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Author Topic: New Vet List - Outdated  (Read 14051 times)
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stumpster Offline
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Posts: 2197


« on: February 17, 2009, 03:13:37 pm »

Just wanted to let you guys know that we are re-doing the veterancy lists to make them more appealing.  These aren't in yet, but as soon as we get the server situation sorted out, we'll be working our asses off to get these in.

Quote from: notepad
*Cover Ability: When Vet3, units get a new ability that, when in cover, are harder to hit. This will stack with the Vet bonuses and encourage Veteran units to stick to cover.
The ability is always active (like Zeal) and the modifier will be Recieved Accuracy 0.85 OR Damage 0.85.

*Assault Bonus is like the Cover Ability, but only works when you're not in cover and you have to be moving.

*Moving Ability: When the Tank is moving, it doesn't lose accuracy.

*Vehicle Cover+: better Vehicle cover.

Americans:
Engineers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, +40% repair rate, range +10 (m3 smg only)
-Vet3 Health 1.1, Cover ability*, Damage 1.15, +40% repair rate

Riflemen
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Recieved Suppression 0.8, StickyBomb Range +5
-Vet3 Health 1.1, Cover ability*, Damage 1.1, StickyBomb Range +5

HMG Squad
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Mortar Squad
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, Range +10 (mortar only, not carbines)
-Vet3 Health 1.1, Cover Ability*

Sniper
-Vet1 Recieved Accuracy 0.8
-Vet2 Sight +5, Health 1.1
-Vet3 Range 1.1, Recieved Accuracy 0.9, Sight +5

Airborne
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Fireup -50s
-Vet3 Health 1.1, Cover ability*, Damage 1.1, Fireup -50s

Rangers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Fireup -50s, Penetration 1.25
-Vet3 Health 1.1, Cover ability*, Damage 1.1, Fireup -50s

57mm AT Gun
-Vet1 Speed 1.1, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5

Jeep
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.15, Speed 1.15, Sight +5
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Sight +5

M3 Halftrack
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Quad
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

M8 Greyhound
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

M10 Tank Destroyer
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85, Moving Ability*
-Vet3 Recieved Penetration 0.8, Sight +5

Sherman
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.87
-Vet3 Recieved Penetration 0.8, Sight +5

Crocodile
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Calliope
-Vet1 Recieved Damage 0.9
-Vet2 Recieved Accuracy 0.85, Recharge -15s, Range 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s

Pershing
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05,
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Howitzer
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s



Wehrmacht:
Pioneers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, +30% repair rate, range +10 (mp40 only)
-Vet3 Health 1.1, Cover ability*, Damage 1.15, +30% repair rate

Volksgrenadiers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on MP40s), Damage 1.1, Extra Panzerfaust

Grenadiers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability*, Damage 1.1

MG42
-Vet1 Suppression 1.15, Regeneration
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Mortar
-Vet1 Suppression 1.15, Regeneration
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Sniper
-Vet1 Health Regeneration
-Vet2 Accuracy 1.25, Health 1.35 (Accuracy 1.25 should offset US Sniper Vet1, and assist Wehr Sniper against Support Weapons in Garrison)
-Vet3 Cooldown 0.7

Officer
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.2, Recieved Accuracy 0.85
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Stormtroopers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on MP44s), Damage 1.1

Knights Cross Holders
-Vet1 Recieved damage 0.85, Regeneration, Panzerfaust Available
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1, Extra Panzerfaust

PAK 38 ATG
-Vet1 Speed 1.1, Recieved Damage 0.85, Regeneration
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5

Motorcycle
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Sight +5
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Sight +5

Halftrack
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Flammenwerfer HT
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.15, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Walking Stuka HT
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Speed 1.15, Recharge -10s
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -15s

Puma AC
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Penetration 1.25
-Vet3 Accuracy 1.2, Recieved Damage 0.9, Range +5, Sight +5

Ostwind
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Reload 0.9

StuG
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85
-Vet3 Recieved Penetration 0.8, Sight +5, Vehicle Cover+*

StuH
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85
-Vet3 Recieved Penetration 0.8, Sight +5, Vehicle Cover+*

Panzer IV
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Panther
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Tiger
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1, Turret Speed 1.1

Tiger Ace
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.9, Sight +5, Health 1.1

King Tiger
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.95, Speed 1.1
-Vet3 Recieved Penetration 0.9, Sight +5, Recieved Damage 0.95, Turret Speed 1.1

Nebelwerfer
-Vet1 Recieved Damage 0.9, Damage 1.15, Regeneration
-Vet2 Recieved Accuracy 0.9, Recharge -5s, Range 1.1, Speed 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -10s

Flak 88
-Vet1 Recieved Damage 0.83, Regeneration
-Vet2 Recieved Accuracy 0.8, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +15 (initial sight is 10 lower than normal AT gun.)




British
Sappers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, +30% repair rate
-Vet3 Health 1.1, Cover ability*, Damage 1.15, +30% repair rate

Recon Tommies
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Marksmanshot -20s
-Vet3 Health 1.1, Cover ability*, Damage 1.1, Marksmanshot -30s

Tommies
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Lieutenant
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.2, Recieved Accuracy 0.9
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1, Aura Radius +10

Captain
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.2, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Commandos
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1, Extra Smoke

PIAT Commando
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Mortar Commando
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

HMG Commando
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Mortar Team
-Vet1 Suppression 1.15, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.25

Vickers MG Team
-Vet1 Suppression 1.25, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.25

17 Pounder
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5, Health 1.15

25 Pounder Howitzer
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s

Bofors
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5, Health 1.15

Bren Carrier
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Sight +5
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Detection +5

MMG Carrier
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Health 1.1
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Tetrarch Light Tank
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Stuart Light Tank
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Recieved Accuracy 0.9

Cromwell Command Tank
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Aura Radius +10

Cromwell
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Sherman Firefly
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Churchill
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Churchill Crocodile
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Churchill AVRE
-Vet1 Move Speed 1.1, Recharge -5s
-Vet2 Recieved Accuracy 0.9, Recharge -10s
-Vet3 Recieved Damage 0.85, Recharge -10s

Priest
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.1, Speed 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s, Speed 1.1






Panzer Elite
Panzer Grenadiers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability, +20% repair rate
-Vet3 Health 1.1, Cover ability*, Damage 1.1, +20% repair rate

Assault Grenadiers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1

Tank Buster Infantry
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Damage 1.15, Sprint Ability
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Luftwaffe Infantry
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability, +20% repair rate
-Vet3 Health 1.1, Cover ability*, Damage 1.1, +20% repair rate

Fallschirmjaegers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on FG42s), Damage 1.1, Extra Panzerfaust

Kettenkrad //can't vet yet
-Vet1 Recieved Accuracy 0.75
-Vet2 Speed 1.35, Recieved Damage 0.9, Sight +5
-Vet3 Recieved Damage 0.8, Sight +5

Scout Car
-Vet1 Recieved Accuracy 0.8,
-Vet2 Damage 1.1, Speed 1.15, New Armour Type (Puma), Detection +5
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Sight +10

Infantry Halftrack
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, New Armour Type (Puma)
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Mortar Halftrack
1 Received Accuracy 0.8
2 Speed 1.25
3 Additional Incendiary use - Damage 1.1

Light AT Halftrack
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.25, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Armoured Car
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, New Armour Type (Puma)
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Marder III
-Vet1 Recieved Damage 0.83
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5

Panzer IV IS
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Panther
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Bergetiger //can't vet yet
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Damage 0.8, Speed 1.15
-Vet3 Recieved Penetration 0.8, Sight +5

Hummel
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.1, Speed 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s, Speed 1.2

Hetzer
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Jadgpanther
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.95
-Vet3 Recieved Penetration 0.9, Sight +5, Recieved Damage 0.95

Wirbelwind
-Vet1 Recieved Damage 0.85
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Flakvierling
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Accuracy 0.8, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Range +5

Flak 88
-Vet1 Speed 1.1, Recieved Damage 0.87
-Vet2 Recieved Accuracy 0.8, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +15
« Last Edit: April 30, 2009, 09:49:35 am by Unkn0wn » Logged



Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
Malevolence Offline
Donator
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Posts: 1871



« Reply #1 on: February 17, 2009, 03:18:44 pm »

<3in' it.
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Akranadas' Greatest Hits, Volume 1:

Quote from: Akranadas
Vet has nothing to do with unit preformance.

Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #2 on: February 17, 2009, 03:26:00 pm »

Whats the Cover ability?
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stumpster Offline
Honoured Member
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Posts: 2197


« Reply #3 on: February 17, 2009, 03:26:49 pm »

Says at the top of the Vet list.

*Cover Ability: When Vet3, units get a new ability that, when in cover, are harder to hit. This will stack with the Vet bonuses and encourage Veteran units to stick to cover.
The ability is always active (like Zeal) and the modifier will be Recieved Accuracy 0.85 OR Damage 0.85.
Logged
SaltLick Offline
EIR Regular
Posts: 13


« Reply #4 on: February 17, 2009, 03:28:18 pm »

*Cover Ability: When Vet3, units get a new ability that, when in cover, are harder to hit. This will stack with the Vet bonuses and encourage Veteran units to stick to cover.
The ability is always active (like Zeal) and the modifier will be Recieved Accuracy 0.85 OR Damage 0.85.

Sounds good.  Hopefully all the server stuff is sorted out pretty quickly so we can get these in.
Logged
Fingertrapped
Guest
« Reply #5 on: February 17, 2009, 03:37:03 pm »

LMAO

AC with puma armor!

Thats gonna be NERFED after a couple of games with me microing AC's!
Logged
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #6 on: February 17, 2009, 03:40:55 pm »

lol, and everyone thought the last set of VET stuff made it hard for new users lol... wow.
Logged

Bubblesatan Offline
EIR Veteran
Posts: 63



« Reply #7 on: February 17, 2009, 03:42:23 pm »

Oh damn, I hate damage reduction, it gives a shitload of healt.
Logged
Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #8 on: February 17, 2009, 03:44:19 pm »

Quote from: notepad
StuH
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85
-Vet3 Recieved Penetration 0.8, Sight +5, Vehicle Cover+*

What would a StuH do with 1.1 penetration?
Logged

"Chance favors the prepared mind"
EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #9 on: February 17, 2009, 03:44:58 pm »

Oh sorry, didn't see it.
But what about the assault bonus, what kind of bonuses does it give exactly?
Logged
Bubblesatan Offline
EIR Veteran
Posts: 63



« Reply #10 on: February 17, 2009, 03:46:48 pm »

Maybe your volks throw 2 grenades each at one time?
Logged
OhSlowpoke Offline
EIR Regular
Posts: 18


« Reply #11 on: February 17, 2009, 03:48:30 pm »

Wait wait wait...

Counterbattery is going to be a Vet 3 Ability, NOT a Doctrinal one?

I call shenanigans.
Logged
RikiRude Offline
Donator
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Posts: 4376



« Reply #12 on: February 17, 2009, 04:02:15 pm »

Quote from: notepad
StuH
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85
-Vet3 Recieved Penetration 0.8, Sight +5, Vehicle Cover+*

What would a StuH do with 1.1 penetration?

Might make better use of the penetration then the croc does at lest =P
Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #13 on: February 17, 2009, 04:11:45 pm »

Some of these make no sense, but its better than what we have. PE HTs at vet 2 = win.

Croc bonus to penetration = wtf?

Same for STuH

Say what?

Jeep + damage?

Change Ranger vet 2 to be affected by weapon choice. Why would SMG rangers buy vet 2 when half the bonuses are to weapons they don't have?
« Last Edit: February 17, 2009, 04:19:20 pm by AmPmAllied » Logged

509th Airborne
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #14 on: February 17, 2009, 04:12:40 pm »

this is a draft, put out before it is committed so people can have a chance to offer constructive feedback.

like fixing the crocodile penetration .. Obviously we are going for more of a generalized list.
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Khorney Offline
EIR Veteran
Posts: 221



« Reply #15 on: February 17, 2009, 04:17:50 pm »

concerning vet 3 arty, will the counter battery ability be a replacement for the doctrine ability, or in addition to, should you not choose that branch (when you make them)
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Malevolence Offline
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Posts: 1871



« Reply #16 on: February 17, 2009, 04:20:58 pm »

Quote
LMAO

AC with puma armor!

Thats gonna be NERFED after a couple of games with me microing AC's!

Didn't notice this.

This change is fucking insane, please do not implement.
Logged
EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #17 on: February 17, 2009, 04:22:14 pm »

Please implement.
Ac is just a glass cannon anyway.
« Last Edit: February 17, 2009, 04:25:03 pm by EliteGrens » Logged
AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #18 on: February 17, 2009, 04:27:13 pm »

Quote
Tiger
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1, Turret Speed 1.1

Tiger Ace
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.9, Sight +5, Health 1.1

King Tiger
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.95, Speed 1.1
-Vet3 Recieved Penetration 0.9, Sight +5, Recieved Damage 0.95, Turret Speed 1.1

Why are the german heavy tank vet levels such crap compared to almost everything else? Why would I pay for a 5% health increase, penetration that is NOT needed, and an accuracy bonus that really isn't that good?

Then at vet 3 they get another very minor buff?

Replace penetration with damage, and the health bonuses/damage reductions are so small as to be a joke.
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scrapking Offline
EIR Veteran
Posts: 924


« Reply #19 on: February 17, 2009, 04:33:31 pm »

Really great, creative vet changes.  Sexy. 

Regarding the QQ about hafltrack vet....  let's remember a few things, for one it isn't easy to vet up such a fragile vehicle.  Secondly, once you do vet it up, you'll need to spend PP to get it there, which is a non-refundable investment should it die.  And finally, keeping it alive, even with the armor bonus isn't exactly easy either. 

Your safest PP vet investments are going to be heavy armor, quality / elite infantry squads and some artillery.  Maybe snipers too.  Pretty much everything else is one unlucky move away from death at any given moment.  Not a smart way to spend your PP.



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