Thông tin Update các phiên bản Company of Heroes 2!

Thảo luận trong 'Company of Heroes' bắt đầu bởi KingOfQualifier, 11/7/13.

  1. KingOfQualifier

    KingOfQualifier Mr & Ms Pac-Man

    Tham gia ngày:
    11/3/06
    Bài viết:
    174
    Phiên bản update ngày 10 tháng 7 năm 2013

    Chung

    • Fix các lỗi cố định gây ra việc crash game (hay văng ra khỏi game).
    • Fix lại biểu tượng mới COH2 trên steam.
    • Thích ứng được với các driver của card AMD hơn trước.
    • Tránh các lỗi cũ đối với NVIDIA Optimus.
    • Fixed FX ripples on Tiger Tank.
    • Cải thiện lại đồ họa mặt nước.
    • Cho phép tùy chỉnh chế độ điều chỉnh vote kick.
    • Hiển thị thêm thời gian bào trì sever trên kênh thông tin trong game.
    • Thêm quảng cáo trong thời gian chờ hiển thị bảng kết quả sau mỗi trận đấu.
    • Hide the difficulty in multiplayer save games as it does not apply.
    • Changes to the help text of Commander abilities Relief Infantry and Rapid Conscription.
    • Cập nhập thêm một số thông tin về các units và các sử dụng.
    • Thêm nút để chat Twitch với người xem :D
    • Hiện thị time xây nhà mặc dù không được lựa chọn.
    • Hiện thị time xây hàng rào thép
    • Cải thiện thêm phần thời gian trong tatic map (Number 0 thì phải)
    • Chỉnh lại chế độ chơi COH trong vista để tương thích hơn.
    • Fix DPI của windowns để không gây lỗi khi chơi game.
    • Halftracks bây giờ có thể như 1 xe chuyên trở người có thêm khả năng thả lính ra một ví trị mà ta mong muốn chứ không phải đứng tại chỗ thả như trước (như drop ship trong starcraft :)) )



    Phần AI máy

    • AI có thể sửa cầu như người =)).
    • AI có thể nhặt đồ của bạn đánh rơi.
    • Sửa lỗi AI không nâng cấp súng G43 =)).
    • AI giờ tránh bomb đạn như người, né molotov, lựu đạn và các thể loại nó muốn né.
    • AI bây giờ sẽ ko rời bỏ phần lãnh thổ mà nó chắc chắn có cơ hội chiếm được
    • Trời lạnh AI vẫn bem nhiệt tình dù bão tuyết =))
    • AI sẽ lựa chọn mục tiêu không bỏ chạy để giết chứ không bắn cái bọn đã retreat rồi.
    • AI bây giờ được gắn hàm như kiểu trong phim skynet thông minh như người =))


    Cân bằng game (Khá quan trọng)

    Soviet M3A1 Halftrack
    • Damage từ 9.9 lên 10 (Bá đạo)
    • Độ chính xác từ 0.37 xuống 0.2 (Quá bằng hòa :)) )
    • Thời gian nạp đạn 0.5 lên 0.6

    German 222 Halftrack
    • Damage từ 7.2 xuống 5 (neft)
    • Độ chính xac từ 0.125 lên 0.2 (Bá đạo)
    • Tốc độ bắn từ 12 lên 18 (Bá đạo)
    • Thời gian nạp đạn từ 1.2 xuống 1 (0,2 không đáng kể)

    Cái chết đem lại khi lý cố ngồi trong xe =))
    • 50% tỷ lệ tử vong của units khi ngồi trong xe mà bị nổ.

    Các chỉnh sừa phù hợp cho các Units của Liên Xô và của Đức :

    Soviet Weapon Teams
    • Soviet PM41 82mm Mortar dựng cối chậm hơn: 2 lên 3.575 seconds.
    • Maxim HMG gây sát thương ít hơn: 12.9 xuống 9.5.
    • Maxim HMG cắm chậm hơn: 1.375 lên 1.5125 seconds.
    • Soviet HM-120mm Mortar bắn chậm hơn: 7 lên 8.9 seconds.
    • Soviet HM-120mm cắm chậm hơn =)): 2.5 lên 5.175 seconds.

    German Weapon Teams
    • German Granatewerfer 81mm mortar bắn nhanh hơn: 4.5 xuống 2.4 seconds.
    • German HMGs, Mortars and AT Guns tăng lên thành 4 chiến sỹ để đỡ bị die quá nhanh =)).
     
    Chỉnh sửa cuối: 11/7/13
  2. the_link

    the_link T.E.T.Я.I.S

    Tham gia ngày:
    14/4/07
    Bài viết:
    689
    cái halftrack thêm nút thả lính là của LX hay Đức vậy, mà cái vụ thả lính là sao :-? thấy con HT nào cũng bấm D là lính tự chui ra mà :-?
     
  3. hugoking1

    hugoking1 Commander-in-Chief

    Tham gia ngày:
    7/5/07
    Bài viết:
    6,811
    Nơi ở:
    HCMC
    đề nghị #1 ko chửi thề văng tục ở đây :|
     
  4. KingOfQualifier

    KingOfQualifier Mr & Ms Pac-Man

    Tham gia ngày:
    11/3/06
    Bài viết:
    174
    kiểu ấn đến 1 điểm rồi tự nhả lính chứ không phải đứng im nhả lính
     
  5. lamthegreat

    lamthegreat Mr & Ms Pac-Man

    Tham gia ngày:
    10/2/07
    Bài viết:
    246
    Thấy càng ngày càng điều chỉnh cho Soviet yếu đi, đánh bực bỏ mother. Đã vậy còn chỉnh cho Ger mạnh hơn nữa chứ. MG của Soviet đã bắn không lại MG của Ger mà bi h còn hạ nó xuống nữa thì đánh kiểu gì hả trời.
     
    tunhem1998 thích bài này.
  6. the_link

    the_link T.E.T.Я.I.S

    Tham gia ngày:
    14/4/07
    Bài viết:
    689
    đang còn trong giai đoạn nerf với buff mà, thằng Đức đợt trước cũng bị nerf cả đống còn gì -_-
     
  7. KingOfQualifier

    KingOfQualifier Mr & Ms Pac-Man

    Tham gia ngày:
    11/3/06
    Bài viết:
    174
    1. MG soviet win MG đức
    2. 80% trận win trong các giải đấu là đánh Soviet
    3. Đức ít quân, nhanh chết ...=))

    --> Neft Soviet cung hợp lý thôi
     
  8. KingOfQualifier

    KingOfQualifier Mr & Ms Pac-Man

    Tham gia ngày:
    11/3/06
    Bài viết:
    174
    Lúc nãy đánh thử 1 trận không hiểu sao anh 3 phát Rocket của Grenadire mà Scoutcar của Nga không chết =))
     
  9. file_tonight

    file_tonight Youtube Master Race GameOver

    Tham gia ngày:
    7/3/13
    Bài viết:
    52
    nhiều phiên bản quá đi, tìm thấy mà mệt
     
  10. KeNgoaiDao

    KeNgoaiDao Mr & Ms Pac-Man

    Tham gia ngày:
    4/5/10
    Bài viết:
    230
    Nơi ở:
    Hanoi, Vietnam
    Lâu quá không tham khảo CoH, cho em hỏi gà là CoH2 đã ra chính thức chưa ạ? :4cool_beauty:
     
  11. quang_289

    quang_289 Youtube Master Race

    Tham gia ngày:
    15/5/07
    Bài viết:
    1
    Ra lâu rồi mà bạn ơi, hình như đến mấy bản update rồi cơ mà.
     
  12. KeNgoaiDao

    KeNgoaiDao Mr & Ms Pac-Man

    Tham gia ngày:
    4/5/10
    Bài viết:
    230
    Nơi ở:
    Hanoi, Vietnam
    Em mua rồi, bây giờ retired Diablo 3 qua chơi CoH2 :9cool_haha:
     
  13. eragonVI

    eragonVI Glory

    Tham gia ngày:
    11/2/05
    Bài viết:
    2,068
    Nơi ở:
    ABM Telecom
    ủa giờ không ai chơi coh2 nữa hay sao mà box vắng hoe thế này ??????????????????????????
     
  14. eliwood17

    eliwood17 Mario & Luigi

    Tham gia ngày:
    8/9/05
    Bài viết:
    750
    Làm ơn giúp mình , mình đã dùng mọi cách cài stream , updated phiên bản mới nhất nhưng cứ mỗi lần load xong là nó lại đá văng lại màn hình chờ........không cách nào chơi game được anh em nào biết xin chỉ dùm ngàn lần cám ơn .........
     
  15. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Lâu quá không thấy post 1 update, để up lên vậy:
    Update ngày 30 tháng 7 năm 2013
    [SPOIL]General

    - Fixed 1 frame delay between user input and unit movement
    - Updates to vehicle pathing
    - Langreskaya Spring and Winter maps added (1v1 in automatch and 1v1 and 2v2 in custom game)


    Balance

    Commander Ability Changes

    The following abilities had their command point (CP) cost reduced to increase commander appeal. In contrast to the majority of Soviet Commanders a number of German doctrines did not have abilities available at 1 CP.

    - Panzer Tactician: Command point cost from 2 to 1
    - Mortar-Half-track: Command point cost from 2 to 1
    - Artillery Field Officer: Command point cost from 2 to 1
    - Riegel 43 AT Mine: Command point cost from 2 to 1
    - Fear Propaganda Artillery: Command point cost from 5 to 3

    The following changes were made to improve the usability of Rapid Conscription and Relief Infantry. Overall, it was very difficult to recover your cost on investment to both abilities due to their relatively low duration time. The goal was to increase the rate at which players could recover their cost and provide a possibility to earn back more than the initial resource investment.

    Rapid Conscription
    • Maximum replaced squads from 6 to 2
    • Duration from 30s to 120s
    • Recharge time from 90s to 180s
    • Cost from 200 MU to 160 MU
    • Ability now replaces lost squads with Conscripts rather than Penal Battalions
    • Updated tooltip to better reflect ability functionality

    Relief Infantry
    • Maximum replaced squads from 6 to 3
    • Duration from 60s to 120s
    • Recharge time from 90s to 180s
    • Updated tooltip to better reflect ability functionality

    Previously, Hit the Dirt had the capacity to have its modifier stack with cover. This led to extremely durable units at very little cost to the user. It also impacted many of our combat systems, leading to inconsistent or undesirable behavior such as snipers missing the infantry.

    Hit the Dirt
    • Hit the dirt now provides light cover rather than a 0.5 received accuracy modifier.

    The JU-87D Strafing Run now functions as a suppression ability. The loiter behavior was modified to improve the visuals of the off-map and make it more susceptible to anti-air weapons.

    JU-87D Strafing Run
    • Attacks per aircraft from 5 to 3
    • Delay between attacks from 3s to 18s
    • Duration time from 48s to 75s
    • Target lead in from 50 to 20
    • Target lead out from 60 to 20
    • Target attack distance from 150 to 225
    • Target attack time from 2.125 to 4.25
    • Modified UI barrage radius to match the loiter radius of the JU-87D
    • Damage from 8 to 2.5
    • Rate of fire from 32 to 16
    • Suppression from 0.12 to 0.25
    • Max range from 175 to 225

    Opel Blitz Cargo Truck

    Previously, the cargo truck was multiplying a sectors value by a factor of 2. This resulted in extreme edge cases where fuel and munition incomes were higher than expected. To resolve this, supply trucks will only add a set amount of resources to sectors.

    • A cargo truck setup within a sector now adds 3 fuel and 5 munitions per minute, rather than multiplying the sectors value by 2
    • Cargo truck cost from 200 to 300 manpower

    Adjustments to Scatter Distance

    The following units had their scatter distance refactored to better match their performance and design. Higher scatter values generally implies weapons are less accurate.
    IS-2
    • Scatter distance max from 7.5 to 2.86
    Panzer IV
    • Scatter distance max from 6 to 9.5
    T70
    • Scatter distance max from 1.84 to 1.7
    T34-85
    • Scatter distance max from 3.4 to 2.6
    Tiger
    • Scatter distance max from 6.8 to 4.3
    Ostwind
    • Scatter distance max from 1.98 to 2.15
    Brummbar
    • Scatter distance max from 4.55 to 1

    HMG Suppression Modifiers

    HMG teams no longer function efficiently while pinned. This discourages tactics such as moving a HMG team into a setup HMG team unless on the flank. Pinned HMG squads now have the following modifiers applied to their squad:
    • Weapon accuracy is now reduced by 75%
    • Weapons reload has been increased by 100%
    • Weapon cooldown has been increased by 100%
    • Weapon scatter has been increased by 320%
    • The Maxim HMG now properly has its movement reduced while suppressed
    Correction from Patch on June 13
    • Stug target size set from 20 to 14
    • Riegel AT Mine recharge from 30s to 0s


    Bug Fixes

    • Command tank now properly validates, this prevents the user from using the call in when they are near max pop.
    • Incendiary barrage duration now better matches its deployment time.[/SPOIL]

    Game version: 3.0.0.10242
     
    Chỉnh sửa cuối: 2/5/14
  16. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Tiếp tục
    Update ngày 20 tháng 8 năm 2013:
    [SPOIL]General


    • Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes
    • Replays now store build version in header to allow filtering out of old replays that will cause a sync error
    • Changed method of determining local player when loading a saved game
    • Added ability to change Faceplate and added two new faceplates to select from


    Gameplay


    • Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned
    • Canceling building in progress of the 152mm gun-howitzer will now refund the full cost
    • Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon
    • Mines can now be killed by flamethrowers
    • Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability
    • Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost


    Balance

    Vehicles

    Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles.
    T34
    • Main gun damage from 80 to 120
    • Main gun penetration from 75 to 80
    • Cost from 240 MP and 95 FU to 280 MP and 85 FU
    T34 Ram
    • Ram min range from 10 to 17
    • Ram max range from 30 to 35
    • Penetration from 1000 to 160
    • Damage from 100 to 160
    • Deflection damage added, now does 80 damage on deflect
    • Deflection now results in a crew shock critical to the receiving vehicle
    • Ram engine overheat from 4 to 2.5s
    o If the engine overheats, the T34 will be slowed down eventually canceling the RAM
    • Ram engine overheat now a timed action, lasts 30s
    • Added in tooltip for engine overheat critical
    • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same
    SU-85
    • Focused Sight now reduces movement speed by 50%

    Unit Abilities

    AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles.

    AT Grenade
    • Damage from 80 to 100
    • Added deflection damage, now deals 80 damage on deflect
    • Penetration from 1000 to 100

    Oorah!
    • Cost from 5 to 10 ammunition

    Panzerfaust
    • Damage from 80 to 100
    • Added deflection damage, now deals 80 damage on deflect
    • Penetration from 1000 to 140

    Rifle-Grenade
    • Rifle-grenade now cost 25 munitions
    Sdfkz 222
    • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon

    Population Cost System

    Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population.

    Soviets
    • M3A1 population from 2 to 4
    • M5 Half-track population from 3 to 5
    • Katyusha population from 9 to 10
    • T70 population from 5 to 6
    • SU-76 population from 4 to 6
    • SU-85 population from 8 to 12
    • T34-76 population from 7 to 10
    • T34-85 population from 9 to 12
    • KV-8 population from 9 to 14
    • IS-2 population from 14 to 24
    • ISU-152 population from 17 to 25
    Germans
    • 222 Scout Car population from 2 to 4
    • 251 Half-track population from 3 to 5
    • Mortar Half-track population from 5 to 6
    • Panzerwerfer population from 9 to 10
    • Stug population from 7 to 10
    • Ostwind population from 8 to 10
    • Panzer IV population from 8 to 12
    • Panzer IV Command Tank population from 9 to 12
    • Panther population from 11 to 16
    • Brummbar population from 13 to 16
    • Tiger population from 13 to 24
    • Elefant population from 16 to 25

    Target Weak Point
    Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability.

    Elefant Target Weak Point
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 2.75
    • Damage from 120 to 320
    • Distance scatter max from 5 to 10

    Pak 40 Target Weak Point
    • Ability range from 80 to 60
    • Weapon range from 80 to 60
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 1.5
    • Damage from 80 to 160

    Pak 43 Target Weak Point
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 1
    • Damage from 80 to 320

    Stug Target Weak Point
    • Ability range from 45 to 50
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 1.5
    • Area effect radius from 0.5 to 1.5
    • Area distance far from 0.25 to 0.75
    • Area distance near from 0.125 to 0.375
    • Area suppression far from 0 to 0.1
    • Area suppression near from 0 to 0.2
    • Damage from 80 to 160
    • Weapon range from 60 to 50
    • Distance scatter max from 5 to 6.5

    Brummbar Target Weak Point
    • Fire aim time from 2 to 1
    • Post firing aim time from 4 to 0
    • Ready aim time from 2 to 2.625
    • Area radius from 0.5 to 5
    • Area distance far from 0.25 to 2.5
    • Area distance near from 0.125 to 1.25
    • Area suppression fear from 0 to 0.1
    • Area suppression near from 0 to 0.2
    • Damage from 80 to 160


    Bug Fixes

    • Various campaign issues addressed
    • Fixed idling animation for wrecked Panzer IV
    • Fixed tracer issue with Elefant hull gun
    • Addressed various audio issues
    • Victory target can no longer be cast at no cost
    • Rifle-grenade will now refund when cancelled
    • Fixed refund not working for the German rifle grenade
    • Artillery Officer Barrage now properly triggers cool down on cancelation
    • Removing the single player ptrs teardown time – the time was causing the grenade ability to fail
    • Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad
    • Fixed satchel charge refund issue when the ability is cancelled while throwing
    • Fixed stacking armour modifiers for the Tank Training Intel Bulletins
    • Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed
    • Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source
    • Fix for getting stuck shooting at an empty building
    • Fix for point blank range not counting bonus accuracy
    • Fixed issues with Theater of War
    • Various text changes
    • Fixed Twitch crash on receiving chat
    • Removed Rangers reference from Shock Troops in Post Game Stats
    • Fixed some issues on Langreskaya [/SPOIL]

    Game version: 3.0.0.10317
     
    Chỉnh sửa cuối: 2/5/14
  17. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Hai bản hotfix ngày 22 và 28 tháng 8 năm 2014:
    [SPOIL]Bug Fixes

    Addressed an issue where Skins would be unequipped when restarting the game.
    -----------------------------------------------------------------------------
    Bug Fixes

    Fixed an issue with saved games not working after patches
    Fixed an issue with winter skins being deployed on some Spring/Summer maps
    [/SPOIL]

    Game version: 3.0.0.10416 - 3.0.0.10542
     
    Chỉnh sửa cuối: 2/5/14
  18. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Big update ngày 10 tháng 9 năm 2013:
    [SPOIL]Units and Abilities

    Focus on improving the usability and appeal of abilities based on their performance and design. Abilities which were underperforming were improved and vice versa.

    SU-85
    • Acceleration from 2.4 to 2.1
    • Rotation from 20 to 18
    • Max speed from 5.3 to 4.8

    T-70
    • The T-70 can no longer crush infantry
    Guard Troop RGD 33 Grenade
    • Cover modifiers set to be consistent with other grenades

    Shock Troops
    • Price from 480 MP to 440 MP
    • Population from 12 to 9

    Penal Battalion Flamethrower
    • Fire aim time max from 1 to 0.5
    • Fire aim time min from 1 to 0.125
    • Post firing aim time from 1.5 to 0.5
    • Ready aim time max from 1.5 to 0.125
    • Ready aim time min from 1.5 to 0.125
    • Suppressed reload multiplier from 1 to 2
    • Horizontal tracking speed from 90 to 45

    IL-2 Sturmovik Attack
    • Loiter area radius from 70 to 60
    • Target lead out from 20 to 8
    • Target lead in from 20 to 16
    • Delay between attack from 4s to 18s
    • Attack sway width from 4.5 to 3
    • Attack sway frequency from 3 to 2
    • Search attack target from false to true
    • Duration time from 40s to 75s
    • Recharge time from 75s to 165s
    • Modified UI Barrage Radius to be more noticeable
    • Rate of fire from 13 to 10
    • Damage from 15 to 20
    • Penetration from 50 to 42.5

    JU-87 Anti-Tank Support
    • Loiter radius area from 50 to 60
    • Delay between attacks from 4s to 18s
    • Target lead in distance from 12 to 10
    • Target lead out distance from 6 to 5
    • Loiter timer from 60s to 80s
    • Duration time from 50s to 100s
    • Recharge time from 90s to 190s
    • Modified UI Barrage Radius to be more noticeable
    • Damage from 100 to 80
    • Cooldown from 0.25 to 0.125

    Demolition Charge
    • Damage from 250 to 312
    • Additional building damage from 550 to 488
    • Area radius from 6 to 8
    • Area distance far from 3 to 5
    • Area distance near from 1.5 to 2.5
    • Recharge time from 30s to 0s

    Small Arms Weapon Profiles

    Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game.


    Grenadier Rifle
    • Damage from 20 to 16
    • Accuracy near from 60% to 65%
    • Accuracy far from 30% to 35%
    • Cooldown from 2.2 to 2
    • Cooldown modifier near from 0.5 to 0.3
    • Cooldown modifier far from 1.5 to 1.4

    Panzer Grenadier SMG
    • Damage from 6.4 to 8
    • Accuracy near from 50% to 40%
    • Accuracy far from 15% to 12%

    Shock Troops PPSH:
    • Damage from 9 to 8
    • Near Accuracy from 50 to 56%
    • Far Accuracy from 15 to 17%

    Penal Troops Rifle:
    • Damage from 14.9 to 16
    • Near Accuracy from 50 to 47%
    • Far Accuracy from 28 to 26%


    Reaction System


    Reduced the degree of reaction squads commit to while in combat to better improve unit control and responsiveness. The reaction radius modifier on all weapons was adjusted to better align with the weapons AOE values. Weapons with very low AOE will no longer cause infantry to take action in response to the attack.

    Reaction Timers
    • Squad reactions while in combat from 15s to 30s; this will reduce how frequently a unit reacts to incoming fire while in combat.
    • Out of combat reaction timer from 5s to 25s; once again reducing how frequently a unit reacts to incoming fire while out of combat.

    Heavy Tanks

    One major issue we sought to resolve was the viability of heavier tanks within the mid-late game. Their cost and performance was refactored to better take into consideration their effectiveness at the later stage of a match. Additionally, heavier tanks should be more viable in smaller matches.

    Tiger
    • Reload from 6.25 to 5
    • Armor from 350 to 300
    • Acceleration from 1.25 to 1.8
    • Max speed from 4.7 to 3.9
    • Deceleration from 4.2 to 3.9
    • Price from 600 MP and 250 FU to 720 MP and 200 FU

    IS-2
    • Armor from 375 to 325
    • Damage from 160 to 240
    • Penetration from 140 to 170
    • Deflection damage removed from the main gun
    • Price from 680 MP and 300 FU to 760 MP and 240 FU

    Brummbar
    • Price from 520 MP and 170 FU to 680 MP and 140 FU
    Panther
    • Price from 440 MP and 165 FU to 600 MP and 130 FU

    Weapon Teams


    Focus on improving early game flow and balance. Weapon teams should be support units rather than front line soldiers. The Maxim and MG42 had their weapon profiles adjusted slightly, resulting in some performance modifications. As a result of this change, the Maxim should suppression slightly faster than before. Their overall DPS remains relatively unchanged. The changes to weapon traverse make flanking a MG easier when using multiple squads.

    HMG and Mortar Teams
    • Now receive 25% more damage

    Soviet Sniper
    • Cooldown duration multiplier far from 1.5 to 2

    Maxim
    • Damage from 9.5 to 5
    • Near accuracy from 0.6 to 0.64
    • Far accuracy from 0.16 to 0.32
    • Near rate of fire from 1.1 to 2.1
    • Weapon horizontal traverse speed from 90 to 35

    MG42
    • Damage from 4.4 to 5
    • Far accuracy from 0.1375 to 0.11
    • Far cooldown from 0.8 to 0.85
    • Suppression from 0.00159 to 0.00085
    • Rate of fire near from 1.2 to 1.1
    • Rate of fire far from 1.1 to 0.9
    • Weapon horizontal traverse speed from 60 to 25
    • Suppression modifier applied to suppressed targets from 0.5 to 1[/SPOIL]

    Game version: 3.0.0.10701
     
    Chỉnh sửa cuối: 2/5/14
  19. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Big update again vào ngày 24 tháng 9 năm 2013:
    [SPOIL]Animation

    • Addressed repairing issue clipping treads
    • HMG reload animation added
    • Fixed jittery animation when coming out of the multiplayer setup screen


    Audio

    • Fixed several speech bugs
    • Added smoke defense sounds to the 250 mortar halftrack


    Campaign Changes

    • Addressed issue where some players were unable to access the campaign when starting from a fresh boot
    • Added M08 Tiger portrait
    • Fixed crash bug in M08


    General

    • AI improvements
    • Made unfinished sandbags more vulnerable to attack
    • Set the armour of barbed wire and sandbags to 0 while objects are being constructed
    • Added territory requirement for the single player version of the flame halftrack upgrade
    • Added shared ability timer to accessory weapon abilities so if the entity that throws the ability is killed the cool down is not skipped
    • Addressed issues with the “Button” ability
    • Fixed spelling issues
    • Added new map content – Road to Kharkov (2-4) and Faceoff at Rostov (6-8)
    • Added fixed starting positions
    • Localization updates
    • Bug fixed on map sorting list
    • Edited Scenario Dropdown to be the same size as its style and not extend off the bottom of the screen
    • When viewing the battlefield after a game the fps is locked at 30
    • Minor UI edits
    • Fixed Tool Tips for the “Customizer” and “Saved” Game buttons flowing off the screen in Theater of War
    • Fixed Loadout rename overlapping scrollbar


    Balance


    Units and Abilities

    We wanted to improve the usability and appeal for abilities which we felt were underperforming. Some abilities were toned down, such as the ZIS Barrage ability, which we found to be too cost effective given its average damage inflicted. Other abilities such as the IL-2 were inflicting significantly less damage per use and therefore were improved to bring them in line with most other elements within the game.

    Hull Down
    • Now increases unit rate of fire by 25%
    • Hull down now increases unit range by 25%

    Artillery Field Officer
    • Now increases infantry accuracy by 15%
    • Now increases vehicle rate of fire by 15%

    Weapon Priority System
    • Improved the way weapons choose their targets, this should result in more logical target choices and better unit control

    General Changes

    • Anti-infantry units are going to primarily target infantry and light armor
    • User choice will have a higher weight within the weapon priority system
    Intel Bulletins

    Addressed a number of edge cases where bulletins provided extreme benefits or no benefit to units they modified. Intel bulletins should now provide a 2-4% stat increase to units under their effect.


    Artillery

    • Blow it All Up! (Katyusha) from +7% damage to +4% penetration
    • Wrong Place, Wrong Time (leFH 18 Howitzer) from +5% penetration to +10% experience
    • Outranged (ML-20 Howitzer) from +10% sight to -4% reload
    • Never Know What Hit ‘Em (ML-20 Howitzer) from +5% damage to -5% ability recharge time
    • Long Distance Combat (ML-20 Howitzer) from +3% penetration to -0.5 distance max scatter
    • Death from Above (Panzerwerfer) from +4% damage to -5% ability recharge time
    • Rocket Siege (Panzerwerfer) from +6% armor to +4% penetration


    Assault Gun

    • Sturmpanzer IV Specialist (Brummbar) from +5% experience and +5% damage to +10% experience
    • Infantry Annihilator (Brummbar) from +5% damage and +4% accuracy to -4% reload
    • Nothing Left Standing (ISU-152) from +5% damage to -4% reload
    • Destined for Destruction (StuG III) from +8% penetration to +4% penetration
    • Indirect but Deadly (SU-76) from -15% ability recharge to -5% ability recharge
    • Tank Destroyer (SU-85) from +10% range to +4% penetration
    • Recruit Training: Assault (SU-76/StuG III) from +2% damage to -4% reload
    • Veteran Training: Assault (SU-76/StuG III) from +2% damage and +6% vehicle rotation to -2% reload and -6% vehicle rotation

    AT Gun


    • Knife Through Butter (Pak 40) from -10% reload to -4% reload
    • Unstoppable Force (Pak 43) from -10% build time and +4% penetration to -10% build time
    • Pak 43 Specialist (Pak 43) from +5% experience to +10% experience
    • Penetrating Performances (ZIS-3) from -5% reload and +4% damage to -4% reload
    • Recruit Training: Anti-Tank Gun (Pak 40/ZIS-3) from +2% accuracy to +2% penetration
    • Officer Training: AT Gun (ZIS-3/Pak 40) from +3% penetration to +3% penetration
    • Veteran Training: AT Gun (ZIS-3/Pak 40) from +2% accuracy and +3% armor to +4% penetration
    Heavy Tank
    • Elefant Frenzy (Elefant) from +7% experience to +10% experience
    • Even Heavy Armor Cannot Withstand Fire of this Magnitude (Elefant) from +3% penetration to -4% reload
    • One Tank Army (IS-2) from +5% damage to -4% reload
    • IS-2 Specialist (IS-2) from +5% experience to +10% experience
    • Sibling Rivalry (Soviet) (IS-2) from -10% reload to 4% penetration
    • KV-8 Specialist (KV-8) from +7% damage and +10% experience to +10% experience
    • King Tiger (Tiger) from +4% health to +2% armor
    • Sibling Rivalry (German) (Tiger) from +5% experience to +10% experience
    HMG
    • HMG Hero (Maxim) from +3% health and +2% accuracy to -2% cooldown
    • Brotherly Love (Soviet) (Maxim) from +5% range and +5% rate of fire to +4% rate of fire
    • Shooting Gallery (Maxim) from +5% suppression to +10% experience
    • Brotherly Love (German) (MG42) from +2% damage and +2% accuracy to +4% rate of fire
    • MG42 Specialist (MG42) from +3% health to -2% cooldown
    • Tougher Meat (Maxim/MG42) from +10% penetration to +3% penetration
    • Officer Training: Heavy Machine Gun (Maxim/MG42) from +2% health to +3% accuracy
    • Veteran Training: Heavy Machine Gun (Maxim/MG42) from +3% damage and +2% accuracy to -10% reload
    • Hit the Deck (MG42) from +10% suppression to +10% experience.


    Infantry

    • Never Make an Engineer Mad (Combat Engineers) from +5% damage to -5% cooldown
    • Oorah! (Conscripts) from +5% damage to -5% cooldown
    • Sniper Hero (German Sniper) from +10% armor to +4% armor
    • With Extreme Difficulty (Grenadiers) from +4% damage to -5% cooldown
    • Heavy Weapons (Guards) from +5% penetration to +2% penetration
    • Stealing the Spotlight (Guards) from +5% health to +3% accuracy
    • Commando Style (Panzer Grenadiers) from +5% accuracy to +3% accuracy
    • Panzer Grenadier Specialist (Panzer Grenadier) from +9% experience to +10% experience
    • Torched (Penal Battalion) from 3% health and 2% damage to 3% accuracy
    • Hold the Line (Bunkers) from +3% health and +3% armor to +7% health
    • To the Frontline! (Shock Troops) from -5% received damage to +3% accuracy
    • Recruit Training: Infantry (Conscripts/Grenadiers) from +2% accuracy to +3% accuracy
    • Officer Training: Infantry (Conscripts/Grenadiers) from +3% health to -3% reload
    • Veteran Training: Infantry (Conscripts/Grenadiers) from +2% accuracy and +3% health to -2% cooldown and -2% reload


    Light Vehicles

    • It’s Super Effective! (222 Scout Car) from +5% accuracy to +4% accuracy
    • Sniper Hunter (222 Scout Car) from +10% range to +5% armor
    • Mobile Bombardment (Mortar Half-track) from -20% ability recharge to -10% ability recharge
    • M3A1 Specialist (M3A1) from +5% experience to +10% experience
    • Now That’s What I Call Recon (M3A1) from +8% armor to +5% armor
    • More than Just a Personnel Carrier (M5) from +2% accuracy to +4% accuracy
    • Outrun and Outgun (T-70) from +4% damage to +4% penetration
    • Up Close and personal (T-70) from +6% armor to +5% armor
    • Veteran Training: Half-track (M5/251 Half-track) from +2% health and +6% max speed to +5% vehicle rotation


    Medium Vehicles

    • Not Simply Anti-Air (Ostwind) from +8% accuracy to -5% reload
    • Armored Assassin (Panther) from +10% max speed to +5% max speed
    • Tank Hunter (Panther) from +3% armor and +2% damage to +3% armor
    • Invulnerable (Panther) from +3% armor and +5% experience to +10% experience
    • Panzer IV Specialist (Panzer IV) from -8% build time to -10% build time
    • Evenly Matched (Panzer IV) from +5% experience to +10% experience
    • Light Snack (Panzer IV) from +5% damage to +4% penetration
    • Multi-talented (T34-76) from +5% damage to +4% penetration
    • Recruit Training: Tank (T34-76/Panzer IV) from +2% accuracy to +3% vehicle rotation
    • Officer Training: Tank (T34-76/Panzer IV) from +3% armor to +4% armor
    • Veteran Training: Tank (T34-76/Panzer IV) from +2% accuracy and +3% armor to -4% reload


    Mortar

    • Target Practice (German Mortar) from +3% damage to -10% ability recharge
    • Mortar Hero (German Mortar) from +3% increased health and 5% increased sight to -0.5 scatter
    • Kinslayer (German Mortar) from +3% health and +6% sight to +10% experience
    • Bigger is Better (120mm Mortar) from -5% dispatch cooldown and -5% reload to -10% dispatch cooldown
    • HM-36 120mm Mortar Specialist (120mm Mortar) from +5% damage to +10% experience
    • PM-41 82mm Mortar Specialist (Soviet Mortar) from +5% experience to +10% experience
    • Officer Training: Mortar (Soviet/German Mortar) from +3% penetration to +4% penetration
    • Recruit Training: Mortar (Soviet/German Mortar) from +2% damage to -0.35 distance max scatter on auto-fire
    • Veteran Training: Mortar (Soviet/German Mortar) from +2% damage and +3% penetration to -0.5 distance max scatter [/SPOIL]

    Game version: 3.0.0.10739
     
    Chỉnh sửa cuối: 2/5/14
  20. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Update cho ngày 9 tháng 10 năm 2013:
    [SPOIL]General

    • Ladder decay


    Balance


    Small Arms Weapon Profiles

    Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time.

    LMG42

    • Damage from 6.21 to 8
    • Accuracy near from 53% to 47%
    • Accuracy far from 38% to 20%
    • Rate of fire from 16 to 14

    G43

    • Damage from 27 to 16
    • Accuracy near from 60% to 80%
    • Accuracy far from 47% to 65%
    • Maximum cooldown from 1 to 0.25
    • Minimum cooldown from 0.5 to 0.125
    • Near cooldown modifier from 0% to 25%
    • Far cooldown modifier from 200% to 150%
    • Far reload modifier from 150% to 200%


    Pioneer SMG

    • Damage from 2.25 to 2
    • Accuracy near from 50% to 56%
    • Accuracy far form 12.5% to 14%


    MG42

    • Damage from 5 to 4
    • Accuracy near from 55% to 68%
    • Accuracy far from 11% to 14%



    Coaxial MG

    • Damage from 1.5 to 2
    • Accuracy near from 50% to 37%
    • Accuracy far from 37% to 28%


    Hull MG

    • Damage from 1.9 to 2
    • Accuracy near from 50% to 47.5%
    • Accuracy far from 37% to 35%


    German Top Gunner

    • Damage from 1.4 to 2
    • Accuracy near from 50% to 35%
    • Accuracy far from 37% to 26%


    222 Coaxial

    • Damage from 5 to 4
    • Accuracy near from 50% to 60%
    • Accuracy far from 20% to 25%


    251 Half-track MG42

    • Damage from 1.75 to 2
    • Accuracy near from 50% to 43%
    • Accuracy far from 39% to 34%


    Soviet Bunker

    • Damage from 3 to 4
    • Near Accuracy from 50% to 38%
    • Far Accuracy from 12.5 to 10%


    Soviet Top Gunner
    • Damage from 3.2 to 4
    • Near Accuracy from 60% to 48%
    • Far Accuracy from 32 to 26%


    M5 Halftrack

    • Damage from 9.9 to 8
    • Near Accuracy from 50% to 62%
    • Far Accuracy from 37% to 46%


    M5 Halftrack QUAD

    • Damage from 4.8 to 4
    • Near Accuracy from 50% to 60%
    • Far Accuracy from 12.5% to 15%


    Coaxial Vehicle Hull
    • Damage from 4.3 to 4
    • Near Accuracy from 50 to 53%
    • Far Accuracy from 37 to 40%


    Soviet Turret Coaxial

    • Damage from 3 to 4
    • Near Accuracy from 50 to 38%
    • Far accuracy from 37 to 28%


    Soviet Coaxial Hull

    • Damage from 4.3 to 4
    • Accuracy near from 50% to 54%
    • Accuracy far from 37% to 40%


    Guard Troops LMG

    • Damage from 4.8 to 4
    • Near Accuracy from 50 to 60%
    • Far Accuracy from 37 to 44%


    T-70 Coaxial

    • Damage from 1.6 to 2
    • Near Accuracy from 50 to 40%
    • Far Accuracy from 12.5 to 10%

    T34/76 Coaxial Hull

    • Damage from 6.4 to 8
    • Near Accuracy from 50 to 40%
    • Far Accuracy from 37 to 30%


    T34/76 Coaxial Turret

    • Damage from 3 to 4
    • Near Accuracy from 50 to 38%
    • Far Accuracy from 37 to 28%


    Maxim HMG
    • Damage from 5 to 4
    • Near Accuracy from 64% to 80%
    • Far Accuracy from 32% to 40%


    Dshk 38 HMG

    • Damage from 20 to 16
    • Near Accuracy from 0.64 to 0.72
    • Far Accuracy from 0.16 to 0.18
    • Cooldown min from 1.25 to 0.5
    • Cooldown max from 2 to 1
    • Cooldown duration multiplier far from 1 to 1.7


    Units and Abilities

    The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game.


    Mortar Half-track Incendiary Barrage

    • Cost from 30 to 45 ammunition


    KV-8

    • Damage from 40 to 27
    • Ready aim time from 1.5s to 0.75s
    • Reload form 5s to 3s



    ZIS AT Gun

    • Corrected an error in previous patch; shots fired from barrage ability set back to 6.
    222 Armored Scout Car
    • Corrected an error in previous patch; cost set back to 80 MP and 25 FU.


    Assault Grenadiers

    • Assault Grenadier dispatch cost from 200 MP and 50 MU to 320 MP


    Ostruppen

    • Ostruppen now capture territory at half their current rate


    Target Size and Accuracy

    These changes are meant to work with the AT gun adjustments to reduce the overall variance in weapon damage output vs. lower tier vehicles. AT guns should feel far more reliable as a result.


    222 Scout Car

    • Target size from 20 to 18


    StuG III

    • Target size from 14 to 20


    M3A1 Scout Car

    • Target size from 20 to 18


    T-70
    • Target size from 14 to 18


    AT Guns
    • Accuracy far from 0.025 to 0.03
    • Accuracy near from 0.05 to 0.055


    Bug Fixes
    • T34 can no longer activate ram if its engine is overheated
    • ZIS and M-42 AT gun now properly received the 50% discount on reinforcement actions[/SPOIL]

    Game version: 3.0.0.10894
     
    Chỉnh sửa cuối: 2/5/14

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