Elite Mod 3.0
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link to gridkeys http://www.gamereplays.org/community/index.php?s=911dd931562a43e54e4a8bc50c05cb1d&showtopic=285329&st=240&p=9323636&#entry9323636
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Download this please and replace your previous module. And let me know if it works.
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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
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But that was logical
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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.
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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.
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Am I missing something?
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Thoughts?
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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.
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