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lordVigo

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  1. Дождались. "JUNE 21st 2016 BALANCE UPDATE" JUNE 21st 2016 BALANCE UPDATE A quick shoutout to "miragefla" for his contribution to this Balance Update and everyone that participated and gave feedback during the Balance Preview. BALANCE GOALS Increase Strategic Diversity In order to add to CoH2’s current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels. Match Gameplay Expectations to Outcomes (Quality of Life) There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of “bad” RNG and balancing specific units/abilities' cost vs reward that are currently out of tune. GENERAL Heavy armored Tanks Developer Comments: We felt the risk associated with flanking a Heavy Armored Vehicle was much too great because of the high rear armor. To help balance this risk vs reward we are reducing rear armor on all heavy armor across the board. Soviet IS-2 rear armor reduced from 205 to 140 Wehrmacht Tiger & Tiger Ace rear armored reduced from 180 to 140 Wehrmacht Elefant rear armor reduced from 150 to 110 OKW Jagdtiger rear armor reduced from 150 to 110 OKW King Tiger rear armor reduced from 225 to 150 British Comet Tank rear armor reduced from 180 to 130 Mines (General-Purpose and Tellers) Developer Comments: We often saw mines wipe full health squads when planted in front of building entry points or cripple enemy vehicles. We also tried in the Balance Preview trying to reduce the damage of mines to deal with this issue but it made mines feel very underwhelming. We wanted the keep the satisfaction of some casualties without the squad wipes, thus we have ensured mines kill some models in a squad but not wipe the entire squad out completely. We are also removing all engine destroy and Tread Breaking Criticals from all mines. These changes will bring the reward of an enemy unit hitting a mine in line with the cost of placing it. Soviet Field Craft Mines damage increased to 80 Soviet Field Craft Mines can do damage to a maximum of 1 member in a squad All other general purpose mines do damage to a maximum of 2 member in a squad. Deals suppression on squads hit by mines. (General-Purpose) Engine destroy and Tread Break Criticals removed from all mines. Random Engine Damage Developer Comments: We feel engine damage should always be caused by explicit actions and not randomly through a critical table. We are removing random engine criticals from occurring above 5% health. Engine damage now only occur above 5% health from mines, and from specific abilities that always cause engine damage. Removed all random engine damage criticals from vehicles above 5% health Suppression Developer Comments: We felt it was too easy to charge into suppressive fire and simply throw a grenade to knock out a HMG team. This was not an intended counter and thus suppression will now reduce the range of grenade abilities. All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed. Anti-Tank Guns (AT guns, Piats, Bazookas, and Panzerschrecks) Developer Comments: To alleviate the effects of some frustrating RNG from anti-tank weapons firing on infantry squads, we have decided to reduce the damage these weapons deal to infantry to prevent snipes on full health models. Damage set to deal only 25% against infantry. Snipers Developer Comments: We felt Snipers, even when caught out of position, felt too durable. We also wanted to standardize all sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them. Target size from 1 to 1.15. Cooldown, and all aim-time always uses the max amount of time and has been standardized for all distances meaning snipers do not fire more quickly the closer the target is. Deflection Stun Criticals Developer Comments: Some heavy armored vehicles had an extremely rare critical that could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be removed from the game. Deflection criticals from Heavy Armor removed Core Infantry/Small Team Weapon Spawn Points Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets , Wehrmacht, and OKW factions. All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map. Last man dead Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat. Team weapon gunners target priority lowered Intel Bulletins Developer Comments: We wanted to make a few adjustments to some Intel Bulletins Hetzer 57 now has a 50% faster weapon reload and applies to the Flammpanzer 38 Grim Reaper Tool now applies to the Sturmpioneers Heavy Tank Production I now recharges Tiger PzKpfw VI , IS-2, and Elefant dispatch abilities 50% faster Artillery Production Inow builds BM-13 Katyushas and Panzerwerfers 50% faster. Artillery Production II now builds ML-20 152mm Gun-Howitzers and leFH 18 Artillery 50% faster. Anti-tank Gun Production I now builds Pak40, Pak43, and ZiS-3 Field Guns 50% faster All over a London Darby!now recharges the Churchill AVRE dispatch ability 50% faster Boys will be Boys now recharges sniper's Critical Shot ability 25% faster Ready For Another Roundrecharge the le.IG 18 Support Gun's Barrage ability 25% faster Area Denialnow recharges the M8A1 Howitzer Motor Carriage's barrage ability 25% faster Mobile Bombardmentrecharges the SdKfz 250/7 Mortar Half-track's abilities 25% faster Light Vehicle Production II builds M5 Half-tracks and SdKfz 251 Half-tracks 25% faster Bigger is Better recharges HM-38 120mm Mortar team dispatch ability 50% faster Search & No Recue! builds 251/20 Infrared Halftracks 75% faster … & Roll Out! recharges the M3 Half-track dispatch ability 50% faster Plow your way through! recharges the 105mm Bulldozer Sherman dispatch ability 50% faster SOVIETS T-34/76 Developer Comments: We felt the T-34/76 was under performing and needed some improvements to help deal with infantry. Hull Machine gun burst duration changed from 2/1 to 2/2. Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5 Hull Machine gun cooldown reduced from 5/5 to 3/2 Coaxial Machine gun burst duration changed from 3/2 to 3/3. Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.43/0.48/0.53 Coaxial Machine gun cooldown reduced from 5/5 to 3/2 Main gun reload from 6.2/6.8 to 6.1. SU-85 Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles. Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04 Penetration from 200/190/180 to 240/230/220 Reload increased from 3.8/4.2 to 5.4. Target size reduced from 22 to 18 Rotation rate from 20 to 22 Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel. Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier. IS-2 Developer Comments: Modified to put it in line with other vehicles and slight boost to its penetration to help it better engage heavier armor. Scatter offset adjusted to match other vehicles. Penetration increased from 250/220/190 to 250/230/210 Trip-Wire Flare Mine Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly done to prevent squad wipes of units leaving buildings. Plant time was lowered and the mine now deals damage to compensate. Damage from 0 to 20. Is now a Small Explosive Weapon type No longer guarantees a casualty Plant time from 9.5 to 7.5 Soviet Sniper Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers. Because we are increasing the unit size of all Snipers, we have made adjustment to the health the Soviet Sniper to compensate. Health increased from 48 to 64 RPG 43 AT Grenade Developer Comments: This ability's current wind up time made it feel unresponsive, thus we have reduced its wind up time alleviate this issue. Wind up reduced from 0.25 to 0.125 Penal Battalion Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit. SVT accuracy to .7/.65/.45 SVT damage from 8 to 10. Cooldowns and aim-times adjusted. Squad cost increased to 300 manpower from 270 manpower. Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds. "Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost. USF 57mm ATG Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns from other factions in the same Tier, we have increased the base penetration to improve performance when not using AP rounds. Take Aim shifted to a timed ability to reflect its power. Accuracy changed to match other anti-tank guns. Penetration from 140/125/115 to 150/140/130 Take Aim! now a timed ability. 20 seconds, 60 second recharge. Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04 M2HB.50caL HMG Developer Comments: Increased penetration to make it a more viable soft counter to light vehicles as well as more distinct from other HMGs due to its later timing. We also wanted to give the lieutenant tier a deterrent against light vehicles without needing to invest in bazookas. Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately. M2HB .50cal HMG penetration from 3/2/1 to 7/6/5. New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration. M36 Jackson Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further. LOS from 35 to 40 Tank acceleration increased from 2.5 to 3 Veterancy 2 sight radius bonus changed from 30% to add 5 M8 Motor Carriage (Scott) Developer Comments: We felt the M8 HMC was under-performing and needed a slight stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far range was lessened to improve the M8's damage output against troop targets when its shells do not land direct hits. The damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters. AOE mid modifer from 0.15 to 0.25 AOE far modifier from 0.05 to 0.10 Build-time from 80 seconds to 50 seconds. Health from 320 to 400. Major Developer Comments: We have significantly boosted the artillery ability in power and lowered cost to give USF some form of non-doctrinal artillery to help break concentrations of enemy units and structures. Recharge time increased to compensate and match other artillery units. Artillery delay reduced from 7 seconds to 5.5 Shells increased from 3 to 6. Time delay between shells set to 2 for maximum and minimum. Veterancy 2 Artillery delay reduced from 7 seconds to 5 Veterancy 2 Shells increased from 5 to 9 Veterancy 2 time delay between shells set to 1.75 for maximum and minimum. Artillery cost reduced to 60 munitions from 120 munitions. Recharge time from 60 seconds to 90. Range reduced from 85 to 60. Captain Developer Comments: The Captain squad gave USF a very easy access to light Anti-Tank and made the Captain the most valuable officer in the game. We removed the Bazookas on the Captain squad to allow for light vehicle play to be more effective. On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status. Captain no longer comes with free Bazookas. Captain now has a squad upgrade to purchase 1 bazooka On Me! No longer provides suppression immunity for its duration, but will still break suppression. No longer affects Team Weapons. M1 81mm Mortar Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening. Added M1 81mm Mortar to USF Starting Building Sherman Bulldozer Developer Comments: We are adding a hold fire toggle button so the Sherman Bulldozer doesn’t fire at units when not intended. Added Hold Fire WEHRMACHT 251 Flame Half-Track Developer Comments: We made some slight adjustments to the Flamethrower aim times to allow for the vehicle to be better at kiting, reduced the cost to make it more affordable and in line with its performance. We have also reduced the garrison damage to avoid the vehicle instantly wiping garrisoned squads. Upgrade cost reduced from 120 to 90 Ready aim time from 1.5 to 1 Flamethrower damage versus garrison from 1.25 to 1. Veterancy 3 cooldown bonuses now benefits the Flamethrowers. Support Armor Korp Developer Comments: We felt the Support Armour Korp was slightly too expensive in comparison to other faction Tier 3 and needed a slight reduction in terms of cost to make the tier more affordable. Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel. Brummbar Developer Comments: Due to its clunky movement, the Brummbar would often get blocked against world objects. We decided to give this vehicle Heavy Crush to improve pathfinding and make it more maneuverable. Reload time standardized to make it more consistent and AOE has been adjusted to improve consistency as the damage quickly drops off by 2 meters. To adjust for these changes. Resource costs have been updated to bring it in line with its current performance. Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel Reload standardized from 7.5/9 seconds to 8.25. AOE mid modifer from 0.15 to 0.3 Medium crush changed to Heavy Crush. Veterancy requirements from 2740/5480/10960 to 2040/4080/8160 Added hold fire Heavy Panzer Korp Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given the price of the high cost units it currently houses. Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel. Panzer IV Command Tank Developer Comments: The Panzer IV Command Tank was much too durable because it benefitted from its own aura. To make it more vulnerable, the tank will no longer receive a defense buff from its aura. No longer receives benefits from its own aura. Pioneers Developer Comments: Even though the Wehrmacht can build a trench, this is not as flexible as other forms of heavy cover such as sandbags. To increase the faction's heavy cover options, Pioneers have now been given the ability to build sandbags. Can now construct sandbags. Bundled Grenade (Panzer Grenadiers) Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes. AOE increased from 4 to 5 AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25 Damage increased to 120 OKW Battlegroup Headquarters Developer Comments: This change was driven from a popular idea that was expressed by the community. Battlegroup HQ no longer comes with Medics but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel. Medics must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel. Medics heal rate increased from 5 to 8 Mechanized Headquarters Developer Comments: This change was driven from a popular idea that was expressed by the community. Mechanized HQ no longer comes with Repair Pioneers but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel. Repair Pioneers must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel. Volksgrenadier Developer Comments: This change was driven from a popular idea that was expressed by the community. In an attempt to break up the Volksgrenadier blobbing we are removing the Panzershrek upgrade. This has been replaced by a package that improves their AI at short-mid range whilst still maintaining some anti-tank to deal with armor that rushes behind ATGs or other units. While the upgrade is not that powerful to start off with, they do gain considerable power as the Volks gain veterancy which has many offensive boosts. Panzershrek Package removed. Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions. Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust) MG34 HMG Team Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal. Mid accuracy from 0.41 to 0.5 Far accuracy from 0.14 to 0.28 Cooldown from 2.5/3 to 1.75/2.5 Cost increased from 210MP to 230MP Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q. Fortification Doctrine Developer Comments: Replaces the MG 34 in the Doctrine Replaced MG34 call in for LeFH 18 Artillery Luftwaffe Ground Forces Doctrine Developer Comments: Replaces the MG 34 in the Doctrine Replaced the MG34 call in for Reconnaissance Overflight Goliath Developer Comments: We felt the damage output from a Goliath against an emplacement was too small. It’s a high investment, high risk unit and we feel it should pay off if it manages to reach its target. Added a target table 5x damage multiplier against British Emplacements Raketenwerfer Developer Comments: We felt the Raketenwerfer was a little too easy to flank with vehicles once revealed. We are increasing the firing arc slightly to help address this issue. Weapon firing arc increased from 60 to 70 Sturmpioneers Developer Comments: With the removal of the Panzershreck package from the Volksgrenadiers we are happy to see how the OKW is currently playing. We do however notice the OKW struggle against armor if they are not ahead in resources. We are giving the Panzershreck package to the Sturmpioneers to help deal with this issue. Panzershreck upgrade package added Bundled Grenade (Fallschirmjagers and Obersoldaten) Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes. AOE increased from 4 to 5 AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25 Damage increased to 120 Sturmtiger Developer Comments: We felt the 50% chance to abandon a vehicle when at 50% health was too random and frustrating so we are removing this critical Removing a critical that abandons the Sturmtiger at 50% health when damaged. BRITISH FORCES Starting Resources Developer Comments: The British early game can often be very difficult due to the high cost of their Infantry. We increased the starting manpower to match other factions and to somewhat compensate their early game for their high manpower cost per unit. Starting manpower increased from 290 to 340 Universal Carrier Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we needed to make some adjustments. We gave it self-repair on stock so it no longer requires an engineer to be repaired, made it more durable through an upgrade purchase, and made significant improvements to the Vickers K. Cost increased from 210MP to 260 MP Vickers K range from 35 to 40 Cooldown from 1.5/2.0 to 1.25/1.5 Burst duration and rate of fire standardized to 1 at all ranges for Vickers K. Health improved by 40 when upgraded with Vickers K or Flame Projector. Has Self-Repair stock. Counter Battery Developer Comments: We felt the Counter Battery's cost vs reward was not well balanced and required tuning to bring it in line with other similar artillery options. We also want players to make decisive gameplay decisions where using this ability had virtually no risk associated with it. Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds. Costs 30 munitions Land Mattress Developer Comments: Based off its effectiveness, we felt this unit could be called in too early. To help bring it in line with other Doctrine artillery we have increased its required CP. The White Phosphorus rounds was precision striking weapon teams too easily due to their low scatter values. Increase CP requirement from 5 to 8 AOE damage reduced from 0.2/0.4/1 to 0.1/0.25/1 White Phosphorus round angle scatter increased from 5 to 15 White Phosphorus round distance scatter max increased from 10 to 15 White Phosphorus round distance scatter obj hit min increased from 0 to 10 White Phosphorus round scatter offset reduced from 0.8 to 0.1 White Phosphorus round min tilt angle reduced from 25 to 15 Sexton Developer Comments: We feel the Sexton is one of the UKF's most underperforming units. Therefore, to improve the Sexton's performance we have increased the unit's AOE damage, increased the number of shells it fires, and made it fire a little faster. AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1 Wind Down from 4.67 to 3.125 Number of shells for barrage increased from 5 to 8 Firefly Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare. Reload from 10 seconds to 8. Tulip Rockets now deal 120 damage from 240. Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds) Tulip Rocket ability cost from 100 to 80. Tulip Recharge time from 120 to 80. Infantry Section (Both variants) Developer Comments: Due to the extremely short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. Infantry Sections also accrued Veterancy faster than any other core infantry unit so we have slightly increased the Veterancy requirements for these units. Artillery flare range increased from 20 to 30 Veterancy requirements from 480/960/1920 to 560/1120/2240. Tank Hunter Infantry Section Developer Comments: The damage from the HEAT Grenade was under performing and we wanted to bring it in line with all other infantry anti-tank abilities. Heat Grenade damage from 50 to 100. Sniper Developer Comments: Due to the short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. • Artillery flare range increased from 30 to 35. Bofor QF 40mm “Suppressive Barrage” ability Developer Comments: The Suppressive Barrage was meant to be used to pre-emptively lock out a choke point for a short period of time through suppression. We found it was wiping weapon teams much too easily due to its small scatter and high AOE. With the reduction in AOE and higher scatter, players can expect this ability to wipe squads less but do suppression over a large area. White Phosphorus round distance scatter max increased from 10 to 15 Suppressive Barrage weapon AOE reduced from 5 to 3 Suppressive Barrage weapon Scatter angle increased from 5 to 15 Suppressive Barrage weapon suppression reduced from 0.3 to 0.2 Cromwell Developer Comments: The Size of the Cromwell was smaller than other Medium Tanks. We are slightly increasing its size value to match other Medium Tanks. Target size increased from 18 to 22 Churchill MK. VII Infantry Support Tank Developer Comments: We felt the Churchill costs too much for its current performance so we are reducing its cost. Cost reduced from 540 Manpower and 180 Fuel to 490 Manpower and 160 Fuel. BUG FIXES Fixed a bug where the Vet 1 weapon reload modifier on the Royal Engineers was applying to all weapons. It now only applies to the Stens. Don’t step on the Grass Intel Bulletin now properly reduces the cost of Teller Mines. Fixed a bug that made LMG 34 that was picked up have different stats than the LMG 34 that was dropped. Fixed a data issue where some artillery veterancy was not applying properly to the right weapons Fixed a bug where the USF and British M3 HT was missing vet 2 and vet 3 bonuses
  2. Сори, был неправ, никогда не замечал этой надписи. Тогда еще проще, какую фракцию будут давать бесплатно? Ту которой еще вообще нет в игре, или ту, которая уже практически есть в готовом виде. Хаос уже точно не FLC, его давно за денежку продают.
  3. 90% что это Бретонния, 10% что Вуды или Бисты, как бы задник намекает. И там не где не сказано, что хоть что-то будет бесплатно.
  4. Мультиплеер - мертв, в среднем где-то 50 игроков, а так игра красивая, все ее [ну уж нет]валивали, и критики, и олдфаги, вот только, что-то не играют в нее. https://steamdb.info/app/281610/graphs/
  5. С гномами лучше не ссориться на начальном этапе, даже, если возможно, купить договор о ненападении, сначала подмять под себя весь юго-восточный угол карты, а потом уже на гномов идти.
  6. У меня все больше положительных эмоций по картинке, города - красиво выглядят, очень органично вместе с районами и чудесами, тем более в ночном освещении. Понравилась анимация лидеров, Клеопатра просящая пощады - это что-то. -Будет 12 видов районов, уже засветили - религиозный (белый), культурный (фиолетовый), военный (красный), научный (синий), морской (бирюзовый), на счастье (оранжевый), промышленный (терракотово охристый, или просто - сиена жженая), ?торговый? (желтый). -18 наций на старте, из известных - США, Египет, Китай и Япония.
  7. Если это про роуд мапу, то это не план на всю трилогию, или даже на 1 часть, это только план на то, что нас ждет в относительно ближайшее время. Лично я склонен к тому, что там отражено то, что стоит ждать в 2016 году, и то это оптимистичный прогноз, т.к. получается больше чем 1 дополнение (маленькое или большое) в месяц.
  8. Не только Сичи, сразу из нескольких источников, практически с одинаковой формулировкой, а самое интересное то, что СА на это отреагировала, оф. представитель, не единажды, написал - молодцы, можете взять печеньку с полки, но это устаревшая информация, сейчас у нас другие планы. Именно на реакцию CA стоит смотреть прежде всего. "На что ссылаются." wh_main_brt_bretonnia wh_dlc03_bst_mini_redhorn_brayherd wh_main_brt_carcassonne wh_dlc10_ska_skaven wh_dlc03_grn_black_pit wh_main_grn_scabby_eye_waaagh wh_main_nor_baersonling wh_dlc05_wef_mini_anmyr wh_dlc05_bst_mini_morghur_herd_rebels wh_main_grn_bloody_spearz_waaagh wh_dlc05_wef_mini_torgovann wh_dlc05_brt_mini_carcassonne wh_main_teb_border_princes_rebels wh_main_chs_chaos_separatists wh_main_teb_estalia wh_dlc03_bst_mini_khazrak_herd_separatists_brayherd wh_main_grn_teef_snatchaz_waaagh wh_dlc05_bst_mini_morghur_herd_separatists wh_main_chs_chaos wh_main_brt_bordeleaux wh_main_emp_talabecland wh_dlc05_wef_wood_elves wh_main_grn_greenskins wh_main_vmp_vampire_separatists_master_necromancer wh_main_emp_wissenland wh_main_nor_aesling wh_main_dwf_zhufbar wh_main_vmp_rival_sylvanian_vamps wh_dlc05_grn_mini_greenskin_rebels_waaagh wh_main_emp_marienburg wh_main_teb_tilea wh_main_teb_tilea_separatists wh_dlc08_tmb_tomb_kings wh_dlc03_bst_mini_skrinderkin_brayherd wh_main_nor_bjornling wh_main_nor_norsca_separatists wh_main_emp_middenland wh_dlc05_grn_mini_deff_grindaz wh_dlc05_bst_mini_morghur_herd wh_dlc05_grn_mini_deff_grindaz_waaagh wh_main_dwf_dwarf_rebels wh_main_ksl_kislev_rebels wh_dlc13_chd_chaos_dwarfs wh_main_dwf_karak_kadrin wh_main_nor_norsca_rebels wh_dlc05_wef_mini_fyr_darric wh_main_dwf_dwarf_ai_separatists wh_main_grn_orcs_of_the_bloody_hand wh_dlc03_grn_greenskin_separatists wh_dlc03_bst_mini_khazrak_herd_rebels_brayherd wh_dlc05_grn_mini_skullsmasherz wh_dlc05_grn_mini_greenskin_separatists_waaagh wh_main_teb_estalia_separatists wh_main_vmp_waldenhof wh_main_emp_empire_rebels wh_dlc03_bst_mini_jagged_horn wh_main_dwf_karak_ziflin wh_main_dwf_dwarf_separatists wh_dlc03_emp_hochland wh_dlc03_bst_mini_skrinderkin wh_main_grn_skullsmasherz_waaagh wh_main_grn_bloody_spearz wh_dlc03_bst_mini_ripper_horn_brayherd wh_main_grn_black_venom wh_main_teb_border_princes_separatists wh_main_chs_chaos_separatists_sorcerer_lord wh_main_dwf_kraka_drak wh_dlc05_brt_mini_bretonnia_separatists wh_main_teb_tilea_rebels wh_dlc03_bst_mini_shadowgor_brayherd wh_main_chs_chaos_rebels wh_dlc03_bst_mini_khazrak_herd wh_main_grn_broken_nose_waaagh wh_dlc03_emp_empire_separatists wh_dlc03_brt_bretonnia_qb1 wh_dlc03_brt_bretonnia_qb2 wh_main_grn_greenskins_qb1 wh_main_dwf_karak_azul wh_main_grn_greenskins_qb2 wh_main_grn_greenskins_qb3 wh_dlc03_bst_mini_jagged_horn_brayherd wh_dlc05_grn_mini_greenskin_separatists wh_main_grn_greenskins_qb4 wh_main_dwf_barak_varr wh_dlc05_brt_mini_bordeleaux wh_dlc03_bst_beastmen_qb3 wh_main_dwf_karak_izor wh_dlc03_bst_beastmen_qb2 wh_dlc05_grn_mini_skullsmasherz_waaagh wh_dlc03_bst_beastmen_qb1 wh_dlc03_emp_marienburg_rebels wh_main_vmp_vampire_separatists wh_exp1_def_dark_elves wh_main_grn_greenskin_separatists_waaagh wh_dlc05_wef_wood_elves_rebels wh_dlc03_grn_gloomy_woods wh_main_nor_varg wh_dlc03_grn_greenskin_rebels_waaagh wh_main_dwf_karak_norn wh_main_dwf_karak_hirn wh_main_nor_sarl wh_dlc03_bst_mini_ripper_horn wh_main_grn_necksnappers wh_exp1_hef_high_elves wh_dlc03_bst_beastmen_rebels wh_main_grn_black_venom_waaagh wh_main_nor_norsca_separatists_sorcerer_lord wh_dlc03_emp_empire_qb3 wh_dlc03_emp_empire_qb2 wh_dlc03_emp_empire_qb1 wh_main_grn_crooked_moon wh_dlc03_emp_empire_qb4 wh_main_grn_top_knotz_waaagh wh_main_brt_lyonesse wh_main_grn_skull-takerz_waaagh wh_dlc03_emp_wissenland_qb1 wh_dlc03_emp_wissenland_qb2 wh_dlc03_emp_wissenland_qb3 wh_main_emp_nordland wh_dlc03_emp_wissenland_qb4 wh_main_brt_bastonne wh_dlc05_grn_mini_greenskin_rebels wh_main_nor_graeling wh_main_emp_averland wh_main_grn_red_fangs_waaagh wh_main_emp_hochland wh_dlc05_wef_mini_modryn wh_dlc05_wef_wood_elves_separatists_durthu wh_dlc05_wef_mini_atylwyth wh_main_emp_empire_rebels_qb1 wh_main_teb_estalia_rebels wh_main_emp_stirland wh_main_nor_skaeling wh_exp2_kho_khorne wh_main_brt_bretonnia_rebels wh_main_grn_skull-takerz wh_dlc03_emp_middenland_qb1 wh_dlc03_emp_middenland_qb2 wh_main_brt_parravon wh_dlc05_wef_wood_elves_separatists wh_dlc05_brt_mini_bretonnia_rebels att_fact_red wh_dlc15_ogr_ogre_kingdoms wh_exp2_nur_nurgle wh_main_grn_greenskin_ai_separatists_goblin_shaman wh_dlc05_brt_mini_gisoreux wh_main_dwf_dwarfs_qb3 wh_main_dwf_dwarfs_qb2 wh_main_dwf_dwarfs_qb1 wh_dlc05_brt_mini_quenelles wh_main_dwf_dwarfs wh_dlc05_brt_mini_brionne att_fact_blue wh_dlc05_brt_mini_parravon wh_main_vmp_vampire_counts wh_dlc03_bst_mini_shadowgor wh_dlc03_grn_gloomy_woods_waaagh wh_main_grn_greenskin_separatists_goblin_shaman wh_exp1_lzd_lizardmen wh_main_vmp_vampire_rebels wh_dlc05_brt_mini_montfort wh_main_brt_bretonnia_separatists wh_dlc05_wef_mini_cythral wh_main_grn_greenskin_ai_separatists_waaagh wh_main_nor_norsca_qb1 wh_dlc05_brt_mini_bastonne wh_dlc05_wef_mini_talsyn wh_main_nor_norsca_qb3 wh_dlc05_wef_mini_wydrioth wh_main_nor_norsca_qb2 wh_exp2_sla_slaanesh wh_dlc03_bst_mini_redhorn wh_dlc05_wef_mini_argwylon wh_main_grn_broken_nose wh_main_grn_red_fangs wh_main_grn_greenskin_separatists wh_dlc05_wef_mini_cavaroc wh_dlc05_wef_mini_tirsyth wh_main_grn_red_eye_waaagh wh_main_teb_border_princes wh_dlc03_bst_mini_khazrak_herd_rebels wh_dlc03_emp_empire_rebels wh_dlc05_brt_mini_aquitaine wh_main_ksl_kislev wh_main_vmp_vampire_ai_separatists wh_main_emp_empire_qb1 wh_main_vmp_vampire_ai_separatists_master_necromancer att_fact_yellow wh_dlc03_bst_mini_khazrak_herd_separatists wh_main_grn_greenskins_rebels wh_main_emp_empire_qb3 wh_main_vmp_mousillon wh_main_emp_empire_qb2 wh_main_chs_chaos_qb1 wh_main_chs_chaos_qb2 wh_main_chs_chaos_qb3 wh_main_emp_empire_ai_separatists wh_main_grn_greenskin_ai_separatists wh_main_grn_greenskins_waaagh wh_dlc03_grn_greenskin_separatists_waaagh wh_dlc03_emp_marienburg wh_main_brt_artois wh_main_emp_empire wh_main_grn_greenskins_rebels_waaagh wh_dlc03_bst_mini_khazrak_herd_brayherd wh_main_emp_ostermark wh_main_grn_orcs_of_the_bloody_hand_waaagh wh_dlc03_grn_black_pit_waaagh wh_exp2_tze_tzeentch wh_dlc05_wef_mini_arranoc wh_main_emp_empire_qb_intro wh_main_grn_teef_snatchaz wh_main_vmp_vampire_counts_qb2 wh_main_brt_bretonnia_qb1 wh_main_vmp_vampire_counts_qb3 wh_main_brt_bretonnia_qb3 wh_main_vmp_vampire_counts_qb1 wh_main_brt_bretonnia_qb2 wh_main_grn_scabby_eye wh_main_grn_top_knotz wh_main_emp_ostland wh_main_emp_marienburg_rebels wh_main_grn_necksnappers_waaagh wh_main_grn_red_eye wh_dlc03_bst_beastmen_separatists wh_dlc03_grn_greenskin_rebels wh_main_grn_crooked_moon_waaagh wh_dlc03_bst_beastmen wh_main_emp_empire_separatists wh_main_ksl_kislev_separatists wh_dlc03_emp_middenland wh_main_grn_skullsmasherz wh_main_vmp_schwartzhafen rebels
  9. Очень годная серия гайдов по механике игры, только после них я узнал насколько важная характеристика - ширина фронта у дивизий.
  10. https://forums.totalwar.com/discussion/178162/dlc-unearthed http://totalwars.ru/index.php/total-war-wa...pack-plans.html - сами смотрите. :rolleyes: "Ответная реакция." Joey CA (Steam): As I said on one of the other threads- It’s a nice find, but I’m afraid that’s out of date data remnants like the rest of the info there and doesn't represent our current plans. When we have more information on the trilogy we will do on our social media channels. CharlotteB CA (оф. форум): Good Spot guys! *Looks through Dusty Files* I'm afraid to tell you that this is more than a little out of date! When we have information on the Trilogy we shall let you know ;) Soon™!
  11. Бьюна - спел против отрядов, он хреново дамажит единичную цель, убийца лордов и героев - спирит лич, главный недостаток которого - небольшой рендж каста. Просто, они очень визуально похожи.
  12. Ангелас, или как там этого чартер мастера - вылитый Артас из 3 варика.) Общий облик, движения, только волос поменьше.
  13. Ну не знаю, у меня на европейском фронте было, 48 пехотных и 40 танковых/механизированных дивизий, 4 армии, не могу сказать, что как то мучался я с их управлением, наоборот все гибко было, одних сюда, других туда и т.д. Упавление - муторное, когда разбираться начинаешь, а потом все быстро и удобно.
  14. Забавно что Ивана IV стали звать Грозным, только после смерти, а его деда, Ивана III, так зачастую называли при жизни, и было за что.
  15. Я тоже думал о Николе или Грозном, все таки лидеры должны узнаваться среднестатистическим западным игроком, маркетинг требует. А узнаваемость и реальная политическая значимость - никак не связаны.
  16. Какой смысл в фельдмаршалах, ладно если уже есть с каким то крутым трейтом, а так - 1 уровень теряет, 1 абилку теряет, а в замен только может водить больше 24 дивизий, не профитнее ли просто создать 2 или 3 армии с генералами.
  17. В 4 тоже был, Пётр, Катька и Сталин - кажись там так было, не думаю, что его в третий раз пихать будут. Хотя, Сталин - это бренд.
  18. 7 Nation Army - The White Stripes, хорошая группа была.
  19. Хорошо, по другому повернем, какой процент играющих получает подобные блага, и являются ли они первопричиной игры в видео игры, или у вас все знакомые на играх состояние сколотили (не как разработчики/распространители)? Один хотя бы есть?
  20. А игры приносят доход? Или образуют какие либо другие блага, помимо удовольствия, может статус обеспечивают? Или в киберспорт тренируемся?
  21. Это изощренная форма мазохизма, как мо[ну уж нет]и обрекали себя к ношению вериг, так некоторые геймеры обрекают себя на игру во всякое "говно" по 100+ часов, дабы прийти к посвящению через страдания плоти. Ну, или просто скупердяи, которым потраченных денег - жалко, и они будут давиться, плеваться, но жрать.
  22. Писали, что постараются не повторяться с лидерами, точно не будет повторений из V. Пока известны - Тедди Рузвельт у США, и Клеопатра у Египта, которая вообще-то гречанка, ну у Египта же своих фараонов окромя Рамсеса - нет.
  23. Справедливое замечание, но самый высокий уровень сложности дает только -20% к максимальному производству и влиянию, и -10% к науке, учитывая, что я в первое прохождение кучу фигни натворил, не думаю, что это будет очень критично. Между тем, играть некоторыми малыми странами, даже на нормале, действительно сложно.
  24. К лету 42, катком дошел до Берлина, соотношение потерь, где-то 5 к 1, притом, что немцы были в обороне. У СССР слишком крутая промышленность и ресурсная база, надо каких то проблем добавить на начальной стадии, чтоб нельзя было так бешено развиться.
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