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Nachrichten - GeneralSteiner
1

Musste einen 23,3 großen MB Patch heute downloaden. Jemand ne Ahnung, was der Inhalt war?


2

;D ;D ;D ;D

Stimmt schon,
aber was man mit den Axis alles anstellen konnte, meiner Meinung nach, in manchen Zeiten war nicht mehr feierlich, sorry.  ;D
Nun muss man halt richtig spielen ;) aber jep, Axis sind up.
Aber das ändert sich auch wieder.

Ich wette, dass die Axis es nächste mal overpowered werden.  ;D

Es werden ja erstmal nur wenige Sachen geändert, naja besser als nichts. Als Axis noch op Sachen hatte wie Tigerass oder die Instant-Pin Flüge von der Opel Blitz Doktrin, war Relic noch recht arbeitsam und hat sowas "schnell" nach einigen Wochen geändert. Der ganze Briten und Ami Kack ist jetzt aber schon jahrelang so und als Bonus wurden die Penals noch stärker gemacht.

 
Die Frage ist eher wie viele Bugs mit dem nächsten Patch wieder dazukommen.  :ugly:

Da ahne ich auch Böses. ^^
Habe ich auch bemerkt. Damn it


3

Weiss nicht, wie dieser Mechanismus in Gang gesetzt wurde..

Der wurde dadurch in Gang gesetzt, dass Spieler wie du ewig gekreischt haben, wie schwach Allies wären, und immer noch kreischten wie schwach die wären, als sie schon längst die Überhand hatten. Nerf auf Nerf für die Achse, nun haste ja dein Traumspiel und staunst Bauklötze.
;D ;D ;D ;D

Stimmt schon,
aber was man mit den Axis alles anstellen konnte, meiner Meinung nach, in manchen Zeiten war nicht mehr feierlich, sorry.  ;D
Nun muss man halt richtig spielen ;) aber jep, Axis sind up.
Aber das ändert sich auch wieder.

Ich wette, dass die Axis es nächste mal overpowered werden.  ;D


4

Zitat
Und das von dir....     ;D
@Xanto: Yes  ;D
Zitat
gib bescheid wenn du top 150 bist.
Mach ich :D

Also den UKF Mörser finde ich jetzt nicht op, man darf auch nicht alles overnerfen, sonst hat man keinen Spielspass mehr, weil es die Funktionalität der Einheit einschränkt.

Aber ich hab jetzt so viele Spiele mit den Deutschen (Beide Fraktionen) hinter mir, 2v2, 3v3 und 4v4 und muss sagen: Es ist immer das selbe..Ohne übermenschliche Anstrengung endet es, wie es 1944 war, dass der Allierte Druck dich presst. Du kannst soviele Einheiten töten, es kommen ständig welche neu nach. Weiss nicht, wie dieser Mechanismus in Gang gesetzt wurde..

Habe natürlich auch paar Spiele gewonnen..Aber da darfst du echt keine Fehler machen.  ;D

Ich bin mit 3 Strafbats rumgerannt und die rasieren sogar Ober-Trottel  ;D


5

Ich muss sagen, ich habe jetzt eine Reihe lang mit T1 Soviet gespielt (Rang 460 im 2v2 weltweit), und ich kann nur sagen: German up :D


6

naja, whatever.
wäre ich wehrmacht-only-spieler fände ich den soviet-nerf wahrsch. auch gut.
 tu ich aber nicht....und finds deswegen schade, dass man dann soviets nicht mehr so spielen kann wie man grade will. war ja das schöne an der fraktion, dass es viele möglichkeiten gab zu spielen. t1 mit penals, t1 mit sniper und cons, t2 mit maxims und cons usw....
Da stimme ich dir zu  ;D


7

Ich hätte gerne die alten CoH2 Sounds zurück, die klingen incredible!


8

Ihr seid voll die Axis freaks :D

Is doch scheisse. wenn das Zeug OP is, nur, damit man gewinnt...



10

In den Statistiken die bei CoH2.org gepostet werden ist das OKW stets vorne.... Aber natürlich sind die Leute hier parteiisch...Es geht aber ichts um gutes Teamwork (ab 2v2)  ;D


11

Ich hab CoH nicht gemoddet, aber Total War: Rome 2.
Ja, das ist normal. Ist bei jedem Spiel so: wird gepatcht und betrifft der Patch Bereiche, die du auch verändert hast (was wahrscheinlich ist), dann musst du deine Mod entspr. anpassen. Ist aber eigtl. ein Gebot der Logik... :P
Ahhh wusst ich!!! :D

Ist doch eine große Arbeit dann immer und nervig!


12

Freunde,

Ein Kumpel von mir hat versucht zu modden.
Doch das Problem ist, wenn ein Patch kommt, muss man den MOD neu machen, weil sich öfters die Stats verändern - Nervige Arbeit...
Ist das normal?


13
Company of Heroes 2: Allgemeine Diskussionen / Re: Changelogs
« am: 16. Juni 2016 - 21:21:54 »

21. Juni Patchnotes

JUNE 21st BALANCE UPDATE

A quick shoutout to "miragefla" for his contribution to this Balance Update and everyone that participated and gave feedback during the Balance Preview.

BALANCE GOALS

Increase Strategic Diversity

In order to add to CoH2’s current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels.
Match Gameplay Expectations to Outcomes (Quality of Life)

There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of “bad” RNG and balancing specific units/abilities' cost vs reward that are currently out of tune.


GENERAL

Heavy armored Tanks

Developer Comments: We felt the risk associated with flanking a Heavy Armored Vehicle was much too great because of the high rear armor. To help balance this risk vs reward we are reducing rear armor on all heavy armor across the board.

Soviet IS-2 rear armor reduced from 205 to 140
Wehrmacht Tiger & Tiger Ace rear armored reduced from 180 to 140
Wehrmacht Elefant rear armor reduced from 150 to 110
OKW Jagdtiger rear armor reduced from 150 to 110
OKW King Tiger rear armor reduced from 225 to 150
British Comet Tank rear armor reduced from 180 to 130

Mines (General-Purpose and Tellers)

Developer Comments: We often saw mines wipe full health squads when planted in front of building entry points or cripple enemy vehicles. We also tried in the Balance Preview trying to reduce the damage of mines to deal with this issue but it made mines feel very underwhelming. We wanted the keep the satisfaction of some casualties without the squad wipes, thus we have ensured mines kill some models in a squad but not wipe the entire squad out completely. We are also removing all engine destroy and Tread Breaking Criticals from all mines. These changes will bring the reward of an enemy unit hitting a mine in line with the cost of placing it.

Soviet Field Craft Mines damage increased to 80
Soviet Field Craft Mines can do damage to a maximum of 1 member in a squad
All other general purpose mines do damage to a maximum of 2 member in a squad.
Deals suppression on squads hit by mines. (General-Purpose)
Engine destroy and Tread Break Criticals removed from all mines.

Random Engine Damage

Developer Comments: We feel engine damage should always be caused by explicit actions and not randomly through a critical table. We are removing random engine criticals from occurring above 5% health. Engine damage now only occur above 5% health from mines, and from specific abilities that always cause engine damage.

Removed all random engine damage criticals from vehicles above 5% health

Suppression

Developer Comments: We felt it was too easy to charge into suppressive fire and simply throw a grenade to knock out a HMG team. This was not an intended counter and thus suppression will now reduce the range of grenade abilities.

All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.

Anti-Tank Guns (AT guns, Piats, Bazookas, and Panzerschrecks)

Developer Comments: To alleviate the effects of some frustrating RNG from anti-tank weapons firing on infantry squads, we have decided to reduce the damage these weapons deal to infantry to prevent snipes on full health models.

Damage set to deal only 25% against infantry.

Snipers

Developer Comments: We felt Snipers, even when caught out of position, felt too durable. We also wanted to standardize all sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them.

Target size from 1 to 1.15.

Cooldown, and all aim-time always uses the max amount of time and has been standardized for all distances meaning snipers do not fire more quickly the closer the target is.
Deflection Stun Criticals

Developer Comments: Some heavy armored vehicles had an extremely rare critical that could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be removed from the game.

Deflection criticals from Heavy Armor removed

Core Infantry/Small Team Weapon Spawn Points

Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets , Wehrmacht, and OKW factions.

All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map.

Last man dead

Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat.

Team weapon gunners target priority lowered

Intel Bulletins

Developer Comments: We wanted to make a few adjustments to some Intel Bulletins

Hetzer 57 now has a 50% faster weapon reload and applies to the Flammpanzer 38
Grim Reaper Tool now applies to the Sturmpioneers
Heavy Tank Production I now recharges Tiger PzKpfw VI , IS-2, and Elefant dispatch abilities 50% faster
Artillery Production Inow builds BM-13 Katyushas and Panzerwerfers 50% faster.
Artillery Production II now builds ML-20 152mm Gun-Howitzers and leFH 18 Artillery 50% faster.
Anti-tank Gun Production I now builds Pak40, Pak43, and ZiS-3 Field Guns 50% faster
All over a London Darby!now recharges the Churchill AVRE dispatch ability 50% faster
Boys will be Boys now recharges sniper's Critical Shot ability 25% faster
Ready For Another Roundrecharge the le.IG 18 Support Gun's Barrage ability 25% faster
Area Denialnow recharges the M8A1 Howitzer Motor Carriage's barrage ability 25% faster
Mobile Bombardmentrecharges the SdKfz 250/7 Mortar Half-track's abilities 25% faster
Light Vehicle Production II builds M5 Half-tracks and SdKfz 251 Half-tracks 25% faster
Bigger is Better recharges HM-38 120mm Mortar team dispatch ability 50% faster
Search & No Recue! builds 251/20 Infrared Halftracks 75% faster
… & Roll Out! recharges the M3 Half-track dispatch ability 50% faster
Plow your way through! recharges the 105mm Bulldozer Sherman dispatch ability 50% faster


SOVIETS

T-34/76

Developer Comments: We felt the T-34/76 was under performing and needed some improvements to help deal with infantry.

Hull Machine gun burst duration changed from 2/1 to 2/2.
Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5
Hull Machine gun cooldown reduced from 5/5 to 3/2
Coaxial Machine gun burst duration changed from 3/2 to 3/3.
Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.43/0.48/0.53
Coaxial Machine gun cooldown reduced from 5/5 to 3/2

Main gun reload from 6.2/6.8 to 6.1.

SU-85

Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles.

Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
Penetration from 200/190/180 to 240/230/220
Reload increased from 3.8/4.2 to 5.4.
Target size reduced from 22 to 18
Rotation rate from 20 to 22
Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.

IS-2

Developer Comments: Modified to put it in line with other vehicles and slight boost to its penetration to help it better engage heavier armor.

Scatter offset adjusted to match other vehicles.
Penetration increased from 250/220/190 to 250/230/210
Trip-Wire Flare Mine

Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly done to prevent squad wipes of units leaving buildings. Plant time was lowered and the mine now deals damage to compensate.

Damage from 0 to 20.
Is now a Small Explosive Weapon type
No longer guarantees a casualty
Plant time from 9.5 to 7.5
Soviet Sniper

Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers. Because we are increasing the unit size of all Snipers, we have made adjustment to the health the Soviet Sniper to compensate.

Health increased from 48 to 64
RPG 43 AT Grenade

Developer Comments: This ability's current wind up time made it feel unresponsive, thus we have reduced its wind up time alleviate this issue.

Wind up reduced from 0.25 to 0.125
Penal Battalion

Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.

SVT accuracy to .7/.65/.45
SVT damage from 8 to 10.
Cooldowns and aim-times adjusted.
Squad cost increased to 300 manpower from 270 manpower.
Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.


USF

57mm ATG

Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns from other factions in the same Tier, we have increased the base penetration to improve performance when not using AP rounds. Take Aim shifted to a timed ability to reflect its power. Accuracy changed to match other anti-tank guns.

Penetration from 140/125/115 to 150/140/130
Take Aim! now a timed ability. 20 seconds, 60 second recharge.
Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04
M2HB HMG Team

Developer Comments: Increased penetration to make it a more viable soft counter to light vehicles as well as more distinct from other HMGs due to its later timing. We also wanted to give the lieutenant tier a deterrent against light vehicles without needing to invest in bazookas. Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately.

M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration.

M36 Jackson

Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further.

LOS from 35 to 40
Tank acceleration increased from 2.5 to 3
Veterancy 2 sight radius bonus changed from 30% to add 5
M8 Motor Carriage

Developer Comments: We felt the M8 HMC was under-performing and needed a slight stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far range was lessened to improve the M8's damage output against troop targets when its shells do not land direct hits. The damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters.

AOE mid modifer from 0.15 to 0.25
AOE far modifier from 0.05 to 0.10
Build-time from 80 seconds to 50 seconds.
Health from 320 to 400.

Major

Developer Comments: We have significantly boosted the artillery ability in power and lowered cost to give USF some form of non-doctrinal artillery to help break concentrations of enemy units and structures. Recharge time increased to compensate and match other artillery units.

Artillery delay reduced from 7 seconds to 5.5
Shells increased from 3 to 6.
Time delay between shells set to 2 for maximum and minimum.
Veterancy 2 Artillery delay reduced from 7 seconds to 5
Veterancy 2 Shells increased from 5 to 9 Veterancy 2 time delay between shells set to 1.75 for maximum and minimum.
Artillery cost reduced to 60 munitions from 120 munitions.
Recharge time from 60 seconds to 90.
Range reduced from 85 to 60.

Captain

Developer Comments: The Captain squad gave USF a very easy access to light Anti-Tank and made the Captain the most valuable officer in the game. We removed the Bazookas on the Captain squad to allow for light vehicle play to be more effective.

On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status.

Captain no longer comes with free Bazookas. Captain now has a squad upgrade to purchase 1 bazooka
On Me! No longer provides suppression immunity for its duration, but will still break suppression. No longer affects Team Weapons.
M1 81mm Mortar

Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.

Added M1 81mm Mortar to USF Starting Building
Sherman Bulldozer

Developer Comments: We are adding a hold fire toggle button so the Sherman Bulldozer doesn’t fire at units when not intended.

Added Hold Fire


WEHRMACHT

251 Flame Half-Track

Developer Comments: We made some slight adjustments to the Flamethrower aim times to allow for the vehicle to be better at kiting, reduced the cost to make it more affordable and in line with its performance. We have also reduced the garrison damage to avoid the vehicle instantly wiping garrisoned squads.

Upgrade cost reduced from 120 to 90
Ready aim time from 1.5 to 1
Flamethrower damage versus garrison from 1.25 to 1.
Veterancy 3 cooldown bonuses now benefits the Flamethrowers.
Support Armor Korp

Developer Comments: We felt the Support Armour Korp was slightly too expensive in comparison to other faction Tier 3 and needed a slight reduction in terms of cost to make the tier more affordable.

Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.
Brummbar

Developer Comments: Due to its clunky movement, the Brummbar would often get blocked against world objects. We decided to give this vehicle Heavy Crush to improve pathfinding and make it more maneuverable. Reload time standardized to make it more consistent and AOE has been adjusted to improve consistency as the damage quickly drops off by 2 meters. To adjust for these changes. Resource costs have been updated to bring it in line with its current performance.

Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
Reload standardized from 7.5/9 seconds to 8.25.
AOE mid modifer from 0.15 to 0.3
Medium crush changed to Heavy Crush.
Veterancy requirements from 2740/5480/10960 to 2040/4080/8160
Added hold fire
Heavy Panzer Korp

Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given the price of the high cost units it currently houses.

Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.
Panzer IV Command Tank

Developer Comments: The Panzer IV Command Tank was much too durable because it benefitted from its own aura. To make it more vulnerable, the tank will no longer receive a defense buff from its aura.

No longer receives benefits from its own aura.
Pioneers

Developer Comments: Even though the Wehrmacht can build a trench, this is not as flexible as other forms of heavy cover such as sandbags. To increase the faction's heavy cover options, Pioneers have now been given the ability to build sandbags.

Can now construct sandbags.
Bundled Grenade (Panzer Grenadiers)

Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.

AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120


OKW

Battlegroup Headquarters

Developer Comments: This change was driven from a popular idea that was expressed by the community. Battlegroup HQ no longer comes with Medics but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.

Medics must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Medics heal rate increased from 5 to 8

Mechanized Headquarters

Developer Comments: This change was driven from a popular idea that was expressed by the community. Mechanized HQ no longer comes with Repair Pioneers but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.

Repair Pioneers must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.

Volksgrenadier

Developer Comments: This change was driven from a popular idea that was expressed by the community. In an attempt to break up the Volksgrenadier blobbing we are removing the Panzershrek upgrade. This has been replaced by a package that improves their AI at short-mid range whilst still maintaining some anti-tank to deal with armor that rushes behind ATGs or other units. While the upgrade is not that powerful to start off with, they do gain considerable power as the Volks gain veterancy which has many offensive boosts.

Panzershrek Package removed.
Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)

MG34 HMG Team

Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal.

Mid accuracy from 0.41 to 0.5
Far accuracy from 0.14 to 0.28
Cooldown from 2.5/3 to 1.75/2.5
Cost increased from 210MP to 230MP
Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.

Fortification Doctrine

Developer Comments: Replaces the MG 34 in the Doctrine

Replaced MG34 call in for LeFH 18 Artillery

Luftwaffe Ground Forces Doctrine

Developer Comments: Replaces the MG 34 in the Doctrine

Replaced the MG34 call in for Reconnaissance Overflight

Goliath

Developer Comments: We felt the damage output from a Goliath against an emplacement was too small. It’s a high investment, high risk unit and we feel it should pay off if it manages to reach its target.

Added a target table 5x damage multiplier against British Emplacements

Raketenwerfer

Developer Comments: We felt the Raketenwerfer was a little too easy to flank with vehicles once revealed. We are increasing the firing arc slightly to help address this issue.

Weapon firing arc increased from 60 to 70

Sturmpioneers

Developer Comments: With the removal of the Panzershreck package from the Volksgrenadiers we are happy to see how the OKW is currently playing. We do however notice the OKW struggle against armor if they are not ahead in resources. We are giving the Panzershreck package to the Sturmpioneers to help deal with this issue.

Panzershreck upgrade package added

Bundled Grenade (Fallschirmjagers and Obersoldaten)

Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.

AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120

Sturmtiger

Developer Comments: We felt the 50% chance to abandon a vehicle when at 50% health was too random and frustrating so we are removing this critical

Removing a critical that abandons the Sturmtiger at 50% health when damaged.


BRITISH FORCES

Starting Resources

Developer Comments: The British early game can often be very difficult due to the high cost of their Infantry. We increased the starting manpower to match other factions and to somewhat compensate their early game for their high manpower cost per unit.

Starting manpower increased from 290 to 340

Universal Carrier

Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we needed to make some adjustments. We gave it self-repair on stock so it no longer requires an engineer to be repaired, made it more durable through an upgrade purchase, and made significant improvements to the Vickers K.

Cost increased from 210MP to 260 MP
Vickers K range from 35 to 40
Cooldown from 1.5/2.0 to 1.25/1.5
Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
Health improved by 40 when upgraded with Vickers K or Flame Projector.
Has Self-Repair stock.

Counter Battery

Developer Comments: We felt the Counter Battery's cost vs reward was not well balanced and required tuning to bring it in line with other similar artillery options. We also want players to make decisive gameplay decisions where using this ability had virtually no risk associated with it.

Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds.
Costs 30 munitions

Land Mattress

Developer Comments: Based off its effectiveness, we felt this unit could be called in too early. To help bring it in line with other Doctrine artillery we have increased its required CP. The White Phosphorus rounds was precision striking weapon teams too easily due to their low scatter values.

Increase CP requirement from 5 to 8
AOE damage reduced from 0.2/0.4/1 to 0.1/0.25/1
White Phosphorus round angle scatter increased from 5 to 15
White Phosphorus round distance scatter max increased from 10 to 15
White Phosphorus round distance scatter obj hit min increased from 0 to 10
White Phosphorus round scatter offset reduced from 0.8 to 0.1
White Phosphorus round min tilt angle reduced from 25 to 15
Sexton

Developer Comments: We feel the Sexton is one of the UKF's most underperforming units. Therefore, to improve the Sexton's performance we have increased the unit's AOE damage, increased the number of shells it fires, and made it fire a little faster.

AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
Wind Down from 4.67 to 3.125
Number of shells for barrage increased from 5 to 8

Firefly

Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare.

Reload from 10 seconds to 8.
Tulip Rockets now deal 120 damage from 240.
Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
Tulip Rocket ability cost from 100 to 80.
Tulip Recharge time from 120 to 80.
Infantry Section (Both variants)

Developer Comments: Due to the extremely short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. Infantry Sections also accrued Veterancy faster than any other core infantry unit so we have slightly increased the Veterancy requirements for these units.

Artillery flare range increased from 20 to 30
Veterancy requirements from 480/960/1920 to 560/1120/2240.

Tank Hunter Infantry Section

Developer Comments: The damage from the HEAT Grenade was under performing and we wanted to bring it in line with all other infantry anti-tank abilities.

Heat Grenade damage from 50 to 100.

Sniper

Developer Comments: Due to the short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target.

• Artillery flare range increased from 30 to 35.

Bofor QF 40mm “Suppressive Barrage” ability

Developer Comments: The Suppressive Barrage was meant to be used to pre-emptively lock out a choke point for a short period of time through suppression. We found it was wiping weapon teams much too easily due to its small scatter and high AOE. With the reduction in AOE and higher scatter, players can expect this ability to wipe squads less but do suppression over a large area. White Phosphorus round distance scatter max increased from 10 to 15

Suppressive Barrage weapon AOE reduced from 5 to 3
Suppressive Barrage weapon Scatter angle increased from 5 to 15
Suppressive Barrage weapon suppression reduced from 0.3 to 0.2

Cromwell

Developer Comments: The Size of the Cromwell was smaller than other Medium Tanks. We are slightly increasing its size value to match other Medium Tanks.

Target size increased from 18 to 22

Churchill MK. VII Infantry Support Tank

Developer Comments: We felt the Churchill costs too much for its current performance so we are reducing its cost.

Cost reduced from 540 Manpower and 180 Fuel to 490 Manpower and 160 Fuel.




BUG FIXES

Fixed a bug where the Vet 1 weapon reload modifier on the Royal Engineers was applying to all weapons. It now only applies to the Stens.
Don’t step on the Grass Intel Bulletin now properly reduces the cost of Teller Mines.
Fixed a bug that made LMG 34 that was picked up have different stats than the LMG 34 that was dropped.
Fixed a data issue where some artillery veterancy was not applying properly to the right weapons
Fixed a bug where the USF and British M3 HT was missing vet 2 and vet 3 bonuses


14

Hier sind meistens nur Flachzangen unterwegs, die am liebsten Deutsche spielen und es so einfach wie möglich haben wollen  :ugly:
Während man in anderen Foren nach Lösungen sucht, mächtige Deutsche Blobs zu besiegen: https://www.coh2.org/topic/53699/volkblobs-night-and-day-24-7-i-need-guidance/page/1#post_id543112 (Das hier ist eines der größten Probleme zur Zeit!)

1. IIG hat eine größere Reichweite als die Bofors Fähigkeit! Es kann also damit gecountert werden! Das Selbe gilt auch mit Mörser  ;D
2. Brace - Das ist zu viel Munition! ... Wie soll der Brite dann noch seine Infantrie mit BRENS und Piats ausrüsten können? Wie soll er DANN mit den Deutschen Blobs umgehen können? Wie?
3. Landmatratze passt: Nebelwerfer ist viel gefährlicher. Wenn dann auch hier nerfen bitte


15

servus,

nach einer kleinen pause hab ich letztens mit spezln wieder ein paar partien als achse gezockt...hab ich mit dem letzten patch irgendwas gravierendes verpasst? ich bekomm regelmäßig dermaßen auf den sack, vor allem vom briten...bofors kommt mir wieder ziemlich stark vor, vor allem in kombination mit diesem festungskommandanten. später kommt dann ein abnormal starker inf-mob hinzu und/oder comet-panzer. im lategame sind die stellungen selbst mit haubitze und stuka nicht kleinzukriegen, zumal der brite dann die verteidigung einschaltet.

vielleicht bin ich aber auch nur einfach aus der übung :)

ach ja: irgendwelche neue achsenkommandanten in sicht?

grüße
Du musst antworten! Mach selbst blobs! Mit Volks, Fusiliers/Fallschirmjägers und Obers! Damit vernichtest du jeden ALLIE Blob! Und vergiss MG nicht, falls so nen Blob zu dir kommt. Gegen Amerikaner sind 1-2 Sniper dann sehr effektiv! Wen er blobbt, 2!
Und Stuka/Nebelwerfer!

sehe ich durchaus ein und wird auch so praktiziert...aber wenn ZUDEM dann noch die stellungen kommen aka bofors an strategischen positionen, sieht man schnell alt aus, sofern die ostkameraden nicht zufällig vier mörser haben. selbst stuka reicht nicht, weil sie bis dahin zügig repariert wird.
Gute Erfahrung sind immer die leichten Feldhaubitzen des OKW's - Sie treffen zu 90% auch die Royal Engineers, die am Reparieren sind  ;D Proiere es aus!
Du musst auch mal die Gegenseite spielen, wenn du wirklich erfolgreich sein willst!  ;)


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