I'm in woggie. if you like me enough, otherwise i'll need a partner too.
I agree they are a bit OP, but wishing me dead is a bit extreme imo!
shit man, so you're new to multiplayer games ? welcome the the interwebz i guess...
Well I could tell you what I always do, I hope that helps a bit perhaps.
Most players will indeed go AC, and many of those will build two of them. I go 2 engie 4 rifles, and then pop bars out. Your barred rifle blob will beat his noob ass, so you can be super agressive when you have the 4 bar rifles. Most PE players dont expect that, and will make mistakes with their AC micro, which will die fast to your riflemans.
After that, I often go airborne to counter his heavier vehicles, which leaves your fuel free to get supply yard upgrades. If you don't want to go airborne, just use the fuel to go t3 or t4 (depending on mapcontrol), and kick his noob PE ass to the street. After that, smacktalk a bit and pridepost on GR.
I get my acs to vet3 off versus that.
I would recommand the bars if you feel good and you have a good access to green cover.
Otherwise, you have to play the cat and mouse game.
Well the bug encourage early cps usage to see unexpected strategies. So I would reward it indeed.
3 rifles 1 ranger, rifles foward mines, foward medbunker, early blitz nades, early zeal...
Knowing that a player who didn't choose a doc within the first 20 minutes is losing a massive among of xp, i would keep this "bug"
Well at the moment (Vcoh) every first 2CP's go at a rate of 60xp per cp. And the rest goes at 80xp per cp.
This gives a clear disadvantage to doctrines like Defensive which can reset their CP timers fast (by spending points). And it's a disadvantage for doctrines like Armor.
I could make them anywhere between the range of 60-80. But as long as it scales equal. So if people rush superfast Pershings now for example, I will adjust.
So you're killing the little xp advantage players get from chosing a doctrine early early game ? (1 to 2 cp).
I remember a topic on GR talking about that.. the xp/cp advantage you get from picking your doctrine and so your global strategy, early in the game.
In others words, if I rush rangers at 1cp unlock then 2cp unlock (so I keep my CPs/xp optimized, I won't ge any (really really soft xp)advantage from building my play around a aggressive timed strategy. While the werh player can just wait for his 12cp to call in a tiger or a king tiger without any xp desadvantages.
Allow me to write the changelog which are in the .rar file
Show Spoiler Reverted changes from elite mod:
* Croc flamethrower damage back to 0.5x vs bunkers
* LMG 42 search radius reverted
* (Bug with flammenwerfer was unintentionally reverted)
* Reverted officer detection range back to 18 (not sure where it got removed?)
General changes:
* The first 12 (up from 2) command points now cost 60xp
* Snipers now have negative zeal
* M1 garands (rifle and ranger), M1 carbines, Kar98k's (volk and storm) type weapons accuracy vs sniper from 0.75x to 0.85x
* Minesweepers now cost 25 munitions (down from 35)
* Hedges and hay piles (Langres) are no longer flamethrower proof => object type wood
* Flamethrowers damage vs wood increased from 0.5x to 1x
* Paks, Nebels and ATG's now get a 1.25x speed bonus on negative cover (from 1x for atg's and 1.75x for nebel)
* Flamethrowers now deal small amounts of deflection damage
US:
Doctrinal
* Bombing Run amount of bombs doubled
* Bombing Run damage from 200 to 100
* Bombing Run damage vs Stug and (+ skirts) and geschutzwagen from 1x to 2x
* Bombing Run scatter removed (scatter values set to 0)
* Airborne ATG squad reinforce cost fixed
* Airborne squad reinforce cost from 45 to 40 (0.72x to 0.64x)
* Recoilles rifle upgrade time from 45s to 30s
* Satchel charge cost from 50 to 40 munitions
* Satchel charge detonator from 5s to 4.5s
* Rangers health from 65 to 70 per man
* Rangers veterancy requirements to 8/16/32 from 12/24/44
* Rangers now have Ranger M1 Garand Rifle, instead of standard M1 Garand Rifle
* Thompson upgrade cost from 100 to 80 munitions
* Bazooka medium range accuracy from 0.6x to 0.75x
* Bazooka accuracy vs moving light armored vehicles (Puma and Sdkfz halftrack) from 0.75x to 0.8x
* Off map combat group: 30 cal and Mortar removed in group 2
* Off map combat group price increased from 800 to 825
* Pershing HVAP (upgun) AoE distance long from 3 to 5, medium from 1.5 to 2.5, Short from 0.5 to 1
* Raid cp's required from 2 to 1
* Calliope price reduced from 650mp to 625mp
Tier0
* Grease gun moving burst from 1x to 1.5x
* Demo Charge research time from 60s to 30s
* American Observation post build time set from 50s to 30s
* MG Nest Modifiers vs Suppressed targets fixed: accuracy vs suppressed from 0.5x to 1x; damage vs suppressed from 0.67x to 1x; suppression vs suppressed from 0.55x to 0.5x
* MG Nest Modifiers vs Pinned targets fixed: Damage vs pinned from 0.67x to 0.25x
Tier1
* Jeep 30 cal damage from 5 to 6
* Jeep 30 cal damage vs infantry types from 0.75x to 0.69x
* Jeep 30 cal negative accuracy increment removed (from 0.975x to 1x)
* Jeep 30 cal priority vs Snipers increased to 100
* Jeep 30 cal max reload from 6s to 6.5s
* Jeep 30 cal damage vs bike from 0.6x to 0.5x
* Riflemen reinforce cost from 27 to 24 (from 0.6x to 0.53334x)
Tier2
* American HMG team reinforce cost from 0.5x to 0.3x, reinforce time 0.75x
* 30 Cal burst duration from 4-5 to 5-6
* American Mortar team squad size from 3 to 4 (m1 carbine on the extra man)
* American Mortar team now costs 270mp
* American Mortar reinforce cost from 0.5x to 0.4x
* American Mortar veterancy requirements from 8/16/32 to 8/14/26
* Mortar damage from 20 to 23
* Mortar damage vs airborne armor from 1x to 2x, accuracy vs airborne to 1x (from 0.75x)
* Mortar damage vs garrisoned units from 0.75x to 1x
* Mortars free fire (not barrage) cooldown reduced from 8-6s to 4-3s
* Mortar penetration vs infantry types doubled
* Mortars no longer deal double suppression to friendly units at AoE short
* Springfield sniper rifle reload increased to 6 from 3
* American Sniper upkeep cost from 9.6 to 12
Tier3
* M8 37mm damage vs Marder III (Geschutz) armor from 2x to 1.2x
* M8 Reload duration from 7s to 6.75s
* M8 Armor skirts 40 munitions, HMG 60 munitions
* T17 penetration from 0.4/0.6/1 to 0.6/0.8/1
* T17 accuracy mid range from 0.65x to 0.7x
* M3 Halftrack fuel cost dropped from 25 to 20
* Quad damage increased from 5 to 7
* Quad reload from 12-10 to 9-7.5
* Quad Cooldown from 4-2 to 3.1-2.3
* Quad now has fire aim time of 0.25s (1X at all ranges)
* Quad burst duration from 3.5-2.5 to 3.25-2.75
* Quad accuracy lowered from 0.2/0.4/0.4 to 0.16/0.32/0.32
* Quad accuracy increment from 1.02 to 1.04
* Quad penetration vs halftrack from 0.2x to 0.1x
* Quad penetration vs Puma from 0.02x to 0.04x
* 57mm anti tank gun build time from 67s to 56s
* 57mm anti tank gun damage vs jeep increased from 0.5x to 1x
Tier4
* M2HB 50 cal (Shermans, Hellcat, Greyhound) upgrade cost reduced from 75 to 60 munitions
* Sherman 76mm Reload reduced from 7s to 6s
* Sherman 76mm AoE effects same as standard 75mm Sherman
* Sherman Smoke research cost lower from 150mp25fuel to 75mp25fuel
* Sherman Smoke use munitions cost lowered from 50 to 15, recharge time doubled
* Sherman Smoke now applies to the Croc Sherman aswell
* Sherman Crocodile can now upgrade 50 cal
* Sherman Crocodile flamethrower AoE long from 4 to 5
* Sherman Crocodile ready aim time lowered (to 0.1), projectile speed fixed (from 13.5 to 22)
* Sherman bulldozer cost from 75m to 50m
* Sherman crab mine flail cost reduced from 75muni to 50muni
* Sherman crab mine flail and bulldozer activate speed modifier from 0.5x to 0.6x
* Hellcat vision range reduced from 46m to 35m
* Hellcat and M10 76mm's accuracy vs Stug => 1x (from 0.85)
* Hellcat penetration slightly increased from 0.63/0.69/0.75 to 0.68/0.74/0.8
* Supply Yard:
Level 2 upgrade research duration from 90s to 45s
WM:
Doctrinal
* FtFL Received Damage modifier increased from 0.7x to 0.75x
* FtFl Cooldown increased to 45s (from 30s)
* 280mm Rocket Barrage cost reduced from 200 to 180 munitions
* Killing a stormtrooper experience granted from 2.5 to 2
* Assault nades: Stun removed
* Stuh projectile: is arty? => false
* Stuh damage vs buildings to 1x from 1.5x
* Stuh 105mm remade: feels more like a tank gun than a howitzer, is much more reliable at 'sniping' infantry but does lose some potential blob killing capacity.
* Manpower blitz munitions cost from 175 to 160
* Manpower blitz now gives 800 manpower (from 900)
* Manpower blitz now gives one minute less manpower penalty
* Manpower blitz cooldown duration from 3 minutes to 2
* Blitzkrieg munitions cost from 125 to 100, recharge time from 60s to 120s
* Blitzkrieg bonuses reworked: max speed for tanks and vehicles from 1.5x to 1.35x, Tanks and vehicles acceleration 1.15x, tanks and vehicles cooldown from 0.5x to 0.75x, vehicle reload 0.75x from 0.5x, accuracy penalties removed, heavy crush removed
* Firestorm cost from 160 to 150 munitions
* King Tiger 88mm turret speed from 15 to 18
* Replaced 25% chance a mine would immobilize a Tiger or King Tiger at green health with standard damaged engine critical
* Inspired Assault no longer applies to medics, repair guys, paks, nebels
* Inspired Assault now properly applies to MG and mortar teams
* Inspired Assault Received Accuracy penalty lowered from 1.5x to 1.35x
Tier0
* Wehr Observation post build time set from 30s to 20s
* Officer now unlocked at HQ after Tier 3 has been researched
* Officer off map mortar barrage cost from 150m to 125m
* fixed several minor bugs with off map mortar barrage
Tier1
* MG42 reinforce cost to 25mp (modifier set from 0.5x to 0.3x), Reinforce time 0.75x
* MP40 accuracy mid range from 0.45x to 0.4x, Moving accuracy from 0.2x to 0.3x
* MP40 research time from 10s to 15s
* Schwimmwagen build time from 40s to 36s
* Motorcycle MG42 vs damage and accuracy vs heavy cover from 0.4x to 0.5x, accuracy vs light cover from 0.4x to 0.5x
* Motorcycle MG42 priority vs Snipers increased to 100
* Motorcycle MG42 accuracy increment from 0.975 to 1
* Motorcycle MG42 damage vs infantry types from 0.75x to 0.69x
* G43 Sniper rifle minimum cooldown now 6s (from 5.5s)
* G43 Sniper rifle reload time increased to 6 (from 2)
* Wehr Sniper upkeep cost increased from 5.376 to 8.064
* Wehr Sniper sight range nerfed to 35 (from 40: standard to all units)
Tier2
* Pak accuracy vs Greyhound armor from 1x to 1.1x
* Pak accuracy vs M10 from 0.93x to 1x
* MG42 Vehicle (on HT also on vet 2 Stug and Stuh) suppression reduced by 50%
* Wehr Mortar team now becomes a 4 man squad
* Wehr Mortar team reinforce cost modifier from 0.5x to 0.4x, reinforce time 0.9x
* Wehr Mortar team vet1 received damage in heavy cover 0.75x removed: instead the mortar gets 0.85 received damage overall
* Mortar pack up time (Teardown) reduced from 2.8s to 2.3s
* Mortar damage vs Heroic armor from 0.7x to 1.0x
* Mortar damage vs Garrisoned units from 0.75x to 1x
* Mortar AoE medium range from 3.5 to 4
* Mortar damage from 36 to 39
* Mortars free fire (not barrage) cooldown reduced from 8-6s to 4-3s
* Mortar penetration vs infantry types doubled
* Mortars no longer deal double suppression to friendly units at AoE short
Tier3
* Tier 3 tech cost from 200/50 to 175/50
* LMG 42 accuracy long range from 0.13x to 0.15x
* LMG 42 munitions cost from 75 to 60
* Halftrack Flammenwerfer AoE distance long from 2 to 2.5, short from 1 to 1.2
* Halftrack Flammenwerfer now has 2s cooldown (from 3s)
* Halftrack Flammenwerfer now uses the same projectile as Croc Sherman
* Puma 50mm (upgun) accuracy on the move from 0.5x to 0.75x
* Puma 50mm (upgun) reload from 6-5s to 5s
* Puma 20mm gun reworked less bursty (no burst bug) damage, more reliable vs cover types (look at bottom of page)
* Officer removed from Sturm Armory
* Stug (and stuh) population cap from 4 to 6
* Geschutzwagen 75mm damage vs M3 halftrack and Jeep from 0.75x to 1x
Tier4
* Tier 4 tech cost from 200/50 to 150/50
* Panzer Command build time from 165s to 145s
* Stuka AoE accuracy increased to 0.75x and long and mid ranges
* Stuka Damage vs all infantry types from 0.25x to 0.35x
* Stuka penetration vs infantry types doubled
* MP44 accuracy at medium range from 0.3x to 0.35x
* KCH capping rate from 1 to 1.25
* KCH no longer require vet 1 for panzerfaust
* KCH now have standard grenadier grenade instead of assault nades
* All US machine gun type weapons again have 0.85x accuracy vs heroic armor
* KCH health increased from 90 to 96
* Killing a KCH experience points granted lowered from 4 to 3
* Panzer IV and Ostwind acceleration from 1.2 to 1.5
* Panzer IV AoE damage long from 0.2x to 0.3x, medium from 0.35x to 0.4x
* Ostwind 37mm got similar treatment as Puma, see below
* Ostwind manpower price from 410 to 390
KKC
* Vehicle veterancy lvl 1:
- Halftrack received damage from 0.75x to 0.85x
* Vehicle veterancy lvl 2:
- added: Pak penetration 1.1x
* Tank veterancy level 2:
- Panzer IV and Panther now get 0.95x received penetration and 1.05x health
- MG42 TANK turret damage from 4 to 5, suppression doubled
GUN REWORKS
Puma:
No longer is burst
Fire aim time 0.25
Cooldown 0.25
Cooldown modifiers 1.2/1/1
Cooldown modifier moving 1
Reload frequency 19
Damage 23
Accuracy 0.6/0.7/0.75
Cover table:
Heavy 0.5/0.5
Light 1/0.75
Garrison 0.5/0.5
5% chance casualty infantry green health removed
Penetration vs sniper 10x
damage vs towed gun 0.5x
Ostwind:
No longer is burst
Fire aim time 0.25
Cooldown 0.6
Cooldown modifier moving 1
Reload frequency 7
Damage vs M8 0.55x
Accuracy vs infantry 0.8x
Accuracy 0.5/0.75/0.9
Cover table
Heavy 0.5/0.45 (1 pen , 0.1 suppress)
Light 1/0.75
Garrison 0.5/0.5 (pen 0.75)
Scatter distance max 6
Horizontal tracking 120
Tracking angle up max 75
Bugs
Flak 88 does 0.15x accuracy vs airborne from 0.25x (like standard infantry)
Vehicles can sometimes drive between tank traps => Tank Traps max distance set to 2 (from 2.25)
Fix a bug Quad now does penetration vs airplanes (vs P47 thunderbolt penetration from 0 to 0.1x, Henschel => doesn't really count in this mod)
Snipers no longer automatically target light vehicles
M10 misfire bug fixed
Fix Hellcat Coaxial MG Accuracy bug vs Snipers 65 to 0.65
Retreat bug (pinned / suppressed unable to retreat)
Units getting stuck while running on retreat
Fix AI with units jumping around too much.
Fix a bug where Stormtroopers can move at full speed while cloaked after being reinforced
Flammenwerfer min and max damage switched
Improved AI to be less jumpy
Calliope barrage can now be cancelled while active
Command Point XP continues to display after completing your Doctrine
Puma friendly fire fixed
Puma - Ostwind burst bug eliminated (effectiveness should be the same overall but more consistent)
Casualties no longer reveal Snipers
ftfy
Just keep control of your opponent's cut-off house base and you'll be fine.
I don't see the problem at a competitive level of play.
It's like vcoh zombie gren farm... It's an exploit but nobody ever complained about it as it shouldn't happen if the players are better than easy AI.
It's not really about controlling the vp's. Focus on destroying your opponent, then you'll automatically get room for capturing the vp's on the right side.
A common used tactic as British on Angoville north is to go the left side and cut him off at his strat point.
Or piats/firefly base rape.
Just give them raygun.