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Mr Carloff

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Весь контент Mr Carloff

  1. МГ и ассаулт гренадеры в т3, да хоть т4.
  2. Эти два патча показали, в очередной раз, что там НИКТО не понимает что делать с БАЛАНСОМ. Вместо работы над пехотой, они работают над танчиками. Ну и СУ-76 за 320!!!!!-75 это победа. Супорт ган за 330 вторая победа, теперь их будут строить по 2. И сапресить пехоту через 3 экрана. Вы хотели выйти в Пантеру? Да вот фиг вам. Теперь только Т3 и в Тигра. PROSTO PROIGRAL
  3. "ESHE BOLSHE SEKRETOV"Alpha News Company of Heroes 2 Development Team would like to express its gratitude to all testers who volunteered to take part in the UKF Private Alpha Test. Wednesday May 27th marks the final date for the UKF Private Alpha Test. We would like to thank all those who participated for their diligence and invaluable contributions. We will continue to iterate internally based on the tremendous amounts of feedback you have given us. We humbly ask that you continue in your testing efforts for the final private alpha test, and keep the feedback coming! Gameplay Updates Criticals We found that receiving an engine destroy critical at 25% was too penalizing for the player. We have decided to remove it from the damage critical table. Vehicles will still be able to get a destroyed engine from mines or explicit engine destroying abilities. Removed Destroyed Engine Critical at 25% OKW General We saw some interesting strategies arise after the OKW tech tree updates we made last patch. The goal we wanted to achieve with the updates we made to the OKW was to open them up to more combined arms tactics and to encourage more aggressive playstyles. We feel we are on the right path towards the intent and plan to further develop it internally. For now we have decided to revert some of the early game changes that we made to the OKW to direct more focus towards the British. Sturmpioneers are now the starting unit of the faction Volksgrenadiers moved from Battlegroup Headquarters to HQ Kubelwagen changes reverted Infantry Support Gun Cost reduced from 430 to 330 Soviets: With the recent updates to the Soviet tech tree we found the pacing was a little off. This resulted in light and medium armored vehicles being fielded too early. We have readjusted the cost of these buildings to better reflect their significance in the game. Special Rifle Command (Tier 1) Cost reduced from 160/ 50 to 160 /40 Tankoviy Battalion Command (Tier 3) Cost increase from 240/60 to 240/80 Mechanized Armor Kampaneya (Tier 4) Cost increased from 240/100 to 320/110 120mm Mortar We have decided to reduce its base damage to reduce the 120mm lethality against infantry. Damage reduced from 100 to 80 SU-76 The SU-76 received numerous changes to improve its performance last patch. The changes to its cost is to better reflect its performance. Cost increased from 240/70 to 320/75 T34-85 The T34-85 is a better version of the T34-76 in all areas. We felt there was never a reason to build a T34-76 over the 85 when it was available through a Commander option and by leaving this option open, we felt we were leading the player into making a bad choice. By changing the CP cost to 0 and replacing the T34-76 completely; this will minimize the confusion for other players. CP changed from 9 to 0 T34-85 now replaces the T34-76 Wehrmacht General: After updating the cost of the Wehrmacht buildings and battle phases last patch, we found that players were able to field medium armor a lot faster than other factions. We have increased the cost of Support Armor Korps(Tier 3) and Heavy Panzer Korps(Tier 4) to bring their pacing in line with the other factions. Support Armor Korps(Tier 3) Cost increased from 240/40 to 260/75 Heavy Panzer Korps(Tier 4) Cost increased from 260/50 to 300/80 Stug III G In the last patch we gave the Stug III G a new profile. We are now adjusting the cost of this unit to better reflect that profile Cost increased from 230/80 to 280/90 USF M15A1 AA Halftrack We wanted to create more dynamics between the units available in the Lieutenant tier and the Captain Tier by moving the M15A1 AA Halftrack to the Captain building. We have also reduced the cost on the M15A1 AA halftrack to account for the additional cost of the captain. Moved to Captain Building Cost reduced from 350/60 to 350/50 UKF Commando Glider Insertion We have increased the cost of the Commandos to bring it more in line with their performance. We have also lowered the CP cost required to call in this ability; as the timing in which commandos appeared was quite late in the game. Cost increased from 350 to 450 CP Reduced from 6 to 4 British Call in Vehicles All British Call in vehicles now have appropriate manpower and fuel costs in relation to their power. Valentine Light Tank Cost changed from 400 manpower to 360/90 Sexton Self-Propelled Artillery Cost changed from 500 to 480/115 Churchill AVRE Cost changed from 750 to 600/140 Churchill Crocodile Cost changed from 700 to 600/180 Churchill MK. VII Infantry Tank The Churchill MK. VII Infantry Tank best shines when used to support specialist units. Because of its hefty cost, we found that often the better choice was to make more specialist units than to explore the option to support them. We have reduced to cost of the Churchill MK. VII Infantry Support Tank to make this a better desirable option. Cost reduced from 580/180 to 540/150 AEC Mk. III 75mm Armored Car Because of the early availability of the AEC Armored Car and the cheap cost to man it on the field, we found that players were able to dispatch an AEC Armored Car very early. This made it very difficult for players to deal with this unit. We have increased its fuel cost to give players more time to build a counters for this vehicle. Cost increased from 340/45 to 340/60 Hammer/Anvil Specialization Because of the hefty fuel cost of specializations, the benefits to specializing wasn’t worth its cost relative to manning another unit. We hope to encourage its use with the reduced fuel cost. Fuel cost reduced from 50 to 25 British 0.55 cal AP Sniper We have given the Sniper a small health increase to prevent the unit from being killed instantly by various explosive weapons. We anticipate this will give the player more time to react. Health increased from 80 to 82 Sherman Firefly We wanted to further develop the role of the Firefly as a Sniper. In order to keep the units high damage against vehicles; we have increased the reload speed on the unit significantly. This means the firefly will be able to initiate first strike damage but will need supporting units to follow up. This should also create numerous counter play situations. Reload increased from 7.5 to 12 Armor reduced from 215 to 160 Tulip Rockets The Tulip rockets were designed to generate strong alpha strike damage towards vehicles. We found through playtesting that the rockets themselves were very potent against infantry and anti-tank guns. This made the Sherman Firefly not a specialist unit but with the purchase of the Tulip Rockets a very strong generalist unit. We have made the ability target vehicles only to prevent this. We have also reduced its damage on the rockets to prevent instant death for some vehicles. Rocket Left Damage reduced from 240 to 160 Rocket Right damage reduced from 240 to 160 Recharge time increased from 90 seconds to 120 seconds Target vehicles only Brace Structure With the changes to emplacements in the last update. ”Brace Structure” now plays a critical role in insuring emplacement survivability. Through observations and playtests we found the ability to toggle the ability gave very little room for counter play. By making Brace Structure a timed ability it opens up more consistent opportunity against emplacements. Is now a timed ability that last 30 seconds Air Superiority We recently increased the cost of this ability to a 10 minutes shared cooldown. We found that 10 minute cooldown was too heavy of a price for the ability. Reduced cooldown from 10 minutes to 6 minutes Anti-building Flame Mortar Support We found this ability to be extremely potent against OKW base buildings that were setup on forward positions. We have removed the targeting option of OKW buildings as it was providing an unfair experience against the OKW. Does not target OKW Buildings Maps General Lots of minor tweaks to world assets, which affect all maps Adding (2) Kholodny Ferma and (2 - 4) Moscow Outskirts to the map lists Essen Steelworks New loading screen New Mini/Tacmap Port of Hamburg New loading screen New Mini/Tacmap Adjusted several territory points to try and balance out distances Arnhem Checkpoint Adjusted the terrain around the furthest East point so caches can be built on it now Kholodny Ferma Area was opened up around the west cutoff section of the map. Moscow Outskirts Refinements were isolated to the north cutoff section of the map. Known Issues: Port of Hamburg The mini/tac map doesn’t properly fit the size Flood gate is blocking pathing Across the Rhine Cliff rocks are shot blocking unit garrisoned in bunkers Bugs: Fixed an issue that allowed players to call in multiple heavy tanks Fixed an issue of emplacements costing being not accurate Fixed an issue that caused weapon teams to re-face unintentionally Fixed an issue that caused certain weapon teams to be invulnerable Fixed an issue that allowed Signal Relay to be permanently active Fixed an issue that allowed Spy Network to be permanently active
  4. Кулюторный обмен. Никто их не спаивал, по себе не судят, бебебе.
  5. Со здоровьем все ок, сам процесс не доставляет как раньше.
  6. Предпочитаю девчат иностранок, а не ребят, в собутыльники. Француженку почти перепил, но она читерила и заедала мороженным. С японкой не интересно было, сразу в слюни набралась. Два раза пил с немкой... Еще с негритянками-студентками, ваще буэээээ. Ну и таки лучше всего пилось с грузинками и хохлушками.
  7. Погуглил, похожих фоток не нашел. Помню что была черносмородиновая.
  8. Способны, но нужно бить в бубен и танцевать. Через конскриптов тоже можно, кинь марку и закидывай гренками с удвоенным уроном.
  9. Нет, ты всю карту захватываешь в этом случае. Дроп за личку идет.
  10. Нууу, это мягко говорят не так. Сейчас проблемы вызывают только двойной ост с двойным аир суппортом. СУ-85, 2-3 штуки. Первая "заигрывает", остальные прикрывают первую. Просто Советы унылы в плане игры. Не взял гвардов и 120 - 90% соснул.
  11. Однажды пил ром в бутылке без этикетки с кубинцем и его подругой. При встрече буду еще. Однажды пил польскую водку, с друзьями. Больше не буду ее пить. Друзья тоже. Однажды пил самогон с димедролом. см. польскую водку Много раз пил все остальное. Из самого вкусного - белое-красное полусухое-сухое вино. Сейчас практически ничего не пью...
  12. Тру стори пацаны, я не тролль. Пациент сдался после того, как 1 копейщик-разведчик взял в плен всех крестьян, работающих на мельнице.
  13. Раш пикинерами не практиковался? лол
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