IpKai and I played this game to kill time between ESL Cup games last night. I lose so many infantrymen!
Profile of AmiPolizeiFunk
General Information
Register Time: 18 Nov 2012, 13:59 PM
Last Visit Time: 12 Nov 2024, 22:51 PM
Broadcast: https://www.twitch.tv/amipolizeifunk
Website: http://www.jditmars.net
Twitter: https://twitter.com/AmiPolizeiFunk
Youtube: http://www.youtube.com/user/COH2ORG
Steam: 76561197993926044
Residence: Germany
Nationality: United States
Timezone: Europe/Berlin
Game Name: AmiPolizeiFunk
Register Time: 18 Nov 2012, 13:59 PM
Last Visit Time: 12 Nov 2024, 22:51 PM
Broadcast: https://www.twitch.tv/amipolizeifunk
Website: http://www.jditmars.net
Twitter: https://twitter.com/AmiPolizeiFunk
Youtube: http://www.youtube.com/user/COH2ORG
Steam: 76561197993926044
Residence: Germany
Nationality: United States
Timezone: Europe/Berlin
Game Name: AmiPolizeiFunk
Post History of AmiPolizeiFunk
Thread: Game from last night's stream27 Apr 2014, 06:54 AM
In: Replays |
Thread: ESL Weekend 2on2 Cup #325 Apr 2014, 15:19 PM
Looking forward to casting some good games! I hope all 16 spots get filled. You can see the teams here: http://www.esl.eu/eu/coh2/2on2/cup3/database/members/*/ 10 so far. Nice to see returning champs Jesulin & Quentin are signed up. And Pop/Ciez are there and Twister/DanielD too. Should be good! In: News |
Thread: Two new free Commanders today! 25 Apr 2014, 14:49 PM
Odd that it still calls them "Guards Rifle Infantry" in-game if they're a different unit. Shouldn't they be called something different? In: COH2 Gameplay |
Thread: ESL 2on2 Weekend Cup 325 Apr 2014, 14:35 PM
Sign up for this, guys! There are some strong teams playing, and hopefully IpKai and I will cast your games. In: Events Central |
Thread: Two new free Commanders today! 25 Apr 2014, 14:09 PM
Are the Guards you get in the M5 w Lend/Lease commander the same as regular Guards? I couldn't seem to upgrade them to DP-28s. Anybody know? In: COH2 Gameplay |
Thread: will be coh2 cheaper?25 Apr 2014, 08:30 AM
How can I easily see which skins I'm missing? In: Lobby |
Thread: The New OP 2 25 Apr 2014, 04:09 AM
Shermans pwned the fuck out of those Stug's. Didn't seem right. Pretty sloppy tho, kinda painful to watch. In: Replays |
Thread: ISU 152 gets 152 kills25 Apr 2014, 02:22 AM
Good lord. That's alot of kills In: Replays |
Thread: Elbe Day Update25 Apr 2014, 02:08 AM
Epic patch. Thanks for the new commanders. Excited to try the Sherman and Puma. The Sherman was one of my favorite units in COH1. Great to have it in the new game. In: News |
Thread: [CoH2] Changelog25 Apr 2014, 01:31 AM
Update April 24th, 2014 Updates
Command Point PacingAll heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.
Units and AbilitiesA number of iterations were made to weapon profiles and abilities to improve early game infantry combat. Osttruppen
Support Team ModificationsA number of modifications were made to support weapons designed to increase their utility on the battle field. For example, heavy machine guns were given increased penetration enabling them to act as a soft counter to light vehicles. Weapon Teams
Vehicle Top GunnerIncreased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade. German Mounted MG42
Vehicle ModificationsA number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game. AOE Profiles
Pacing and Tech ProgressionThe higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented. Tankoviy Battalion Command
Bug FixesA number of minor bugs were fixed to improve gameplay. German 105mm Howitzer
================================ Updates for July 31st, 2014 General M2HB .50 Cal previously had a +25% accuracy modifier instead of the intended +25% received accuracy modifier Adjusted the vet modifiers of the KV-1 to reflect its intended performance enhancements Lowered the accuracy modifier of paratroopers from 1.4 to 1.25 to account for the squad healing which was added to veterancy level 2 Elite Riflemen required population text on the dispatch ability now correctly states 7 population cost Sturm Officer population text on the dispatch ability now correctly states the 6 population cost WC51 Dodge recharge time set from 6 to 30 seconds Greyhound recharge time set from 6 to 45 seconds UI reticle for riflemen flares set from 35 to 30 to better represent its area of effect Rocket Artillery Our intent is to better align the performance of rocket artillery between the factions while maintaining some of their unique characteristics. In a previous update, we significantly increased the performance of the Katyusha to bring it in line with its counter-parts. However, its damage versus buildings ended up being higher than intended. Our goal was to lower building damage while increasing performance versus vehicles and maintaining its current performance versus infantry. Although damage has been set back to 80, the AOE modifiers on these units have been modified to retain the same damage profile versus soft targets. Katyusha These changes will retain the Katyusha’s current lethality versus infantry, increase its performance versus vehicles, and lower its performance vs. buildings. The delay in pay-load delivery provides the Katyusha with the ability to deny an area for short periods of time, while its long range and precision fire ability allow it to annihilate high priority units on the battle field. Damage from 160 to 80 Mid AOE damage from 45 to 28 Deflected shots now deal 20 damage Ability recharge time from 70 to 110 seconds Panzerwerfer In contrast to the Katyusha, the Panzerwerfer trades range and area denial for damage concentration. This increased rocket saturation increases its barrage lethality, while its counter barrage ability punishes nearby artillery. Given the Panzerwerfer has a slightly higher tech cost, we have enabled it to fire its barrage more frequently. Damage from 160 to 80 Mid AOE damage from 56 to 28 Deflected shots now deal 20 damage Ability recharge time from 70 to 100 seconds SdKfz 251 "Stuka zu Fuß" Half-track The Stuka provides the user with greater fidelity, allowing them to better coordinate their barrage against the enemy. Given the Stuka uses the largest caliber rocket, its deflection damage was increased to 40 to better reflect its intended potency versus armored units. Deflected shots now deal 40 damage ================================ Some Things and Some Stuff: A Short Update - Otherwise Known as updates for August 14th, 2014 Luftwaffe Medkit Drop Crates can no longer explode Crates can now be picked up by enemy players Luftwaffe Supply Drop Crates can no longer explode Crates can now be picked up by enemy players ================================ Update September 9th, 2014 War Spoils War spoil optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter items within the inventory. A new Wehrmacht commander has also been added to the game. It focuses on infiltration tactics, territory control, and offensive maneuvers. Commanders Wehrmacht Encirclement Doctrine added to store Soviet Tank Hunter Tactics added to store War Spoils Wehrmacht Encirclement Doctrine added to war spoils Added 40 new bulletins to war spoils Added 4 new victory strikes to war spoils Inventory Players are now able to hide duplicates items in their inventory Players can now organize items within the inventory in alphabetical order AI Opponent Updates AI squads now move to ability max range before starting an ability. This prevents the AI from throwing grenades at the position the target was at when it started moving to ability range. AI barrage abilities now target squads instead of position when the ability was started. AI min army units is now compared against offensive squads that can move and not all squads. This fixes an issue with the OKW counting base flak defenses and trucks and thinking their army was too big. Fix uninitialized variables in AITaskRetreatState that caused squads to sometimes wait forever to retreat. Fixed an issue of AI not paradropping team weapons on Easy difficulty. Improved AI use of Sturm Tiger reload ability. Map Rotation Spotlight As part of our continued support of community created content, we have incorporated five community maps into the custom game list. Our goal is to incorporate more community created maps in the future, so make sure to submit your work into the Steam Workshop as it may be featured next! Custom Game Maps Added (2-4) Overgrowth Added (2-4) Karelia Summer Added (4-6) Lemberg Fall 1944 Added (6-8) Pinsk Marshes Added (6-8) Narva River Units and Abilities Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay. Guard Riflemen DP-28 ‘Button’ The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed. Speed reduction from 0.1 to 0.33 Added rotation reduction of 0.33 Acceleration from 0.1 to 0.5 Deceleration from 8 to 2 Main gun set to active Main gun rate of fire set to fire 1.56x slower Pack Howitzer Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire. Now uses an arced projectile trajectory; no longer direct fires on target Dodge WC51 Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor. Command point cost from 0 to 1 M20 Utility Car Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times. Build time from 60 to 45 seconds M5A1 Stuart The functionality of Shell Shock was modified in a number of ways to reduce its potency versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great deal of flexibility in what targets it could frontally engage, limiting the need to flank with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still retaining the value of the ability through deflections. Additionally, the Stuart’s build time was reduced as it is no longer required to regulate the pacing of the unit. Build time from 75 to 50 seconds AOE penetration from 60/30/15 to 30/22.5/20 Shell shock stun duration from 5 to 3 seconds Shell shock ready aim time from 0.125 to 0.25-0.5 Shell shock AOE penetration from 0 to 30/22.5/20 Shell shock penetration from 180/100/30 to 60/45/40 Shell shock turret traverse speed from 100 to 52 Shell shock reload from 1.5 to 1.75 Shell shock deflection damage from 20 to 0 Shell shock scatter modified to match main gun scatter Shell shock range distance modifiers set to match main gun range distance M8A1 HMC Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire. Now uses an arced projectile trajectory; no longer direct fires on target M4A3 Sherman Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times. Build time from 75 to 55 seconds 105mm Sherman Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased. Now uses an arced projectile trajectory; no longer direct fires on target AOE radius from 4.5 to 5.5 M36 Jackson Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times. Build time from 90 to 60 seconds M4A3E8 Sherman The Easy Eight was previously over performing for its cost, its cost was increased to better reflect its in-game value. Manpower cost increased from 380 to 400 Fuel cost increased from 135 to 145 Osttruppen Osttruppen have seen a drastic increase in their performance, they are now effective at mid to long ranges. Near accuracy from 0.45 to 0.55 Mid accuracy from 0.4 to 0.52 Far accuracy from 0.35 to 0.49 Near aim time modifier from 0.125 to 0.375 Far aim time modifier from 4 to 3.25 Near cooldown modifier from 0.125 to 0.25 Modified cover modifiers to match Grenadier KAR 98 Accuracy cover bonus from 2 to 3 Added a received accuracy modifier of 1.25 Panzer Grenadiers We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach. Received accuracy modifier from 0.87 to 0.8 Near accuracy from 0.56 to 0.5 Near range distance from 8 to 5 Mid range distance from 16 to 19 Brummbar Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased. Now uses an arced projectile trajectory; no longer direct fires on target AOE radius from 5 to 6 Angle scatter from 7.5 to 6 Distance scatter max from 4 to 2.5 Armor from 210 to 260 Target Weak Point replaced with Bunker Busting Barrage Teller Mines This removes the possibility of the mine instantly destroying the M36 or M10, something we viewed as undesirable and overly frustrating to the opposing player. Damage from 500 to 400 Cost from 60 to 50 ammunition Riegel AT mine We lowered the damage of the Riegel AT mine to maintain the differences in behavior relative to the Teller. Damage from 400 to 320 Cost from 60 to 50 ammunition Luftwaffe Medical Supplies No longer provides healing during combat; resumes healing once squad is out of combat Removed bonus damage and armor modifiers Added received accuracy modifier of 0.87 Added accuracy modifier of 1.15 MG34 The previous update increased the suppression of the MG34 to a level slightly higher than the MG42. Our intent with this change is to positon the MG34 slightly below the MG42, in regards to both damage output and suppression. Near accuracy from 0.6 to 0.68 Rate of fire from 14 to 12 Rate of fire far modifier from 1 to 0.9 Focus fire from true to false Reload duration from 8 to 6 Setup duration from 2 to 3 seconds Nearby suppression radius from 12 to 11.5 Suppression from 0.0159 to 0.012 le.IG 18 Infantry Support Gun Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire. Now uses an arced projectile trajectory; no longer direct fires on target Sturmpioneer Medical Supplies No longer enables healing during combat Jaeger Light Infantry We wanted to better define the role of the Jaeger Light Infantry as a recon unit while improving its provided utility to the player. The single G43 rifle enables the squad to ‘snipe’ enemy infantry, performing effectively at long range. Combined with its above average sight range, ability to spawn behind enemy lines, and booby trap ability, this squad enables the player to harass the opposing players infantry and economy. Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98 Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit Added ‘Infiltration Tactics Grenade’ ability to the squad Manpower cost from 340 to 300 Obersoldaten We converted the unit’s armor into received accuracy, as received accuracy blends in better with the current structure of infantry combat. Units can negate the received accuracy through veterancy and positioning; whereas, armor is only negated through penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was increased to offset the damage reduction on the LMG34. KAR 98 damage from 14 to 16 Armor from 1.25 to 1 Received accuracy modifier from 0.87 to 0.7 Kubelwagen This change is geared towards improving the suppressive performance of the Kubelwagen versus larger groups of units. Previously, it was too easily overwhelmed and therefore failed to function as a reliable suppression platform. The unit still retains its vulnerability to flanking and anti-tank weaponry, requiring the user to be mindful of its limited firing arc and position. Population cost from 4 to 6 Mid accuracy from 0.55 to 0.5 Far accuracy from 0.35 to 0.16 Rate of fire from 8 to 12 Moving accuracy from 0.5 to 0.75 Moving burst multiplier from 0.1 to 0.5 Moving cooldown multiplier from 0.125 to 0.25 Range from 35 to 40 Mid range distance from 20 to 25 Far range distance from 35 to 40 Nearby suppression multiplier from 0.6 to 0.75 Nearby suppression radius from 10 to 12 Suppression from 0.008 to 0.0053 Firing arc from 45 degrees to 30 degrees 251 Flak Half-track This unit suffered from extremely low life expectancy due to its unresponsiveness when engaged by a threat. By removing the tear down, the unit is less likely to be destroyed by an advancing threat. However, the increased setup time prevents the player from using this unit in an overly aggressive manner, reinforcing its design as a defensive platform. Setup time from 3 to 4 seconds Tear down time from 2 to 0 seconds Panther Variants The Panther currently under performs within the current meta. We attribute this largely to the addition of new counters, such as the M36, as well as the high research cost associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to medium armor. We believed this to be a result of its low accuracy and durability. Our intent is to reposition the Panther as an effective counter to medium and heavy vehicles. It should be a dominating force when engaging in a frontal assault, but remain vulnerable when flanked from the rear. Frontal armor from 290 to 320 OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06 Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06 Sturmtiger The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world. Now ignores shot blocking Now pierces through world objects Barrage can no longer be used on a specific target; it will only take a position within the world. This prevents it from homing in on a selected unit. Barrage range from 45 to 40 Jagdtiger/Elefant Increased the projectile speed of the main gun to improve the visuals and responsiveness Off-maps and Loiters Off-maps with the loiter functionality will now display their activation zone, illustrating potential dangers on the battle field. Loiter Abilities Now display an in-game reticle which reveals the engagement zone of the plane P47 Rocket Strafe We added a second P47 Thunderbolt to reduce the extremes this off-map tended to produce. Previously, it was either fairly effective or would completely miss its target. This change makes the off-map feel more consistent in terms of damage output while also providing the opposing player the opportunity to react before losing a unit. Now dispatches two P47 Thunderbolts Second plane dispatched 4 seconds after first Damage from 160 to 80 Plane attack delay from 5 to 8 seconds Number of attacks per plane from 2 to 3 Time range between planes maximum from 10 to 4 Recharge time from 60 to 120 seconds Stuka Suppression Run The recharge timer was significantly increased to prevent the player from pinning the opposing player into their base. Additionally, the cost was increased to better reflect the value of this ability. Recharge duration from 93 to 180 seconds Cost from 120 to 150 ammunition USF 155mm Howitzer Off-map This change prevents the destruction of a full health OKW base structure. Shells fired from 15 to 12 Damage from 130 to 120 OKW 105mm Howitzer Off-map Adjusted the performance of this ability so it no longer destroys the USF base when used at maximum potency. Also reduced the length of time it can deny an area by reducing the total shell count and activation time of each salvo in the barrage. Increased required ammunition for each additional salvo by 200 Reduced the number of shells fired from each additional salvo from 15 to 5 Barrage radius now tightens as it progresses to each new tier Ability no longer triggers if ammunition requirement is met at a later point in the game Prioritize Vehicles We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency. Prioritize Vehicles Added a new ability on anti-tank units which only restricts fire against non-vehicle targets. This should greatly improve the usability of these units as they will now only fire on vehicles when set to this restricted firing state. Hand Held AT Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the number of killing blows it is capable of dealing. Additionally, we want to put a greater emphasis on positioning the squad as close as possible to the opposing armored unit; discouraging the use of these weapon types at max range. M9 Bazooka Accuracy reduced from 0.03/0.0425/0.055 to 0.025/0.0375/0.05 Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad. Angle scatter from 7.5 to 18 Distance scatter max from 10 to 14 Panzershrek Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad. Angle scatter from 7.5 to 16 Distance scatter max from 10 to 15 Weapon Priority Tuning Weapon priority determines what target is automatically engaged when a unit is not given an explicit attack order. We have modified the values of each weapon such that it more intuitively engages targets of interest relative to its effectiveness. Modified Units StuG III E StuG III G Panzer IV Panzer IV Command Tiger Brummbar 222 Scout Car Elefant Panther IS-2 ISU-152 KV-1 KV-2 KV-8 M4C Sherman SU-76 SU-85 T34-76 T34-85 T70 Stuart Unit Weapon Priority Modifications This increases the perceived value of these units, increasing the likelihood they will be automatically targeted by another unit. Katyusha Panzerwerfer Suggested Target Explicit user orders will now always be executed so long as sight is maintained and no shot blocker is present to prevent the shot from being fired. Suggested target weapon priority set to 1000 Infantry Combat Tuning The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target. LMG Weapon Profiles We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges. DP-28 Near accuracy from 0.62 to 0.56 Mid accuracy from 0.5 to 0.45 Far accuracy from 0.44 to 0.39 Near rate of fire modifier from 1 to 0.82 Weapon Rack M1919 Near accuracy from 0.64 to 0.57 Mid accuracy from 0.52 to 0.47 Far accuracy from 0.47 to 0.42 Near rate of fire modifier from 1 to 0.82 Suppression from 0.004 to 0 Paratrooper M1919 Near accuracy from 0.6 to 0.53 Mid accuracy from 0.48 to 0.43 Far accuracy from 0.43 to 0.38 Near rate of fire modifier from 1 to 0.82 Suppression from 0.006 to 0 Grenadier LMG42 Near accuracy from 0.56 to 0.5 Mid accuracy from 0.44 to 0.39 Far accuracy from 0.38 to 0.33 Near rate of fire modifier from 1 to 0.82 Obersoldaten MG34 Near accuracy from 0.57 to 0.51 Mid accuracy from 0.45 to 0.4 Far accuracy from 0.39 to 0.34 Near rate of fire modifier from 1 to 0.82 Browning Assault Rifle Damage output was reduced at long range to reinforce this weapon’s short to mid range role. Previously, equipping the BAR enabled Riflemen to excel at long range relative to other infantry, reducing the importance of positioning when using this weapon upgrade. Near accuracy from 0.65 to 0.56 Mid accuracy from 0.5 to 0.44 Far accuracy from 0.35 to 0.3 Mid rate of fire modifier from 1.16 to 1 Far rate of fire modifier from 1.33 to 1 Mid cooldown modifier from 1 to 1.25 Far cooldown modifier from 1.25 to 1.5 SMG Weapon Profile We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved. Partisan PPSH Moving accuracy from 0.6 to 0.7 Wehrmacht Weapon Crews MP40 Range distance near from 8 to 10 Range distance mid from 15 to 17 Captain Thompson Range distance near from 8 to 10 Range distance mid from 16 to 19 Conscript PPSH Moving accuracy from 0.8 to 0.75 Assault Grenadier MP40 Range distance near from 8 to 10 Range distance mid from 16 to 17 Assault Engineer M3 Range distance near from 8 to 10 Range distance mid from 14 to 18 Moving accuracy from 0.6 to 0.75 Rate of fire near modifier from 0.7777 to 1 Rate of fire far modifier from 1 to 0.7777 USF Weapon Crews M3 Range distance near from 8 to 10 Range distance mid from 14 to 18 Paratrooper Thompson Range distance near from 8 to 10 Range distance mid from 16 to 19 Grenadiers Intended to excel at long range Highest long range damage output for its tier Abilities load out geared towards long range combat Vulnerable at short range to all other unit types Versus Conscripts Advantaged at long ranges Even at mid ranges Disadvantaged at short ranges Versus Riflemen Slightly disadvantaged at long ranges Disadvantaged at mid ranges Disadvantaged at short ranges Changes Near accuracy from 0.7 to 0.65 Mid accuracy from 0.65 to 0.575 Far accuracy from 0.6 to 0.52 Far aim time multiplier from 4 to 3.25 Near cooldown modifier from 0.125 to 0.25 Added a received accuracy modifier of 0.91 Volksgrenadiers Performs moderately well at long range combat Extremely vulnerable at short range, moderately vulnerable at mid-range Versus Riflemen Disadvantaged at long ranges Extremely disadvantaged at short-mid ranges Versus Conscripts Advantaged at long ranges Disadvantaged at mid ranges Disadvantaged at short ranges Changes Mid accuracy from 0.6 to 0.62 Far accuracy from 0.55 to 0.59 Moving cooldown from 1 to 1.5 Sturmpioneers Excels at short-mid ranges Vulnerable at long ranges Versus Riflemen Disadvantaged at long ranges Advantaged at mid ranges Advantaged at short ranges Versus Conscripts Disadvantaged at long ranges Advantaged at mid ranges Advantaged at short ranges Changes Added a received accuracy modifier of 0.87 Near range distance from 8 to 3 Mid range distance from 16 to 15 Far mid distance from 35 to 28 Conscripts Performs modestly at mid to short range, does not excel at any range Ability load out geared towards short-mid Vulnerable to long range units Versus Grenadiers Disadvantaged at long ranges Even at mid ranges Advantaged at short ranges Versus Sturmpioneers Advantaged at long ranges Disadvantaged at mid ranges Disadvantaged at short ranges Changes Near accuracy from 0.45 to 0.47 Mid accuracy from 0.39 to 0.43 Far accuracy from 0.3 to 0.29 Near range distance from 4 to 0 Mid range distance from 20 to 25 Added a received accuracy modifier of 1.087 Riflemen Performs moderately at all ranges; excels against other rifled units at short-mid Vulnerable at long ranges Versus Grenadiers Slightly advantaged at long ranges Advantaged at mid ranges Advantaged at short ranges Versus Sturmpioneers Advantaged at long ranges Disadvantaged at mid ranges Disadvantaged at short ranges Changes Near accuracy from 0.6 to 0.62 Mid accuracy from 0.55 to 0.58 Far accuracy from 0.5 to 0.45 Near range distance from 6 to 3 Far cooldown modifier from 1 to 1.25 Added a received accuracy modifier of 0.97 Build time from 25 to 28 seconds Bug and Gameplay Fixes T34 Reload time set to correct value, was unintentionally lowered when the KV-1 was modified Reload time from 5.2-5.8 to 6.2-6.8 seconds 53K 45mm AT Gun Target size from 1 to 16; this increases the likelihood of the gun itself being hit when decrewed and manually targeted. Barrage Abilities Fixed an issue which caused the main gun to become disabled if the unit’s barrage ability was interrupted before completion. e.g. M8A1 HMC. Resolved an issue which allowed players to subvert the recharge timer if they canceled the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage Ability Refunds Interrupted or canceled abilities now properly refund the cost and reset the cooldown timer of the ability. Salvage Salvage can no longer be activated on a team weapon which is in the process of being recrewed Recrewing Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing should occur 0.25 seconds quicker as a result. Major ‘Establish a Treat Point’ Ability No longer allows the major to recrew an abandoned vehicle HMG Resolved a number of gameplay issues related to heavy machine guns. This includes issues with selection, positioning, and retreating. Unit Speech Resolves a number of issues related to unit speech or missing speech Pathfinding Vehicles will now be better at driving through narrow passages, they will be less likely to get stuck Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences of on-the-spot pivots Improved the way three point turns are executed Improved the way vehicles respond to facing orders ================================ Updates for September 10th, 2014 Bug and Gameplay Fixes Bug and gameplay fixes aimed at improving usability and functionality within the game. Brummbar Bunker Busting Barrage Resolved an issue with the tooltip, previously was showing ‘nokey’ Stormtroopers Updated their tooltip description to highlight that they can in fact capture territory Encirclement ‘Sprint’ Ability Command point requirement should now properly be set to 0 Infantry Veterancy Resolved an issue which caused reinforced infantry to not properly received their veterancy modifiers Game Stability Resolved two issues which caused the game to crash Soviet Weapon Teams Resolved an issue which removed their received accuracy modifier ============= Update for September 9th, 2014 The following updates to Opponent AI were not included in the notes for Tuesday's update. We apologize for the omission. Those notes have now been updated. AI squads now move to ability max range before starting an ability. This prevents the AI from throwing grenades at the position the target was at when it started moving to ability range. AI barrage abilities now target squads instead of position when the ability was started. AI min army units is now compared against offensive squads that can move and not all squads. This fixes an issue with the OKW counting base flak defenses and trucks and thinking their army was too big. Fix uninitialized variables in AITaskRetreatState that caused squads to sometimes wait forever to retreat. Fixed an issue of AI not paradropping team weapons on Easy difficulty. Improved AI use of Sturm Tiger reload ability. ============== Updates for September 15th, 2014 Balance Changes Assault Engineers Damage from 5 to 4 Near accuracy from 0.63 to 0.55 Katyusha Resolved an issue which allowed users to fire an infinite barrage In: Lobby |
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