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Author Topic: Patch v0.3.9 - Released Mar 24/08  (Read 2585 times)
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fldash
Administrator / Lead Developer

Posts: 8609


« on: March 24, 2008, 11:14:55 PM »

Doctrine:
On-Board Repairs: 0.1 to 0.15 on all vehicles, and .15 to 0.2 on all tanks (Reverted Change from before)
Field Repairs: repaired increased by 50% (Reverted Change from before)
Off-map artillery increased from 1 to 2 uses
Rocket artillery increased from 3 to 4 uses.
Cohesion from 1.5% per GI Soldier  -->  2%
Stacked: 30% off  -->  35% off
Weapon Surplus:  50% off  -->  35% off

Squads:
Axis/Allied HMG: 220MP;  30MU;  -->  270MP;  40MU
Allied Sniper: 500 MP; 75 MU;  --> 580MP; 90 MU
Axis Sniper: 460 MP; 65 MU;  -->  520MP; 70 MU
Greyhound AC: 180 MP; -->  280MP;
Puma AC: 160 MP; Pop: 7;  -->  260MP; Pop: 8
'Crocodile' Sherman: 390 FU;  -->  320 FU
Ostwind Flakpanzer: 225 FU;  -->  175 FU
Tiger: 520 MP; 700 FU;  -->  750MP; 750 FU
King Tiger: 710 MP; 830 FU;  -->  800MP; 800 FU
'Calliope' Sherman: 300 MU; 700 FU;  -->  200MU; 600FU
Howitzer: 350 MP; 360 FU; Popcap: 9; 170 s cooldown -->  250 MP; 180 FU; Popcap: 10; 240 s cooldown

Upgrades:
Engineers -- Mines: 75 MU; Uses: 4;  -->  35MU; Uses: 2
Engineers -- Machine Gun Nest (2pop): 60 MU;  -->  50 MU;
Pioneers -- Mines: 75 MU; Uses: 4;  -->  15MU; Uses: 1
Pioneers -- Bunker: MG42 HMG (2pop): 70 MU;  -->  55 MU;
Greyhound AC -- M8 Mines: 30 MU; Uses: 1;
Puma AC -- 50mm Gun: 20 MU;  -->  0MU; 35FU
Volks -- Panzerfaust: 80 MU;  -->  75 MU;
KCH -- Panzerfaust: 95 MU;  -->  90 MU;
Riflemen -- Sticky Bombs: 90 MU; Uses: 4;  -->  115 MU; Uses: 4;

Veterency:
Allied infantry vet twice as hard to get for most GI and support.
*** Bonus vet from winning from +3 and +6 to 5/modifier for all (Not implemented quite yet)
« Last Edit: March 27, 2008, 10:12:23 AM by fldash » Logged
Akranadas
Global Moderator

Posts: 2744



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« Reply #1 on: March 24, 2008, 11:19:33 PM »

Why make the howitzer 240 seconds when the Stuka is 60 seconds?
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Tkaudi
Guest

« Reply #2 on: March 24, 2008, 11:22:33 PM »

howitzer reload timer effectively nerfs it in almost all cases except extreme hardpoints.  Could make it free and its still rather useless.

THe mines are a good change though, 1 use for cheap, interesting !
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TodlichPanther
Posts: 403



« Reply #3 on: March 24, 2008, 11:23:26 PM »

RA buff after my company gets removed.  Cry
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Also, I lost a game due to not enough anti-infantry units, so airborne get double damage at each vet level.

More changes to come.
Avalanche2
Posts: 2


« Reply #4 on: March 24, 2008, 11:24:18 PM »

so now axis vet easier to get, but allies vet harder to get, but will still kickass once they reach vet 3?
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DasNoob
Posts: 966



« Reply #5 on: March 24, 2008, 11:24:42 PM »

Would someone please explain the last part about bonus vet?
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fldash
Administrator / Lead Developer

Posts: 8609


« Reply #6 on: March 24, 2008, 11:27:58 PM »

Which?  Basically Allied Infantry/Support units require double the experience to level (since their vet is so strong).  The other change which isn't implemented because I forgot and its going to require some work modifies how much experience your units gain per battle.
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Apex
Honorary Member

Posts: 2531



« Reply #7 on: March 24, 2008, 11:28:35 PM »

Quote
Bonus vet from winning from +3 and +6 to 15/modifier for all

Good change.

This also makes the vet loss from losing a game redundant, as now only the winner gets a good amount of vet.
(Every unit has a special modifier so now the vet gain is more dependant from the exact unit, not just the general unit class.)
We could really get rid of the vet loss now, it has no purpose.

And don't forget the KCH assault grenades.
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Ucross
Cupcake Girl

Posts: 5745



« Reply #8 on: March 24, 2008, 11:29:44 PM »

Right now you get +3 vet for all infantry and +6 vet for all vehicles when you win.

instead, you'll get +15 but it will be divided by the units modifier

For example  
Riflemen(1.3) would get 15/1.3 or around 12
Tigers(0.2) would get 15/0.2 or around 75

So each win should mean more for your units vet wise and also be more evenly dispersed.
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Ucross
Cupcake Girl

Posts: 5745



« Reply #9 on: March 24, 2008, 11:30:06 PM »

KCH Assault grenades will not be in this patch (if they are to be in any patch).
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fldash
Administrator / Lead Developer

Posts: 8609


« Reply #10 on: March 24, 2008, 11:31:55 PM »

Quote
We could really get rid of the vet loss now, it has no purpose.

It has a purpose.  It was scheduled to be raised in this patch from 10%, but I over-ruled the change because of the greater affect it'd have on veteran players not wanting to play with new players.
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Tkaudi
Guest

« Reply #11 on: March 24, 2008, 11:34:40 PM »

Quote
Bonus vet from winning from +3 and +6 to 15/modifier for all

Good change.

This also makes the vet loss from losing a game redundant, as now only the winner gets a good amount of vet.
(Every unit has a special modifier so now the vet gain is more dependant from the exact unit, not just the general unit class.)
We could really get rid of the vet loss now, it has no purpose.

And don't forget the KCH assault grenades.

it will effect the high vet units more, which is really the point.  Won't hurt the people with little..
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Apex
Honorary Member

Posts: 2531



« Reply #12 on: March 24, 2008, 11:36:50 PM »

New battle veterancy is quite noob friendly.

What is the purpose of vet loss except punishment for losing a game?

Why no KCH assault nades? I thought we're sticking with vanilla on these kinds of things.
« Last Edit: March 24, 2008, 11:38:25 PM by Apex » Logged
Tkaudi
Guest

« Reply #13 on: March 24, 2008, 11:38:52 PM »

darn no popcap on goliaths yet Sad
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Bonte
Posts: 1233



« Reply #14 on: March 24, 2008, 11:39:37 PM »

there used to be KCH assualt nades before assualt nades were nerfed....but they dont work half the time
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