ye my mistake..had to check for myself
I've seen that edit!
Took me much longer to find the change, didn't expected it to be so ancient.
OKW vet5 units should give 2x the exp.
does damaging tanks give too much vet?
19 Jul 2016, 12:07 PM
#21
Posts: 366
19 Jul 2016, 13:48 PM
#22
1
Posts: 1021 | Subs: 1
Generally, yes, I would agree with you. However, ever since the last patch they got the god-nade, which really helps with power-vetting.
imo the stronger the opponents get, the lesser of an impact grenades have. but yes, the nades are definetely stronger now!
Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.
OKW vet5 units should give 2x the exp.
saying you get 1.2 base experience per level of veterancy means its multiplicative, but in the next sentence and in katiofs post it seems to be additive! that does not make that much of a difference against vet 3 units (10%), but if it works with vet 5, this is the difference between 200% and 250% !!
19 Jul 2016, 13:50 PM
#23
Posts: 17914 | Subs: 8
imo the stronger the opponents get, the lesser of an impact grenades have. but yes, the nades are definetely stronger now!
saying you get 1.2 base experience per level of veterancy means its multiplicative, but in the next sentence and in katiofs post it seems to be additive! that does not make that much of a difference against vet 3 units (10%), but if it works with vet 5, this is the difference between 200% and 250% !!
Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.
Here you have direct patch notes quote.
19 Jul 2016, 13:54 PM
#24
1
Posts: 1021 | Subs: 1
thnx!
lol, so someone at relic fucked up the math, because the first sentence says c_(vet)=1.2^(vet)
while the second says c_(vet)=1+0.2*(vet)
lol, so someone at relic fucked up the math, because the first sentence says c_(vet)=1.2^(vet)
while the second says c_(vet)=1+0.2*(vet)
19 Jul 2016, 17:23 PM
#25
Posts: 4928
if you change the hp of tanks,you need to change the hp of light vehicles aswell, and then normal rifles do suddenly much more damage against them
T A R G E T
A
B
L
E
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19 Jul 2016, 17:53 PM
#26
Posts: 8154 | Subs: 2
OP: the answer is yes. The real thing is, if it hasn't been changed in 3 years, i don't think there's a reason to take the work of modifying ALL tanks and infantry with target tables and so on in order to try to "fix" this.
19 Jul 2016, 18:56 PM
#27
1
Posts: 1021 | Subs: 1
OP: the answer is yes. The real thing is, if it hasn't been changed in 3 years, i don't think there's a reason to take the work of modifying ALL tanks and infantry with target tables and so on in order to try to "fix" this.
well, to be honest most balance discussion "results" here will never be featured ingame, because relic is too lazy or not interested anymore. things like commanders, side armor, squad spacing, etc come to my mind
for me its just interesting to see whether other players have the same feeling
19 Jul 2016, 20:57 PM
#28
Posts: 8154 | Subs: 2
well, to be honest most balance discussion "results" here will never be featured ingame, because relic is too lazy or not interested anymore. things like commanders, side armor, squad spacing, etc come to my mind
for me its just interesting to see whether other players have the same feeling
Side armor: laughs
Squad pacing: people had already done it
Commanders: unless we talk about implementing new things (which require modeling, animations, etc.), several commanders had seen tweaks.
If something can be served in a silver plate to Relic, it's possible that it could be implemented later on.
19 Jul 2016, 21:49 PM
#29
1
Posts: 1021 | Subs: 1
Commanders: unless we talk about implementing new things
im talking about a complete remodelling, cutting the numbers of duplicate abilities, getting rid of some commanders, maybe even introducing commander paths like in vcoh
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