf  with the T4 so that way it decent but not overpowered vs inf and armor that way sabot would be useful on it will benefit from the x2 accuracy buff. the British needs a all-rounder tank. not another tank killer.

also where is m26 scatter reduction?
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they tell me i'm weird i tell them their normal
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #7 on: August 18, 2017, 06:47:03 am »

That scatter buff has been in for a while now, but I haven't gotten around to updating the text.

And TBH I'm sort of fine with the BP being an ultra "FU Axis armor" vehicle.
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pandaExpress Offline
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Posts: 282



« Reply #8 on: August 18, 2017, 09:55:23 am »

please volks people will beg for a nerf then you will nerf it useless vs tanks again and not buff it vs inf. why dont you nerf it a little(dmg\range) then move fx to fragmentation rounds and give BP the frag buff and change t4 acc to range buff. that way you have a super ultra tank killer with sabot or you have basically have a upgun jumbo that cost as much as a KT.
« Last Edit: August 18, 2017, 09:58:05 am by pandaExpress » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #9 on: August 18, 2017, 08:50:51 pm »

Patchnotes updated w. new doctrine names. #5 under "general".
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