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Developer's Question #1
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Topic: Developer's Question #1 (Read 13794 times)
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Unkn0wn
No longer retired
Posts: 18379
Developer's Question #1
«
on:
April 28, 2009, 06:35:41 am »
Hey all,
With the development team we are always looking for new ways of improving our product and reaching out to larger crowds, to achieve this sometimes it simply suffices to ask the community an official question about one of the game's current and/or future aspects.
Some of you have been around long enough to remember this concept being tried in the past, with success, and therefore we would like to give it another go.
Our first question is the following:
We would like you to write out your thoughts on the current PP veterancy system.
Should the PP cost on vet levels be lifted on some units? Which units do you think should still cost PPs, at which levels should you still have to pay PPs, how much should you have to pay, etc.
We'd like specific lists of units, with argumentation, and so forth.
Please post in a respectful, constructive and intelligent manner.
I can assure you we will evaluate and reflect on any content posted in such manner.
Shoot!
«
Last Edit: April 28, 2009, 06:48:23 am by Unkn0wn
»
Logged
CafeMilani
Aloha
Posts: 2994
Re: Developer's Question #1
«
Reply #1 on:
April 28, 2009, 06:54:19 am »
vet3 should cost 2or 3 instead of 1 PP because:
its very easy to gain vet on units atm-> there are too many vet 3 units around atm, even vet3 tanks
Logged
Two
EIR Veteran
Posts: 2079
Re: Developer's Question #1
«
Reply #2 on:
April 28, 2009, 07:25:40 am »
Basic Infantry - vet 1 = 1pp vet 2 = 2pp vet 3 = 3pp
Elite infantry - vet 1 = 1pp vet 2 = 3pp vet 3 = 5pp
Static Arty - vet 1 = 0pp vet 2 = 1pp vet 3 = 2pp
Mobile Arty - vet 1 = 1pp vet 2 = 2pp vet 3 = 3pp
Tanks - vet 1 = 2pp vet 3 = 3pp vet 3 = 5pp
(basic list, will go in depth later, once i know what each units vet does, maybe some vet isnt worth those prices for some units))
Yet this is based on the current system where we dont have doctrines to spend pp on (such as spend more pp on arty to get more arty, which would make you have to decide what you wanted)
But, i think the snipers should have the pp cost removed and every lvl of vet treated like vet 1, snipers are too easy to kill to be worth spending pp on vet which doesnt really give a difference.
«
Last Edit: April 28, 2009, 07:35:53 am by Two
»
Logged
Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Lai
Propaganda Minister
Posts: 3060
Re: Developer's Question #1
«
Reply #3 on:
April 28, 2009, 07:40:31 am »
Quote from: aloha622 on April 28, 2009, 06:54:19 am
vet3 should cost 2or 3 instead of 1 PP because:
its very easy to gain vet on units atm-> there are too many vet 3 units around atm, even vet3 tanks
Vet 3 does cost 2 PP atm. Some units need 2 PP for vet 2 even.
Btw alohy, what is your launcher name? I've never seen you around even though it seems like you're playing actively.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: Developer's Question #1
«
Reply #4 on:
April 28, 2009, 08:45:53 am »
I like the idea Two mentioned. Less healthy units should cost less PP and some maybe shouldnt cost any (Vampire Halftruck, Kettenkrad).
Quote from: Lai on April 28, 2009, 07:40:31 am
Vet 3 does cost 2 PP atm. Some units need 2 PP for vet 2 even.
Btw alohy, what is your launcher name? I've never seen you around even though it seems like you're playing actively.
What's your launcher name btw?
Logged
BigDick
Guest
Re: Developer's Question #1
«
Reply #5 on:
April 28, 2009, 09:07:16 am »
make it dependent on health and armor of units
and pp costs should be high it should hurt to loose a vet unit
for me i find to upgrade the most units not worth but there are many vet units around
that shows me that vet is not expensive enough...
probably a dev can make a database request of average vet of every unit type...e.g. 23% of all stormtroopers are at least vet2 and only 5% of all scoutcars are at least vet 2
based on that you guys could see what units vet up quickly (exp costs to low) and for what units people spend almost always pp to vet them up (pp costs to low)
than you can think about raising exp costs (or lowering) or changing pp for that unit type....
Logged
CafeMilani
Aloha
Posts: 2994
Re: Developer's Question #1
«
Reply #6 on:
April 28, 2009, 09:22:04 am »
Quote from: Two on April 28, 2009, 07:25:40 am
Basic Infantry - vet 1 = 1pp vet 2 = 2pp vet 3 = 3pp
Elite infantry - vet 1 = 1pp vet 2 = 3pp vet 3 = 5pp
Static Arty - vet 1 = 0pp vet 2 = 1pp vet 3 = 2pp
Mobile Arty - vet 1 = 1pp vet 2 = 2pp vet 3 = 3pp
Tanks - vet 1 = 2pp vet 3 = 3pp vet 3 = 5pp
(basic list, will go in depth later, once i know what each units vet does, maybe some vet isnt worth those prices for some units))
Yet this is based on the current system where we dont have doctrines to spend pp on (such as spend more pp on arty to get more arty, which would make you have to decide what you wanted)
But, i think the snipers should have the pp cost removed and every lvl of vet treated like vet 1, snipers are too easy to kill to be worth spending pp on vet which doesnt really give a difference.
mobile arty should definately cost more to vet up
and still: game spammer will have tons of vetted units...
@bigdick: armor, health and type of unit (effectiveness)
like: a panther does of more damage than a sherman but a sherman (even upgunned) is much better in killing infantry and not too bad in killing tanks.
so it should not cost 10PP to vet up a panther and 5 PP to vet up a sherman
«
Last Edit: April 28, 2009, 09:27:02 am by aloha622
»
Logged
Lai
Propaganda Minister
Posts: 3060
Re: Developer's Question #1
«
Reply #7 on:
April 28, 2009, 09:28:01 am »
Quote from: Baine on April 28, 2009, 08:45:53 am
Quote from: Lai on April 28, 2009, 07:40:31 am
Btw alohy, what is your launcher name? I've never seen you around even though it seems like you're playing actively.
What's your launcher name btw?
I believe you know it already Bainy, it's Rusty. Alohy still hasn't responded to my question :/
Logged
Warlight
Donator
Posts: 304
Re: Developer's Question #1
«
Reply #8 on:
April 28, 2009, 09:56:01 am »
Vet one should never cost anything, when your saving for for things like doctrains and advantages its to limiting. Vet two is generaly the better upgrade, but still isn't as viable when your still trying to get advantages.
I don't mind vet two and three being more restricted. But the way things can be killed in the game, in particularly german infantry compaired to allied, its a pain to spend a third or more PP from a game to vet a unit, to have it whiped out by a Vet 2-3 BAR squad with instant suprssion, or random artillery strikes.
Vet costs should definatly depend on the frigileness of the unit. Heck things like Pios probubly should be able to go all teh way to vet three without PP, butalmost every units should be looked at to see.
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Developer's Question #1
«
Reply #9 on:
April 28, 2009, 09:56:28 am »
Quote
Basic Infantry - vet 1 = 1pp vet 2 = 2pp vet 3 = 3pp
Elite infantry - vet 1 = 1pp vet 2 = 3pp vet 3 = 5pp
Static Arty - vet 1 = 0pp vet 2 = 1pp vet 3 = 2pp
Mobile Arty - vet 1 = 1pp vet 2 = 2pp vet 3 = 3pp
Tanks - vet 1 = 2pp vet 3 = 3pp vet 3 = 5pp
+1 And more pps for heavy armour.
Aloha is probably playing now on nicks "IEatNoobzOnBreakFast", "ThisGameIzImba" and
"IfIl00seItsYourFault"
«
Last Edit: April 28, 2009, 10:00:16 am by Draken
»
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Developer's Question #1
«
Reply #10 on:
April 28, 2009, 10:16:54 am »
Whose 'AppleSucksBalls' then?
I think the infantry is fine the way it is.. except for storm troopers. Infantry is so easily lost right now with the vet tables the way they are . As someone was saying in another post vetted units get called off the field much more easily than non vetted units, so players are already paying a price for protecting their vet.
StormTroppers should have their vet increased 1 pp per vet2 and 3 respectively, the ability to be able to throw stun grenades and be that close to targets with mp44s is just outrageous.(I'd know, I use it.)
Also.. Nebelwerfers need a pp cost increase or their availability reserves reduced 0 - These things are just beastly as all hell right now. I just played a game vs Akranadas and AmPm. My vet 3 nebel got 25 inf kills and 2 emplacement kills.
Logged
God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
Killer344
The Inquisitor
Posts: 6904
Re: Developer's Question #1
«
Reply #11 on:
April 28, 2009, 11:00:30 am »
If we keep the pp gain and the veterancy table untouched this would be the best way imo.
Quote
Americans
:
Engineers (2.0)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Received Suppression 0.85
FREE
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
Riflemen (1.6)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, StickyBomb Range +10
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2, Received Suppression 0.8
1PP
HMG Squad (1.8 )
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Sight 10, Damage 1.2
FREE
-Vet3 Health 1.1, Accuracy 1.15, Suppression 1.2
2PP
Mortar Squad (1.6)
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Accuracy 1.15, Reload 0.8
FREE
-Vet3 Health 1.1, Cover Ability*, Range +10
2PP
Sniper (1.0)
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Health 1.2
FREE
-Vet3 Range +10, Received Accuracy 0.9
2PP
Airborne (1.0)
-Vet1 Received damage 0.80
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Fireup -30s
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2, Fireup -30s
2PP
Rangers (0.8 )
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Fireup -30s
1PP
-Vet3 Health 1.1, Cover ability, OR Assault bonus*, Damage 1.2, Fireup -30s
2PP
57mm AT Gun (1.4)
-Vet1 Speed 1.1, Received Damage 0.85
FREE
-Vet2 Received Accuracy 0.85, Penetration 1.15
FREE
-Vet3 Damage 1.25, Penetration 1.15, Range +5
2PP
Jeep (2.5)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2, Sight +5
FREE
-Vet3 Accuracy 1.2, Received Damage 0.8, Sight +5
1PP
M3 Halftrack (2.0)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2, Health 1.15
1PP
-Vet3 Accuracy 1.2, Received Damage 0.8
1PP
Quad (1.7)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2, Health 1.15
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85, Reload 0.9
1PP
M8 Greyhound (1.6)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Speed 1.2, Health 1.15, Damage 1.2, Additional Mine Use
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
2PP
M10 Tank Destroyer (1.5)
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Penetration 1.1, Accuracy 1.15, Moving Ability*
1PP
-Vet3 Speed 1.2, Reload 0.9
2PP
Sherman (0.8 )
-Vet1 Received Damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Damage 0.9, Range +5
1PP
-Vet3 Penetration 1.2, Damage 1.2
2PP
Crocodile (1.0)
-Vet1 Received Damage 0.85
FREE
-Vet2 Speed 1.1, Accuracy 1.15, Received Damage 0.9
1PP
-Vet3 Damage 1.2, Turret Rotation 1.2
2PP
Calliope (0.4)
-Vet1 Speed 1.15
1PP
-Vet2 Recharge -20s, Range +10
2PP
-Vet3 Damage 1.2, Recharge -20s
3PP
Pershing (0.4)
-Vet1 Received Damage 0.85
1PP
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.2
2PP
-Vet3 Received Penetration 0.8, Damage 1.2
3PP
Howitzer (1.6 )
-Vet1 Received Damage 0.75
FREE
-Vet2 Range +25, Recharge -30s
1PP
-Vet3 Reload 0.75(rate of fire), Recharge -30s
2PP
Quote
Wehrmacht
:
Pioneers (2.0)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Health 1.2
FREE
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
Volksgrenadiers (1.6)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Extra Panzerfaust
1PP
-Vet3 Health 1.15, Cover ability, or Assault Bonus*, Damage 1.2, Range (K98 only) +5
1PP
Grenadiers (1.0)
-Vet1 Regeneration (0.028)
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Received damage 0.85,
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
MG42 (1.8 )
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Sight 1.15, Suppression 1.15
FREE
-Vet3 Health 1.1, Accuracy 1.15, Damage 1.2
2PP
Mortar (1.4)
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Suppression 1.15, Accuracy 1.15
FREE
-Vet3 Health 1.1, Cover Ability*, Damage 1.2
2PP
Sniper (1.0)
-Vet1 Health Regeneration (0.035)
FREE
-Vet2 Accuracy 1.25
FREE
-Vet3 Cooldown 0.7
2PP
Officer (2.0)
-Vet1 Received damage 0.85, Regeneration (0.035)
FREE
-Vet2 Upgrade Armor to infantry Elite, Will use a Mp40
1PP
-Vet3 Health 1.15, Cover ability*, Barrage Cooldown -120s
2PP
Stormtroopers (0.8 )
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Additional Bundle Nade
1PP
-Vet3 Health 1.1, Cover ability, Or Assault Bonus*, Damage 1.2
2PP
Knights Cross Holders (0.7)
-Vet1 Received damage 0.857
1PP
-Vet2 Accuracy 1.15, Received Accuracy 0.9
1PP
-Vet3 Health 1.1, Assault Bonus*, Damage 1.2, Received Suppression 0.5
2PP
PAK 38 ATG (1.4)
-Vet1 Speed 1.1, Received Damage 0.85
FREE
-Vet2 Received Accuracy 0.85, Penetration 1.15
FREE
-Vet3 Damage 1.25, Penetration 1.15
2PP
Motorcycle (2.5)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Health 1.2, Speed 1.2, Sight +5
FREE
-Vet3 Accuracy 1.2, Received Damage 0.8, Sight +5
1PP
Axis Halftrack (2.0)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2, Health 1.15
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
1PP
Flammenwerfer HT (1.8 )
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85, Health 1.1
1PP
Walking Stuka HT (1.0 )
-Vet1 Received Damage 0.8
FREE
-Vet2 Speed 1.15, Recharge -15s
1PP
-Vet3 Damage 1.2, Recharge -15s
2PP
Puma AC (1.6)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.15, Range +10
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
2PP
Ostwind (1.0 )
-Vet1 Received Damage 0.85
FREE
-Vet2 Accuracy 1.2, Reload 0.9, Received Damage 0.9
1PP
-Vet3 Damage +1.2, Reload 0.9
2PP
StuG (1.3)
-Vet1 Received Damage 0.9
FREE
-Vet2 Penetration 1.1, Accuracy 1.15, Received Damage 0.85
1PP
-Vet3 Received Penetration 0.8, Vehicle Cover+*
2PP
StuH (1.0)
-Vet1 Received Damage 0.9
FREE
-Vet2 Damage 1.2, Accuracy 1.15, Received Damage 0.85
1PP
-Vet3 Received Penetration 0.8, Speed 1.15
2PP
Panzer IV (0.8 )
-Vet1 Received Damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Damage 0.9, Range +5
1PP
-Vet3 Received Penetration 0.8, Damage 1.2
2PP
Panther (0.3)
-Vet1 Received Damage 0.9
1PP
-Vet2 Penetration 1.1, Accuracy 1.15, Received Damage 0.9
2PP
-Vet3 Speed 1.2, Received Penetration .8
3PP
Tiger (0.3)
-Vet1 Received Damage 0.9
1PP
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.15
2PP
-Vet3 Received Penetration 0.8, Turret Speed 1.1
3PP
Tiger Ace (0.1)
-Vet1 Received Damage 0.95
1PP
-Vet2 Penetration 1.05, Accuracy 1.05, Health 1.05
2PP
-Vet3 Received Penetration 0.95, Health 1.1
3PP
King Tiger (0.2)
-Vet1 Received Damage 0.9
1PP
-Vet2 Accuracy 1.15, Health 1.1 Speed 1.15
2PP
-Vet3 Received Penetration 0.9, Speed 1.15
3PP
Nebelwerfer (1.7)
-Speed 1.2
FREE
-Vet2 Received Accuracy 0.9, Suppression 1.15, Recharge -10s,
1PP
-Vet3 Recharge -10s, Damage 1.2
2PP
Flak 88 (1.8 )
-Vet1 Regeneration (0.035), Received Damage .85
FREE
-Vet2 Received Accuracy 0.8, Sight +5
1PP
-Vet3 Damage 1.2, Rotation Speed 1.25, Sight +10
2PP
Quote
British
Sappers (1.8 )
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9,
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2
1PP
Recon Tommies (1.4)
-Vet1 Received damage 0.85, Detection +5
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Marksmanshot -30s,
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2, Marksmanshot -30s
2PP
Tommies (1.0)
-Vet1 Regeneration (0.028)
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Received damage 0.85
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
Lieutenant (1.5)
-Vet1 Received damage 0.8, Regeneration (0.035)
FREE
-Vet2 Accuracy 1.2, Received Accuracy 0.8
1PP
-Vet3 Health 1.2, Assault Bonus*, Damage 1.2, Aura Radius +10
2PP
Captain (1.5)
-Vet1 Received damage 0.8, Regeneration (0.035)
FREE
-Vet2 Accuracy 1.2, Received Accuracy 0.8
1PP
-Vet3 Health 1.2, Cover ability*, Damage 1.2
2PP
Commandos (0.8 )
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, -30s Smoke Recharge
1PP
-Vet3 Health 1.1, Assault Bonus*, Damage 1.2, -30s Smoke Recharge
2PP
PIAT Commando (1.5)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.2, Received Accuracy 0.9, -30s Smoke Recharge
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2, -30s Smoke Recharge
1PP
Mortar Commando (1.6)
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Accuracy 1.15, Reload 0.8
FREE
-Vet3 Health 1.1, Cover Ability*, Range +10
2PP
HMG Commando (1.8 )
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Sight 10, Damage 1.2
FREE
-Vet3 Health 1.1, Accuracy 1.15, Suppression 1.1
2PP
Mortar Team (1.8 )
-Vet1 Received Damage 0.75
FREE
-Vet2 Accuracy 1.15, Received Damage 0.9
FREE
-Vet3 Health 1.25, Reload 0.8, Range 10
2PP
Vickers MG Team (2.0 )
-Vet1 Received Damage 0.75
FREE
-Vet2 Received Accuracy 0.8, Accuracy 1.15, Suppression 1.15
FREE
-Vet3 Suppression 1.15, Damage 1.2
2PP
17 Pounder (1.8 )
-Vet1 Received Damage 0.75
FREE
-Vet2 Range +5, Reload 0.9
FREE
-Vet3 Damage 1.25, Range +5, Sight +10
2PP
25 Pounder Howitzer (1.8 )
-Vet1 Received Damage 0.75, Reload 0.9, Range 10
FREE
-Vet2 Reload 0.8, Range 10, Recharge -30s,
1PP
-Vet3 Reload 0.8, Range 10, Recharge -30s
2PP
Bofors (2.0)
-Vet1 Received Damage 0.75
FREE
-Vet2 Received Accuracy 0.85, Damage 1.2, Accuracy 1.15
1PP
-Vet3 Damage 1.2, reload 0.95, Sight +10
2PP
Bren Carrier (2.5)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2, Sight +10
FREE
-Vet3 Accuracy 1.2, Received Damage 0.8, Detection +10
2PP
MMG Carrier (2.0)
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Damage 1.2, Speed 1.2, Health 1.15
FREE
-Vet3 Accuracy 1.2, Received Damage 0.8
2PP
Tetrarch Light Tank (1.6)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.15, Penetration 1.2
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
2PP
Stuart Light Tank (1.8 )
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.15, Additional use of Canister Round
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
2PP
Cromwell Command Tank (1.0)
-Vet1 Received Damage 0.8
FREE
-Vet2 Received Damage 0.8, Speed 1.1, Aura Radius +5, Addition Creeping Smoke Barrage
1PP
-Vet3 Received Penetration 0.8, Aura Radius +10
2PP
Cromwell (1.0 )
-Vet1 Received Damage 0.85
FREE
-Vet2 Penetration 1.2, Accuracy 1.2, Range +5
1PP
-Vet3 Damage 1.2, Penetration 1.15
2PP
Sherman Firefly (0.4)
-Vet1 Received Damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Damage 0.9
1PP
-Vet3 Damage 1.2, Reload 0.9
3PP
Churchill (0.8 )
-Vet1 Received Damage 0.9
FREE
-Vet2 Penetration 1.2, Accuracy 1.15, Health 1.2, Tank Shock Cooldown -30 seconds
1PP
-Vet3 Penetration 1.15, Damage 1.2, Tank Shock Cooldown -30 seconds
2PP
Churchill Crocodile (0.6)
-Vet1 Received Damage 0.9
FREE
-Vet2 Penetration 1.2, Accuracy 1.15, Speed 1.15
1PP
-Vet3 Received Penetration 0.8, Damage 1.2
2PP
Churchill AVRE (1.0)
-Vet1 Received Damage 0.85, Speed 1.10
FREE
-Vet2 Turret Rotation 1.2, Range +10, Recharge -30s
1PP
-Vet3 Received Damage 0.85, Recharge -30s
2PP
Priest (0.7)
-Vet1 Speed 1.25, Reload 0.9
1PP
-Vet2 Reload 0.8, Recharge -20s, Additional Creeping Barrage
2PP
-Vet3 Reload 0.8, Recharge -20s
3PP
Quote
Panzer Elite
Panzer Grenadiers (1.6)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Sprint Ability
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
Assault Grenadiers (1.0 )
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Sprint Ability
1PP
-Vet3 Health 1.1, Assault Bonus*, Damage 1.2, Received Suppression 0.7
2PP
Tank Buster Infantry (1.2)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.2, Received Accuracy 0.9, Sprint Ability
1PP
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
Luftwaffe Infantry (1.6)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Sprint Ability,
FREE
-Vet3 Health 1.1, Cover ability*, Damage 1.2
2PP
Fallschirmjaegers (1.0)
-Vet1 Received damage 0.85
FREE
-Vet2 Accuracy 1.15, Received Accuracy 0.9, Sprint Ability, Additional Panzerfaust use
1PP
-Vet3 Health 1.1, Assault Bonus*, Damage 1.2,
2PP
Kettenkrad (2.5)
-Vet1 Recieved Accuracy 0.75
FREE
-Vet2 Speed 1.35, Received Damage 0.9, Sight +5
FREE
-Vet3 Received Damage 0.8, Sight +10
1PP
Scout Car (2.5)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Damage 1.2, Speed 1.2, Sight +10
FREE
-Vet3 Accuracy 1.2, Received Damage 0.85, Detection +10
2PP
Radio Scout Car (2.0)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Received Damage 0.85, Sight +10, Aura Radius + 10
FREE
-Vet3 Damage 1.2, Accuracy, 1.2, Aura Strength Increase
2PP
Munitions Halftrack (2.0)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Received Damage 0.85, Aura Radius +5
FREE
-Vet3 Speed 1.2, Aura Radius +10
2PP
Vampire Halftrack (2.0)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Received Damage 0.85, Infantry Awareness +5
FREE
-Vet3 Speed 1.2, Infantry Awareness +10
2PP
Infantry Halftrack (2.0)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Received Damage 0.75, Damage 1.2, Speed 1.2, FREE
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
1PP
Mortar Halftrack (1.4)
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Speed 1.2, Accuracy 1.15, Incendiary Barrage cooldown -30s
1PP
-Vet3 Damage 1.15, Incendiary Barrage cooldown -30s
2PP
Light AT Halftrack (1.8 )
-Vet1 Received Accuracy 0.75
FREE
-Vet2 Penetration 1.2, Speed 1.2, Focus fire cooldown -40s
1PP
-Vet3 Penetration 1.25, Damage 1.2, Accuracy 1.15, Treadbreaker cooldown -40s
2PP
Armoured Car (1.9 )
-Vet1 Received Accuracy 0.8
FREE
-Vet2 Damage 1.2, Speed 1.15 Received Damage 0.8
1PP
-Vet3 Accuracy 1.2, Received Damage 0.85
2PP
Marder III (1.4)
-Vet1 Received Damage 0.85
FREE
-Vet2 Penetration 1.15, Received damage 0.90
1PP
-Vet3 Damage 1.25, Penetration 1.15, Accuracy 1.10
2PP
Panzer IV IS (1.0)
-Vet1 Received Damage 0.85
FREE
-Vet2 Accuracy 1.2, Damage 1.2, Range +5
1PP
-Vet3 Reload 0.9, Range +5
2PP
Panther (0.3)
-Vet1 Received Damage 0.9
1PP
-Vet2 Accuracy 1.15, Received Damage 0.9, Range +10
2PP
-Vet3 Received Penetration 0.9, Range +10
3PP
Bergetiger (2.5)
-Vet1 Received Damage 0.8
FREE
-Vet2 Received Damage 0.8, Speed 1.15
FREE
-Vet3 Received Penetration 0.8, speed 1.15
2PP
Hummel (0.5)
-Vet1 Received Damage .75
1PP
-Vet2 Damage 1.2, Speed 1.1, Barrage cooldown -20s,
2PP
-Vet3 Damage 1.1, Speed 1.2, Barrage cooldown -20s
3PP
Hetzer (1.2)
-Vet1 Received Damage 0.85
FREE
-Vet2 Penetration 1.1, Accuracy 1.15
1PP
-Vet3 Received Penetration 0.8, Damage 1.2, Vehicle Cover*
2PP
Jadgpanther (0.2)
-Vet1 Received Damage 0.95
1PP
-Vet2 Accuracy 1.15, Health 1.1, speed 1.1
2PP
-Vet3 Received Penetration 0.9, Health 1.1
3PP
Wirbelwind (1.2)
-Vet1 Received Damage 0.85
FREE
-Vet2 Reload 0.8, Accuracy 1.15, Damage 1.2
1PP
-Vet3 Reload 0.9, Accuracy 1.10, Damage 1.1
2PP
Flakvierling (2.0)
-Vet1 Regeneration (0.035), Received Damage 0.75
FREE
-Vet2 Received Accuracy 0.85, Damage 1.2, Accuracy 1.2
1PP
-Vet3 Damage 1.25, Range +15, Rotation Speed 1.25
2PP
Flak 88 (1.8 )
-Vet1 Regeneration (0.035), Received Damage 0.85
FREE
-Vet2 Received Accuracy 0.8, Sight +5
1PP
-Vet3 Damage 1.2, Rotation Speed 1.25, Sight +10
2PP
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
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.
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Developer's Question #1
«
Reply #12 on:
April 28, 2009, 11:14:05 am »
It looks ok now, don't touch it.
Can I ask what is the progress with doctrines?
Logged
Warlight
Donator
Posts: 304
Re: Developer's Question #1
«
Reply #13 on:
April 28, 2009, 12:54:51 pm »
"Applesucksballs" is miltch, Just played with him, nice guy.
And I generaly agree with killers list, though I might give volks a grens free vet. 2. Same with the PzGrens, they still die really easily, and pulling out after two causulties to save vet isn't always possible and or the right thing to do. But then, I'm an axis Fanboy.
Logged
RikiRude
Donator
Posts: 4376
Re: Developer's Question #1
«
Reply #14 on:
April 28, 2009, 01:40:42 pm »
I'm guessing my thread sparked this.
First off it depends on if we get free XP for winning battles. Because how else are units without weapons going to vet up? Also I think every unit should get vet 1 for free, I like how that works.
Either way, units without weapons, scouting units, and builder units should get vet for free, but the vet advantages shouldn't be as good as units that you are paying PP for. So these units shouldn't get the vet 3 cover bonuses and such, plus these units will be played differently. I would say these units if kept alive for 10 games should be vet 3 by the 10th game, and vet 2 by the 5th game, and vet 1 after 2 games. Units that should get vet for free are: ketten, muni HT, vamp HT, bergetiger, bike, jeep, pios, engs, sappers and maybe the normal bren carrier since it's so weak or maybe not sappers since they are AT as well, hmm and not sure about luft either >_<. I also like the idea of snipers getting free vet, and making the vet advantages they have not so good.
All basic infantry, support weapons, and light vehicles should cost 1 PP for vet 2+3.
All elite infantry, lighty artillery (nebels and stukas) and medium tanks should cost 1 PP for vet 2 and 2 PP for vet 3, panther would be included in this.
All heavy tanks, and heavy arty should cost 2 PP for vet 2 and 2 PP for vet 3. This is for you know, pershing, tiger, priest, howie and so on.
And all super units should be 2 PP for vet 2 and 3 PP for vet 3. This is pretty much just the calli, maybe you would want to put the tiger ace and KT in here as well, but I hear they don't preform as well as people assume they would.
Logged
Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Scyn
EIR Veteran
Posts: 1011
Re: Developer's Question #1
«
Reply #15 on:
April 28, 2009, 01:52:47 pm »
Quote from: RikiRude on April 28, 2009, 01:40:42 pm
All elite infantry, lighty artillery (nebels and stukas) and medium tanks should cost 1 PP for vet 2 and 2 PP for vet 3, panther would be included in this.
Wait.. a Panther is a medium tank?
Quote from: RikiRude on April 28, 2009, 01:40:42 pm
All heavy tanks, and heavy arty should cost 2 PP for vet 2 and 2 PP for vet 3. This is for you know, pershing, tiger, priest, howie and so on.
These suggestions make vet pp cost less for these units. I support this becuase he has no idea what he's talking about, but lessens the amount of pp I have to dish out for pershing vet. So its all good.
Quote from: RikiRude on April 28, 2009, 01:40:42 pm
And all super units should be 2 PP for vet 2 and 3 PP for vet 3. This is pretty much just the calli, maybe you would want to put the tiger ace and KT in here as well, but I hear they don't preform as well as people assume they would.
Again... lessens the amount of PP you have to pay for vet on these units. But I do not support this since I have none of these units.
I think we all appreciate your activity on the forums, but I swear Riki, there's like this river of stupid flowing from your head. You really need to start doing research before making threads and posting, it's getting pretty bad.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Developer's Question #1
«
Reply #16 on:
April 28, 2009, 02:05:05 pm »
Quote from: Warlight on April 28, 2009, 12:54:51 pm
And I generaly agree with killers list, though I might give volks a grens free vet. 2. Same with the PzGrens, they still die really easily, and pulling out after two causulties to save vet isn't always possible and or the right thing to do. But then, I'm an axis Fanboy.
I *thought* about that, but if you give free vet at vet 2 for the axis basic infantry, you also need to do it for the allieds.... and I really wouldn´t like to see free vet 2 for tommies and rifles <3.
Logged
Malevolence
Donator
Posts: 1871
Re: Developer's Question #1
«
Reply #17 on:
April 28, 2009, 02:50:20 pm »
I believe that the PP cost for vet system is fine, but the veterancy absolutely must be worth spending PPs on. For instance, spending 2 PPs to vet up a tiger? Nowhere near as useful as spending 1 PP to vet up two squads of infantry, or support weapons, or what have you.
More costly units need more costly vet, and to balance this they need superior veterancy to lower cost units.
Most veterancy is fine right now with the pricing system we have, but I'd look at things like Tiger, King Tiger, Tiger Ace veterancy benefits versus costs and specifically how the veterancy is designed. For instance I personally would not increase the HP or armor of a tank, I would increase its speed/maneuverability and proficiency with its gun (penetration would be the equivalent of a veteran crew receiving the company's APCR rounds rather than the new crew, for instance, or better aim the result of a veteran gunner - faster movement of the tank from a better driver, or more LOS from a more experienced tank commander... but increasing the tank's HP and armor values doesn't really make a lot of sense from an experience standpoint).
Anyway, yeah, PP for vet is fine IMO, but the vet absolutely must scale to cost.
Logged
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.
Killer344
The Inquisitor
Posts: 6904
Re: Developer's Question #1
«
Reply #18 on:
April 28, 2009, 03:24:38 pm »
Quote from: Malevolence on April 28, 2009, 02:50:20 pm
Anyway, yeah, PP for vet is fine IMO, but the vet absolutely must scale to cost.
That´s what I did, I toned down the PP requeriment to match the veterancy we have <3.
Logged
Malevolence
Donator
Posts: 1871
Re: Developer's Question #1
«
Reply #19 on:
April 28, 2009, 03:31:02 pm »
I'd rather scale the vet up to increase significance of veteran units thereby increasing the playstyle variability between where you can spend PPs
Logged
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