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Tópico: Winter Patch Balance Preview

  1. #11
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    WEHRMACHT

    Field First Aid

    The use of this ability was limited due to the lack of self targeting. Due to the high munitions cost, we are making this ability self targetable.

    • Squads can now use the medkit ability on themselves

    Stug E

    To address the disparity this unit has between the game-modes, and make the Stug-E a desirable unit for different map types, the unit now fires a low-arc projectile. Combined with the anti-garrison damage, this will fortify Stug-E’s role as an anti-infantry-only specialist, and will allow Ostheer to reclaim garrisons.
    Based on community feedback, we have also reverted the reductions to AoE distance. Lastly, in light of these changes we feel that some of the previous changes to accuracy (scatter) were in fact insufficient to curb the strength of the unit.
    Stug-E auto-auto-attack fires a slow moving artillery projectile
    Impact visual/audio effects changed to match SU-76 barrage
    Hold-Fire added


    • AoE distance reverted from 0.5/1/2 to 1/1.5/2.25
    • Vertical scatter increased from 2.5 to 3
    • Damage vs garrisons increased from 0.25 to 0.5

    The projectile changes will achieve the following goals at the same time:

    • Make the Stug-E less of a stop-gag measure for anti-vehicle uses, thus incentivising the player to tech up to get a more powerful anti-tank
    • Allow the Stug-E to be used in more varied map types, as a support weapon
    • Giving the defender a chance to dodge the attacks with their infantry
    • More appropriate/visually-appealing effects

    SOVIETS

    Guards PTRS

    The DPS nerf of guards PTRS vs infantry does have a silver lining. Due to the way the damage system has been implemented on PTRS, this will cause the PTRS rifle to deal additional deflection damage vs vehicles. Although this was not originally intended, we are going to leave this as is, and evaluate the impact of this change.

    • Damage vs non-vehicles reduced from 27 to 20
    • Damage vs vehicles on penetration remains 40
    • Damage vs vehicles on deflection increases from 13 to 20

    Penal Battalion

    To continue our attempts at finding a good fit for Penals in Soviet teching, we are going to trial a second version of Penal squad. This time, we are restoring part of their veterancy so that Penals excel as hard-hitting long-range skirmishers, which will allow them to defend against advancing short-range squads.
    At the same time, we are experimenting with making Penal demo charges more affordable, so as to give Soviets a potential ammo sink.

    • Penal Veterancy 3 accuracy reverted from 1.15 to 1.3
    • Penal Veterancy 3 received accuracy weakened from 0.77 to 0.85
    • Population cap changes reverted from 8 popcap to 7 popcap
    • Veterancy 3 reduces cost of satchel charges to 35 munitions.

    We are also experimenting with adding some anti-tank utility to T1, with the goal of:

    • Making T1 openings more diverse and less commander-dependent
    • Giving Players a reason to consider “back-teching”
    • Allow for more use of the M3 Scout car and Sniper team

    Thus, Penals get access to a PTRS package upgrade, which the following perks:
    Awards Penals with 2 PTRS rifles that have the Guards’ profile vs vehicles
    Penal PTRS rifles are 50% less accurate vs infantry


    • Upgrading the PTRS Package will prevent Penals from using their Ooorah! ability
    • Upgrade package costs 60 munitions

    T-70

    The T-70 is in a much better place now, but we felt the initial performance reductions were slightly too strong. We believe that part of the accuracy reduction was a bit too much and are reverting part of the scatter change in order to give the T-70 a bit more consistency. To further improve consistency, we are also giving the T-70 projectile the ability to clip through terrain. This is something we have previously applied to the Stug-E, and it seemed to work well.

    • Projectile now ignores terrain elevation
    • AoE near increased from 0.65 to 0.8

    OKW

    Sturmpioneer Medical Supplies

    The low cost of the medical-kits had the unintended consequence of providing OKW inexpensive healing that allowed multiple squads to stay the field after engagements. The cost has been adjusted accordingly.

    • Munitions cost increased from 20 munitions to 30 munitions

    Raketenwerfer

    Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
    To address these issues, we are improving the reliability of the Raketenwerfer vs vehicles

    • Accuracy changed from 0.06/0.05/0.04 to 0.06/0.0516665/0.043333
    • Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
      I* ncreased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds

    Swapping the ready-aim-time delay with the fire-aim-time delay will have the effect of the Raketenwerfer acquiring new targets faster, once it has set up. This should significantly cut down the time the raketenwerfer will have to wait until it finishes tracking the target.
    Panzer 2

    The Panzer 2 was still packing more infantry damage compared to the other light tanks, but it wasn’t worth the heavy investment of tech into the Mechanised Truck compared to the accessibility of the T-70 and Stuart. Therefore we have given it less scatter to match the reduction of the AoE and made its output more consistent (both when stationary and moving).

    • AoE distance increased from 0.7 to 0.9
    • Fixed an issue where a large portion of the shots would miss into the air
    • Manpower cost reduced from 290 to 265
    • Hold-fire button moved to the right of prioritise vehicles

    BRITISH

    Royal Engineers

    We have found that the Sapper squad simply scales too well due to the reduced reinforcement cost bonus they achieve at Vet3. Their bonus, combined with the fact that infantry units can attain veterancy extremely fast when carrying handheld AT often leads to the creation of PIAT-totting Sapper blobs.
    To address this:

    • Sapper Vet3 reinforcement cost increased from 13MP to 20MP.
    • Can now only equip 1 Bren gun per squad

    Universal Carrier

    The command vehicle ability allow vehicles to have access to cost-free recon. We found this to be an extremely cost-efficient benefit to inexpensive light vehicles such as the UC.

    • Command vehicle ability removed from UC.

    Bug Fixes

    • Fixed an issue where there OST 251 halftrack was not benefiting from shared veterancy
    • Toned down the chance for the M5 Quad to shoot down planes (now it is 10% per shot)
    • T-70 now benefits from the doctrinal self-repair ability
    • Fixed an issue where Prioritise Vehicles would not have any effect on the Command Panther
    • Fixed an issue where picking up a slot item would make the G43 upgrade unavailable to Panzergrenadiers/Stormtroopers
    • Fixed a bug where UKF/USF medic heal toggle text was missing
    • Fixed an issue where decrewing and recrewing the USF ambulance would cause framedrop issues for all players
    • Fixed an issue where OStheer Light Artillery Barrage was still targetable in the base sector

    Known Issues

    • There is an exploit with the Assault Grenadier grenades. This is a difficult fix which we are working on.


    - - - Atualizado - - -

    os caras estão fazendo um excelente trabalho

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  2. #12
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    Pow velho, acertaram na veia com o novo stug E
    Maneiríssimo.
    Anti-infantaria totalmente.

    Penal agora permite você tirar shocktroops o que é demais para jogar de SU

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  3. #13
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    shock ou guard?

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  4. #14
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    permite vc tirar shock pq o ptrs tem no penal...
    agora vamos ver, felizmente, mais shocktroopers nos games

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  5. #15
    MAKE BTC GREAT AGAIN Avatar de nigo
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  6. #16
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    To ensure PTRS Penals are still a major threat to heavier vehicles in the mid-late game, the unit has gained a new ability in the form of a Sticky AT Satchel. This ability does not track targets, but will stick to vehicles should they collide with them. While short-ranged and mainly meant for defense, it pairs very well with AT Grenades, Mines or Guard Button due to its high damage and ability to cause criticals.
    The purpose of the sticky AT satchel charges is to give late-game Penal squads to thwart enemy tanks manoeuvering to crush them.
    As a consequence, the long fuse time of the satchel charge, combined with the short range can cause a high number of fatalities on the assaulting squad.

    • Gains Sticky AT Satchel ability with PTRS upgrade.
      Sticky AT Satchel
    • Deals 240 Damage
    • Causes engine criticals on a smaller radius (1.5)
    • Guaranteed to cause Engine Damage if the charge “sticks” on the enemy tank
    • Causes Destroyed Engine critical (Heavy engine damage) at 10% HP or below
    • Friendly fire damage set to 50%
    • Anti-tank satchel shares cooldown with vanilla satchel
    • Affected by munitions cost reduction at Vet3 (from 45 munitions to 35 munitions)




    huauhauhauhauh sem mais para o momento. Correndo para testar. looool
    mandaram muito bem

    - - - Atualizado - - -

    Só mais uma coisa, imagina button do guards, corre com urhaa (sem up do ptrs) e dropa essa maravilha com graxa?
    uhauhahua

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  7. #17
    MAKE BTC GREAT AGAIN Avatar de nigo
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    Mais um patch balance saiu essa semana:


    V1.3 UPDATE

    GENERAL
    Shared Veterancy

    Normalized team weapon veterancy for all factions (all HTs and USF officers). Our halftrack reinforcement changes left the shared-veterancy changes in an inconsistent state. This is because all USF weapon teams were contributing shared experience for the USF officer mechanism.

    To bring everything together, we decided to only allow HMGs and Mortars to provide shared veterancy, but at a rate that is lower than infantry. This is because mortars gain experience at a higher rate, and to avoid awarding HMG-overuse too much.

    5% mortars/indirect fire
    10% HMGs
    50% infantry

    OKW
    251 Flak Half-Track

    To prevent the unit from coming out too early and dominating the field (e.g., a cut-off manoeuvre), players now require to first research Field Medics. This was especially problematic for Soviet Tier 1 or USF Tier 2 did not have access to proper counters. The 251 Flak HT was also overshadowing investing into a Mechanized HQ for Panzer 2 due to its earlier timing and not suffering from any of the downsides of Mech.
    * Building the 251 FlakHT requires the player to first research Field Medics

    SOVIET
    Guards troops

    The recent changes to Guards have brought the unit back into line with other squads in the game. Except for one detail; Guards now truly require their upgrades in order to function. Thus, losing their slot items will make them a bit less desirable. Thus, we have given Guards the opportunity to rebuy lost items and equipment for a small munitions cost:

    30 MU per PTRS
    40 MU per DP-28

    Penal Battalions

    With this patch, we aim to refine the anti-infantry and anti-vehicle roles Penals should have as well as late game scaling.Thus, in order to give Penals the tools to become more desirable and interactive, we are giving them the Molotov Cocktail ability. The rationale is that Penals rifle are very good at engaging enemy infantry at all ranges. However, a Penal investment might not look so lucrative if all fight is happening between green cover. Thus, we deem that a Molotov Cocktail will restore Penal’s capacity as both an anti-garrison specialist unit (forcing squads off cover), and a skirmisher unit (creating impediments for incoming squads). This will also allow for better Conscript mixing and make the upgrade more viable.
    Oorah! Ability removed (vet2)
    Penals can now throw Molotov Cocktails, when researched from the Soviet Headquarters. (Same as Conscripts)

    Furthermore, we are enhancing Anti-Tank Penal battalions. Even though 2x PTRS would be more than enough to hold off against a vehicle threat, PTRS Penals would lose out in relevance to nearly every other squad in the game. To give PTRS Penal squads the ability to scale as a decent AT-squad, we are adding the ability for PTRS Penals to upgrade to a 3rd PTRS rifle. However, to prevent 3x PTRS Penals from hard countering light vehicles too easily, we are gating this upgrade behind Soviet Tech.

    PTRS Penals can buy a 3rd PTRS for 30 munition
    3rd PTRS upgrade requires building Soviet T4

    Moreover, we have found that the Sticky AT Satchel is nearly impossible to use in a realistic combat situation. To alleviate this, we have modified the AT satchel as follows:

    Buying the 2xPTRS upgrade removes access to the Satchel ability, and gives access to the Sticky AT satchel ability
    The Sticky AT satchel will home in on the target, if thrown
    The enemy vehicle can avoid having the satchel thrown at it if it runs out of range (10) while the unit is winding the satchel up
    The Sticky AT Satchel will apply a snare to all injured tanks in the vicinity, if the health is low enough (friendly or enemy)
    Now deals engine critical damage only if the tank falls below 75% health

    Finally, we are also experimenting with giving Penals their Flamer back, but with a catch; upgrading the Flamethrower will severely inhibit the squad’s long-range capability. This is so as to prevent Penals from being to able to engage enemy squads at all ranges and all cover-types. Part of the reason the previous Penal Flame thrower package was too potent was because of the durability of Penals, but this has been weakened in a previous iteration of the Preview Mod.

    Penals can upgrade to a Flamer & PPSh package for 70 munitions
    The package gives access to 1 flamer and 3 PPSh submachine-guns
    PPSh sub-machine-guns have equal priority to SVT rifles, thus PPSh will not transfer over to surviving members. This is to ensure Flamer is always the last item.

    WEHRMACHT
    222

    We found the 222’s MG wasn’t quite performing for its cost. Although a small change, it will help the performance of the 222 better reflect it cost.

    MG accuracy increased from 0.35/0.3/0.25 to 0.44/0.385/0.275

    QUALITY OF LIFE
    Retreat point de-congestion

    The OKW headquarters layout makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
    Squads will halt their retreat within 10 yards from the OKW headquarters

    We have noticed a similar situation arising in the forward OKW MedHQ. Healing performance is further degraded by the fact that activating the forward retreat point ability spawns antennas that inhibit movement. To address this:
    Squads will halt their retreat within 10 yards from an OKW MedHQ base acting as retreat point
    Forward retreat antennas can now be traversed by units

    Finally, we have noticed similar patterns emerge with the forward retreat mechanic of the British faction. Like the OKW faction, the entities that act as forward retreat points are large immobile objects. Unlike OKW, there was only one single spot acting as a forward retreat point, creating unnecessary hotspots. To address this:
    Squads will half their retreat within 10 yards from a Forward Assembly or a Vanguard Glider acting as retreat points

    BUG FIXES

    Fixed a bug where USF Phosphorus barrage was targettable in base sector

    Fixed a bug where it was possible to make OKW Medical supplies have infinite duration
    Fixed a bug where OST medic supplies would heal in-combat squads
    Fixed a bug where it was possible to trigger OST medical supplies before the duration had elapsed
    Assault grenadiers can no longer interrupt their grenade toss (workaround for infinite grenades abuse)
    Fixed an issue where Schu mines were not causing suppression

    Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:

    Airlanding officer (Light Gammon Bomb)
    Stormtrooper (Stun grenade)
    Obersoldaten (Bundle grenade)

    UI FIXES

    Updated abandoned M1 81mm Portrait

    Updated M1 81mm squad portraits for their respective factions.
    Updated 120mm Mortar Shield Symbol to a different variant
    Updated KV-8 call-in icon to match other call-in icons.
    Updated M1 81mm Smoke Radius UI. UI will now get smaller at shorter distances.
    Updated artillery officer call-in icon to match other call-in icons.
    DShka shield icon updated to the correct version for non-EFA armies.

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    SFA ®

  8. #18
    Avatar de itaperuna_coh
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    Os caras estão preocupados demais com penal.
    Ao ponto de fazerem dele a melhor infantaria do game.
    E mais, a única infantaria realmente boa em qualquer counter

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  9. #19
    MAKE BTC GREAT AGAIN Avatar de nigo
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  10. #20
    Avatar de itaperuna_coh
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    Não deram detalhes sobre as alterações no kubel, nem a que vet funciona a supressão.
    O maior avanço de todos, ao meu ver, foi o fim dos ghostbags, isso vai mudar muito o estilo patético de britânicos darem e negarem cover.
    Sem palavras pra dizer o quão acertado está o caminho desse patch.
    Mais emocionado ainda com a dedicação da comunidade em fazer do coh2 o único game jogável de RTS da atualidade.
    Aguardando o dow3, mas sem muita expectativas pelo que eu vi e pelo volume de unidades no campo de batalha, lembrando mais um sc2 com cover

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