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Author Topic: OF Beta v 2.505 Due next Week  (Read 5250 times)
0 Members and 7 Guests are viewing this topic.
MasonDonn Offline
EIR Veteran
Posts: 222


« on: September 22, 2008, 04:48:21 pm »

Well, to all you beta/playetesters heres a nice little tidbit:

Linky Linky Clicky

Brief rundown of features:

Quote
Online

- Further optimizations & fixes to the new network code.


Fixes

- Fixed some issues with Repair Station Engineers.

- Fixed a number of quite obscure in-game crashes.


Audio

- Fixed incoming projectile sounds.

- Collisions between physics objects now produce material-specific sounds. *this system is not perfect, and is meant to supplement the regular destruction audio (ie: a sound will not play for every collision, only those with a large enough velocity/mass). It’s fun to push around debris with vehicles though.

- Some cool new stuff with Nebelwerfers.

- Reduced volume on BAR to sit better in the mix, as well as many other smaller mix refinements.

Note: Due to technical reasons, some of the audio changes listed in the last patch didn’t make it in (ie. distant arty), but they are included in this one.


Gameplay

- Removed Riflemen Veterancy bonuses granted through researching grenades

- Adjusted cost of British Glider HQ to 200 MP from 100 MP

- Adjusted cost of American HMG Nest to 200 MP/15 Fuel from 240 MP/10 Fuel

- Reduced cost of Firestorm to 160 munitions from 175 munitions

- Reverted cost of Wehrmacht Panzer IV back to 80 Fuel

- Adjusted MP40 medium range accuracy to .45

- At Vet 2, Volksgrenadiers get a +10 sight range addition.

- When a Wehrmacht Bunker is upgraded to Medic Bunker/MG Bunker/Repair Bunker, it can no longer be garrisoned.


Maps

- Added Vimoutiers (6)

- Added Compound Conflict (4)

- Road to Montherme - Fixed the garrison problem with the upper wooden bunker near left VP

- Road to Montherme - Replaced the lower building near right VP to balance building capacity and fix garrison/shooting problems
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #1 on: September 22, 2008, 04:50:03 pm »

Everyone is bitching about the medic bunker lol. They say "well the allies can garrison their MG nest so why can't I". I've never garrisoned anything in the allied MG nest they can't shoot forward (unlike the Axis bunker) and they die faster then you can say asdhfp9gywhel;u.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #2 on: September 22, 2008, 04:51:08 pm »

The bunker change left me scratching my head a bit, but tbh I won't be playing CoH again until I purchase a new PC anywho.
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #3 on: September 22, 2008, 04:53:30 pm »

Because early game was early medic bunker, garrison, and hold map until WSC or flamethrower.
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Leaph Offline
EIR Regular
Posts: 37


« Reply #4 on: September 22, 2008, 04:54:37 pm »

MG nest also has a much better gun. The MG bunker has the smallest arc and range of any of the emplacement or squad MG. Lack of garrisonable bunkers is going to mess with EiR a bit, though, unfortunately.
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MasonDonn Offline
EIR Veteran
Posts: 222


« Reply #5 on: September 22, 2008, 04:57:07 pm »

MG nest also has a much better gun. The MG bunker has the smallest arc and range of any of the emplacement or squad MG. Lack of garrisonable bunkers is going to mess with EiR a bit, though, unfortunately.

Mhm? Normal bunkers can still be garrisoned. medic/repair/mg bunkers w/ garrisoned was overkill. Repairing grens, with an hmg or shrecks in the bunker? Or trying to kill that 1/2 health tiger with RR's at the rep bunker with the HMG and LMG squad in it? Yeesh. =P
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Tymathee Offline
Donator
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Posts: 9741



« Reply #6 on: September 22, 2008, 04:58:00 pm »

MG nest also has a much better gun. The MG bunker has the smallest arc and range of any of the emplacement or squad MG. Lack of garrisonable bunkers is going to mess with EiR a bit, though, unfortunately.

how so? i don't see many people doing that really.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #7 on: September 22, 2008, 05:00:14 pm »

Putting HMGs in houses has a larger benefit than putting them in a bunker anyway. You can kill everyone in  a bunker with one grenade, takes a few more to clear out a house.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #8 on: September 22, 2008, 05:01:01 pm »

what, really? that makes no sense, i'ts a bunker...then again, "in real life" if u toss a nade into a bunker it'd kill everone so i guess eys.
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salan
Guest
« Reply #9 on: September 22, 2008, 05:02:44 pm »

we'll have to see how this breaks eir Wink
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salan
Guest
« Reply #10 on: September 22, 2008, 05:03:22 pm »

oh this patch is for the beta, its not live yet.. nm
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #11 on: September 22, 2008, 05:04:29 pm »

Luckily they aren't garrisoned that much in EiR.  I am looking forward to more maps!  Wee!  
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2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
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salan
Guest
« Reply #12 on: September 22, 2008, 05:04:59 pm »

which reminds me i still need to edit that map module file someday soon
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Leaph Offline
EIR Regular
Posts: 37


« Reply #13 on: September 22, 2008, 05:05:15 pm »

Bunkers seem resilient to grenades to me, and theunits inside them of course. Putting units inside your repair bunker is a good way to defend against AB raids, so it isn't negligible to EiR. As for Mason's 1/2 health tiger, maybe you should not be trying to kill combined arms in a defensive position with a single unit. Anyway, since this change is intended for vCoH, I have to say that this is laughable compared to trenches. Trenches have 7 360 degree firing arcs rather than a bunker's 4 90ish degree arcs. Most importantly, bunkers cost something...Relic really hates axis or something.
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Dr.Nick2 Offline
EIR Veteran
Posts: 280


« Reply #14 on: September 22, 2008, 05:05:44 pm »

Akranadas, grenading a bunker does NO DAMAGE to the troops inside.
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Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #15 on: September 22, 2008, 05:07:13 pm »

But interestingly enough, grenading the concrete non-buildable bunkers instakills all units inside.  (The white concrete bunker placed on some maps (such as on the hill in Ardenne Valley).
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #16 on: September 22, 2008, 05:56:59 pm »

Akranadas, grenading a bunker does NO DAMAGE to the troops inside.

Dr. Nick, Grenading ANY bunker does DAMAGE to the troops inside.

Most units are just like: "meh, i dont care"
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #17 on: December 15, 2008, 09:21:39 am »

Any news about this?
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Lai Offline
Propaganda Minister
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Posts: 3060


« Reply #18 on: December 15, 2008, 09:27:25 am »

When was the last patch?
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #19 on: December 15, 2008, 09:29:47 am »

30/4/08
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