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Author Topic: Patch 0.4.0b Released - Mar31/08  (Read 3630 times)
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Ucross
Cupcake Girl

Posts: 5745



« on: March 31, 2008, 09:41:52 PM »

Game Dynamic:
-In game messages helping identify what to do and how the game is occuring have been added


Doctrine:
-Field Repair Fixed


Squads:
-King Tiger: 23pop  -->  20pop
-Tiger: 20pop -->  18pop
-Panther: 17pop -->  16pop


Upgrades:
-None


Veterency:
-Entire new vet system and rewards
XP Levels for (1.0) modifier: 10, 40, 150
Lose 10% for every loss.
Gain 3/Modifier for units that lost, gain 7/Modifier for units that won.

The number in brackets represents the experience modifier for that unit.  A (2.0) means they will need half as much veterancy to gain a level (5, 20, 75).  A (0.5) means they will need twice as much veterancy to gain a level (20, 80, 300).  The modifier basically represents how fast a unit will level.

Generalized Veterancy Upgrades:
American Infantry:
Vet 1:  harder to hit by all weapons.
Vet 2:  better accuracy and harder to suppress
Vet 3:  significantly increased damage
American Vehicles
Vet 1:  improved maximum speed
Vet 2:  improved armor penetration or accuracy
Vet 3:  improved damage
Wehrmacht Infantry
Vet 1:  health regeneration
Vet 2:  more resistant to damage and harder to suppress
Vet 3:  significantly more health
Wehrmacht Vehicles
Vet 1:  more resistant to damage
Vet 2:  increased damage / Mounted MG Purchase
Vet 3:  harder to penetrate / Skirts Purchase

Americans
Engineers(1.6)
1 Received Accuracy   0.8
2 Accuracy   1.2, Received Suppression   0.75
3 Damage   1.2, Double Repair Rate
Riflemen(1.0)
1 Received Accuracy   0.8
2 Received Suppression   0.75, longer range sticky bombs
3 Damage   1.2
HMG Squad(1.4)
1 Received Accuracy   0.8
2 Accuracy   1.2, Received Suppression   0.75
3 Damage   1.2, Suppression   1.2
Mortar Squad(1.4)
1 Received Accuracy   0.8
2 Damage   0.9, Reload   0.8, Received Suppression   0.75
3 Damage   0.9, Reload   0.7
Sniper(1.2)
1 Received Accuracy   0.8
2 Accuracy   1.2, Received Suppression   0.75
3 Damage   1.2, Range +10
Airborne(0.8)
1 Received Accuracy   0.8
2 Accuracy   1.2, Received Suppression   0.75
3 Damage   1.2, Fire-up Cooldown   0.5
Rangers(0.7)
1 Received Accuracy   0.8
2 Accuracy   1.2, Received Suppression   0.75
3 Damage   1.2, Fire-up Cooldown   0.5
57mm AT Gun(1.4)
1 Weapons Range   +5
2 Penetration   1.2
3 Damage   1.2
Jeep(1.6)
1 Speed   1.2
2 Accuracy   1.2
3 Damage   1.2
Halftrack(0.9)
1 Speed   1.2
2 Accuracy   1.2
3 Damage   1.2
M8 Greyhound(0.8)
1 Speed   1.2
2 Penetration   1.2
3 Damage   1.2
M10 Tank Destroyer(0.8)
1 Speed   1.2
2 Penetration   1.2
3 Penetration   1.5
Sherman(0.6)
1 Speed   1.2
2 Penetration   1.2
3 Damage   1.2
Crocodile(0.6)
1 Speed   1.2
2 Turret Rotation   1.5
3 Damage   1.2
Calliope(0.3)
1 Speed   1.2
2 Damage   1.2
3 Barrage Range   +10
Pershing(0.3)
1 Speed   1.2
2 Penetration   1.2
3 Damage   1.2
Howitzer(2.5)
1 Accuracy     1.5
2 Maximum Health     1.5
3 Damage     1.2

Wehrmacht
Pioneers(1.8)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Received Damage   0.8
3 Maximum Health   1.3
Volksgrenadiers(1.0)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Received Damage   0.8
3 Maximum Health   1.3
Grenadiers(0.8)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Received Damage   0.8
3 Maximum Health   1.3, Suppression 2.0
MG42 Team(1.3)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Sight Radius +15
3 Maximum Health   1.3, Damage   1.3
Mortar Crew(1.3)
1 Health Regeneration   0.035
2 Reload   1.5, Damage   1.6, Received Suppression   0.75
3 Reload   1.5, Damage   1.6
Sniper(1.6)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Received Damage   0.8
3 Cooldown 0.8
Officer(1.7)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Received Damage   0.8
3 Maximum Health   1.3, Damage 3.0
Stormtroopers(0.7)
1 Health Regeneration   0.035
2 Received Suppression   0.75, Received Damage   0.8
3 Maximum Health   1.3
Knights Cross Holders(0.6)
1 Health Regeneration   0.035, Purchase Panzerfaust
2 Received Suppression   0.75, Received Damage   0.8
3 Maximum Health   1.3, Unsuppressable
Pak 38 ATG(1.2)
1 Received Damage   0.8
3 Weapon Damage   1.25
3 Conceal Radius (Increase Stealth Movement Speed)   1, Range +10
Motorcycle(2.0)
1 Speed   1.2
2 Speed   1.2, Received accuracy   0.8
3 Speed   1.2, Sight +10
Halftrack(0.7)
1 Received Damage     0.8
2 Speed   1.2
3 Received Penetration     0.75
Puma Armoured Car(0.9)
1 Received Damage   0.8
2 Weapon Range   1.2
3 Weapon Damage   1.2
Ostwind(0.7)
1 Received Damage    0.8   
2 Reload    0.9, Cooldown    0.9   
3 Weapon Accuracy    1.25
STuG (1.2)
1 Received Damage   0.8
2 Maximum Health   1.2, Purchase MG mount
3 Received Penetration   0.9, Purchase Skirts
STuH(1.2)
1 Received Damage   0.8
2 Maximum Health   1.2, Purchase MG mount
3 Received Penetration   0.9, Purchase Skirts
Panzer IV(0.5)
1 Received Damage   0.8
2 Weapon Damage   1.1, Purchase MG mount
3 Received Penetration   0.9, Purchase Skirts
Panther(0.3)
1 Received Damage   0.8
2 Weapon Damage   1.1, Purchase MG mount
3 Received Penetration   0.9, Purchase Skirts
Tiger/King Tiger(0.3)
1 Received Damage   0.9, Turret Rotation   1.2
2 Weapon Damage   1.1, Turret Rotation   1.2
3 Received Penetration   0.8, Turret Rotation   1.2
Nebelwerfer(0.9)
1 Health Regeneration   0.035, Decreased Cooldown   10
2 Maximum Speed   1.3, Decreased Cooldown   10
3 Weapon Damage   1.1, Decreased Cooldown   10
Flak 88(2.5)
1 Health Regeneration   0.035
2 Received Damage   0.8
3 Accuracy   1.3
« Last Edit: March 31, 2008, 09:47:32 PM by fldash » Logged
Unkn0wn
Honorary Member

Posts: 10614



« Reply #1 on: March 31, 2008, 09:47:18 PM »

Calliope vet 3 is pretty worthless, if anything, it doesn't need extra range.
Calliope's a mobile artillery piece for a reason.
Logged
Stuart750
Posts: 398



« Reply #2 on: March 31, 2008, 09:48:54 PM »

10 pts. more Range on a Vet 3 cali? Couldn't I just move my Calliope forward by 20 ft and make up for that?

Also, and longer range, the rocket barrage becomes more ineffective (Like a shotgun blast), would it be unreasonable to ask for the old 50% damage increase? Perhaps increased armour, or something that helps survivability, rather than better range.

Unkn0wn makes a valid point.
Logged

PaK it and move!
Kolath
Map Team

Posts: 1764



« Reply #3 on: March 31, 2008, 09:49:34 PM »

Wow.  That must have been a ton of work!  Good job.  Cue the raving hordes...
Logged
DerangedGerman
Posts: 398



« Reply #4 on: March 31, 2008, 09:53:26 PM »

Yay. A game-changing patch! People will bitch for weeks!

In all honesty, though, nice work. I'm glad you fixed Barrels and Field Repairs. Those were like "where did my cps go?" And that vet change. Wow. I bet that took forever to work out. I'll enjoy testing it. Grin
Logged
fldash
Administrator / Lead Developer

Posts: 8609


« Reply #5 on: March 31, 2008, 09:54:32 PM »

YOU MAY EXPERIENCE SCAR ERRORS DUE TO LIMITED TESTING TIME AND THE INCLUSION OF LOTS OF NEW SCAR (MAINLY FOR MCP MESSAGES).
Logged
Ucross
Cupcake Girl

Posts: 5745



« Reply #6 on: March 31, 2008, 09:55:38 PM »

Yeah, believe it or not probably the hardest change was the MCP messages. Smiley  But that's 2.0 necessary stuff so it's all good Smiley
Logged
Unkn0wn
Honorary Member

Posts: 10614



« Reply #7 on: March 31, 2008, 09:56:30 PM »

I think the new veterancy is fine, will  likeky need some future tweaking left & right, some of those bonusses just make no sense. My main issue right now is that the allied doctrine specic AND expensive artillery is getting 'the shit nerfed out of it' (Yes exaggeration, just colouring my post Wink) overall while the axis can just keep their 100F no doctrine specific excellent nebelwerfers.

If these artillery changes stay in, the least that should be considered is a significant price increase on the nebelwerfer, which right now is the most cost-efficient artillery piece in the game.
« Last Edit: March 31, 2008, 09:58:06 PM by Unkn0wn » Logged
CatinHat
Posts: 251



« Reply #8 on: March 31, 2008, 09:57:32 PM »

Unknown does have a point.
Logged

DerangedGerman
Posts: 398



« Reply #9 on: March 31, 2008, 09:59:26 PM »

It depends on play style.

People with many nebels will be severely lacking in munitions.
Logged
Forefall
Honorary Member

Posts: 1931


« Reply #10 on: March 31, 2008, 10:01:06 PM »

Too few axis players go it imo.  I think it's awesome.  And I don't think it should be adjusted.
Logged
stumpster
Honorary Member

Posts: 972



« Reply #11 on: March 31, 2008, 10:01:13 PM »

Quote
Mortar Crew(1.3)
1 Health Regeneration   0.035
2 Reload   1.5, Damage   1.6, Received Suppression   0.75
3 Reload   1.5, Damage   1.6

Wait, what?  Mortar crew takes LONGER to reload at higher Vet levels?

And does this mean that Grenadiers aren't going to get Elite Armor at all?
Logged

Quote
Vet is great, but it doesn't fix stupid.

Quote
In the off-chance that I don't respond to a topic...I QFT anything Nevyen says.
RikiRude
Posts: 84


« Reply #12 on: March 31, 2008, 10:01:43 PM »

Looks like all good changes =)
Logged
Forefall
Honorary Member

Posts: 1931


« Reply #13 on: March 31, 2008, 10:02:47 PM »

And the allied one actually does less damage at vet.  I think it's kind of cool.  Cheesy
Logged
Prydefalcn
Posts: 165



« Reply #14 on: March 31, 2008, 10:03:18 PM »

What's with the turret rotation on the Tiger/KT?

Otherwise, neat.
Logged

Prydefalcn - Axis
CommanderNewbie - Allied
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