- WEhr flamer HT range increase of 5m?
Makese sense since the standard rifleman with stickies can already normally sticky it, plus when you get vet 2 the upgrade will be a bit harder to use.
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- WEhr flamer HT range increase of 5m?
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1) What about a massive buff to demo charge research, like 10-20 seconds? Usually the use for them is only in a pinch when the opporunity presents itself and with the current wait time it makes impromptu base or bunker rush almost impossible.
2) Is it possible to fix RR phasing through light armor?
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No, but it does mean that 2 snipers together will have a 112.5% chance of being countersniped while moving, and an 84% chance of hitting either of those 2 snipers on retreat, compared to 75% and 56% in vanilla respectively.
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Giving a LOS for rifles won't affect early game. As it would be a SY buff. I don't know at which lvl of it to put it tho.
The increased LOS would cost at least the SY build (150mp 50fuel). Or maybe the first lvl of SY.
The SY building always appears before the T2, so it would better to put the buff with the lvl 1 upgrade.
I know that mg gets a LOS buff at vet2 or vet3. So it would anyway takes the advantage on the rifle LOS, at some points. And it would make the support vet more relevant.. Right now, it's used for snipers or nebels only.. Who gets vet2/3 for his mgs ?
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Elite Mod v1.1 has been released.
OP updated, everything seems to be working but let me know if you find anything wierd going on!
One bug I've already discovered is that engineers appear to have 2 types of mines available to build- they're both identical, but it just looks a bit odd. Gonna work on fixing this.
New changes in v1.1 (18/11/13)
- RR upgrade time reduced from 45 seconds to 30 seconds
- Ranger veterancy from 12/24/44 to 10/20/40
- Jeep priority vs snipers = 100
- Jeep damage from 5 to 6
- Motorbike priority vs snipers = 100
- Sherman smoke upgrade from 150mp/25fu to 100mp/15fu
- Sherman smoke ability from 50 munitions to 30 munitions
- Flammewerfer damage increased from 30 to 35
- Volk reinfocement lowered from 24mp to 22mp (reverted change)
- Rifleman reinforcement lowered from 27mp to 24mp
- Upgrading to the quad on the M3 halftrack will no longer force out garrisoned infantry
- Sherman croc can now use tank smoke
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New changes in v1.1 (18/11/13)
- RR upgrade time reduced from 45 seconds to 30 seconds
- Ranger veterancy from 12/24/44 to 10/20/40
- Jeep priority vs snipers = 100
- Jeep damage from 5 to 6
Oh I my pioneers will be happy to hear about this, and the bike, also volks aswell . My point being jeeps are kinda accurate already and durable, so more damage might not be the best idea.
- Motorbike priority vs snipers = 100
- Sherman smoke upgrade from 150mp/25fu to 100mp/15fu
- Sherman smoke ability from 50 munitions to 30 munitions
Hope this leads to more usage.
- Flammewerfer damage increased from 30 to 35
- Volk reinfocement lowered from 24mp to 22mp (reverted change)
- Rifleman reinforcement lowered from 27mp to 24mp
The rifleman reinforce will work great, vs PE and does make it so if a really bad flank happens, then you can recover a bit better.
- Upgrading to the quad on the M3 halftrack will no longer force out garrisoned infantry
Meaning now you can carry a engineer around to fix the M3, the cannon on if is already powerfull so I doubt anyone will be able to get close to the engies, not to mention if you place a flamer engi or a minesweeper engi, you can completely avoid mines or bomb rush an enemy position and kill everything.
- Sherman croc can now use tank smoke
Croc i feel is the tank that most needed the smoke
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haha, not gonna argue with these ^^; they seem familiar looks great
30 muni for a bit of smoke i still find a bit much, but w/e it's better than 50, not gonna bother disussing.
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Interesting to see how this Rifle reinforcement to 24mp is gonna play out. Should help both matchups (vs PE and Wehr) alot
Feel free to newspost this whenever you feel comfortable, Tommy
About mines: I've been thinking of tweaking them; but they play such a big part, in the current gameplay; It's hard to create scenario's where the changes are certainly better. You would have to take into account the whole target table against every unit.
snip
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When you start upgrading the quad for the m3 it never made your units jump out of it, same goes for the wehr HT.
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