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Author Topic: Patch R040  (Read 2989 times)
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TheVolskinator Offline
Administrator / Lead Developer
Posts: 3003

« on: September 30, 2018, 09:05:41 pm »

I'll pretty up the notes tomorrow with colors and bolt text etc etc etc. Here's the crappy Sparknotes version for the time being:

1 - MGs
   MG pop increased from 3 to 4.

2 - Mines
   Cost increased from 20 MU to 30 MU.

3 - Offmap Radiomen
   Limit/company reduced from 3 to 1.

4 - Repairs
   Are no longer available via Repairmen (except for a doctrinal unlock); have been moved back to vehicular repair kits and standardized.
      Scout: 4.07 HP/s for 30 s (122.1 HP), 66.0% of total HP pool.
         Note: Jeeps have 185 HP; Bikes will get a "full" heal as they have 125 HP.
      Light: 2.56 HP/s for 90 s (230.4 HP), 65.8% of total HP pool.
         Note: Most LVs have 350 HP. BRENs (245 HP) and MMGs (300 HP) are repped for 100% of total HP pool.
      Repairmen: 5 HP/s for 60 s (300 HP).
         Note: For US Armor only (pending a doctrine rework). 120 s recharge on the repair-enabling timer.
      Medium: 3.5 HP/s for 120 s (420 HP), 66.0% of total HP pool.
         Note: Most medium tanks have 636 HP. Additionally, TDs and SPGs (incl. StuGs) will be getting Medium repair kits which will more or less fully repair them.
      Heavy: 3.67 HP/s for 180 s (660.6 HP), 66.0% of total HP pool. For US and CW as well as Panthers.
         Note: This is directed at the Pershing (990 HP); Churchill Crocs (900 HP) will be repped for 73.4% of their total HP, Jumbos and Panthers (742 HP) for 89%, and AVREs and normal Churchills (700 HP) for an insane 93.4% of their total HP.
      Heavy: 3.29 HP/s for 210 s (690.9 HP), 66.0% of total HP pool. For Tigers and Jagdpanthers.
         Note: This is directed at the Tiger (1,046 HP), the Jagdpanther (900 HP) will be repped for 76.8% of its total HP.
      Superheavy: 5.49 HP/s for 240 s (1,317.6 HP), 65.8% of total HP pool.
         Note: KT has 2,000 HP.

5 - Snipers
   Cloak toggle removed.
   Now cloak in L/H cover in an identical fashion to FSJ.
   Cost reduced from 600 MP, 250 MU to 540 MP, 200 MU.

1 - BARs
   Number of BARs given per upgrade reduced from 2 to 1.
   Cost decreased from 70 MU to 50 MU.
   An additional BAR will still be granted with the selection of American Industry.

2 - Engineers
   Squad size reduced from 5 to 4.
   Cost reduced from 175 MP to 140 MP.
   Pop cost reduced from 5 to 4.

3 - Enhanced Optics (M10)
   Modifiers applied directly, rather than adding a new weapon.
   -30 */s turret traverse and +1 s reload debuffs removed (now only increases range and decreases top speed).

4 - Jeep
   Cost decreased from 110 MP, 10 FU to 75 MP, 10 FU.

5 - M1 rifle (standard and Ranger)
   Cooldown mod. at L range decreased from 1.5 to 1.

6 - M3 GMC
   Range increased from 45 m to 55 m.

7 - M4A1
   Is now non-doc (not just a part of Infantry)
   Hull traverse reduced from 35 */s to 15 */s.
   Acc. at long range reduced from 0.75 to 0.65.
   Cost reduced from 395 MP, 220 FU to 350 MP, 180 FU.
   Pop reduced from 11 to 8.
   Note that many doctrinal abilities won't work on the M4A1--this will be rectified when new-newdocs are rolled out sometime in the coming month or two.

8 - M4A3(76)W and M4A3E2 w. 76-mm up-gun
   Main gun modified:
      Dmg. increased from 87.5 to 112.5.

9 - Marines
   Have been re-armed w. modified Gren K98ks.
      Acc. at S range reduced from 0.85 to 0.7.
      Cooldown mod. at S range set to 1.8975 (matches cooldown mod. at L range).
   M1919 LMG has been priced out.
   May now purchase 1x Zook for 50 MU.

10 - Riflemen
   Zook upgrade removed.

Regimental Combat Team
1 - American Industry
   3x BAR upgrade priced out.
   Now automatically adds a second BAR to the default BAR upgrade.

2 - Assault Garands
   Are now Ranger M1s that deal 12 damage (as opposed to the default 10).

3 - Fightin' Spirit
   Cooldown/reload bonus reduced from 0.7 to 0.8.
   Cost increased from 30 MP to 35 MP.
   Engineers now benefit from the cover bonus.

4 - Howitzer
   Pop cost decreased from 8 to 7.

5 - Locked 'n Loaded
   LnL Engie squad size reduced from 6 to 5.
   Cost reduced from 210 MP to 175 MP.
   Pop cost decreased from 6 to 5.

6 - M5 ATG
   Dmg. increased from 100 to 112.5.
   Target priority vs. inf. armor types reduced from 40 to 10 (prevents it from firing at them while camouflaged unless manually ordered to do so).
   Teardown duration decreased from 3.2 s to 1 s.

Armored Combat Command
1 - HVAP
   Now applies new stats: 1.1 acc., 0.85 dmg., 1.75 pen.

2 - M26 Pershing <- done
   Shell toggle removed. Gun reset to pre-toggle stats.

3 - M8 Scott <- done
   Dmg. increased from 65 to 87.5.
   Range increased from 35 m to 40 m.
   Turret traverse speed increased from 30 */s to 45 */s.

1 - Fightin' Spirit
   Squad leader armor type (if squad size is greater than 1) changed from infantry_surrender to invincible_no_target.
   To prevent some units from targeting the squad leader while he's invincible, the following weapons have been modified by having their target priority vs. invincible_no_target reduced from 25 to 0:
      57 mm M1 and 6-pounder
      3-inch M5
      17-pounder (incl. Sabot and Firefly)
      3,7 cm Pak 36
      5 cm Pak 38
      7,5 cm Pak 40
      7,5 cm Geschutzwagen
      7,5 cm Flak M36
      8,8 cm Pak 43/41
      3,7 cm Pak 37
      7,5 cm Pak 40 (Marder III)

2 - Lead the Way
   Sprint effect, finally, functions properly.

3 - Suppress and Maneuver
   Additional 1.33 supp. modifier (via ability) removed. This was stacking with the intended 1.25 supp. bonus.

4 - Treadbreak
   Is now properly applied to the Hellcat (ability previously missing).

Commando Troop
1 - Centaur IV
   Main gun traverse speed increased from 30 */s to 38 */s.
   Projectile is no longer ballistic.

2 - Tommies
   New visual model.

Royal Tank Regiment
1 - AEC
   Cost reduced from 400 MP, 240 FU to 340 MP, 180 FU.
   Pop cost reduced from 10 to 8.

2 - Crusader AA
   Main gun modified:
      Dmg. increased from 10-5 (min-max) to 10-8.
      Pen. mod. vs. Construction Opel Blitz trucks (that build Flak 88s) increased from 0.001 to 0.5.
   Pop cost reduced from 12 to 8.

1 - Assault Formations
   Steady Aim now functions.

2 - Bren self-repair (Ambush Ops)
   Now functions.

3 - Forward Observation
   FOO and Priest recharge time bonuses now function properly.

1 - Veterans of the Long War
   Cost increased from 35 MP to 50 MP.

1 - Mark and Fire
   UI position moved from UI 7 to UI 8.

2 - Tiger
   Shell toggle removed; reverted to pre-toggle status.

Panzer Zug
1 - King Tiger
   Cost increased from 850 MP, 725 FU to 1,150 MP, 800 FU.

1 - Cover and Evasion Training
   Pak 38 and Pak 40 gain their respective cloak bonuses properly.

2 - Heroes of Villers-Bocage
   M.P.40 and StG 44 bonuses now function properly.

3 - JP4
   MG now functions properly when purchased.

4 - Territory Blitz
   No longer removes medkits from crew weapons.

1 - Kettenkrad
   Cost reduced from 95 MP, 5 FU to 60 MP, 5 FU.
   Pop cost reduced from 2 to 1.

Panzer Infanterie
1 - Faustpatrone
   Dmg. increased from 62.5-50 to 93.75-75.

2 - Flakvierling
   Acc. at S/M/L reduced from 0.75/0.75/0.5 to 0.56/0.55/0.45.
   Construction time increased from 30 s to 45 s.
   Pop cost increased from 4 to 6.

1 - Geschutzwagen
   Acc. vs. all inf. armors decreased from 0.75 to 0.65.

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.

PIE (Pertinent Info (for) EiR), incl. Zoomout Mod - updated 14 Apr. 2019

Forum Rules & Guidelines
Unkn0wn Offline
No longer retired
Posts: 18296

« Reply #1 on: October 01, 2018, 01:54:14 am »

Well done! Is there a wipe as well? Also, did you get a chance to upload the new maps?
TheVolskinator Offline
Administrator / Lead Developer
Posts: 3003

« Reply #2 on: October 01, 2018, 03:06:34 am »

See Discord for wipe details.
fabulous_rug Offline
EIR Recruit
Posts: 37

« Reply #3 on: October 01, 2018, 07:07:50 am »

1 - BARs
   Number of BARs given per upgrade reduced from 2 to 1.
   Cost decreased from 70 MU to 50 MU.
   An additional BAR will still be granted with the selection of American Industry.

Can I ask why? arent bars already mediocre
TheArea Offline
EIR Member
Posts: 247

« Reply #4 on: October 01, 2018, 11:21:55 am »

I'm skeptical of geshutz nerf.

An across the board acc nerf vs tanks and inf is too broad. The nerf should have been more focused on its AI effectiveness. As it stands now, it still has the capacity to kill both vehicles and inf, albeit at a slightly lower rate. I thought the idea was to keep hard lines between units being able to do both AT and AI? Not only that, but it still keeps a free suppressing MG? At least make it purchasable, since everything else is. 
TheVolskinator Offline
Administrator / Lead Developer
Posts: 3003

« Reply #5 on: October 01, 2018, 11:39:09 am »

1 - Geschutzwagen
   Acc. vs. all inf. armors decreased from 0.75 to 0.65.

Infantry armor.
Elite armor.
Airborne armor.
Soldier armor.
Heroic armor.
Sniper armor.
Unkn0wn Offline
No longer retired
Posts: 18296

« Reply #6 on: October 01, 2018, 02:27:19 pm »

New maps, give them a try!

« Last Edit: October 01, 2018, 02:30:05 pm by Unkn0wn » Logged
Walkin Offline
EIR Member
Posts: 60

« Reply #7 on: October 02, 2018, 12:43:28 pm »

I really like a lot of these changes, good job team!

The Sniper cloak change is something I've literally been asking for for years, glad to see it finally become a reality.
Tachibana Offline
Posts: 1234

« Reply #8 on: October 02, 2018, 07:52:20 pm »

New maps, give them a try!


Feedback on these maps:

1. Operation Martlet: Excellent map. No major pathing issues, reasonable size for a 2v2. Dynamic terrain, allows for flanking or head on assaults. Easily joins ranks of Neunen, Church, In Der Hitz as a 2v2 map.

2. Deutsche Reichsban: Absolute Garbage Fire of a map. Tons of pathing issues, some questionable sectoring, limited flanking options due to terrain. Terrain is not dynamic (Its there for show rather than gameplay)

3. The causeway: No major pathing issues(other than swamps), reasonable size and the center is well constructed. However, there are multiple marshes and lakes/water bodies in what are heavy play area's. Its like if you took 2v2 neuville, but spliced in bastion on the left and right flanks. Overall not impressed, but salvageable with some work.

4. Villas: Very large map, but poorly reflects realities of EIR gameplay. All fighting basically gets funneled into 3 lanes with minimal cover. Leads to very slow and grindy gameplay with limited flanking opportunities due to how little cover is available through these 3 lanes. Would be a good map if someone was willing to go in and rework the map to be more dynamic.

5. Somewhere in Normandy: Its fine. Not going to be taking over mantle of best 3v3 map from gems like Neuville, Monte, Deserted Village etc, but I have no issue playing it in most cases (very 88 friendly though). Good tanteville alternative.
« Last Edit: October 02, 2018, 07:54:20 pm by Tachibana » 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
Unkn0wn Offline
No longer retired
Posts: 18296

« Reply #9 on: October 03, 2018, 07:32:00 am »

Thanks, keep the feedback coming. I can spend some time fixing these, as well as some of the maps that were taken out but could be made playable with some fixes.
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