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Elite Mod 3.0

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30 Dec 2014, 21:02 PM
#101
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

thx.
3 Jan 2015, 13:39 PM
#102
avatar of bulatcr

Posts: 142

need help, inverse's gridkeys don't work on elite mod, does someone solved this problem already? or has someone tried EM with gridkeys?
link to gridkeys http://www.gamereplays.org/community/index.php?s=911dd931562a43e54e4a8bc50c05cb1d&showtopic=285329&st=240&p=9323636&#entry9323636
3 Jan 2015, 14:42 PM
#103
avatar of InSaNiedi

Posts: 43

You need to change your elitemod module
3 Jan 2015, 15:04 PM
#104
avatar of 12ocky

Posts: 508 | Subs: 1

https://www.dropbox.com/s/snjluykq4oiyixx/Elitemod.module?dl=0

Download this please and replace your previous module. And let me know if it works.
3 Jan 2015, 21:28 PM
#105
avatar of bulatcr

Posts: 142

jump backJump back to quoted post3 Jan 2015, 15:04 PM12ocky
https://www.dropbox.com/s/snjluykq4oiyixx/Elitemod.module?dl=0

Download this please and replace your previous module. And let me know if it works.


Well i changed one thing: archive.01 = WW2\Archives\WW2Data_KeyDefaults
you did archive.06 = WW2\Archives\WW2Data_KeyDefaults
it works only as "01"
P.S. thx :D
3 Jan 2015, 21:54 PM
#106
avatar of 12ocky

Posts: 508 | Subs: 1

Ah ok, yes I understand now. :p

thx

Inverse Gridkeys Elite Mod
A_E
4 Jan 2015, 12:28 PM
#107
avatar of A_E
Lead Caster Badge
Donator 11

Posts: 2439 | Subs: 6

"Casualties no longer reveal Snipers"

But that was logical :(
4 Jan 2015, 14:42 PM
#108
avatar of 12ocky

Posts: 508 | Subs: 1

I got a final build ready, mostly too make the puma feel like a puma again. And some other small adjustments. Will post after quali's


It's here:

Elite Mod 3.10

Tons of puma finetuning, Stuh further nerfed, Flammenwerfer nerfs because it was the hidden OP of Elite mod.

9 Jan 2015, 22:54 PM
#109
avatar of 12ocky

Posts: 508 | Subs: 1

So I made final 3.11 version, with a few reverts mainly and some other stuff. Because the vote turned out only about 60% of people fully support elite mod further versions.

So (after discussing with Tommy) I reverted a few things and decreased some of the 'new powers' (US Mortar) to make sure people don't get too much surprises while playing their games.




10 Jan 2015, 13:27 PM
#110
avatar of Pepsi

Posts: 622 | Subs: 1

Okay so we play it on 3.11 ?
10 Jan 2015, 14:36 PM
#111
avatar of 12ocky

Posts: 508 | Subs: 1

Yea, sorry if it's unclear. And such short notice, didn't have much time. I asked around and some people agreed so I launched it yesterday anyways.
20 Jan 2015, 02:58 AM
#112
avatar of Rickety Cricket

Posts: 61

I have noticed that when playing as wehr, you are limited in the number of repair bunkers you can build, was this intentional? I could only build 5. lol
20 Jan 2015, 12:37 PM
#113
avatar of Purlictor

Posts: 393

Yeah, Rocky changed it because of reasons. (I'm guessing 2v2)
21 Jan 2015, 04:15 AM
#114
avatar of Rickety Cricket

Posts: 61

For PE they start with a PG unit instead of Ket? and only 45 munis at start of game? I also noticed you can only fit one squad in the IHT even though it states max capacity is 8. :(
26 Jan 2015, 11:53 AM
#115
avatar of James Hale

Posts: 574

So, does Elite Mod not deal with the Brits or PE? I've read the full changelog, and noticed no changes.

Am I missing something?
26 Jan 2015, 23:22 PM
#116
avatar of 12ocky

Posts: 508 | Subs: 1

Nope it doesn't, there are some PE changes, but yea, nvm those.
30 Jan 2015, 02:16 AM
#117
avatar of 12ocky

Posts: 508 | Subs: 1

Elite Mod 3.12

Well it's not fully complete, but this will have to do ... at least for now.

4 Feb 2015, 13:49 PM
#118
avatar of Fanatic
Patrion 14

Posts: 480 | Subs: 1

After watching some of the tournament replays i got the feeling that the US mortar is over performing.

Thoughts?
4 Feb 2015, 14:46 PM
#119
avatar of 12ocky

Posts: 508 | Subs: 1

Yup it is a bit too good so I already nerfed it a little.

3.12 notes:
* US mortar AoE damage medium from 0.75 to 0.7


And well it's still more survivable. Previously Mortar was never worth it over choosing sniper, now they are a more equal choice.
Put it this way: Mortar is better when Wehr hard camps an area, sniper is better in more mobile matchups.


I think one of the problems is rifles (heavy T1 / maybe into T2 all ins) were a bit too dominant over Wehr in most of the games and kept Wehr contained, making the mortar even better.

I think though if Wehr has some more breathing space it would work better. Puma wasn't punishing heavy rifles hard either, so I buffed it a little again. (Hope people don't start crying PUMA OP now, because the line is really thin with Puma's.)
However I did notice some perfect opportunities for Wehr players, while they were teching up, to get LMG's or even Flammenwerfers (THIS IS ELITE MOD), which are hard counters to these strategies.
But nobody really thought about it or wanted to take that gamble.

27 Feb 2015, 09:50 AM
#120
avatar of Carlos Danger

Posts: 362

One thing I noticed you didn't fix was Volksgrenadier reinforce cost. Should be higher than 22MP I think. 28 sounds fair.
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