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The 17 ninjas

18 Sep 2015, 23:32 PM
#1
avatar of Cruzz

Posts: 1221 | Subs: 41

Desalinated enough to stop raging about the patch, I guess as I already looked this stuff up on patch day I might as well post it...


Luchs, FlakHT and FlakHQ changed into accuracy based attacks like centaur with less aoe than before. They're all somewhat better against stuff in buildings.
FlakHT is generally better at suppressing but seemed worse at killing. (penetration nerfed from 20/25/30 to 20/20/20)
Luchs around the same against spread out models and worse against clumped up ones. (penetration buffed from 15/20/25 to 25/25/25)
FlakHQ is just insane against infantry again

While simply an unmentioned side-effect rather than a ninja change per se, most of the weapon changes made in this patch and the last one (flamers, pwerfer, etc) mean massive increases in damage against building garrisons. In this patch every single burst from an infantry flamer is guaranteed to do 32 damage against every single model inside a building (no matter where it hits), so there is no way a squad will survive 3 or more bursts.

.50 cal vet2 got its penetration and damage nerfed to be the same as vet0 gun.

USF AA HT firing cones increased notably.

Sturmtiger aoe damage ninja nerfs removed AND aoe distances buffed up higher than they were back when the unit had 10 radius, so now it will kill 640hp vehicles in a larger radius than ever before.

Avre AOE penetration from 112 to 150, AOE distances from 2.25/4.5/6.75 to 2/4/8 (means the kill radius against infantry actually INCREASED despite the damage nerf), will no longer pierce through objects, +50% damage modifier against buildings so those pesky okw trucks don't stay up. Only thing it got weaker against is tanks with over 440hp left.

Massive increase in DSHK HMG rate of fire at mid and near

Vickers HMG vet1 stacking in a new exciting way, get +25% stacking range every time you enter a building.

Partisan PPSH also got the accuracy buff conscripts got

Brit Reinforce the Front works on allied territory rather than just own.

Ostheer sniper minimum recloak time from 2 to 6 seconds

OKW tank commander upgrade requirements removed so you can buy it with any commander

Conscript received accuracy change was from 23% to 40%

Code

Small arms numbers: Range NEAR MID FAR

OLD: conscript_ppsh-41_sub_machine_gun_mp: 9.008 0.915 0.113
NEW: conscript_ppsh-41_sub_machine_gun_mp: 10.799 1.711 0.196

OLD: partisan_ppsh-41_sub_machine_gun_mp: 7.802 0.953 0.129
NEW: partisan_ppsh-41_sub_machine_gun_mp: 21.066 3.564 0.448

OLD: dshk_38_sokolov_mp: 32.546 16.825 8.291
NEW: dshk_38_sokolov_mp: 62.134 25.237 8.291

OLD: paratrooper_m1_thompson_mp: 18.661 2.827 0.497
NEW: paratrooper_m1_thompson_mp: 18.661 7.027 0.864

OLD: tommy_scoped_lee_enfield_rifle_mp: 3.394 2.499 2.077
NEW: tommy_scoped_lee_enfield_rifle_mp: 6.312 3.971 3.22
BASE: tommy_lee_enfield_rifle_mp: 4.968 3.484 2.892
18 Sep 2015, 23:46 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post18 Sep 2015, 23:32 PMCruzz

Conscript received accuracy change was from 23% to 40%


Doesn't seem to be a ninja:

Conscripts

Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.
Veterancy 3 Receive accuracy modifier increased from 33% to 40%
18 Sep 2015, 23:46 PM
#3
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

I love how they said they were fixing the broken vet 2 changes to the .50 cal and it turned out they just removed them :facepalm:
18 Sep 2015, 23:49 PM
#4
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post18 Sep 2015, 23:46 PMKatitof


Doesn't seem to be a ninja:



Numerical values are different, just think people should know that the change is a lot bigger than what they imply in the notes.
18 Sep 2015, 23:54 PM
#5
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post18 Sep 2015, 23:32 PMCruzz

OKW tank commander upgrade requirements removed so you can buy it with any commander


To elaborate on this, the tank commander you can put on anyone can't call in artillery barrages and only increases sight range by 6.
18 Sep 2015, 23:55 PM
#6
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



To elaborate on this, the tank commander you can put on anyone can't call in artillery barrages and only increases sight range by 6.

Does it still block the MG-42 gunner upgrade?
18 Sep 2015, 23:57 PM
#7
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post18 Sep 2015, 23:55 PMTobis

Does it still block the MG-42 gunner upgrade?


Yes.
19 Sep 2015, 00:02 AM
#8
avatar of Mr. Someguy

Posts: 4928

So it's definitely a bug then.
19 Sep 2015, 00:03 AM
#9
avatar of Alexzandvar

Posts: 4951 | Subs: 1

So it's definitely a bug then.


The Panzer Commander being non-doc would be v cool but right now it's worthless so eh.
19 Sep 2015, 00:09 AM
#10
avatar of Mr. Someguy

Posts: 4928

The Panzer Commander being non-doc would be v cool but right now it's worthless so eh.


Yeah. Funny how Brits get non-doc Tank Commanders, which are superior to OKW doctrine Panzer Commanders.
19 Sep 2015, 00:14 AM
#11
avatar of Cabreza

Posts: 656

jump backJump back to quoted post18 Sep 2015, 23:32 PMCruzz
Ostheer sniper minimum recloak time from 2 to 6 seconds [/code]


This seems pretty huge as now the soviet sniper is the fastest cloaking sniper in the game. It's going to make the Ost sniper much more vulnerable to counter sniping and being chased down.

Also, nice to know the .50 is as useless as ever.
19 Sep 2015, 00:14 AM
#12
avatar of ghey boi

Posts: 61

Oh god, when will they ever get rid of the ST and avre. Those units are pure BS, and now they have better AOE? You have to be kidding me.
19 Sep 2015, 00:24 AM
#13
avatar of VonIvan

Posts: 2487 | Subs: 21

So that's why Cruzz was our best salt miner today. :foreveralone:
Salt Mines are always open thanks to the wonderful and generous support of Relic Entertainment. :foreveralone:
19 Sep 2015, 00:28 AM
#14
avatar of Grumpy

Posts: 1954

What about the USF AA halftrack damage against planes? It doesn't seem to be working as well against the CAS loiter.
19 Sep 2015, 00:30 AM
#15
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

"Vickers HMG vet1 stacking in a new exciting way, get +25% stacking range every time you enter a building."

Yep, not broken at all.

19 Sep 2015, 00:35 AM
#16
avatar of Bryan

Posts: 412

19 Sep 2015, 00:37 AM
#17
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

Can someone with some connection to relic please make sure they see this?

Also, huge thanks to Cruzzi, as always <444>3
19 Sep 2015, 00:49 AM
#18
avatar of VonIvan

Posts: 2487 | Subs: 21

September 21 (or 22nd) Hotfix Patch Notes

Balance
Handheld Flamethrowers
We are reducing the bonus damage to allow players to have more time to react.
Handheld flamethrower damage modifier against units in buildings changed from 2 to 1.5
Handheld flamethrower damage modifier against heavy cover reduced from 2 to 1.25,
Handheld flamethrower damage modifier against light cover from 1.25 to 1
Rifleman
We are bringing down the receive accuracy modifier slightly due to community feedback. This will make them slightly less durable against small arms fire.
Rifleman receive accuracy veterancy 3 modifer reduced from 25 to 20%]
Anti-Infantry Partisans
Partisan PPSH weapon rate of fire was set way above the other PPSH weapon profiles. This was not intended so we are re-aligning its rate of fire to match its other PPSH counter parts.
Partisans PPSH rate of fire reduced from 12 to 6 (To match shock PPSH)
Incendiary Grenade
Reducing the initial damage to prevent instant entity death. We are also slowing down the projectile speed of the grenade to give players more time to react to the grenade.
Incendiary Grenade damage reduced from 20 to 10
Projectile speed reduced from 10 to 5
Bugs
Fixed an issue with the Vickers HMG Vet 1 range bonus in garrison that stacked when you go in and out of buildings
Fixed an issue with Spy Network CP requirement displaying as 0 instead of 4
Ambulance lockdown does not require territory anymore due to the unlocking ability locking out if the enemy de-captures the territory
OKW Tanks can no longer upgrade to tank commanders if they do not have the commander chosen.
Fixed an issue of gliders crushing the OKW Battlegroup Headquarters
Fixed an issue of OKW mine sweepers providing too low of a detection radius (10 to 25)
19 Sep 2015, 00:52 AM
#19
avatar of Hawking

Posts: 113

"Vickers HMG vet1 stacking in a new exciting way, get +25% stacking range every time you enter a building."

Yep, not broken at all.



Seems to me like Relic wants to bring the Vickers back to its glory days of mowing down Jerry from a couple hundred yards in 1916. :foreveralone:
19 Sep 2015, 00:56 AM
#20
avatar of Kubelecer

Posts: 403

Is the wehr sniper camo change intended?
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