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mongalong247Moderator
3.1.6 C Beta Change Log
- 107mm Mortar emplacement fixed
- Added Self destruct button
- 2nd Ranger Battalion Unlock CP fixed
- USF Forward HQ troops fixed
- Ranger Scout Patrol “Hold Fire” added
- Corrected Sherman 105mm pop cap limit and text
- Riflemen have a specialization upgrade
- Riflemen Global Starting loadout: 6x M1 Garand
Upgrades: 1x BAR, Rifle Grenades, Med Kit, Specialize (1x Bazooka OR 1x LMG) - Riflemen Infantry Doctrine Starting loadout: 5x M1 Garand, 1x BAR (free upgrade)
Upgrades: 1xBAR, Rifle Grenades, Med Kit, Scrounge (1x Bazooka OR 1x LMG)
- Riflemen Global Starting loadout: 6x M1 Garand
- .30 cal HMG losses added to Replacement Depot
- 25pdr naked – armor reduced from 70 to 25, hitpoints reduced from 400 to 350
- 25pdr Emplacement – weapon dies with emplacement
- Added Self destruct button
- This reply was modified 7 years, 4 months ago by Olhausen.
mongalong247ModeratorFor all intents and purposes they’re using the exact same ability as us, just with different settings, we can set any number of entities lost and it will replace with a squad back, they’ve got three losses = one new squad. At the moment we’re looking at a 1:1 replacement – any six entities (from the list) lost = a new rifleman squad.
The only reason ours still shows the Soviet icon in the portraits is that we haven’t replaced it yet.
Hopefully this clears it up, there’s no way to set it so that the squads automatically reinforce their losses that I can see. The best I could suggest would be to give the incoming squads a merge ability but that’s not ideal for what we have planned.
mongalong247Moderator@death_kitty rather than modding every faction at once and then finding something not working well I’m testing this on the US first so we can test them before adding them to all other factions.
We won’t be hiding it behind a vet 1 requirement though.
mongalong247ModeratorIncoming Beta Changes
Speeds
Increased speed from 2.0 to 2.8 m/s for infantry
Light and Medium Support weapons 2.7 m/s
Heavy Support Weapons 2.6 m/s
All US Support weapons get “rapid maneuvers” ability – adds 1.5 m/s for 10 sec
UI/UX
Group Sprint works for most units of the same selection group
All fighting infantry added to selection group usf_riflemen
All rangers added to usf_rangers
This allows for sprint, prone and grenade to be accessible when in a group selection.
mongalong247ModeratorCool downs don’t affect the units call in times, its just to do with how often you can call it in. 502nd Jager are pretty hard to lose a whole squad of, so it shouldn’t affect them too much unless you played horribly and lost them immediately! XD
mongalong247Moderator3.1.6 a Changelog Update
Infantry Footspeed
- All infantry speed reduced from 3 m/s to 2 m/s
- All light/medium support weapons speeds reduced from 3 m/s to 2 m/s
- All heavy support, AT and mobile artillery weapons speeds reduced from 3 m/s to 1.8 m/s
Infantry Build & Reinforcement Times
- Build times adjusted using the following formula:
- Common unit x2
- Semi elite troops x3
- Elite troops x4
- Super Elite troops x5
- All reinforcement times are set based on the above formula as well.
This is done to prevent the spamming of elite (and units capable of vetting up to levels above three)
Quality of Life
- All factions have a max CP set to 99 from 32, this is to eliminate the rolling visual and audio cues when the tech tree is fully unlocked each time the CP counter rolls around.
- All tech tree panels for Waffen and US have been updated to remove the costs, this sets us up to not have to redo the panels each time we make any small changes to the pricing etc.
Camouflage Bushes
- All vehicles with camouflage bushes ability now requires Vet 1 to unlock
- Bushes now give a sight and range bonus of 10m
- All objects used are set to be invisible in the fog of war
- All “moveable turret” tanks will also have Camouflage specifically made for Winter maps as well. (only works if a map supports/requires cold weather and campfires)
.AEF :100% complete
.Wafen: 100% complete
.Soviet: WIP
.Brits: WIP
.Wehr: 100% complete
Text/UI
- Many of the in game descriptions and UI text has been updated to better represent the abilities that they are attached to.
- Hold fire ability set to position 34 (third row, fourth column) from 23 to remove the conflicting ability when setting vehicles into prioritize vehicles mode
- All Resupply vehicles now have an extra icon in their blue symbol separating them from transport trucks
- All vehicles that are able to spot units in camouflage now have an extra symbol(eye) in their build menu to help players understand their role and recon ability. Specifically, these are the M20, Bren Carrier, Puma, T70 and Sdkfz 221.
Pending Changes
(may not be implemented in this patch)Infantry Speed Rework
We are working on a new mechanic to replace the old basic sprint and elite sprint one, we want to have it working so that speed increases incrementally as veterancy levels go up.
Call-in Unit Cool Down Times
Right now there are no real consequences to losing an expensive or high value call in other than the lost resources. One of the ways we are looking at is to lengthen the cool downs for call ins, making them far more of a valuable resource on the battlefield that need to be looked after and not thrown away in foolish battlefield decisions.
mongalong247ModeratorHi @Aydin – here’s a map I’ve played on and really recommend – the AI loves it too if that’s your thing.
Black Raven Castle – link goes to the forum page on it.
Village is another nice map – very symmetrical though.
Hope these get you started, there’s a lot of maps I have in a “to test” private collection – but I haven’t had much chance to play through many of them yet.
mongalong247ModeratorThanks for the feedback morgoth we will consider each point and respond accordingly 🙂
mongalong247ModeratorGreat spotting! We will correct this for the next patch.
mongalong247ModeratorThanks Morgoth 🙂 we appreciate the feedback!
mongalong247Moderator[quote quote=3566]4.Weird behavior,AI doesn’t like to reinforce their infantry. Make AI reinforce their infantry constantly.[/quote]
So there is only one game mode where infantry wont reinforce their troops (VP Easy) but there is some discrepancy between how long the infantry will wait to reinforce (60 sec) and how long before it times out (15 sec) once the infantry doctrine is fixed we will do some experimenting to see if the AI will reinforce their troops etc.
mongalong247ModeratorI’ll take a look at #4 tomorrow, I’ve seen this in the tools and can have a look at the values and see what we can change.
mongalong247ModeratorWeekly Wrap Up #10 is out now!
mongalong247ModeratorThanks 🙂
25/07/2017 at 9:12 pm in reply to: Unable to access command points menu after some time into gameplay #3324mongalong247Moderator@Res1s7 – would you be able to share some screenshots with us?
- 107mm Mortar emplacement fixed
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