31.10.2014.2
OKW minesweeper radius increased to match other factions
Enabled attack ground on 222 20mm
OKW combat blitz speed bonus from +100% to +50%, received accuracy modifier from -50% to -25%
Improved Jackson acceleration, deacceleration and rotation rate slightly to make it less of an Elefant mobility wise. Speed not changed.
Reduced vet requirements for Stuka zu Fuss, LEIG, Sturmtiger by 20% because these units pretty much always fail to reach more than vet2 even in very long games.
Partysans! Partisans always spawn with SVTs and can instantly upgrade to either SMG or LMG now, and cloak while stationary in cover. Also added hold fire. AT partisans not changed for now because I felt there was a bit too much cheese potential with their full power AT weapons if they were given similar abilities.
Profile of Cruzz
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Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
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Post History of Cruzz
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 17:14 PM
In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 10:39 AM
No, the original implementation was that guards and shocks replaced penals in the build menu. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 10:31 AM
question for Cruzz - is it possible to, for example rename unit from call-in and place them to Tiers? Changing units in Tiers? Changing units weaponry? Adding them new weapon upgrades? All are possible, upgrades are quite a lot of work because there are a lot of files involved. The other three are fairly simple. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 09:37 AM
The base weapon range change applies because they share the gun stats. Forgot to change veterancy for the OKW version, but the OKW version does already get the same range increase at vet5...clearly I just thought of this in advance instead of forgetting
I actually think the M10 is viable, though purely as an anti-infantry death rally machine. Probably should do something to reduce that and to improve it as an antitank unit... In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 09:20 AM
do the changes to demo charges mean rifle grenades can damage them now? Rifle nades could always damage them and blow them up in one hit, but because the armor on them was 35 and riflenade penetration is 25 it meant that 30% of the time it would do no damage. Same for other grenades.
If you mean flame explosion death crits for the flamer user, for whatever reason both OKW and USF units are twice as likely to get these as soviet/ostheer. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 09:06 AM
1 These should not be horribly complex, after all all it takes is to copy the PG shrek code except with the upgrade names replaced. Only problem with giving LMGs this is that it will lead to LMGs being everywhere, but I guess for usability's sake it should be done.
Not any easy one I can think of unfortunately.
Yes, was going to do that but kept forgetting. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 08:51 AM
Changelog for 31.10.2014.1 Vehicle crew thompsons from 45 to 25 seconds build, cost from 90 to 45 munitions Mines and demolition charges changed to 15 armor from 35 armor. Should be a lot easier to destroy with small arms. Demolition charge physical size increased and manual targeting of them allowed. Hitpoints remain at 20 for mines and 40 for demos. For clearer damage output against mines hitpoints should be increased and armor reduced even further but that would nerf all ballistic and explosive weapons against them, so leaving like this for now. Reduced SU-76 aoe damage modifiers slightly, increased angle scatter from 5 to 6 ISU152 setup increased by 0.5 seconds OKW Smine build time also increased from 10s to 15s to match Ostheer smine change. Why B-4 should lost +50% damage buff? Because it increases the aoe against all targets by a huge margin, making pretty much every shot guaranteed infantry wipes even if it misses by miles, and makes it oneshot even a king tiger from full health when used in conjunction with for mother russia. It might be easily countered by certain offmaps, but except for those it really isn't easy to counter at all. I'm pretty sure nobody considers the B4 to "suck" at vet2, and the performance on that level hasn't changed. In: Lobby |
Thread: feedback of Cruzz patch31 Oct 2014, 08:10 AM
It's one experiment on how to spread DPS out on them. Probably would be better to just flat out nerf MG34 and improve their base weapon. I was gonna add them the option to rebuy the second LMG though, but adding upgrades takes a decent amount of changes in the files.
Fire rate decrease would be way too complex as a script. Will look into adjusting aoe and or scatter a bit. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 08:03 AM
Increased build time from 10s to 15s per patch
Yes, it's fairly simple. Mines have 35 armor like other buildings, that's the primary reason why small arms do nothing to them.
"Any more splash" when the thing really has zero splash in release version. There's no point improving it's AT when it's in the same tier as SU85. And moving units between tiers is something fairly radical that I'd like to avoid if possible.
Because the LMG34 on them is so far out of the weapon performance curve it ain't even funny, needed to do something about it without altering the Obers too much. Any squad picking them up is a terminator. Maybe just flat out nerfing the MG34 and giving the 3 other guys better base weapons is a better choice, we'll see. But they absolutely need to have their damage spread out between the models better than now.
Nobody was complaining back when its reload was still 0.6 seconds faster than it is in this mod now.
It already has better DPS than KV8, not sure how squadwipey you really want it. The way I see it, the issue is not damage output, but competition from more durable alternatives at that point in the game, especially for the munitions part. You would not like soviet snipers as a 1 man squad with balanced out reload and camo to account for that. Plus it's straying a bit too far from the base game for me again. In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 00:50 AM
Minor update: Set non moving setup value so that ISU actually display the setup bar. Based on some really really light testing the current setup isn't really enough to make the unit not bullpudding, next time I'm changing stuff I'll try some higher values but I'm open to suggestions on what else to do about it. Lowered Jagdtiger price to 720/230 (temporary value for now) to reflect the loss of piercing, though tied it to having built the flakhq in the game because it wouldn't be fair for OKW to get away from the changes scott free. Probably should tie EZ8s to something too, but that's something for another day. In: Lobby |
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