*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
March 29, 2024, 09:48:59 am

Login with username, password and session length

Resources

Recent posts

[March 22, 2024, 01:44:39 am]

[March 10, 2024, 03:58:45 pm]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:13:13 am]

[March 08, 2024, 12:12:54 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]

[December 25, 2022, 11:36:26 am]

[December 14, 2022, 12:10:06 am]

[September 22, 2022, 06:57:30 am]
Pages: [1]   Go Down
  Print  
Author Topic: Ghetto R038  (Read 7087 times)
0 Members and 1 Guest are viewing this topic.
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« on: May 13, 2018, 06:10:37 pm »

Download link: REMOVED. Patch is up on the AutoUpdater.

General
1 - Pool and hardcaps
   All pool types set to 999.
   Reserve pool set to 9999.
   All units now take up 0 pool.
   All hardcaps removed.

2 - Reward units
   Have been overhauled with additions, revisions, and removals.
   Are now organized by nation; reward units' weapons will be disabled in-game if used by the incorrect nation. Note that not all reward units are limited in this way; which units are useable cross-faction will be noted.
   One final note: reward units will give 2x the normal amount of XP (per entity) to the unit that kills them compared to the base version of the unit. This value will be listed below.
   More units will be added and enabled in later patches.

US:
   AM-M8; Spahis (GP LV)
      - 450 HP (base M8 350)
      - Main gun has Stuart gun stats
      - Free top .50 cal
      - Mine upgrade grants 2x uses of mines
         - Mines are non-M8 (standard) mines
      - +10 m sight (base M8 32.5 m)
      - Has Stuart armor (most weapons suffer no acc. penalty vs. Stuart armor, though Stuart armor is bullet-proof, not bullet-resistant like M8 armor).
      - 300 MP, 200 FU, 10 pop.
      - Icon: 2e Division Blindée divisional insignia superimposed over the M8 icon.
      - Rarity: Rare (Gold).
   Name: AM-M8; Spahis
   Desc: M8 w. Stuart gun, +100 HP (350 base), +10 m sight (32.5 m base), and Stuart armor. Free M3 HT .50 cal. Lays non-M8 mines. For US only.
   Icon: Sheet 89, no. 29.

   Assault Riflemen; Indianhead (Asslt. Inf.)
      - Squad is now armed w. 6x M1A1 SMGs.
      - Options to purchase 4x M1A1 SMGs and 4x M3 SMGs removed.
      - Cost increased from 200 MP to 300 MP, 150 MU.
      - Pop increased from 5 to 6.
      - 2 XP/model loss.
      - New icon and portrait: Rifleman chevron over divisional insignia of 2d Infantry Division "Indianhead".
      - Rarity: Legendary (Platinum).
   Name: Asslt. Rflmn.
   Desc: 6-man Rifleman squad. All squad members armed w. M1A1 SMGs. May purchase 1x flamer, 2x nades, and 2x satchels. For US only.
   Icon: Sheet 89, no. 29.

   Skirmishers; Marne (Heavy/Scout Inf.)
      - 5-man I&R squad.
      - Trades ambush camo for a 45 m range recon snipe ability.
      - Has access to the Truscott Trot passive ability (sprints when not in combat for at least 15 s).
      - Cost set at 500 MP, 150 MU.
      - 4 XP/model loss.
      - Icon and portrait: Pair of crossed rifles superimposed over 3rd Div shoulder patch; triple-chevron (Sgt. shoulder patch) to the upper left. Portrait is from Marines.
      - Rarity: Legendary (Platinum).
   Name: Skirmishers
   Desc: 5-man I&R squad that trades camouflage for a 45 m recon snipe ability. Sprints when not in combat for at least 15 s. For US only.
   Icon: Sheet 91, no. 74.

   T40/M17 "Whizbang" (Rocket Arty./Med. Tank)
      - M4A1 medium tank (from US Infantry) w. a turret-mounted rocket rack.
      - May fire a 90 m barrage of 10 Stuka rockets. 240 s recharge.
      - Main gun enabled; traverse range limited to 5 ° to the left and to the right (10 ° total).
      - Cost set at 700 MP, 600 FU; 15 pop.
      - 20 XP/model loss.
      - Icon: M4A1 medium tank icon from BKmod with the addition of a rocket rack.
      - Rarity: Legendary (Platinum).
   Name: Whizbang
   Desc: Medium tank mounting rocket arty. Barrage fires 10 Stuka rockets w. 90 m range. Main gun enabled; limited to 10 ° total traverse.
   Icon: Sheet 89, no. 49.

   TD M10; Marins (TD)
      - 500 HP (base M10 400).
      - 40 m range (base M10 45 m).
      - Light, suppressive barrage via a toggle.
      - No option to purchase the M10 "up-gun".
      - 1x free use of standard self-repair kit (identical to the one from US Armor).
      - Otherwise identical to base M10.
      - 400 MP, 250 FU.
      - 16 XP/model loss.
      - Icon: Free French flag superimposed over the M10 icon.
      - Rarity: Legendary (Platinum).
   Name: M10; Marins
   Desc: M10 w. 500 HP (base 400), -5 m range (base 45 m), and 1x free repair kit. Has a suppressive indirect weapon toggle (70 m range). For US only.
   Icon: Sheet 89, no. 28.

CW:
   Pz. Kpfw "Panther" Ausf. G "Cuckoo"; Guards (Med. Tank)
      - Panther w. Pershing armor and a passive 0.9 rec. pen. modifier.
      - Main gun +1 s reload (base 7 s), no acc. penalty vs. L/G/H/T cover.
      - 600 MP, 450 FU, 14 pop.
      - 32 XP/model loss.
      - Icon: Unchanged from the default Panther UI.
      - Rarity: Legendary (Platinum).
   Name: "Cuckoo"
   Desc: Panther w. Pershing armor and passive 0.9 rec. pen. mod. +1 s reload (base 7 s), full acc. vs. L/H/G/T cover. For CW only.
   Icon: Sheet 89, no. 16.

   Dragoni; Pancerna (Mech. Inf.)
      - 4-man Polish Tommy squad.
      - 1 squad member comes w. STEN SMG by default.
      - May call in a single M3A1 Command Car (3 pop) once in-game (cost of command car is factored into base unit cost).
         - M3A1 uses US M3 HT as a stat base (non-HT pathing, though).
         - Has M8 armor.
         - Armed w. US HT .50 cal and an M1919 LMG in the rear.
         - Can garrison up to 8 men or two squads.
         - 3 pop.
      - May purchase a 1x BREN and 1x PIAT package (100 MU) in the launcher.
      - Has a unique Zeal ability (1.15 acc., 1.05 dmg. per man lost).
      - 300 MP, 20 FU, 8 pop (total; 5 for the squad and 3 for the M3A1).
      - 4 XP/model loss.
      - Icon: inverted Tommy chevron over divisional insignia of 1 Dywizja Pancerna.
      - Rarity: Legendary (Platinum).
   Name: Dragoni; Pancerna
   Desc: 4-man Tommy squad. Has Zeal ability (1.15 acc., 1.05 dmg. per man lost), leader has STEN SMG. May summon an M3A1 Command Car in-game. For CW only.
   Icon: Sheet 91, no. 29.

   Matilda Scorpion II (Hvy. Tank/Anti-Mine)
      - 600 HP, Churchill armor.
      - Armed w. clone of the non-upgun Tet's gun.
      - May purchase a main gun that fires smoke shells (deals no dmg.)
      - Otherwise identical to Churchill IV.
      - Comes w. free Crab flail by default.
      - 300 MP, 140 FU, 7 pop.
      - Icon: Matilda II icon (lifted from Europe at War).
      - Rarity: Rare (Gold).
   Name: Matilda Scorpion II
   Desc: Churchill w. 600 HP (base 700) and Tet 2-pdr. Free mine flail and on/off toggle. Main gun can be upgraded to fire smoke. For CW only.
   Icon: Sheet 89, no. 6.

   SP 17-pounder, Valentine Mk. I, "Archer" (TD)
      - 400 HP, Sherman armor.
      - Terrible 3.75 m/s speed (identical to Churchills).
      - Armed w. clone of the 17-pounder ATG (massive pen. upgrade vs. Marder III gun).
      - Has a lockdown ability identical to that of the Marder III.
      - 450 MP, 200 FU, 8 pop.
      - 20 XP/model loss.
      - Icon: Archer icon (lifted from Europe at War).
      - Rarity: Legendary (Platinum).
   Name: "Archer"
   Desc: Churchill w. 400 HP (base 700), Sherman armor, and a 17-pdr ATG gun w. fixed traverse arc. Has Marder III lockdown ability.
   Icon: Sheet 91, no. 53.

US and CW:
   M4A1 DD "Boat Sherman" (Med. Tank/Cmmnd. Tank)
      - Based upon the non-upgun Sherman (specifically the US Inf visual model).
      - Has M10 armor and an innate 0.75 rec. pen. modifier.
      - Comes w. extendable canvas skirt (disables weapons but grants full movement speed in water while active).
      - Has a free top .50 cal by default.
      - Has the CCTs command aura (values do not stack w. default CCT).
         - Gains the CCT's Vet2 aura at Vet2.
         - Is effected by its own aura.
      - No option to purchase the commander, crab flail, or bulldozer.
      - 500 MP, 280 FU, 9 pop.
      - 20 XP/model loss.
      - Rarity: Legendary (Platinum).
   Name: M4A1 DD
   Desc: Med. tank w. M10 armor, 0.75 rec. pen. modifier, CCT aura, canvas skirt toggle (no speed penalty in water), and free .50 cal. For US and CW.
   Icon: Sheet 91, no. 53.

WM:
   N/A

PE:
   StuG IV (SPG)
      - StuG w. 500 HP (WM StuG has 400).
      - Main gun is based on that of the old StuG IV; normal tank acc. mods vs. all infantry.
      - May purchase shurzen (20 FU) and a top MG (50 MU).
      - May garrison up to 4 men or one squad.
      - Cost set to 350 MP, 200 FU, 8 pop.
      - 20 XP/model loss.
      - Icon: As current.
      - Rarity: Legendary (Platinum).
   Name: StuG IV
   Desc: Old EiR StuG IV clone w. 500 HP; gun has +0.35 acc. vs. inf. (default StuG 0.4 base mod). May garrison up to 4 men or one squad. For WM and PE.
   Icon: Sheet 91, no. 36.

WM and PE:
   Georgische Legionare (HMG)
      - 5-man Volk squad w. PG K98ks, manning a Vickers HMG clone.
      - No frills; may purchase 2x uses of medkits for 20 MU.
      - MG may not be manually de-crewed.
      - Cost set to 350 MP, 60 MU, 5 pop.
      - 2 XP/model loss.
      - Icon: Georgian legionary patch w. CoH HMG symbol (in miniature) set to the upper left.
      - Rarity: Legendary (Platinum).
   Name: Georgische Legionare
   Desc: 5-man HMG team w. 60 HP/man, PG rifles, and a Vickers clone. May purchase 2x medkits. For WM and PE.
   Icon: Sheet 91, no. 36.

   Paracadutisti; Nembo (Elite Inf.)
      - 6-man FSJ squad.
      - Doesn't paradrop.
      - Has Elite armor instead of Soldier armor.
      - Squad armed w. 6x PG K98ks (Modello 91 visual model).
      - May purchase 2x Modello 30 LMGs (BARs w. +0.2 acc. at all ranges) for 60 MU.
      - Cost set at 280 MP, 6 pop.
      - 4 XP/model loss.
      - Icon and portrait: Divisional insignia for 184 Divisione Paracadutisti Nembo with the Italian rank of Caporal Maggiore (Corporal Major) offset to the left. Portrait copied from FSJ.
      - Rarity: Legendary (Platinum).
   Name: Paracadutisti
   Desc: 6-man FSJ squad w. Elite armor and PG rifles. Does not paradrop. May purchase 6x SMGs, 2x LMGs, or 1x light mortar. For WM only.
   Icon: Sheet 91, no. 35.

1 - Vet
   Numerous tweaks across the board; so many that I can't list them all. Keep a look out for updated vet lists in the launcher.

PE:
1 - LATHT
   Vet2 and 3 Focus Fire recharge bonuses (-30 s each) have been extended to Treadbreaker as well.

American
Non-doctrinal:
1 - All turret M2HB .50 cals (incl. Quads)
   Net acc. vs. P-47 armor set to 0.15.
   Kill crit chance vs. flyer criticals set to 1/2/4 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.
   M3 HT, M8, and Staghound top MGs' rotation speed increased from 25 °/s to 100 °/s.

2 - Fusiliers Marins
   New visual model based upon the uniform and cap worn by the Régiment Blindé de Fusiliers Marins, 2e Division Blindée in Normandy.

3 - M3 GMC
   Cannon has been reworked:
      Is now identical to the non-upgunned Sherman gun, w. 45 m range. Does not fire while moving.

4 - M4A1 and M4A3(75)W (incl. Let 'em Have It)
   Pop cost decreased from 12 to 11.

5 - M10
   Cost decreased from 350 MP, 220 FU to 300 MP, 200 FU.
   Enhanced Optics (+10 m range, +1 s reload, -30 °/s traverse) cost increased from 50 MP, 30 FU to 100 MP, 50 FU.

6 - M18
   Cost increased from 350 MP, 300 FU to 425 MP, 350 FU.
   Pop increased from 10 to 12.
   Temporarily "disabled" while the Minicat is trialed. Can be re-enabled at any time via SQL (won't require a patch).

7 - M18 "Minicat"
   Experimental alternative Hellcat will be tested.
   Small (realistically-sized) visual model.
   Statistically identical to the Chaffee and armed with an M10 gun that deals 87.5 dmg. (default deals 120).
   Will be priced at 325 MP, 180 FU as a start.
   Pop cost set to 8.
   Temporarily (to begin with) replaces the old M18 while it's being trialed.

8 - Sandbag Skirts (Shermans) 0xCF38B291
   Values vs. HHAT are now 100% equal to those of Pz IV skirts.

Doctrinal:
US Inf:
1 - 6x Thompsons
   Price increased from 165 MU to 200 MU.

2 - Lead the Way
   Sprint re-added to aura.

3 - M3 37 mm
   New symbol.
   Vs. unit ratings updated.

4 - M5 3-inch ATG
   Reworked.
   Based off of the up-gun Sherman; 0.01 acc. vs. all inf targets.
   Base damage set to 100 (Sherman is 87.5, 57 mm is 150).
   Deflection damage modifier (used if the weapon fails to pen a target) set to 0.75 (57 mm is 0.5).
   1.65 damage modifier vs. Hetzer, JP, Panther (incl. skirted), and Tiger armor types.
   Long 6 s reload (identical to Sherman; 1 s longer than 57 mm).
   Retains small traverse arc.
   End result is an ATG that is extremely effective vs. heavies, but less effective than the normal 57 mm vs. medium and light vehicles.

5 - Tank Reapers
   TR Zooks now fire a distinctive rocket.

6 - WC54 Ambulance
   Healing aura slightly modified; will now heal ATGs and MGs (was previously bugged and failed to do so part of the time).

US Mob:
1 - M1919A4 HMG
   Teardown time increased from 1.575 s to 1.9 s.

US Arm:
1 - Allied war Machine
   "+2 player pop for each of this unit currently on the field" bonus now also affects the M4A3(76)W (upgun).

2 - Calliope
   Damage increased from 40 to 50.

3 - HE Rounds (on the Sherman)
   Have been reworked: now fire a shotgun-like spread of 54 projectiles (each dealing 5 damage) for a total of 270 per shot.
   These projectiles have a 7 ° scatter angle and will collide with any infantry entity.
   No longer use accuracy rolls.
   Is now an effective anti-blobbing and anti-smoke tool, while the capacity for squad wipes has been drastically reduced.
   Renamed "T30 canister shot".

4 - Infantry-tank Telephones
   All Sherman variants (incl. Jumbo, less Crocs), M8 Scotts, and M10s gain a 45 m aura:
      Disables the cloak of enemy Pak 38s and 40s. Effects aren't permanent (cloak is re-enabled if the vehicle moves out of range).
   Rifleman auras removed.

5 - Last Ditch
   2x Bazookas have been removed.

6 - Let 'em Have It
   LeHI Sherman and Croc have been priced out and will be removed via SQL after a wipe.
   The M4A3(75)W and Croc may now garrison up to 6 men or 1 squad (identical to the LeHI tanks' garrisons).
      Garrison is disabled by default.
   Free upgrade is now available on both the M4A3(75)W and Croc which enables the garrison. Upgrade requires Let 'em Have It to be selected.

7 - M4A3E2
   XP granted to the enemy unit that kills it increased from 10 to 15.

8 - M8 Scott
   Is now unlocked for purchase with the selection of 'Assault Tank Company'.
   Basic stats: Stuart w. a modified Scott gun (itself a modded IST cannon, which retains the ISTs old 35 m range limit).
      Turret slew speed reduced from 100 °/s to 30 °/s.
   Pop cost increased from 8 to 9, cost set to 350 MP, 195 FU.
   May purchase the following doctrinal upgrades: Charge at Remagen, Next-gen Tank, Pour it on 'Em (now gains +0.3 m AoE that was previously applied to the Jumbo)-, and Tank Telephones-.

9 - McNair's Doctrine
   Sherman armor bonus now affects the M10 instead of the M18.
   Received XP bonus now also affects the M18.
   M10 upgrade cost increased from 15 MP to 50 MP.
   M18 Hellcat may now purchase Greyhound armor for 75 MP.

10 - Mechanized Support
   M3 GMC may now cap (was previously excluded).

11 - P-47 (Broken Arrow)
   Health increased from 75 to 150.
   Speed increased from 125 m/s to 147 m/s.

12 - Pour it on 'Em
   Sherman Croc flamethrower now receives an 0.5 RPS RoF increase.
   Jumbo +0.3 m AoE bonus removed.
   M8 Scott now gains the AoE bonus.

13 - Staccato Roar (MGs)
   Cost increased from 100 MP to 100 MP, 50 MU.
   Cost on the M8 Greyhound increased from 50 MP to 50 MP, 25 MU.

14 - Treadbreaker
   May now be purchased by the Hellcat instead of the Chaffee.

Bugfix:
1 - McNair's Doctrine
   XP gain bug fixed--no longer prevents the unit from gaining XP.
« Last Edit: May 27, 2018, 02:57:40 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

Forum Rules & Guidelines
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #1 on: May 13, 2018, 06:11:00 pm »



Commonwealth
Non-doctrinal:
1 - Boys AT Rifle
   Pen. mod vs. IHTs reduced from 1.2 to 0.95.

2 - BREN MMG
   Suppression reduced from  0.02/0.01/0.01/0.01 to 0.01/0.005/0.005/0.005 at S/M/L/E ranges.

3 - Firefly
   Acc. mod vs. all infantry types reduced from 0.1 to 0.01.

4 - Recon Tommies
   Cost increased from 240 MP, 40 MU to 260 MP, 55 MU.

5 - Tommies
   Cost increased from 230 MP to 250 MP.

Doctrinal:
CW Inf:
1 - 17-pounder (incl. Disc. Sabot)
   Gun health reduced from 450 to 300.
   Slew speed increased from 18 °/s to 25 °/s.

2 - Bofors
   Acc. mod vs. P-47 armor decreased from 0.5 to 0.066.
   Net acc. vs. P-47 armor set to ~0.33.
   Kill crit chance vs. flyer criticals set to 20/40/80 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.

3 - Cromwell
   Removed from the CW Inf unit roster; replaced by the Sherman V (see below).

4 - Pom Pom
   2.5 m range bonus removed. Rework pending.

5 - Scoped Enfields
   Modified: increased crit chances removed except for at Green (undamaged-40% total HP) crits, which now have an 85:15 no crit:kill crit chance (as opposed to the default 90:10).
   Accuracy at S/M/L changed from 0.6/0.8/1 to 0.75/0.7/0.55.
   Cost decreased from 90 MU to 80 MU.

6 - Sherman V
   Stats have now been matched to that of the Cromwell.
   May now purchase Flank Speed.
   Cost set to 370 MP, 200 FU.
   Pop increased from 10 to 12.
   Now replaces the Cromwell in CW Infantry and CW Armor.

CW Mob:
1 - Commandos
   Reveal radius (while camouflaged) increased from 3 m to 8 m.

2 - Tallboy
   May now be targeted in the FoW.
   Can no longer be interruped.

CW Arm:
1 - AEC Mk. 3
   Is now unlocked with the selection of Armoured Royalty.
   Staghound w. Sherman armor and a Churchill 6-pdr gun; as they're technically Mk. 2s, vanilla AECs will retain a tan Mediterranean Theater skin.
   May purchase a top Vickers K MG (Sherman .50 cal w. halved base dmg. but doubled RoF) for 40 MU.
   Cost set at 400 MP, 240 FU.
   10 pop.

2 - Churchill Croc
   Cost increased from 500 MP, 320 FU to 600 MP, 450 FU.

3 - Churchill IV
   The following upgrades have had their prices reset, owing to the Churchill IV being connected to the old Black Prince upgrades:
      Ablative Armour: 150 MP.
      Experimental Guns: 50 MP.
      Hull Down: 35 MP.
      Sabot Shot: 40 MP.
      Up-armoured: 100 MP, 50 FU.

4 - Comet
   Main gun modified:
      AoE profile now matches that of the upgun Sherman.
   Flank Speed removed.

5 - Crusader AA
   Is now unlocked with the selection of 'Cast-iron Bitch'.
   Damage reduced from 30-25 (max-min) to 10-5; cooldown decreased from 0.5-0.25 to 0.15-0.1.
   Reload frequency increased from 9 to 29.
      Note: In CoH, frequency of reload counts the number of cooldowns a weapon goes through--in practice, this means that "reload frequency number + 1 = actual number of rounds fired before a reload".
   Reload duration increased from 6.25-6 s to 12.5-12 s.
   Acc. vs. bike armor increased from 0.33 to 0.75.
   Pen. vs. bike armor increased from 0.001 to 1.
   Moving acc. penalty decreased from 0.5 to 0.75.
   Net acc. vs. P-47 armor set to 0.25.
   Kill crit chance vs. flyer criticals set to 5/10/20 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.
   May purchase Ablative Armor (tank version; +125 HP), Hammer and Anvil (Keep it Moving), and Hull Down.

6 - Desert Rats
   Cloak ability removed; has been lumped in with Hull Down.
   No longer does anything; will be repurposed with R039.

7 - Experimental Guns
   Now also applies to the AEC.
   Cost increased from 40 MP to 90 MP on all vehicles.

8 - Hull Down
   Now enables cloak when the vehicle is hulled down.
   Cost on all vehicles increased from 25 MP to 35 MP. On the CCT, the price has gone from 20 MP to 30 MP.

9 - Up-armoured
   Cost reduced from 100 MP, 75 FU to 100 MP, 50 FU.

1- - Up-gunned
   Now also applies to the AEC.

Bugfix:
N/A


Wehrmacht
Non-doctrinal
1 - Grenadiere
   Leader StG replaced by a Gren K98k.
      This yields a small DPS increase at long range and a small DPS loss up close--less than half a point of DPS in both cases.

2 - Jagdpanzer IV
   No longer unlocked with the selection of Panzerjager Abteilung in WM Armor.
   Now replaces the StuG IV in WM Mobility and WM Armor.
      Stats, incl. weapon performance, have been matched to those of the StuG IV.
   All appropriate doctrinal StuG upgrades have been re-assigned accordingly.
   Commander upgrade is now unlocked with the selection of Mobile Tactics in WM Mobility.
   L/70 up-gun is now unlocked with the selection of HEAT in WM Armor.
   Cost decreased from 400 MP, 220 FU to 300 MP, 150 FU.
   Pop decreased from 10 to 8.

3 - Ostwind
   Acc. mod vs. P-47 armor decreased from 1 to 0.96.
   Moving acc. mod vs. P-47 armor decreased from 10 to 1.
   Net acc. vs. P-47 armor set to ~0.33.
   Kill crit chance vs. flyer criticals set to 20/40/80 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.

4 - Puma (2 cm)
   Kill/make casualty crit chance vs. infantry criticals reduced from 5/15/100 to 5/10/100 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.
   Acc. mod vs. P-47 armor increased from 0.3 to 0.5.
   Net acc. vs. P-47 armor set to ~0.25.
   Kill crit chance vs. flyer criticals set to 5/10/20 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.
   HEI-T cannon damage reduced from 30-25 to 20.

5 - Pz. Kpfw IV Ausf. H
   Health increased from 600 to 700.
   Cost increased from 400 MP, 220 FU to 400 MP, 240 FU.
   May still purchase skirts in the launcher for 40 FU.
   Re-named to the Panzer IV Ausf. H.

6 - Pz. Kpfw IV Ausf. J
   New Panzer IV w. 25% slower turret rotation (applied via a simple modifier).
   Retains the old Panzer IVs 600 HP stat.
   1.25 accel./decel. increase over the old Panzer IV.
   May not purchase skirts.
   Cost set to 370 MP, 200 FU (identical to the Cromwell).
   Pop cost set to 11.

7 - StuG III
   Replaces the StuG IV in WM Inf.
   Note: statistical clone of the current StuG IV.
   Gains +10 m sight (commander) at Vet4.

8 - StuG IV
   Is now a reward unit; replaced in WM Inf. by the StuG III (statistically identical to the current StuG IV).
   Naming classification in the launcher changed from Asslt. Gun to SPG.
   Priced out (unavailable for purchase) in WM Mobility and WM Armor; replaced by Jagdpanzer IV (see above).

Doctrinal:
WM Inf:
1 - 1x le M.G. 34
   Removed.

2 - 2x StG44/4x StG44
   Cost standardized to 80 MU/120 MU (respectively) on all applicable infantry squads.
   4-man KCH pay half as much for the respective upgrades.

3 - 4x le M.G. 26(t)
   Now unlocked with the selection of Arming the Militia.
   le M.G. 26(t) has slightly lower DPS than the BREN at all ranges.
   Cost set to 100 MU.

4 - Assault Training
   5-man Pionier cost decreased from 275 MP to 250 MP.

5 - Unbreakable
   HP regen reduced from 0.6 HP/s to 0.3 HP/s.

6 - V1 Rocket
   May now be targeted in the FoW.
   Can no longer be interruped.

WM Mob:
1 - Geschutzwagen
   Removed (moved to PE Armor). This is still an outstanding issue in the launcher; I'll probably be tackling it tomorrow (14 May, 2018).

2 - Schwere 101
   Text updated (now states that the Tiger gains a 1.33 turret slew speed increase).

WM Arm:
1 - Force Recon
   Text updated (falsely stated that it healed only squads w. 2 men or less, when it actually heals them at 3 men or less).
   Now affects both the Ausf. H and the Ausf. J Panzer IVs.

2 - HEAT
   Re-coded to adhere to the remove, change, add weapon swap functions.
   Jagdpanzer IV no longer gains HEAT for its default L/48 gun. Instead, it will be able to equip the L/70 Panther gun with the selection of HEAT.

3 - King Tiger
   Cost decreased from 920 MP, 680 FU to 850 MP, 600 FU.
   This is a temporary change to make it easier to build companies around double KTs--an experiment to see if double KTs will break balance or not.

4 - Snap Shots
   Text updated (now states that all tanks get a 1.25 turret slew speed increase).

5 - Sturmgeschutz Abteilung
   Renamed Panzerjager Abteilung.

Bugfix:
1 - Breakthrough
   No longer SCARs the game.


Panzer Elite
Non-doctrinal:
1 - LATHT
   Focus Fire and Treadbreaker no longer share a recharge timer.

2 - Marder III
   Cost increased from 300 MP, 150 FU to 380 MP, 175 FU.

3 - sdKfz 222 (incl. Infrarot)
   Kill/make casualty crit chance vs. infantry criticals reduced from 5/15/100 to 5/10/100 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.
   Acc. mod vs. P-47 armor increased from 0.3 to 0.5.
   Net acc. vs. P-47 armor set to ~0.25.
   Kill crit chance vs. flyer criticals set to 5/10/20 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.

4 - up-gunned Hotch
   Main gun modified:
      Damage increased from 45 to 75.
      Reload time increased from 2.5 s to 5 s.

Doctrinal:
PE Inf:
1 - 1x Fm W 41 (squad flammen)
   Removed.

2 - 1x Incendiary Assault
   Removed.

3 - 1x M.P.717(r) (PPSh obr. 1941 g.)
   Replaces the 1x F.G.42 unlock.
   PPSh will be an F.G.42 with halved damage but twice the firerate--DPS and functionality will not be changed.

4 - 2x Gr.B.39
   Now unlocked for purchase on PzPios with the selection of Explosive Developments.
   Grants the squad 2x AT Rnades; PIATs with halved damage.
   Cost set at 70 MU.
   This is still an outstanding issue and will be tackled tomorrow (14 May, 2018).

5 - 4x Leader StG 44
   Leader StGs have been reworked--no acc. penalty vs. smoke, +0.25 acc. vs. L/H/G/T cover.
   Cost increased from 25 MU to 45 MU.
   Renamed "4x StG 44 mit Z.G.1229; Vampir (Self-loading Rifle)".

6 - Area Denial
   Roadblocks' build time increased from 45 s to 60 s.

7 - Assault Prep
   Renamed "Prepatory Measures".

8 - Assault Training
   StG 44s finalized: +0.25 acc. vs. H/G/T cover.
   No longer grants an extra use of Incendiary Assault.
   Now grants an extra use of AT Grenades.

9 - Fast Patch
   Now unlocks medkits for Assgrens, PGs, and TBs.
   Cost set to 20 MU; ability and usage identical to WM medkits.

10 - Faustpatronen
   Now unlocked for purchase on Assault Grens, PGs, and TBs with the selection of Explosive Developments.
   Fires a weakened Faust (damage decreased from 125-100 to 62.5-50, acc. at S/M/L decreased from 2/2/2 to 1/0.9/0.75).
   Unlimited uses; 30 s recharge. Cost set at 50 MU.

11 - Fw 190 (Rocket Strike)
   Speed reduced from 200 m/s to 143 m/s.

12 - Hauptmann; Terror (Officer)
   Now unlocked with the selection of Tyrannic Command.
   4-man Officer squad armed with M.P.717(r) SMGs.
   Activated 35 m aura: enemy infantry 2x cooldown/reload, 1.2 rec. supp. 20 s/120 s recharge.
   5 pop; cost set to 300 MP, 120 MU.

13 - Incendiary Barrage (Hotch and Hummel) and Incendiary Shell (IST)
   Now unlocked with the selection of Let 'em Burn.
   Inc. barrage weapon now uses the FES rocket projectile and FX.

14 - Incendiary Rounds (lower unlock)
   Renamed "Tyrannic Command".

15 - Let 'em Burn
   No longer unlocks the FES barrage.
   Now unlocks incendiary shells.
   Note: the incendiary barrage on the Hummel will now use the FES rocket projectile as well as slightly different FX (not V1) than the default.

16 - No Man's Land
   Renamed "Explosive Developments".
   
17 - Panzerpioniere
   HP/man increased from 55 to 70.
   Cost increased from 180 MP to 225 MP.
   Leader's StG 44 removed.

18 - Saturation Minefield
   Removed.

19 - Stalingrad Vets
   Now functions only in H cover and while garrisoned inside of halftracks.

20 - Storm Tactics
   G.43 buffs removed.
   Now unlocks traditional camouflage and the Karabiner 98 sniper rifle (previously found in WM Armor) on the FSJ Marksman via a new squad.
   New squad is named "Panzergrenadier Marksman".
   Cost set at 550 MP, 250 MU.

21 - Survivalists
   PGs may now purchase Elite armor.

22 - Welcome to the Ostfront
   Now applies a flat -0.25 s cooldown buff to the G.43s base cooldown values.

PE Mob:
1 - 1x le M.G. 34
   New stats: a WM bike MG with negative incrimental acc. modifiers removed (i.e. it won't be less accurate the more models it's firing at).
   Cost will likely be reduced from 80 MU to 40-55 MU (TBD).

2 - Hs. 129
   Critical type changed from vehicle to flyer.
   Speed reduced from 85 m/s to 65 m/s.
   Turning radius increased from 125 m to 350 m.
   Initial/over target heights increased from 17 m/15 m to 41 m/31 m.
   Gun modified: auto-firing cannon disabled
      Non auto-firing cannon acc. at S/M/L/E decreased from 1/1/0.95/0.85 to 0.5/0.5/0.45/0.35.

3 - Luftwaffe Infantry
   Cost decreased from 180 MP to 150 MP.

4 - Wirlblewind
   Dmg. mod vs. P-47 armor reduced from 3 to 1.
   Kill crit chance vs. flyer criticals set to 5/10/20 at green (100% HP-60% HP)/yellow (60% HP-5% HP)/red (5% or less HP) crit thresholds.
      Note: HP refers to the total HP of any single entity in the game, be it a rifleman, house, or KT.

PE Arm:
1 - Advanced Repairs
   PG repair ability healrate increased from 2 HP/s to 4 HP/s.

2 - Bergetigere
   Health reduced from 1,000 to 800.
   2x acc. modifier applied to hardpoint_01 (the hull MG).

3 - Command Elements
   IST and P3 may now purchase the CCS heal ability for 50 MU.

4 - Geschutzwagen
   Now unlocked w. the selection of Repair Staff.
   New realistically-scaled model (borrowed from EaW mod). Roughly ~50% smaller than the vCoH GWagen.
   Main gun modified:
      Acc. at S/M/L ranges decreased from 1/0.9/0.75 to 0.8/0.7/0.55.
      Acc. vs. all inf. armor types increased from 0.15 to 0.75.
      Dmg. decreased from 185 to 120.
      Reload decreased from 7.5 s to 4.5 s.
   Pintle MG is now passively enabled.
   This is an outstanding issue and will be tackled tomorrow (14 May, 2018).

5 - Hetzer (incl. Flamm)
   New textures, one for each Hetzer variant.

6 - Jagdpanther
   Health reduced from 1600 to 800.
   Armor changed from Jagdpanther to Panther Skirted.
   Cost reduced from 780 MP, 660 FU to 600 MP, 450 FU.
   Pop set to 13.
   May purchase Jagdpanther armor with the selection of Terror of the Eastern Front.

7 - Panzer III
   New visual model.

8 - Terror of the Eastern Front
   Now gives the JP Jagdpanther armor and 300 HP.

Bugfix:
N/A

Map Changes
N/A
Logged
TheArea Offline
EIR Veteran
Posts: 240


« Reply #2 on: May 13, 2018, 09:58:36 pm »

All this still demands the creation of new coys, right?
Logged
shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #3 on: May 13, 2018, 11:48:58 pm »


   Matilda Scorpion II (Hvy. Tank/Anti-Mine)
      - 600 HP, Churchill armor.
      - Armed w. clone of the non-upgun Tet's gun.
      - May purchase a main gun that fires smoke shells (deals no dmg.)
      - Otherwise identical to Churchill IV.
      - Comes w. free Crab flail by default.
      - 300 MP, 140 FU, 7 pop.
      - Icon: Matilda II icon (lifted from Europe at War).
      - Rarity: Rare (Gold).
   Name: Matilda Scorpion II
   Desc: Churchill w. 600 HP (base 700) and Tet 2-pdr. Free mine flail and on/off toggle. Main gun can be upgraded to fire smoke. For CW only.
   Icon: Sheet 89, no. 6.


How does this work? Does the tank have auto targeting or does it only fire when you chose to attack ground?
Logged

TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #4 on: May 14, 2018, 03:53:51 am »

Auto fire.
Logged
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #5 on: May 14, 2018, 03:56:15 am »

All this still demands the creation of new coys, right?


It shouldn't unless your launcher continually crashes with a particular coy.
Logged
TheArea Offline
EIR Veteran
Posts: 240


« Reply #6 on: May 14, 2018, 09:32:16 am »

Just from browsing the changes, it seems odd that FF got nerfed vs inf, and JP IV didn't.
Logged
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #7 on: May 14, 2018, 09:40:21 am »

When it says "identical to the stug", that includes the main gun.

If you mean in terms of balance, it's because the StuGs are supposed to be okish against most targets, incl infantry. The FF is a dedicated AT platform, and it gobbling up 15+infantry snipes on the regular struck me as odd. So it got nerfed.
« Last Edit: May 14, 2018, 09:45:03 am by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #8 on: May 22, 2018, 07:57:07 pm »

GWagen updated. Last thing to get is the Grb39s.
Logged
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #9 on: May 27, 2018, 02:57:19 pm »

Patch is now up on the AutoUpdater--no need to ghetto patch anymore.
Logged
GrayWolf Offline
Development
*
Posts: 1590



« Reply #10 on: May 27, 2018, 03:34:43 pm »

2 - Reward units
   Have been overhauled with additions, revisions, and removals.
   Are now organized by nation; reward units' weapons will be disabled in-game if used by the incorrect nation. Note that not all reward units are limited in this way; which units are useable cross-faction will be noted.
   One final note: reward units will give 2x the normal amount of XP (per entity) to the unit that kills them compared to the base version of the unit. This value will be listed below.
   More units will be added and enabled in later patches.

Buy EiRR premium units now. First buy comes with 7 days premium account which let's you:
1. Infinite amount of actions in the launcher
2. Taking one more ability in the doc options
3. 400mp/100muni/50 fuel to spend in your company screen.

Don't wait, buy now!

I like how much work was put into EiR. You did a God's job Volsky. I don't care about the balance notes, cause I haven't played EiR in ages, so I'm off the touch for now, but all the descriptions for new players... Jesus I have to applause.
Logged

Tachibana Offline
NotADev
*
Posts: 1270


« Reply #11 on: May 27, 2018, 07:25:34 pm »

Just noticed volsk's new tags. Congratson officially becoming the head Developer! Though I know you've been the de-factor head coder for about a year now, its always good to see recognition. I don't alwa6s agree with your plans for the mod but you are the only person around willing to dedicate the time to keep this mod going, developing and adapting, so I dont think anyone really has too much standing to complain.

Im also in the garry tent of not really playing anymore, but I always wish this mod good fortune and I hope the steam release can bring some new players in to oust the salty old vets. Also, as always, a thanks to tank for willing to dump thousands of dollars into this mod just to keep about 20 neckbeards on the internet happy.
Logged

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
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #12 on: May 27, 2018, 08:54:26 pm »

It's more than a new title meng. For all intents and purposes, I'm the new curator. Balance, art, RGDs, SQL, implementation, Steam, and as of this morning, payments and account registration.

Just because there's new management doesn't mean this is the time to come out of the woodwork requesting changes. I've no intention of deviating from what we have now unless something is proven to be utterly broken once we release to Steam.

Nothing is changing. No core balance changes, no Rifleman buffs yet :3, nothing. At most, a small step (more like an old man-sized shuffle) toward slightly more thematic doctrines rather than the strict infantry-mobility-armor subtypes that we have now. But I haven't even planned any of that jazz yet, and I won't implement any of that shit until around Christmas. Hell, it might not happen if it turns out that the current docs end up being immensely popular.

EDIT: You also have limited admin powers too, Lothen <3
« Last Edit: May 27, 2018, 09:26:45 pm by TheVolskinator » Logged
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
*
Posts: 6293


« Reply #13 on: May 28, 2018, 11:34:13 am »

Anyone have a download link to zoomout mod?
Logged

Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
clonetroopers Offline
EIR Veteran
Posts: 534



« Reply #14 on: June 01, 2018, 07:30:48 am »

Search the steamworkshop, I know you can get the file from the china japan mod
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #15 on: June 01, 2018, 12:48:35 pm »

It's linked here too:
http://forums.europeinruins.com/index.php?topic=22392.0
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.234 seconds with 37 queries.