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russian armor

Update September 24th

raw
24 Sep 2013, 22:38 PM
#1
avatar of raw

Posts: 644

Animation
  • Addressed repairing issue clipping treads
  • HMG reload animation added
  • Fixed jittery animation when coming out of the multiplayer setup screen


Audio
  • Fixed several speech bugs
  • Added smoke defense sounds to the 250 mortar halftrack


Campaign Changes
  • Addressed issue where some players were unable to access the campaign when starting from a fresh boot
  • Added M08 Tiger portrait
  • Fixed crash bug in M08


General
  • AI improvements
  • Made unfinished sandbags more vulnerable to attack
  • Set the armour of barbed wire and sandbags to 0 while objects are being constructed
  • Added territory requirement for the single player version of the flame halftrack upgrade
  • Added shared ability timer to accessory weapon abilities so if the entity that throws the ability is killed the cool down is not skipped
  • Addressed issues with the “Button” ability
  • Fixed spelling issues
  • Added new map content – Road to Kharkov (2-4) and Faceoff at Rostov (6-8)
  • Added fixed starting positions
  • Localization updates
  • Bug fixed on map sorting list
  • Edited Scenario Dropdown to be the same size as its style and not extend off the bottom of the screen
  • When viewing the battlefield after a game the fps is locked at 30
  • Minor UI edits
  • Fixed Tool Tips for the “Customizer” and “Saved” Game buttons flowing off the screen in Theater of War
  • Fixed Loadout rename overlapping scrollbar


Balance

Units and Abilities
We wanted to improve the usability and appeal for abilities which we felt were underperforming. Some abilities were toned down, such as the ZIS Barrage ability, which we found to be too cost effective given its average damage inflicted. Other abilities such as the IL-2 were inflicting significantly less damage per use and therefore were improved to bring them in line with most other elements within the game.


Hull Down
  • Now increases unit rate of fire by 25%
  • Hull down now increases unit range by 25%


Artillery Field Officer
  • Now increases infantry accuracy by 15%
  • Now increases vehicle rate of fire by 15%


Weapon Priority System
  • Improved the way weapons choose their targets, this should result in more logical target choices and better unit control


General Changes
  • Anti-infantry units are going to primarily target infantry and light armor
  • User choice will have a higher weight within the weapon priority system


Intel Bulletins
Addressed a number of edge cases where bulletins provided extreme benefits or no benefit to units they modified. Intel bulletins should now provide a 2-4% stat increase to units under their effect.

Artillery
  • Blow it All Up! (Katyusha) from +7% damage to +4% penetration
  • Wrong Place, Wrong Time (leFH 18 Howitzer) from +5% penetration to +10% experience
  • Outranged (ML-20 Howitzer) from +10% sight to -4% reload
  • Never Know What Hit ‘Em (ML-20 Howitzer) from +5% damage to -5% ability recharge time
  • Long Distance Combat (ML-20 Howitzer) from +3% penetration to -0.5 distance max scatter
  • Death from Above (Panzerwerfer) from +4% damage to -5% ability recharge time
  • Rocket Siege (Panzerwerfer) from +6% armor to +4% penetration


Assault Gun
  • Sturmpanzer IV Specialist (Brummbar) from +5% experience and +5% damage to +10% experience
  • Infantry Annihilator (Brummbar) from +5% damage and +4% accuracy to -4% reload
  • Nothing Left Standing (ISU-152) from +5% damage to -4% reload
  • Destined for Destruction (StuG III) from +8% penetration to +4% penetration
  • Indirect but Deadly (SU-76) from -15% ability recharge to -5% ability recharge
  • Tank Destroyer (SU-85) from +10% range to +4% penetration
  • Recruit Training: Assault (SU-76/StuG III) from +2% damage to -4% reload
  • Veteran Training: Assault (SU-76/StuG III) from +2% damage and +6% vehicle rotation to -2% reload and -6% vehicle rotation


AT Gun
  • Knife Through Butter (Pak 40) from -10% reload to -4% reload
  • Unstoppable Force (Pak 43) from -10% build time and +4% penetration to -10% build time
  • Pak 43 Specialist (Pak 43) from +5% experience to +10% experience
  • Penetrating
24 Sep 2013, 22:55 PM
#2
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

Penetrating
24 Sep 2013, 22:59 PM
#3
avatar of Enkidu

Posts: 351

raw
24 Sep 2013, 23:11 PM
#4
avatar of raw

Posts: 644

Penetrating


blame noun
24 Sep 2013, 23:17 PM
#5
avatar of Cardboard Tank

Posts: 978

I like the range increase of the "hull down" ability. So with 25% range increase a Panther will go from 50m range to 62.5m range and outrange the SU-85 which also doesn´t have it´s bulletin any longer that would have increased the range to 66m. That´s definately going to be interesting. Hulled down Panthers have more range than Su-85s. Time for payback!

Hull down your Panthers guys!
24 Sep 2013, 23:19 PM
#6
avatar of BartonPL

Posts: 2807 | Subs: 6

interesting, is these new things on hulldown replace olders buffs or just adds them
24 Sep 2013, 23:58 PM
#7
avatar of Lichtbringer

Posts: 476

If I had to guess I would say the damagereduction is still in place, the accuracy probably and the 0,75 cooldownreduction was changed to fires 25% faster (because of the Ostwind).
25 Sep 2013, 00:01 AM
#8
avatar of link0

Posts: 337

I might finally consider using Hull Down. It was probably the most laughable ability in the game.
25 Sep 2013, 00:07 AM
#9
avatar of 5thSSPzWiking

Posts: 135

Hull down range increase? HELLO FORTIFIED COMMANDER!!!!!!!!!!! Will my elephant be able to outrange arty now?
25 Sep 2013, 00:09 AM
#10
avatar of Lichtbringer

Posts: 476

^Actually I thought about this too :D But you can't rotate in Hulldown so... But its still good to wreck the enemy base :D
25 Sep 2013, 00:22 AM
#11
avatar of undostrescuatro

Posts: 525

i dont udnerstand why the partisan comander apears on my commander list and locked. what is that for? swtiching tow commanders?
25 Sep 2013, 00:29 AM
#12
avatar of 5thSSPzWiking

Posts: 135

^Actually I thought about this too :D But you can't rotate in Hulldown so... But its still good to wreck the enemy base :D

meh just make 2 elephants and an ostwind. hull down 1 elephant and keep the other able to rotate and an osty for anti infantry.
25 Sep 2013, 00:58 AM
#13
avatar of JohanSchwarz

Posts: 409

So, where's the rest of the changelog?
25 Sep 2013, 06:02 AM
#14
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2


meh just make 2 elephants and an ostwind. hull down 1 elephant and keep the other able to rotate and an osty for anti infantry.


The amount of fuel you need is too damn high! (Unless you are playing 3v3 or 4v4)

PD: yeah where is the rest of the changelog?
For example there is no more "pin lol" mg bulletin. Neither any dmg/health bulletin.
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