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Author Topic: Veterancy Update  (Read 28338 times)
0 Members and 5 Guests are viewing this topic.
panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #60 on: February 20, 2009, 02:12:03 pm »

It does actually help against Light Vehicles.. but I'll change to Speed 1.1.
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VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #61 on: February 20, 2009, 02:16:10 pm »

Yeah, as far as I can see, attacking a light vehicle with a croc is a move of desperation anyway.  I'd much rather have a roadster croc with a flamethrower than one that can somehow weld through the armor on an armored car.
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EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #62 on: February 20, 2009, 02:18:15 pm »

Please give the Wehrmacht sniper an accuracy boost on Vet 2 or 3.
Its really needed!
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salan Offline
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« Reply #63 on: February 20, 2009, 02:21:00 pm »

Things I want to see done with this list:

Quote
AMERICAN

HMG Squad
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, 10% faster setup time, and packup.
-Vet3 Health 1.1, Cover Ability*, 10% faster setup time, and packup.

Mortar Squad
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, Range +10 (mortar only, not carbines), 10% faster setup time, and packup.
-Vet3 Health 1.1, Cover Ability*, 10% faster setup time, and packup.

57mm AT Gun
-Vet1 Speed 1.1, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.85, Penetration 1.15, 10% faster setup time, and packup.
-Vet3 Damage 1.25, Penetration 1.15, Sight +5, 10% faster setup time, and packup.

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

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

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

Pershing
-Vet1 Recieved Damage 0.935
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.1,
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.125 (needs a 4th buff at tier3 same as tiger and KT)

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


Quote
Wehrmacht

MG42
-Vet1 Suppression 1.15, Regeneration
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15,   10% faster setup time, and packup.
-Vet3 Health 1.1, Cover Ability*, 10% faster setup time, and packup.

Mortar
-Vet1 Suppression 1.15, Regeneration
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15,   10% faster setup time, and packup.
-Vet3 Health 1.1, Cover Ability*, 10% faster setup time, and packup.

PAK 38 ATG
-Vet1 Speed 1.1, Recieved Damage 0.85, Regeneration
-Vet2 Recieved Accuracy 0.85, Penetration 1.15,   10% faster setup time, and packup.
-Vet3 Damage 1.25, Penetration 1.15, Sight +5, 10% faster setup time, and packup.

Ostwind (will penetrate its targets without the buff, its not a anti tank vehicle)
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9, reload 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Reload 0.9,

Flak 88
-Vet1 Recieved Damage 0.83, Regeneration
-Vet2 Recieved Accuracy 0.8, Sight +5, -25% build time
-Vet3 Damage 1.25, Penetration 1.15, Sight +10


brits/pe to follow.
« Last Edit: February 20, 2009, 02:29:43 pm by salan » Logged

panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #64 on: February 20, 2009, 02:21:12 pm »

Quote
Please give the Wehrmacht sniper an accuracy boost on Vet 2 or 3.
Its really needed!
OMG this is comical.
It's there!
1.25 accuracy at vet2. That's another thing someone brought up that's already on the list. Tongue

Salan: I don't know how to reduce setup time or build time. I don't think it's able to be done within Veterancy actions, maybe through SCAR or some ability given by Veterancy... Not sure it's even possible. Also I think the Croc will be fine with Accuracy. Accuracy is important to flamethrower weapons as they use burst and will not hit consistantly. It's just that when they hit, it deals alot of damage. So if we change this to them hitting more often, instead of dealing more damage when hitting, it will remove some of the luck factor. Speed was already implemented and Penetration removed. I'll think about the Ostwind. The bonus in vCoH is alot more than the one I've done.. maybe it's appropriate.
« Last Edit: February 20, 2009, 02:26:13 pm by panzerjager1943 » Logged
VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #65 on: February 20, 2009, 02:24:30 pm »

I can support Salan in those.  As for the fourth buff at vet 3 for the pershing, maybe the turret rotation speed increase?  It's certainly useful, and as a huge fan of the next gen tanks in the old version, I can assure you, it would be useful, more so than you may think.
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salan Offline
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« Reply #66 on: February 20, 2009, 02:24:36 pm »

ah that sucks , it would be a good addition
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Sach Offline
EIR Veteran
Posts: 1211


« Reply #67 on: February 20, 2009, 02:25:47 pm »


Salan: I don't know how to reduce setup time or setup time.


How about setup time, can you reduce that?
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Sach Wins! Cheesy

Would people please stop killing my AVREs. Not cool.
salan Offline
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« Reply #68 on: February 20, 2009, 02:26:28 pm »

rewording it to setup from packing Wink
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #69 on: February 20, 2009, 02:27:14 pm »

Yea, typo, edited in 'setup time and build time.' Same thing really. But maybe I'm just crazy.

As a note on the Pershing: a fourth buff depends all on one thing. But I don't know if I'm allowed to discuss :s have to talk with Salan and Stumpster.
« Last Edit: February 20, 2009, 02:28:54 pm by panzerjager1943 » Logged
UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #70 on: February 20, 2009, 02:36:57 pm »

No turret rotation for croc anymore? sad.
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Hey, it's not going to happen
VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #71 on: February 20, 2009, 02:37:27 pm »

No turret rotation for croc anymore? sad.
I know!  It was endless fun.
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salan Offline
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« Reply #72 on: February 20, 2009, 02:38:41 pm »

the other points of my 'suggestions?'
quad, m8, croc, pershing, howitzer, ostwind, 88
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #73 on: February 20, 2009, 02:40:46 pm »

Don't know how to change buildtime, and I'm going to disregard adding extra 'abilities' for the units that don't have them yet. I'm not sure I'd like to see any other units get them. I'll think about it. Ostwind given a vet2 bonus.
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UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #74 on: February 20, 2009, 02:42:04 pm »

Is reload on Ostwinds that harsh? Is it that noticeable? there is firerate, cooldown and reload, I think the bonus is pretty marginal.
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #75 on: February 20, 2009, 02:45:30 pm »

The Ostwind bursts 3 rounds, then has a 4-6s reload. The reload modifier will be noticable Wink and the burst is assisted by an Accuracy modifier at Vet2.
« Last Edit: February 20, 2009, 02:47:01 pm by panzerjager1943 » Logged
salan Offline
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« Reply #76 on: February 20, 2009, 02:47:28 pm »

Quote
British

ALL INFANTRY/SUPPORT WEAPONS: Regeneration, same as wehrmacht.

Commandos
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Smoke Cooldown -50s
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1, Extra Smoke, Smoke Cooldown -50s

Mortar Commando
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, Range +10 (mortar only, not stens), 10% setup/unpack timer
-Vet3 Health 1.1, Cover Ability*, 10% setup/unpack timer

HMG Commando
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, 10% setup/unpack timer
-Vet3 Health 1.1, Cover Ability*, 10% setup/unpack timer

MMG Carrier (health is so low 1.1% won't help)
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Health 1.1, Range 1.1
-Vet3 Accuracy 1.2, Recieved Damage 0.85


Priest (accuracy is what this unit NEEDS, already has 2 survivability buffs (recieved damage, recieved accuracy)
-Vet1 Recieved Damage 0.85, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.1, Speed 1.1, Shot spread 0.9
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s, Speed 1.1

Don't know how to change buildtime, and I'm going to disregard adding extra 'abilities' for the units that don't have them yet. I'm not sure I'd like to see any other units get them. I'll think about it. Ostwind given a vet2 bonus.


btw i added in the setup timer knowing you said you can't put it in, just for reference.
« Last Edit: February 20, 2009, 02:56:13 pm by salan » Logged
VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #77 on: February 20, 2009, 02:50:33 pm »

I don't know about that, Salan.  With the vet setup they had, you could use it like a walking stuka, and that's not very accurate either.  Maybe just I guess I can't really complain about the priest gaining accuracy, but I don't think Speed is unreasonable.  It is a little bit chunky, even on a road.
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salan Offline
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« Reply #78 on: February 20, 2009, 02:51:22 pm »

I'm going to disregard adding extra 'abilities' for the units that don't have them yet.

remind me of that when you finalize this proposal for approval.
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salan Offline
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« Reply #79 on: February 20, 2009, 02:52:24 pm »

I don't know about that, Salan.  With the vet setup they had, you could use it like a walking stuka, and that's not very accurate either.  Maybe just I guess I can't really complain about the priest gaining accuracy, but I don't think Speed is unreasonable.  It is a little bit chunky, even on a road.

its not unreasonable, but have you actively used it when trying to hit something?
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