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Elite Mod 3.0

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27 Feb 2015, 12:08 PM
#121
avatar of 12ocky

Posts: 508 | Subs: 1

I choose to lower rifles instead.

Agreed it's low, but I prefer giving players the room for a couple of mistakes so the game can drag out and not be decided on the first retreat.
1 Mar 2015, 00:21 AM
#122
avatar of 12ocky

Posts: 508 | Subs: 1

3.14 Elite Mod

5 Mar 2015, 12:51 PM
#123
avatar of Darc Reaver

Posts: 194

jump backJump back to quoted post1 Mar 2015, 00:21 AM12ocky
3.14 Elite Mod

* MP40 upgrade time reverted
* MP40 moving accuracy 0.5x
* Snipers aim time from 0.3-0.5 to 0.3s
* Snipers reload time 5s
* Flammenwerfer AoE distance short 0.75
* G-wagon and Stug costs reverted
* Panther and PIV no longer get reduced penetration at tank vet 2, tank vet 2 1.05x health
* Hellcat penetration 0.88/0.94/1, Reload 4.3s
* Jeep cooldown reverted, accuracy mid 0.475x
* Airborne reinforce cost reverted


Why? MP40 are meant to protect mg42 as defensive weapons, not to be used as assault weapons...
5 Mar 2015, 17:14 PM
#124
avatar of 12ocky

Posts: 508 | Subs: 1

or are they? Good luck charging (BAR) riflemen with volks.

The most important reason is that BARS dominated the previous tournament, rather than just nerfing rifles i'm just handing out more tools to counter the heavy infantry strats through gameplay decisions.

Furthermore it makes MP40 suits the 'SMG' design from COH a lot more and gives an extra dimension to Volks rather than just straight dps buffing them.

Also the Mortar from US performed well because it was never really attacked. It could consistently fire barrages from safe ranges. Some assault power wouldn't hurt.

If US goes M8 you aren't likely to upgrade MP40's because you are going to be using those munitions for Schrecks, mines and fausts.
6 Mar 2015, 20:13 PM
#125
avatar of 12ocky

Posts: 508 | Subs: 1

7 Apr 2015, 00:32 AM
#126
avatar of 12ocky

Posts: 508 | Subs: 1

3.15 Elite Mod


13 Apr 2015, 20:30 PM
#127
avatar of 12ocky

Posts: 508 | Subs: 1

Elitemod 3.16

This one has a bunch of small reverts to stay true to the current playerbase. The game will feel less different than previous versions now.

I did give snipers a small buff because, whilst they were still good after all their nerfs ... Elite infantry really took a dominant role in the Elite mod tournament. Now I'm giving snipers some more dps potential at a vulnerable range.

18 Apr 2015, 09:16 AM
#128
avatar of 12ocky

Posts: 508 | Subs: 1

just a quick headsup: KT veterancy bug to be fixed xD
26 Apr 2015, 15:56 PM
#129
avatar of 12ocky

Posts: 508 | Subs: 1

Elite mod 3.17
2 May 2015, 17:15 PM
#130
avatar of 12ocky

Posts: 508 | Subs: 1

Version 3.18 is out now



Most noteworthy change here is probably the Quad having the ability to take 2 PAK shots and have 5% HP left... Let see how this turns out to be.

Enjoy :)
16 May 2015, 08:29 AM
#131
avatar of 12ocky

Posts: 508 | Subs: 1

17 May 2015, 23:40 PM
#132
avatar of 12ocky

Posts: 508 | Subs: 1

Elite Mod 3.19

Well if it's not the final one, it's really close being the final one.
Originally there was always this small sparkle of hope I'd take a look at British and PE and some other features, but ye it won't happen.

I added in Martainville since it was amongst the best custom maps years ago, but never really got attention.

19 May 2015, 16:06 PM
#133
avatar of nekron

Posts: 269 | Subs: 1

jump backJump back to quoted post17 May 2015, 23:40 PM12ocky
Elite Mod 3.19

Well if it's not the final one, it's really close being the final one.
Originally there was always this small sparkle of hope I'd take a look at British and PE and some other features, but ye it won't happen.

I added in Martainville since it was amongst the best custom maps years ago, but never really got attention.




nice that u still work at the elite mod :thumbsup:
25 Aug 2018, 14:17 PM
#134
avatar of Tiger Baron

Posts: 3145 | Subs: 2

The British need fixing, something which I guess you haven't addressed sadly.
7 Sep 2018, 14:13 PM
#135
avatar of Darc Reaver

Posts: 194

If you want to make flamers more reliable you should increase their rate of fire and lower their damage. I changed values to 10-15dmg and rof of 2 - this way they deal more damage to injured troops and almost guarantee crits with multiple deaths on red health squads. Also fixes the "US engineer kills 2 full health Volks on first burst" and the "I use flamers on a building but don't deal damage at all for 10 seconds" issues.
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