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Dec. 3 Patch Ninja Changes (?)

8 Dec 2015, 02:02 AM
#1
avatar of hhhhh

Posts: 85 | Subs: 1

Here are the changes I've found so far. I listed the appropriate Attribute Editor paths below to make referencing easier.

Feel free to let me know if I got anything wrong and/or missed something.

If I figure out how something works or find anything new I'll update this post.

ebps - entities


OST

german_mine_mp
mine_ext/detonate_radius 0.01 -> 0.001

ostruppen_soldier_mp
moving_ext/speed_max 3 -> 2.8

mortar_light_halftrack_250_7_mp
Several crit related values were removed, I'm not too sure what they mean or how they correlate with one another.
I believe this was to address a mortar halftrack firing bug someone had posted awhile back.
health_ext/criticals/critical_group/critical_info/info/*

SOV

t_34_76_mp
Several values were changed, I'm not too sure what they mean or how they correlate with one another.
Something involving "abandon". (not abandon chance percentage) Maybe this was an abandon bug fix of some sort?
crew_ext/race_list/race_data/*

t_34_85_mp
Several values were changed, I'm not too sure what they mean or how they correlate with one another.
Something involving "abandon". (not abandon chance percentage) Maybe this was an abandon bug fix of some sort?
crew_ext/race_list/race_data/*

OKW

assault_pioneer_mp
health_ext/criticals/critical_group/critical_info/info/*
health_ext/criticals/critical_group/critical_info/info/critical "soldier_flamethrower_explode" -> [Removed] (could have just been a leftover value from a previous patch, not in use.)

(This was in the official patch notes. Oops. :P)

sturmtiger_606_38cm_rw_61_mp
moving_ext/turn_plan "tank_i" -> "tank_i_heavy_crush"

sws_halftrack_mp
moving_ext/speed_max 3.2 -> 4

UKF

brit_17_pounder_pit_mp
Lots of crit related values removed, including "building_abandon". (could have just been a leftover value from a previous patch, not in use.)
health_ext/criticals/critical_group/critical_info/info/*

brit_bofors_40mm_autocannon_mp
Lots of crit related values removed, including "building_abandon". (could have just been a leftover value from a previous patch, not in use.)
health_ext/criticals/critical_group/critical_info/info/*

abilities


OST

grenadier_rifle_grenade_ability_mp
ability_bag/action_list/start_target_actions/delay/delay 2.125 -> 3

USF

p47_rocket_attack
ability_bag/action_list/start_target_actions/timed_action/duration 65 -> 80

rear_echelon_volley_fire_ability_mp
(hotkey changed from "F" to "V")
ability_bag/cost/munition 20 -> 35

weapon


SOV

kv-8_45mm_mp
weapon_bag/fx_munition_name "antitank_light" -> "shell_medium"

t70_m1938_45mm_mp
weapon_bag/fx_munition_name "antitank_light" -> "shell_medium"

USF

m26_m3_90mm_gun_mp
weapon_bag/range/distance/far 50 -> 45
weapon_bag/range/distance/mid 25 -> 22.5

p47_50cal_machineguns (nerfed before release it looks like)
weapon_bag/damage/max 10 -> 5
weapon_bag/damage/min 10 -> 5

sherman_m4a3_vehicle_hull_mp
weapon_bag/tracking/fire_cone_angle 2.5 -> 5

UKF

17_pounder_atg_mp
weapon_bag/reload/duration/max 5 -> 7.3
weapon_bag/reload/duration/min 5 -> 7.3

misc


Lots of ability speech codes were changed.

Several infantry squads have had their squad_ai_file changed to "riflemen-infantry-plan"

[upgrade] received_accuracy_partisans
upgrade_bag/actions/filter_action/deprecated_squad_class_type [none] -> "partisan_smg"
8 Dec 2015, 02:18 AM
#2
avatar of Cyanara

Posts: 769 | Subs: 1

jump backJump back to quoted post8 Dec 2015, 02:02 AMhhhhh


german_mine_mp
mine_ext/detonate_radius 0.01 -> 0.001


Last of the no damage mine bugs, hopefully?
8 Dec 2015, 02:24 AM
#3
avatar of hhhhh

Posts: 85 | Subs: 1



Last of the no damage mine bugs, hopefully?


We can only hope. :p

8 Dec 2015, 02:26 AM
#4
avatar of ferwiner
Donator 11

Posts: 2885



Last of the no damage mine bugs, hopefully?


Or the bug will happen but 10 times less frequently :P
8 Dec 2015, 06:57 AM
#5
avatar of MoerserKarL
Donator 22

Posts: 1108

yeah I have recognized that the sws truck is a lot faster now :D
8 Dec 2015, 07:03 AM
#6
avatar of Omega_Warrior

Posts: 2561

I'm pretty sure I saw those emplacement changes on the changelog. They made it so the emplacements don't get abandoned. If it's not in the live changelog I atleast remember it was in the preview patch.

The OKW one too is so the flamer on the sturms don't explode. Which was in the first preview notes.
8 Dec 2015, 20:02 PM
#7
avatar of hhhhh

Posts: 85 | Subs: 1

Updated. These might be the last ones I post for this patch.

abilities


OST

grenadier_rifle_grenade_ability_mp
ability_bag/action_list/start_target_actions/delay/delay 2.125 -> 3

USF

p47_rocket_attack
ability_bag/action_list/start_target_actions/timed_action/duration 65 -> 80

rear_echelon_volley_fire_ability_mp
(hotkey changed from "F" to "V")
ability_bag/cost/munition 20 -> 35

misc


Lots of ability speech codes were changed.
8 Dec 2015, 20:28 PM
#8
avatar of AchtAchter

Posts: 1604 | Subs: 3

jump backJump back to quoted post8 Dec 2015, 20:02 PMhhhhh
Updated. These might be the last ones I post for this patch.

abilities


OST

grenadier_rifle_grenade_ability_mp
ability_bag/action_list/start_target_actions/delay/delay 2.125 -> 3

USF

p47_rocket_attack
ability_bag/action_list/start_target_actions/timed_action/duration 65 -> 80

rear_echelon_volley_fire_ability_mp
(hotkey changed from "F" to "V")
ability_bag/cost/munition 20 -> 35

misc


Lots of ability speech codes were changed.


So Ostheer rifle grenades will be announced now one second later? No wonder they seem to wipe better lately. Thanks for posting everything!
8 Dec 2015, 20:33 PM
#9
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Thanks dude, so bad that Cruzz ignore us, we need new Cruzzi Kreygasm.
8 Dec 2015, 21:13 PM
#10
avatar of ClassyDavid

Posts: 424 | Subs: 2

Appreciated gent
8 Dec 2015, 21:41 PM
#11
avatar of What Doth Life?!
Patrion 27

Posts: 1664

Volley fire from 20 to 35 munitions makes absolutely no sense.
8 Dec 2015, 23:13 PM
#12
avatar of hhhhh

Posts: 85 | Subs: 1

Np. :)

Here are some more I found:

weapon


SOV

kv-8_45mm_mp
weapon_bag/fx_munition_name "antitank_light" -> "shell_medium"

t70_m1938_45mm_mp
weapon_bag/fx_munition_name "antitank_light" -> "shell_medium"

USF

m26_m3_90mm_gun_mp
weapon_bag/range/distance/far 50 -> 45
weapon_bag/range/distance/mid 25 -> 22.5

p47_50cal_machineguns (nerfed before release it looks like)
weapon_bag/damage/max 10 -> 5
weapon_bag/damage/min 10 -> 5

sherman_m4a3_vehicle_hull_mp
weapon_bag/tracking/fire_cone_angle 2.5 -> 5

UKF

17_pounder_atg_mp
weapon_bag/reload/duration/max 5 -> 7.3
weapon_bag/reload/duration/min 5 -> 7.3
9 Dec 2015, 00:09 AM
#13
avatar of ferwiner
Donator 11

Posts: 2885

Even more nerfs for allies...
9 Dec 2015, 00:09 AM
#14
avatar of ATCF
Donator 33

Posts: 587

So M26 Pershing has a 45 range now?
9 Dec 2015, 00:14 AM
#15
avatar of JohnSmith

Posts: 1273

and 17pounder has even more reload time? I played this game for five weeks in 2on2, and I have never seen one.
9 Dec 2015, 00:16 AM
#16
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post9 Dec 2015, 00:09 AMATCF
So M26 Pershing has a 45 range now?

If so, then I belive the only other as overpriced tank in relation to its performance and stats is only KV-2 :snfPeter: GJ lelik!
9 Dec 2015, 00:20 AM
#17
avatar of JohnSmith

Posts: 1273

I faced a Pershing once, and I thought it was a bad tank :(
9 Dec 2015, 00:26 AM
#18
avatar of hhhhh

Posts: 85 | Subs: 1

jump backJump back to quoted post9 Dec 2015, 00:09 AMATCF
So M26 Pershing has a 45 range now?

It was always 45, 50 was just the range targets had to be before being considered "far". (if that makes any sense :P)

If I understand this correctly, targets at a Pershing's max range were considered to be at "mid" range.
9 Dec 2015, 00:26 AM
#19
avatar of ZombiFrancis

Posts: 2742

I think that specific value has to do with accuracy ranges. The tank's range is the same, but the distance at which it calculates the accuracy for max range starts at 45, instead of the maximum range for the weapon. (Hence the change to the mid range as well.)

Both these changes are rather miniscule nerfs (depending on how different those accuracies are.)

Keep in mind though, I'm not fully confident on how much these values affect weapons that scatter.
9 Dec 2015, 00:33 AM
#20
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

so the reload time on the 17 pounder is now about the same as the pak43. not sure if the other stats effecting fire rate are the same between the guns though. of course the 17lber also costs 90 fuel...
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