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Author Topic: v0.0.2 Changelog  (Read 26128 times)
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stumpster Offline
Honoured Member
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Posts: 2197


« on: February 16, 2009, 04:24:29 pm »

Bug Fixes:

- BergeTiger should no longer be able to resurrect.
- PIAT Ambush was taking 15 seconds to cloak, now 0 to match vCoH.
- FOO and Officer Mortar Barrage should (hopefully) no longer be exploitable.
- Flak 88 truck should no longer be getting 'stuck' at spawn

Launcher Changes:

- Scrolling over a player's flag in the battle room should show ranking/win/loss/draw.
- Basic ranks implemented (See list of ranks over here)
- Player Online list should update itself (was logging people in, but not taking them away when logged out) - caused some major lag issues.
- Changes to prevent cheating
- Lines placed to show Allied/Axis/Reinforcement gamemodes easier
- Basic punctuation added to chat box

vCoH Balance Changes Implemented:

- Wehrmacht Stug main gun tracking speed increased from 15 to 30 degrees per second.

- Panzer Elite 250 Funkwagen Vampire acceleration increased from 4.5 to 6

- Removed a set suppression modifier that was applying to retreating squads on Churchill Tank Shock.(- Churchills will face their targets to perform their Tank Shock ability and get increased weapon suppression to compensate for removed set suppression action.) -These changes prevent Churchills from suppressing retreating troops.

- Panzer Elite Jagdpanther health reduced from 1800 to 1600.

- Panzerschreck accuracy vs AT guns reduced.

- Captured Panzerschreck damage vs Panzer IVs reduced.

- M10 main gun range increased from 40 to 45

- Panzer Elite Marder III 25% damage bonus vs. specifically the American M10 and M4 Sherman removed

- British gliders can no longer crush infantry

- Anti-Tank Class weapons (specifically the 37mm Pak 35, 50mm pak 38, 75mm pak 40, 17 pounder, m1 57mm atg) are now in general 5% less accurate against infantry in all scenarios, and 15% less accurate against “Sniper”, “Elite” or “Soldier” (Commonwealth Infantry, Panzer Grenadiers) type infantry that are moving.

- British Sten SMGs are less effective (damage from .75 to .6, accuracy from .85 to .Cool vs Infantry_heroic target type (Knights Cross Holders)

- American Rangers and Airborne "Fire-Up" ability now causes a 10 second exhaustion after use. Exhausted units move slower for the duration and have a slower rate of fire.

- Allied Sherman and M3 Halftracks will now benefit from Vehicle Cover.

- US Sherman 76mm upgraded gun penetration increased 20% (from approx .32 to .38) vs Panzer Elite Jagdpanther

- Adjusted MP40 medium range accuracy to .45

- US 76mm Sherman main gun area damage fall off changed from 1/.35/.2/.2 to 1/.4/.3/.3

- AT guns are 50% less accurate against other AT guns. This will stop cloaked 'Pak sniping' of 57mms.

- Commonwealth Tetrarch Main Gun area-of-effect radius slightly reduced, slightly reducing effectiveness vs. infantry targets.

Balance Changes:

US:

- Calliope 9 pop -> 10 pop
- Riflemen availability minimum 10 -> 12
- M8 Skirts 0 MP, 100 Mun (From 110 MP, 125 Mun)

British:

- Priest 11 pop -> 10 pop
- Tommy Section availability minimum 10 -> 12
- Bren Gun MMG AP Rounds and Button now share timers to prevent players from using Button/AP Rounds simultaneously
- British Commandos come with Commando Smoke (500 second cooldown)
- Time to unpack emplacements changed to 18 seconds (was 12)
- 17 pounder build time reduced to 14 seconds (was 30)
- Mortar Emplacement build time reduced to 12 seconds (was 45)
- Bofors Emplacement build time reduced to 13 seconds (was 45)
- Vickers Emplacement build time reduced to 12 seconds (was 30)

PE:

- Bergetiger 320 MP, 155 F, 6 pop (From 320 MP, 280 F, 6 pop)
- Panzergrenadier availability minimum 10 -> 12
- Armor Skirts 90 Mun (From 50 Mun)
- Incendiary Barrage cooldown 240 seconds (From 120 seconds)
- Treadbreaker changed to match Critical tables for the Sticky Bomb.
Armor:
Green
- 95% Damaged Engine
- 5% Destroyed Secondary
Yellow
- 50% Destroy Engine
- 50% Immobilize
Red
- 50% Make Wreck
- 50% Destroy Engine

Armor Rear:
Green
- 75% Engine Damage
- 25% Destroy Secondary
Yellow
- 60% Engine Damage
- 40% Immobilize
Red
- 50% Make Wreck
- 50% Destroy Engine

Wehr:

- MP40 75 Mun (From 50 Mun)
- Grenadier availability minimum 10 -> 8
- Volksgrenadier availability minimum 10 -> 8
- Terror Reinforcement  Mg42 available (from Flammenwerfer)
- Armor Skirts 90 Mun (From 50 Mun)
« Last Edit: February 17, 2009, 12:41:06 am by stumpster » Logged



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Two Offline
EIR Veteran
Posts: 2079


« Reply #1 on: February 16, 2009, 04:36:29 pm »

brit changes seem good, didnt read any of the others but why change jagd health if noone has one yet
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Quote
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IplayForKeeps: it would be
IplayForKeeps: two = keeps
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acker Offline
EIR Veteran
Posts: 2053


« Reply #2 on: February 16, 2009, 04:47:42 pm »

Good changes. Though I'm wondering if there are plans to lower the FU cooldown, now that it has a downside...maybe.

If you want fatigue only on Rangers and AB, make sure to check that fatigue isn't implemented on PGs as well: Relic coded, on accident or design, for PE troopers to have fatigue on sprint. I'm not a coder, but it's just something to check.

Do games report now?
« Last Edit: February 16, 2009, 04:55:10 pm by acker » Logged
Khorney Offline
EIR Veteran
Posts: 221



« Reply #3 on: February 16, 2009, 04:49:05 pm »

all looks good, although, not sure about nerf on commando stens, they struggle as it is (esp against knights cross). perhaps 5 min recharge on smokes? but i'm probably pushing it on that =P, anyway, eager to try these out!
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #4 on: February 16, 2009, 05:02:33 pm »

I think its justifiable for Knight Cross Holders for although they are universal unit for the Werh, they don't get any real fancy ability and can't be inserted wherever they want on to the battlefield. The only thing they have is the fact that they are insanely tough to kill with small arms and have the best suppression resistance of any infantry.

They are basically Heavy Anti-Infantry Assault that can run right into the enemies face while under fire and can still punch the other guys teeth out.
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BigDick
Guest
« Reply #5 on: February 16, 2009, 05:08:15 pm »

lol are u kidding me? allies are buffed like hell and the fragile PE got nerfed to be useless

where there enough whiners now or what?
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #6 on: February 16, 2009, 05:13:44 pm »

The only significant nerf to PE is the fact that Marder III doesn't have its insane 25% damage bonus to Sherman and M10 which IMHO is perfectly justifiable. Jagdpanther still got its super good frontal armor despite the health debuff.

If anybody got hit hard. Its the Werh.
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BigDick
Guest
« Reply #7 on: February 16, 2009, 05:19:26 pm »

The only significant nerf to PE is the fact that Marder III doesn't have its insane 25% damage bonus to Sherman and M10 which IMHO is perfectly justifiable. Jagdpanther still got its super good frontal armor despite the health debuff.

If anybody got hit hard. Its the Werh.

my PE tankhunter profile is fucked.... i've got the jadpanther.. it got nerfed in HP it got nerfed by buffing shermans against jagdpanther
it got nerfed by buffing emplacements
marder gots nerfed
incendary was doubled...

treadbreaker is useless now (i pay 205 mp some fuel + 95 muni) for the same the rifles get as second upgrade? WTF

brits get more of their imba tommies....

there is a reason why 3 men PE grens cost 255MP and tommies are 450 in vCOH

in EiR its 175 MP vs 265MP
« Last Edit: February 16, 2009, 05:22:47 pm by BigDick » Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #8 on: February 16, 2009, 05:22:02 pm »

Pgrens in retail are 255mp

These are all beta changes it looks like and they are fine. Ive played beta.

U got my stamp of approval devs! Cheesy
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BigDick
Guest
« Reply #9 on: February 16, 2009, 05:23:22 pm »

Pgrens in retail are 255mp

These are all beta changes it looks like and they are fine. Ive played beta.

U got my stamp of approval devs! Cheesy

because you are like khorney one of the brittish whiners
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #10 on: February 16, 2009, 05:25:39 pm »

 Cry  aww you make me sad Dick
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #11 on: February 16, 2009, 05:30:47 pm »

my PE tankhunter profile is fucked.... i've got the jadpanther.. it got nerfed in HP it got nerfed by buffing shermans against jagdpanther
it got nerfed by buffing emplacements

Yes.... from 32% to 38% chance in penetration for the Sherman upgun sure is big nerf isn't it? The health is only a big deal if they manage to flank your Jagd and is shouldn't really be since still got a very good speed to it. What makes the jagd singled out as nerfed by emplacement faster build time?

Quote
treadbreaker is useless now (i pay 205 mp some fuel + 95 muni) for the same the rifles get as second upgrade? WTF

AT-HT still gets its range which allows it invariably to have alot more chance to use Treadbreaker then a Rifle to use its sticky bomb.

Quote
brits get more of their imba tommies....

You get more Panzer Grenadiers too.
Quote
there is a reason why 3 men PE grens cost 155MP and tommies are 450 in vCOH

in EiR its 175 MP vs 265MP

This is not vCoH, its a mod that plays differently then vCoH. The reason why vCoH Tommies cost alot is because they can be reinforced more cheaply (For its cost).

Edited:
Quote
marder gots nerfed
incendary was doubled...

Marder nerf was justifiable as it did a ton of damage it shouldn't have done anyways.

incendaries, I'm on the fence for that one.
« Last Edit: February 16, 2009, 05:43:08 pm by CommanderHolt » Logged
VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #12 on: February 16, 2009, 05:31:40 pm »

Thank you fix on ambush, I think it will help people realize that they are, after all, useful.  Maybe not the hottest AT out on the field, but I'm going to make it my sole purpose to make them respected.
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stumpster Offline
Honoured Member
*
Posts: 2197


« Reply #13 on: February 16, 2009, 05:32:29 pm »

Just wanted to let you know that the vCoH beta changes are already in and have been for a while now.  This is just the first compiled list getting everything since launch together.
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fldash Offline
Founder
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Posts: 9755


« Reply #14 on: February 16, 2009, 05:34:18 pm »

Do games report now?

Games not reporting is not an issue with the client or the launcher, its all server side... so when it's fixed you'll know.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #15 on: February 16, 2009, 05:38:42 pm »

Donate and show support for EiR will also help
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acker Offline
EIR Veteran
Posts: 2053


« Reply #16 on: February 16, 2009, 05:39:55 pm »

Oh yeah, I forgot to ask...

Have the mine accuracy changes been implemented?
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stumpster Offline
Honoured Member
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Posts: 2197


« Reply #17 on: February 16, 2009, 05:40:49 pm »

If it isn't in there, it's not in yet.
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Khorney Offline
EIR Veteran
Posts: 221



« Reply #18 on: February 16, 2009, 05:44:42 pm »

i like to think my whining is justified. perhaps the game will now be more fun because brits arn't steamrolled all the time? either way, i'm sure any overbuffing will be reversed at the later stage.

lol at ATHT complaints - it's still a long range vehicle masher, just not as debilitatingly potent anymore

EDIT:
hang on:

Quote
Armor:
Green
- 95% Damaged Engine
- 5% Destroyed Secondary
Yellow
- 50% Destroy Engine
- 50% Immobilize
Red
- 50% Make Wreck
- 50% Destroy Engine

Armor Rear:

Green
- 75% Engine Damage
- 25% Destroy Secondary
Yellow
- 60% Engine Damage
- 40% Immobilize
Red
- 50% Make Wreck
- 50% Destroy Engine

is that a typo? otherwise that does seem BS
« Last Edit: February 16, 2009, 05:52:24 pm by Khorney » Logged
Absolution Offline
EIR Regular
Posts: 27


« Reply #19 on: February 16, 2009, 05:58:56 pm »

Yar, Rear Armor should be MORE debilitating :p
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