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Author Topic: Patch v0.3.7  (Read 3966 times)
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fldash
Administrator / Lead Developer

Posts: 8609


« on: March 13, 2008, 02:53:52 PM »

You now need 25 territories defended to switch sides, but each attacking victory reduces that by 2x the # of territories they attacked instead of a complete reset.

Joint Ops fixed.

RBs now give you a set amount instead of a %.
MP: 50, MU: 15, FU: 10

Homeland Defence is now in effect.  When you have less than 50 territories left you gain 1 extra min on all defensive battles, 1 less min to attack on offensive battles, and a permanent +4 popcap in games.

Omniscience: 50% sight range  -->  40% sight range
Aerial brothers from 30% to 25%
Cohesion from 6% per squad to 1.5% per GI soldier
Artillery Fortification switched with off-Map artillery in the infantry tree as a T2 to T3 and vice versa.  Off-map artillery dropped to 1 use (Artillery expertise still increases up to 4 uses)

On-Board Repairs: 0.15 to 0.1 on all vehicles, and .2 to 0.15 on all tanks
Field Repairs: reduce in repair rate and amount repaired by 33%

Reinforcement now works that it takes 6s longer for each platoon to deploy over the last one.  Your first platoon deploys immeidately, next one takes 6s after you deploy, next one takes 12s after you deploy, etc.
Drop Readiness changed from no timers to a 60% decrease on reinforcement timers.

Engineers -- Triage Center (2pop): 65 MU;  -->  130MU
Riflemen -- BAR: 125 MU; cooldown: 6min -->  145 MU; cooldown: 9min
Rangers -- SMG: 160 MU;  -->  180 MU
Pioneers -- Bunker: Repair (2pop): 70 MU;  -->  140MU

57mm ATG -- AP AT Rounds: 70 MU;  -->  50 MU
AB 57mm ATG -- AB AP AT Rounds: 70 MU;  -->  50 MU

Airborne: 310MP -->  340MP
Rangers: 6 pop  -->  7 pop
Airborne/Ranger -- Grenades: 45 MU;  -->  75 MU;
Airborne -- Satchel: 60 MU; -->  90MU
Allied/Axis HMG: 320 MP; 20 MU; -->  AxisAllied HMG: 250 MP; 20 MU;

Knight's Cross Holders: 410 MP; 145 MU -->  370 MP; 130 MU

Pershing: 625 FU;  -->  660 FU;
Panther: 700 FU;  -->  600 FU;
Tiger: 720 FU;  -->  700 FU;
King Tiger: 850 FU; Popcap: 19;  -->  750 FU; Popcap: 17;

Howitzer: Popcap: 16;  -->  Popcap: 9; Cooldown +100%
'Calliope' Sherman: Popcap: 15;  -->  Popcap: 13;

Fixed Fatherland Defense, AB Eagles (RR), and other broken abilities...
Fixed health issue with Veteran 88.
Fixed Joint Ops.
« Last Edit: March 13, 2008, 03:39:25 PM by fldash » Logged
GamerAndy
Posts: 431



« Reply #1 on: March 13, 2008, 02:56:33 PM »

patch notes? Smiley
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For you, Rocksitter!
http://urltea.com/38uh
fldash
Administrator / Lead Developer

Posts: 8609


« Reply #2 on: March 13, 2008, 02:58:56 PM »

After the changes are made they will come...
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DBSights3
Posts: 87


« Reply #3 on: March 13, 2008, 03:09:41 PM »

Did Omniscience really need the nerf?  Its one of the very few T4's (can't think of any) that don't help you fight better with increased damage, health, or more troops.  Its only advantage was allowing you to see what was coming slightly before everyone else; giving more time to react.  Decreasing the sight range just makes this already limited (it affects sight range!) T4 even worse.  Reconsider?

EDIT:  Now that I think about it, Raid could use some nerfs. 
« Last Edit: March 13, 2008, 03:13:02 PM by DBSights3 » Logged

Time will tell. Sooner or later, Time will tell.
Fulltimekiller
Posts: 115



« Reply #4 on: March 13, 2008, 03:15:00 PM »

woot i got nerf !!
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Bonte
Posts: 1233



« Reply #5 on: March 13, 2008, 03:15:17 PM »

Did you fix joint ops? no patch notes so i am worried...
Logged

I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
fldash
Administrator / Lead Developer

Posts: 8609


« Reply #6 on: March 13, 2008, 03:16:21 PM »

Yes.
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slowzo2
Posts: 99


« Reply #7 on: March 13, 2008, 03:17:51 PM »

Just a suggestion.  Now that howies have a long cooldown, mabe have Artillery Expertise(arty tree T4), decrease the cooldown further.  It makes sense to me that the T4 buff the unit specific to the tree.  Just an idea to play around with.
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fldash
Administrator / Lead Developer

Posts: 8609


« Reply #8 on: March 13, 2008, 03:19:04 PM »

It reduces it by 15%... I recommended a further decrease for what it's worth but they talked me out of it. Wink
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Jazzlizard
Posts: 28


« Reply #9 on: March 13, 2008, 03:19:59 PM »

Ahh, going to have to redo my whole infantry company, were rangers really that bad? Even with stacked I could only get like 6 or so upgraded ones viably.
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BradAnderson
Posts: 710



« Reply #10 on: March 13, 2008, 03:22:01 PM »

when u changed position of the arty on infantry it kept my cps and i dont  get the ability...
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slowzo2
Posts: 99


« Reply #11 on: March 13, 2008, 03:22:40 PM »

Thanks for loving howies FL Smiley .  Scrap and Ucross never did like my howies  Tongue .  Also, since nades got a price increase along with satchels. mabe its time to have heavy ordinance effect satchles again?
Logged
BradAnderson
Posts: 710



« Reply #12 on: March 13, 2008, 03:22:59 PM »

i had arty fortification and as it was moved 2 t3 i should get offmap but i dont if u understand...
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Bonte
Posts: 1233



« Reply #13 on: March 13, 2008, 03:25:47 PM »

i hope that it doesnt...i just played a game...3 hmgs 2 in chateau 1 in the shed and they were all blown up by the grenades of only 3 airborne squads

Reinforcement now works that it takes 6s longer for each platoon to deploy over the last one.  Your first platoon deploys immeidately, next one takes 10s after you deploy, next one takes 20s after you deploy, etc.

You mean 10 seconds?
Is this longer or shorter than the old one?
« Last Edit: March 13, 2008, 03:28:07 PM by Bonte » Logged

I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
Ucross
Cupcake Girl

Posts: 5745



« Reply #14 on: March 13, 2008, 03:26:27 PM »

Great patch Fl. Wink
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