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Это штаб или ты любишь в пассивную оборону играть? Посмотрел, реплейки прикольные, кидай еще.

Да, я больше на саппорте. В атаке часто теряюсь и захлебываюсь. Поэтому стараюсь по возможности от обороны.

Прикольный был следующий бой, где мы за остров дрались на степях. Вражеский ганомаг с ракетами набил 50 юнитов на расчетах моих 45-ок, но они тут же реинфорсились под штабом.

В итоге патовая ситуация - мне не продавить остров, но и его пантеры не могут форсировать реку и продавить направление. Так и бодались, в то время как мои 34-ки помогали союзникам по всей карте. Но на 5-ти поинтах [ну уж нет] дропнули и реплей сохранить не удалось.

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Но на 5-ти поинтах нах дропнули и реплей сохранить не удалось.

Вообще то реплеи пишутся всегда. Надо только вытащить их из папки сразу после игры.

Или переименовать

Изменено пользователем DarthM
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А вот классический слив в лейте.

https://drive.google.com/file/d/0B_8Z1oKtGx...dit?usp=sharing

Сначала меня конкретно так отпушили от верхнего бензина, но потом мы вроде бы уверенно держали половину карты.. пока не пришли тигры.

Ну и конечно слить обе катюши на оствиндах был эпический фейл с моей стороны.

Отдельно "порадовало" количество урона, которое нанесла катюша прицельным залпом по тигру. Мораль - нету у тебя перевеса в теха 1 к 3 к моменту выхода тигров, жми surrender, не затягивай. :D

UPD: Психологическая атака - 203 ММ Б-4 х3 :)

https://drive.google.com/file/d/0B_8Z1oKtGx...dit?usp=sharing

Эффективность если честно так себе - 12 убитых, 2-ве единицы техники и всего 1700 суммарного урона, но подозреваю, что эти огромные взрывы жутко нервировали и заставляли паниковать. Особенно под обстрелом напарников. Надо будет самому пересмотреть реплей со стороны фрицов. :)

Кстати, обратите внимание, немцы применили не стандартную тактику. Не полезли в город, а всей толпой обошли через остров и зашли во фланг отсекая точки. Если бы их тех подтянулся чуть-чуть раньше, то могли бы и реально затащить этой стратой.

Изменено пользователем khulster
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Я 3на3 помню игру за немцев, мои союзники проглазели 4х203, в итоге всю нашу базу с землей сравняли :)

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На COH2.ORG появилась информация, что завтра выйдет патч на лэйт, который затронет противотанковый потенциал советов (известно, что это точно коснется ИС-2 и ИСУ-152), также ожидаются нерф немцев.

"А вот и список появился."

Command Point Pacing

All 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.

Tiger command point cost from 10 to 11

Tiger Ace command point cost from 14 to 15

Elefant command point cost from 11 to 12

IS-2 command point cost from 10 to 11

ISU-152 command point cost from 11 to 12

KV-2 command point cost from 11 to 12

StuG III E command point cost from 5 to 6

Units and Abilities

A number of iterations were made to weapon profiles and abilities to improve early game infantry combat.

Osttruppen

The low accuracy on the Osttruppen rifle led to their weapon output feeling very inconsistent. This was addressed by increasing their accuracy while reducing the damage done per shot. Additional modifications were made to improve the viability of the Osttruppen at all stages of the game, such as increasing their capture rate to 1. Osttruppen will remain slightly combat inefficient relative to Grenadiers.

Cover bonus from 1.75x accuracy to 2x accuracy

Accuracy from 0.21/0.2/0.19 to 0.45/0.4/.35

Damage from 16 to 8

Cooldown from 0.5-1 to 0.75-1.25

Cooldown near modifier from 0 to 0.125

Wind down from 1.625 to 1.3

Moving cooldown from 2 to 1.5

Capture rate from 0.5 to 1

Grenadier

The LMG42 had its weapon profile adjusted so that it performs stronger at long range and weaker at short range. In its previous form, it made assaults by short range units very difficult to execute due to its extreme close range damage output. This further strengthens the long range orientation of the LMG42 and the counterplay between itself and short range weaponry.

LMG42 accuracy from 0.47/0.44/0.41 to 0.56/0.44/.038

LMG42 Aim time multiplier from 0.5/0.75/1 to 0.75/0.875/1

LMG42 Fire aim time from 0.25-0.625 to 0.25-0.5

LMG42 Post firing aim time from 0.5 to 0.25

LMG42 Ready aim time from 1.25-2 to 0..625-1

LMG42 Burst duration multiplier from 3/2/1 to 0.75/1.25/1.5

LMG42 Burst length from 0.5-0.75 to 0.5-1

LMG42 range distance mid from 20 to 28

LMG42 Rate of fire multiplier from 1/0.875/0.9375 to 1/1.125/1.25

LMG42 Cooldown duration multiplier from 0.5/0.675/0.85 to 0.75/0.875/1

LMG42 Reload frequency from 4 to 6

This adjusts the G43 to more closely function as a carbine type weapon profile. It reduces the Grenadier long range damage output while increasing mid to short range DPS. Additionally, this weapon now performs better on the move, making it ideal for tactical flanks.

G43 accuracy from 0.55/0.5/0.45 to 0.55/0.42/0.37

G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover

G43 Moving accuracy from 0.6 to 0.8

G43 Moving cooldown from 2 to 0.5

G43 Range distance near from 0 to 6

G43 Range distance mid from 25 to 18

G43 upgrade cost from 60 MU to 45 MU

Rifle-grenade cost increased to better align it with similar grenades, such as the RGD-42 which cost 30 munitions. Although the rifle-grenade has a greater range than the RGD-42, its explosive radius is smaller and less lethal.

Rifle-grenade munition cost from 25 to 30

These changes slightly reduce the efficiency of the Grenadier squad. The intent is to reduce Grenadier blobbing and encourage the use of combined arms.

Population from 6 to 7

Grenadiers can now only upgrade to either the LMG42 or G43, not both.

Panzer Grenadier

This adjusts the G43 to more closely function as a carbine type weapon profile. It increases the Panzer Grenadier long range damage output while decreasing its mid to short range DPS. Additionally, this weapon now performs better on the moving, making it ideal for tactical flanks.

G43 Accuracy from 0.65/0.6/0.55 to 0.65/0.52/0.47

G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover

G43 Moving accuracy from 0.6 to 0.8

G43 Moving cooldown from 2 to 0.5

G43 Range distance near from 0 to 6

G43 Range distance mid from 25 to 18

The Panzer Grenadier squad over performed for its cost. These two changes lower its performance to better reflect its cost to value.

Armor from 1.2 to 1

MP44 accuracy from 0.58/0.45/0.4 to 0.56/0.45/0.4

Pioneer

These changes reduced the combat potency of Pioneers to better reflect their intended role as a utility unit. The Pioneer squad still remains combat viable, but do so at a premium cost.

Bonus accuracy from 1.2 to 1.15

Accuracy from 0.45/0.2/0.1 to 0.35/0.2/0.1

Combat Engineer

Combat Engineers were under performing for cost; similar to the Pioneer changes above they will perform at a slight cost premium to reflect their role as a utility unit.

Manpower cost from 190 to 170

Build time from 19 to 17

Conscript

This change helps resolve the long range damage disparity between Grenadiers and Conscript. As a result, Conscripts can now engage Grenadiers on more equal footing.

Mosin Nagant accuracy from 0.45/0.35/0.25 to 0.45/0.39/0.30

Moving accuracy from 0.4 to 0.5

This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter the received damage.

PPSH moving accuracy from 0.5 to 0.8

Partisans and Irregulars

This maintains consistency in the functionality of the Partisan LMG42 and DP-28 relative to the Grenadier LMG42 and Guard Riflemen DP-28 upgrade. It also better defines the units long range role.

LMG42 weapon profile adjusted to be consistent with changes to Grenadier LMG42

DP-28 weapon profile adjusted to function similar to the LMG42

This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter balance received damage.

PPSH moving accuracy from 0.375 to 0.6

With the LMG profile adjustments, Irregulars are worth slightly more.

Irregulars cost from 180 to 190

Reinforcement time from 2.25 to 2.375

Guard Riflemen

Guard Riflemen were underperforming for their cost. The range of the PTRS was also inconsistent with other hand held AT weaponry such as the Panzerschreck – which is currently set to 35. This avoids scenarios were skilled players could leverage this range to damage vehicles without taking reciprocating fire. The Mosin Nagant also saw an increase to its long range damage output to reduce the disparity between the Mosin and the Kar 98.

Manpower cost from 360 to 330

Population from 9 to 8

DP-28 rescaled to use the new LMG42 weapon profile

DP-28 upgrade cost from 100 MU to 75 MU

Guard Mosin Nagant accuracy from 0.7/0.55/0.45 to 0.65/0.58/0.46

Guard Mosin Nagant Moving accuracy from 0.6 to 0.75

Guard Mosin Nagant Moving cooldown from 1.25 to 0.5

PTRS range from 45 to 40

Blitzkrieg

Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active.

Now provides 1.6x acceleration

Received accuracy modifier from 0.5 to 0.75

Speed and accuracy modifier removed

Munition cost from 40 to 30

Overdrive

The reduction in max speed helps prevent awkward movement behavior on the M3 and M5.

Now provides 1.6x acceleration

Received accuracy modifier from 0.5 to 0.75

Cost from 0 MU to 10 MU

Ram

Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.

No longer causes instant main gun destroyed critical

Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.

Marked Vehicle

These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.

No longer stacks multiple times

Reduced bonus damage modifier from 50% to 35%

Support Team Modifications

A 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

Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.

AOE Profiles

Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.

105mm Howitzer

These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.

Reload time from 2.75 to 2.25-2.75

Shots fired per barrage from 12 to 6

Crew size from 3 to 4

152mm Howitzer

These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.

Shots fired per barrage from 8 to 4

Reload time from 3 to 2.8-3.2

Barrage recharge time from 120s to 90s

Crew size from 3 to 4

PAK 40

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.

Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04

Reload time from 2.9 to 2.7-3.1

Penetration from 170 to 190

PAK 43

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.

Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04

Reload time from 3.65 to 3.5-3.8

Penetration from 400 to 340

Crew size from 3 to 4

Population from 21 to 18

Now has hold fire

ZIS 76mm Field Gun

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns. The damage output of the ZIS Field Gun barrage will now feel more consistent as a result of the new AOE profiles.

Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04

Penetration from 170 to 180

B4 203mm Howitzer

Adjusted performance of B4 to be more in line with the ISU-152.

Direct fire penetration from 1000 to 300

Direct fire is now on a shared recharge timer with barrage and precision strike

Recharge timer on barrage from 55 to 60

MG42

HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.

Penetration from 1/1/1 to 2.2/1.8/1.4

53K 45mm AT Gun

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.

Accuracy from 0.03/0.0425/0.055 to 0.04/0.05/0.06

Reload time from 2.625 to 2.5-2.75

DSHK HMG

HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game. Refactored the performance of the Dshk HMG and resulting cost to make it easier to field.

Penetration from 1/1/1 to 2.5/2.0/1.5

Armor piercing rounds now provides 3x penetration rather than an additional +9 penetration at all ranges

Properly received the +25% received accuracy like all other team weapons

Damage from 12 to 10

Manpower cost from 360 to 300

Maxim HMG

HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.

Penetration from 1/1/1 to 1.6/1.4/1.2

Vehicle Top Gunner

Increased 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

Munition cost from 30 to 50

Soviet Mounted Dshk

Munition cost from 30 to 60

Vehicle Modifications

A 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

Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.

Mobility

The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.

Increased max speed by 1.2, tuned rotation to ensure smooth pathing

Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads

Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.

Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.

Vehicle Penetration

Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.

Vehicle Criticals

Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.

Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.

222 Scout Car

The armor reduction increases the vulnerability of the Scout Car to small arms fire, increasing the overall risk associated with its use vs. these targets. The fuel increase furthers the risk to the player’s tech progression and overall use of this unit en masse.

Armor from 11 to 9

Manpower cost from 240 to 210

Fuel cost from 10 to 15

Panzer IV

The Panzer IV will continue to dominate the T34 in the anti-armor role but will perform worse versus infantry. That said, compared to the Panther, the Panzer IV does perform better vs. soft targets including infantry and light vehicles.

Armor from 160 to 180

Rear armor from 80 to 90

Reload from 5.75 to 5.3-5.7

Ostwind

Relative to the Panzer IV, the Ostwind performs extremely well vs. soft targets but is vulnerable to other medium vehicles. Relative to the T70, the Ostwind provides greater fire power at reduced mobility and increased durability. It also provides anti-air support.

Armor from 105 to 110

Rear armor from 52.5 to 55

Penetration from 35 to 40

Cooldown from 0.6 to 0.5-0.7

Distance scatter max from 2.15 to 2.9

Manpower from 320 to 280

Fuel from 115 to 100

StuG III G

The StuG III G fulfills the role of assault gun. These changes make it more effective vs. infantry and slightly worse versus medium and heavy vehicles. Relative to the T34, the StuG III G provides extremely high damage output but is fairly vulnerable to being flanked.

Armor from 160 to 140

Rear armor from 80 to 70

Penetration from 140 to 120

Health from 480 to 400

Reload time from 4 to 3.5-4.5

Distance scatter max from 6.5 to 4

Scatter angle from 7.5 to 5

Manpower from 280 to 230

Fuel from 95 to 80

StuG III E

The short barrel of the StuG III E makes it ideal vs. soft targets. An assault gun dedicated more towards the anti-infantry role relative to the StuG III G; these changes drastically improve its performance relative to cost.

Armor from 120 to 140

Rear armor from 35 to 70

Health from 320 to 400

Reload from 5.25 to 3.2-3.8

Manpower 160 to 200

Fuel from 55 to 75

Panther

The Panther provides the perfect combination of mobility and anti-tank capacity, making it the ideal counter to heavy armor. Its cutting edge suspension enables it to easily traverse even the roughest of terrain, enabling it to execute flanking maneuvers on unsuspecting armor.

Penetration from 170 to 240

Rear armor from 112.5 to 110

Reload from 6.45 to 5.8-6.7

Health from 960 to 800

Manpower from 520 to 490

Fuel from 145 to 175

Bummbar

Relative to the StuG III G, the Brummbar provides unparalleled infantry support and remains effective vs. medium vehicles.

Armor from 200 to 210

Rear armor from 87.5 to 105

Penetration from 75 to 120

Reload from 8.25 to 7.5-9

Distance scatter max from 1 to 4

Manpower from 560 to 470

Fuel from 140 to 160

Build time from 60 to 55

Panzerwerfer

The increased recharge timer offsets higher than desired artillery saturation.

Recharge time from 54 to 90

Tiger

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. Additionally, the new AOE profile on the Tiger has significantly increased its anti-infantry performance.

Rear armor from 250 to 180

Penetration from 154 to 200

Reload from 5 to 4.7-5.3

Manpower from 720 to 640

Fuel from 200 to 230

Elefant

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.

Penetration from 170 to 400

Scatter angle from 7.5 to 5

Reload from 8.55 to 8-9

Health from 1280 to 1040

Now has hold fire

M3A1 Scout Car

The intent was to increase the durability of the M3A1 to better balance the risk vs. reward that comes with the use of this unit. The added penetration on the top gunner will increase the performance of this unit vs. other lightly armored units, such as the 222 Scout Car or 251 Half-track. Additionally, we wanted to increase the impact of fielding light vehicles on the player’s tech progression.

Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5

Health from 180 to 200

Manpower cost from 230 to 190

Fuel cost from 5 to 10

M5 Half-track

Penetration was added to both the 50 cal and Quad mounted gunner to bring this units performance in line with changes to other heavy weapons (MG42, Maxim, etc).

Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5

Quad penetration from 1/1/1 to 2.5/2.0/1.5

T70

The T70 saw a number of changes to bring it in line with other light vehicles. The new AOE profiles improve the damage output of the T70 vs. infantry. Additionally, its mobility was improved to better enable its recon role and offensive capacities. This unit functions as a very effective hit and run unit or on the flank.

Armor from 55 to 70

Manpower from 160 to 200

Reload from 2.15 to 1.8-2.2

Fuel from 55 to 70

T34-76

The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.

Armor from 115 to 150

Rear armor from 70 to 75

Reload from 4.75 to 6.2-6.8

Damage from 120 to 160

Manpower from 280 to 310

Build time from 45 to 50

Fuel from 85 to 100

Penetration from 80 to 100

T34-85

Similar to the T34 in role, the T34-85 has gained a significant increase in anti-tank performance.

Armor from 124 to 160

Rear armor from 70 to 80

Penetration from 120 to 140

Reload time from 6 to 6-6.3

Manpower from 360 to 400

Fuel from 130 to 140

Double T34-85 call in manpower from 680 to 740

Double T34-85 call in fuel from 240 to 260

SU-76

The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.

Armor from 100 to 70

Rear armor from 50 to 35

Penetration from 93 to 100

Damage from 80 to 120

Reload from 2.375 to 2.9-3.4

Min range from 5 to 0

Scatter angle from 5.5 to 5

Distance scatter max from 10 to 4.7

Manpower cost from 160 to 210

Fuel cost from 55 to 75

SU-85

The SU-85 has been made more potent vs. medium and heavy armor while seeing a slight reduction in its durability. The mobility of the SU-85 has also been slightly improved to counter act the increase in mobility to other medium tanks.

Armor from 180 to 140

Rear armor from 80 to 70

Penetration from 170 to 190

Reload time from 4 to 3.8-4.2

Manpower from 320 to 340

Fuel from 115 to 120

Now has hold-fire

IS-2

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. The IS-2’s anti-infantry capabilities have been reduced and compensated with increased anti-armor.

Armor from 325 to 340

Rear armor from 225 to 205

Penetration from 170 to 220

Damage from 240 to 160

Reload from 9 to 6.2-6.6

Distance scatter max from 2.86 to 5.7

Manpower from 760 to 640

Fuel from 240 to 230

ISU-152

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.

Armor from 200 to 310

Rear armor from 100 to 155

Penetration from 150 to 230

Reload from 10 to 9-11

Health from 960 to 1040

Distance scatter max from 13.2 to 8.7

Manpower from 760 to 720

Now has hold fire

KV-1

The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1 is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.

Rear armor from 120 to 145

Reload from 4.75 to 6.2-6.8

Damage from 120 to 160

Health from 960 to 720

Manpower from 440 to 370

Moving scatter penalty from 2 to 1.75

KV-2

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.

Rear armor from 87.5 to 180

Penetration from 140 to 180

Damage from 320 to 240

Reload time from 16.75 to 10-12

Health from 960 to 800

Distance scatter max from 1 to 7.4

Manpower from 440 to 630

Fuel from 250 to 230

KV-8

The KV-8 saw a significant decrease in its health to better align its performance to cost.

Rear armor from 120 to 145

Health from 960 to 720

Katyusha

The increased recharge timer offsets higher than desired artillery saturation. Its recharge is still lower than the Panzerwerfer to better represent its distributed saturation.

Recharge time from 60 to 70

Pacing and Tech Progression

The 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

Manpower cost from 275 to 240

Fuel from 140 to 120

Mechanized Armor Kampaneya

Manpower cost from 275 to 240

Fuel from 140 to 120

Bug Fixes

A number of minor bugs were fixed to improve gameplay.

German 105mm Howitzer

Now properly set to 8 command points

Panzer Grenadier Jaeger Infantry Package

Now has speech attached to the upgrade

Now requires friendly territory for upgrade

Now provides Interrogation ability

Acceleration

Acceleration was not properly being read by the engine, resulting in the value being ignored. This is no longer the case.

Snipers

Now automatically fire when in cover

Tiger Ace

Target weak point no longer requires the Tiger to face the target

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Что-то это не сильно похоже не нерф.

О да! Прекрасный нерф немецкого теха:

Ram - теперь можно использовать только когда 34-ка на издыхании. Теперь не ломает главный калибр и всего навсего имеет шанс повесить один из видов критов.

Бонус от марки ослабили почти в 2 раза. Отличный бафф советов, Релики!

B4 из оружия морального подавления превратили в полностью бесполезный кусок металлолома. Зато всем гаубицам немцев увеличили скорострельность. Прелестна.

MG-42 теперь имеют бонус к Penetration. Прощайте М3, которых даже пионеры с автоматов пробивали. Теперь одинокий пулемет будет контрить вас, а не вы его.

А особенно веселят корректировки типа: поднимаем ЗиСкам пробитие на 10-ку (ура!). Oh, wait - поднимем пазикам бронирование на 10-ку! Теперь по отношению к ЗиСкам у пазиков ничего не поменялось, а вот гварда и ДШК их больше не берут. Правильные корректировки.

Но в итоге не обманули да - усилили ИСУ-152, теперь у нее есть Hold Fire кнопка. :)

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Переработана вся система пробивания брони (зависит от растояния) и скорости техники (например блитзкриг теперь не дает ускорения), теперь механика другая, как после предыдущего патча, тут надо в игре смотреть, а не по цифрам. Вообще советам, почти всем танкам подняли побитие, что безусловно - хорошо, некоторым броню, вообще все вызываемые танки выглядят неплохо.

MG-42 теперь имеют бонус к Penetration. Прощайте М3

Все пулеметы получили, в том числе и на маши[ну уж нет]. M3 стала дешевле и немного живучей, да и 222 понерфили.

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Немцефилы зарыдают, и им быстро дадут правильный хотфикс к патчу :D

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Все пулеметы получили, в том числе и на маши[ну уж нет]. M3 стала дешевле и немного живучей, да и 222 понерфили.

Максим можно сказать не получил. ДШК получил, но он есть только в одной, довольно бестолковой доктрине и на втором уровне войны, т.е. когда он уже не нужен ибо вот-вот приедет первый пазик.

На механику пробития зависимую от дистанции конечно посмотрим, но вот беда - почему то немецкие тяжелые танки ака ПЗ4 и Пантеры несколько быстрее нашиз 34-ок, а следовательно смогут держать ту дистанцию, которую им выгодно и ничего мы тут не поделаем. Т.е. опять получает, что больше плюсов у немца, а у нас даже таран сломали окончательно. :)

Немцефилы зарыдают, и им быстро дадут правильный хотфикс к патчу :D

Да и так там плюшек надавали. Острупенам например порезали урон, зато в разы увеличили меткость на ходу. Теперь они будут просто пробегать мимо и выкашивать. И так со всеми войсками почти. :)

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но вот беда - почему то немецкие тяжелые танки ака ПЗ4 и Пантеры несколько быстрее нашиз 34-ок, а следовательно смогут держать ту дистанцию, которую им выгодно и ничего мы тут не поделаем. Т.е. опять получает, что больше плюсов у немца, а у нас даже таран сломали окончательно. :)

Механика проходимость и скорость техники тоже полностью изменится. (ПЗ-4 и Пантера - средние танки)

"*"
Mobility

The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.

Increased max speed by 1.2, tuned rotation to ensure smooth pathing

Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads

Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.

Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.

Главное, что больше не будет бешеных обходов с закручиванием и отходов под блитцем.

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khulster погоди, советы еще оп, вон квад надо понерфить, имба же :) ИМХО арту молодцы понерфили, теперь раскачаный немец будет педалить 105, а совет будет страдать, ибо слоупокъ =)

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Механика проходимость и скорость техники тоже полностью изменится. (ПЗ-4 и Пантера - средние танки)

Особенно средний танк - пантера. Как я помню, она в этой игре задом ездила быстрее, чем 34ка - вперёд. А под абилкой начинался просто чад угара и кутежа, особенно с дымами.

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Особенно средний танк - пантера. Как я помню, она в этой игре задом ездила быстрее, чем 34ка - вперёд. А под абилкой начинался просто чад угара и кутежа, особенно с дымами.

Чтож делать, по немецкой классификации, Пантера - средний танк... а по советской тяжелый. :rolleyes:

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Чтож делать, по немецкой классификации, Пантера - средний танк... а по советской тяжелый. :rolleyes:

Не надо это даже начинать, угу. :rolleyes:

А то начнется тут...

Пошел почитал офф форум. Все жалуются :)

Не слышно когда они там аддон выкатят хотя бы примерно?

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Ох, лол. Что же они такого сделали с Т34, что он АЖ 100 бенза и 300 мп стал стоить... Завтра пощупаем...

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Ох, лол. Что же они такого сделали с Т34, что он АЖ 100 бенза и 300 мп стал стоить... Завтра пощупаем...

Никого не пробивающую, медленно ездящую и не таранящую единицу.

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Никого не пробивающую, медленно ездящую и не таранящую единицу.

The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.

Armor from 100 to 70

Rear armor from 50 to 35

Penetration from 93 to 100

Damage from 80 to 120

Reload from 2.375 to 2.9-3.4

Min range from 5 to 0

Scatter angle from 5.5 to 5

Distance scatter max from 10 to 4.7

Manpower cost from 160 to 210

Fuel cost from 55 to 75 =) =) =)

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Патч вышел, пока них...а не понятно, зато дали 2 новых командиров, у советов это тактика ленд-лиза с дшк и Шерманом, у немцев - мобильная оборона с Пумой.

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Патч вышел, пока них...а не понятно, зато дали 2 новых командиров, у советов это тактика ленд-лиза с дшк и Шерманом, у немцев - мобильная оборона с Пумой.

Дай угадаю, шерман оп?

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Дай угадаю, шерман оп?

Без понятия, но быстрее 34. А вот сама 34 тоже стала пошустрее, особенно это заметно на дорогах, да и разгоняется быстро. (А стоит не 300, как в писалось, а 310 :P, а вот таран остался, спокойно можно хоть на фул HP использовать)

76-мм он или 75? вот в чем вопрос.

M4C-Шерман с 76мм орудием, на 9 CP и за 380/135. Еще вызывается M5 с штурмовыми гвардейцами ппш/св и обмен амуниции на топливо.

Пума носится как под спидами.

Вообще, на вскидку, ленд-лиз - хороший вариант для тех, кто идет в Т4.

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как себя Гвардия показывает после патча?

Кажется мне что лучше стала - прав ли я? И можем ли мы сражаться с пантерками, или они как и раньше уезжают спокойно от наших сушек и другого АТ?

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Кажется мне что лучше стала - прав ли я? И можем ли мы сражаться с пантерками, или они как и раньше уезжают спокойно от наших сушек и другого АТ?

Не можем. По прежнему против немецкого танкоспама мы не можем ничего.

Вот реплей - https://drive.google.com/file/d/0B_8Z1oKtGx...dit?usp=sharing

Отобрали три звезды, почти загнали немца на базу и.. выехало три тигра и всех раскатало. Не помогла ни толпа ЗиСок, не ИСУ-152, ни шерманы. Очередной эпичный, немецкий камбэк.

PS> m5 c гвардатой порадовала. Отличный атипех и если аккуратно высаживать гварду - не плохой антитех. Идеально вызвать пару 5-х, в одну посадить гвардов, вторую оборудовать зенитным пулеметом.

Но есть и минус - нету апгрейда на ДП-28, а следовательно нету ослепления.

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