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Patch R040
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Topic: Patch R040 (Read 6841 times)
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Patch R040
«
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:
General:
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.
US:
Non-doctrinal:
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.
Doctrinal:
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.
Bugfix:
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).
CW:
Doctrinal:
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.
Bugfix:
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.
WM:
Doctrinal:
Ost-Bataillon
1 - Veterans of the Long War
Cost increased from 35 MP to 50 MP.
Tigergruppe
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.
Bugfix:
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.
PE:
Non-doctrinal:
1 - Kettenkrad
Cost reduced from 95 MP, 5 FU to 60 MP, 5 FU.
Pop cost reduced from 2 to 1.
Doctrinal:
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.
Kampfgruppe
1 - Geschutzwagen
Acc. vs. all inf. armors decreased from 0.75 to 0.65.
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.
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Unkn0wn
No longer retired
Posts: 18379
Re: Patch R040
«
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?
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Patch R040
«
Reply #2 on:
October 01, 2018, 03:06:34 am »
See Discord for wipe details.
Logged
fabulous_rug
EIR Veteran
Posts: 68
Re: Patch R040
«
Reply #3 on:
October 01, 2018, 07:07:50 am »
Quote
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
Logged
TheArea
EIR Veteran
Posts: 240
Re: Patch R040
«
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.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Patch R040
«
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.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Patch R040
«
Reply #6 on:
October 01, 2018, 02:27:19 pm »
New maps, give them a try!
4p_deutsche_reichsbahn
4p_Lanteville
4p_Marshland
4p_Operation_Martlet
4p_RN175
4p_The_Causeway
6p_Amfreville
6p_Arnhem
6p_villas
6p_Somewhere_in_Normandy
8p_Beachhead
8p_purple_heart_lane
«
Last Edit: October 01, 2018, 02:30:05 pm by Unkn0wn
»
Logged
Walkin
EIR Veteran
Posts: 59
Re: Patch R040
«
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.
Logged
Tachibana
NotADev
Posts: 1270
Re: Patch R040
«
Reply #8 on:
October 02, 2018, 07:52:20 pm »
Quote from: Unkn0wn on October 01, 2018, 02:27:19 pm
New maps, give them a try!
4p_deutsche_reichsbahn
4p_Operation_Martlet
4p_The_Causeway
6p_villas
6p_Somewhere_in_Normandy
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
»
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Quote from: Trapfabricator
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Unkn0wn
No longer retired
Posts: 18379
Re: Patch R040
«
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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