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Author Topic: R041 Hotfix II  (Read 333 times)
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3007



« on: March 03, 2019, 01:42:35 pm »

General
1 - 1v1 SCAR function
   Has been added. 1v1s should now be far more accessable and playable in EiR.

2 - M4A1/Sherman III
   Accel./decel. nerfs reverted.
   Pop cost reduced from 11 to 10.

3 - Offmap Radiomen
   Crit type changed from Heroic to Infantry (normal).

US
1 - 4x Assault Garands
   Have been renamed; now 4x Ranger Garands.
   Weapon stats are now Ranger Garand stats.

1 - Field Dressings
   Extra uses provided by Medical Training reduced from 2 to 1.

2 - M10 up-gun
   Has officially been replaced. Upgrade now adds 200 HP to the M10 in exchange for 2 m/s speed (base 7.2 m/s). Cost set to 100 MP, 50 FU as a start.

3 - RRs
   Scatter reduced from 20 * to 12.5 *.
   Acc. vs. S cover increased from 0.25 to 0.5.

4 - 2x Smoke Gnd.
   Cost increased from 15 MU to 20 MU.
   Recharge increased from 5 s to 10 s.

CW
1 - Ablative Armor
   Now correctly functions on the Cromwell, Firefly, Sherman III, and Stuart.

2 - Experimental Guns
   Now functions on the Cromwell, Firefly, and Sherman III.

3 - Flank Speed
   Is no longer free.

4 - Hull Down
   Now functions on the Cromwell, Firefly, and Sherman III.

5 - Officers
   Vet tables reworked and finalized (see launcher).

6 - Stretcher Bearer
   Replaced incorrect medkit ability on CW officers; now functions. (change to WM kits so it works with muhfuggen sql that's linked)

7 - Typhoon Run
   Now functions.

WM
1 - Joint Ops + Smoke Canisters
   Now function on the JP4.

2 - WM Sniper
   Max slot items decreased from 100 to 0 (matches other snipers).

PE
1 - PGrens
   Now get slow mines in TH.
« Last Edit: March 03, 2019, 01:53:13 pm by TheVolskinator » Logged

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NightRain Offline
EIR Veteran
Posts: 3920



« Reply #1 on: March 03, 2019, 02:14:19 pm »

Will Rifled barrels work on Fireflies too?
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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.
Tachibana Offline
NotADev
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Posts: 1234


« Reply #2 on: March 03, 2019, 03:42:33 pm »

1v1 details
1. Players start at 35pop base before doctrine effects
2. Call in timers are reduced by 99%

You can play the mode either on the classic EIR 1v1 map (The dike) or on a modified Angoville made by Unknown with 5 total sectors.

Due to how large the sectors are in the new Angoville, keeping an eye on total and map control is extremely important. Losing concentration for a moment can lead to total map control loss.

a.) Pop timers do not start until 3m in(as per standard)
b.) A player will not start losing pop until one player reaches max pop(as per standard)
c.) The two minute victory timer will not activate unless a player controls ALL 5 sectors as well as have full pop.
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