June 23 Hotfix

Posts: 17914 | Subs: 8
Fixed a bug that made Volksgrenadier's Panzerfaust ability disappear when they hit VET 4
Fixed a bug where VET 4 and VET 5 didn’t exist on the LEFH 18
Fixed a bug that caused unintended behaviour to units when hit by Stun grenades
Fixed a bug where the modifiers from the combined arms ability was overwriting other modifiers
Fixed a bug where the auto-fire range on the USF 81mm mortar was more than the barrage.
Fixed a bug where some veterancy bonuses on the USF 81mm mortar wasn’t applying to the barrage and smoke barrage abilities.
Fixed a bug where Sturmpioneers could get all upgrades when multiple upgrades were queued.
Fixed a bug where the USF AT Gun Vet 1 ability had a initial delay before the ability would be active; Initial delay removed.
Fixed a bug where some grenades that didn't get the 33% range reduction when the squad is suppressed.
Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons.
Removed the random abandon critical from SturmTiger that could happen during reload.
Fixed a few help text issues
Fixed a bug where Volksgrenadiers could pick up a weapon and then upgrade to get 2 more STG44s


Posts: 3103 | Subs: 1
THANK YOU SO MUCH for the timely hotfix, that stuff was baaaaaaadddddd

Posts: 670
nigo why have you forsaken us?
yfw katitof is nigo and just forgot to switch accounts

Posts: 154


Posts: 3103 | Subs: 1
yfw katitof is nigo and just forgot to switch accounts


Posts: 17914 | Subs: 8


Posts: 2636 | Subs: 17
Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons.
Wait, what... ?


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Posts: 2066


Posts: 4630 | Subs: 2

Posts: 47
so wait the USF mortar still gets an insane low scatter and highest rate of fire still?
I hope they get it fixed ASAP. In my last game a single mortar wiped four squads with three or four men. That mortar has a higher accuracy than a sniper.


Posts: 1108

Posts: 2066


Posts: 1890 | Subs: 1
Why remove stun from JT? :|
I think the idea is that now that is has lower rear armor you don't need to have the random stuns as a further nerf on it to balance it.

Posts: 1217
The real question however: What are those vet 4 + 5 105mm bonuses?

Posts: 4630 | Subs: 2
I think the idea is that now that is has lower rear armor you don't need to have the random stuns as a further nerf on it to balance it.
Not sure... I always found stun effect as a trade for biggest range and 100% penetration.
Now it has better everything than Elephant yet costs the same


Posts: 48
Gah why must they drip feed hotfixes...

Posts: 1221 | Subs: 41
Range on autofire reduced to 80 (same as other non-120mm mortars). No other stat changes for the weapon, still autoloader equipped.
Scatter bonus from veterancy doubled for autofire, so now it gains *0.64 scatter for vet1 and another *0.64 at vet2 for a cool reduction of -59% on the already to start with lowest scatter of all the mortars.
Gains +33% range at vet3 for autoattack.
New OKW LEFH veterancy:
vet2:
-15% --> -5% scatter on hardpoint 2 (default barrage for vet0-vet2)
-25% --> -15% recharge time on abilities
+30% --> +15% rotation speed
vet3:
+33% --> +10% range on hardpoint 1 (unused, probably does nothing)
+33% --> +10% range on counterbarrage ability (but not on weapon, so probably won't do anything)
vet4:
-10% scatter on hardpoint 2 (probably does nothing because barrage uses hardpoint 5 from vet3 onwards)
+15% rotation speed
-15% recharge time on abilities
vet5:
+23% range on hardpoint 1 (unused, probably does nothing)
+23% range on counterbarrage ability (but not on weapon, so probably won't do anything)
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