instead of a t70 nerf how about a pak buff? it would be a win win because relic wouldn't have to decrease the costs and it can be some what useful now
I agree |
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I'm curious about what the community thinks about this.
What do you think about the T-70 rush "Strategy" click here to answer
I personally don't like it. |
Thread: Hi! 2 Aug 2013, 19:35 PM
Welcome! nice to see a new automatch player! |
I don't personally think there will be free commanders or skins, only free maps.
But expect Steam sales on those kind of items and you can always upgrade to the collector's edition if ever you really want them and the skins. |
I think this needed to be up-to-date:
Updates July 30th, 2013
General:
- Fixed 1 frame delay between user input and unit movement
- Updates to vehicle pathing
- Langreskaya Spring and Winter maps added (1v1 in automatch and 1v1 and 2v2 in custom game)
Balance:
Commander Ability Changes
The following abilities had their command point (CP) cost reduced to increase commander appeal. In contrast to the majority of Soviet Commanders a number of German doctrines did not have abilities available at 1 CP.
- Panzer Tactician: Command point cost from 2 to 1
- Mortar-Half-track: Command point cost from 2 to 1
- Artillery Field Officer: Command point cost from 2 to 1
- Riegel 43 AT Mine: Command point cost from 2 to 1
- Fear Propaganda Artillery: Command point cost from 5 to 3
The following changes were made to improve the usability of Rapid Conscription and Relief Infantry. Overall, it was very difficult to recover your cost on investment to both abilities due to their relatively low duration time. The goal was to increase the rate at which players could recover their cost and provide a possibility to earn back more than the initial resource investment.
Rapid Conscription
• Maximum replaced squads from 6 to 2
• Duration from 30s to 120s
• Recharge time from 90s to 180s
• Cost from 200 MU to 160 MU
• Ability now replaces lost squads with Conscripts rather than Penal Battalions
• Updated tooltip to better reflect ability functionality
Relief Infantry
• Maximum replaced squads from 6 to 3
• Duration from 60s to 120s
• Recharge time from 90s to 180s
• Updated tooltip to better reflect ability functionality
Previously, Hit the Dirt had the capacity to have its modifier stack with cover. This led to extremely durable units at very little cost to the user. It also impacted many of our combat systems, leading to inconsistent or undesirable behavior such as snipers missing the infantry.
Hit the Dirt
• Hit the dirt now provides light cover rather than a 0.5 received accuracy modifier.
The JU-87D Strafing Run now functions as a suppression ability. The loiter behavior was modified to improve the visuals of the off-map and make it more susceptible to anti-air weapons.
JU-87D Strafing Run
• Attacks per aircraft from 5 to 3
• Delay between attacks from 3s to 18s
• Duration time from 48s to 75s
• Target lead in from 50 to 20
• Target lead out from 60 to 20
• Target attack distance from 150 to 225
• Target attack time from 2.125 to 4.25
• Modified UI barrage radius to match the loiter radius of the JU-87D
• Damage from 8 to 2.5
• Rate of fire from 32 to 16
• Suppression from 0.12 to 0.25
• Max range from 175 to 225
Opel Blitz Cargo Truck
Previously, the cargo truck was multiplying a sectors value by a factor of 2. This resulted in extreme edge cases where fuel and munition incomes were higher than expected. To resolve this, supply trucks will only add a set amount of resources to sectors.
• A cargo truck setup within a sector now adds 3 fuel and 5 munitions per minute, rather than multiplying the sectors value by 2
• Cargo truck cost from 200 to 300 manpower
Adjustments to Scatter Distance
The following units had their scatter distance refactored to better match their performance and design. Higher scatter values generally implies weapons are less accurate.
IS-2
• Scatter distance max from 7.5 to 2.86
Panzer IV
• Scatter distance max from 6 to 9.5
T70
• Scatter distance max from 1.84 to 1.7
T34-85
• Scatter distance max from 3.4 to 2.6
Tiger
• Scatter distance max from 6.8 to 4.3
Ostwind
• Scatter distance max from 1.98 to 2.15
Brummbar
• Scatter distance max from 4.55 to 1
HMG Suppression Modifiers
HMG teams no longer function efficiently while pinned. This discourages tactics such as moving a HMG team into a setup HMG team unless on the flank. Pinned HMG squads now have the following modifiers applied to their squad:
• Weapon accuracy is now reduced by 75%
• Weapons reload has been increased by 100%
• Weapon cooldown has been increased by 100%
• Weapon scatter has been increased by 320%
• The Maxim HMG now properly has its movement reduced while suppressed
Correction from Patch on June 13
• Stug target size set from 20 to 14
• Riegel AT Mine recharge from 30s to 0s
Bug Fixes:
• Command tank now properly validates, this prevents the user from using the call in when they are near max pop.
• Incendiary barrage duration now better matches its deployment time. |
new weekend challenge "you are stug with it"
perfect! |
This weekend is the 1v1 tournament on Langreskaya, so should we only plan something for next weekend ? |
Do we know if it will simply be a Steam Leaderboard or something like vCOH ? |
I wish this thread would be moved or even deleted. |