Olhausen

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Viewing 15 posts - 136 through 150 (of 267 total)
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  • in reply to: german team weapons have bugged retreat #6416
    Olhausen
    Keymaster

    Fixed for the next patch !

     

    in reply to: Able to retreat OKW AA base defense #6413
    Olhausen
    Keymaster

    Hi, I am closing this bug because:

    a. It is nearly impossible anymore to captured and SWS truck and also I removed his abilities for non SS player.

    b. We removed the multiple SWS truck spam

    c. It is for me impossible anymore to reproduce the bug

    I think the case is close.

    in reply to: The Balance Issues Thread #6408
    Olhausen
    Keymaster

    Ok guys, first sorry for the late answer. I always read the comments and I tried to implement changes taking in consideration the feedback of community. Ok here we go:

    @ To all:

    The super elite infantry will be nerf for the next beta and I buff the basic and semi-elite infantry.

    a. Reduced the hitpoints bonus during vet up for all level 5 super elite troops. Units affected: . Ranger Assault team

    . 101 Airborne Easy company

    . Commando SAS . Stobtruppen

    . Shock troops

    . Fallschirmjager Regiment 6

    . SS Jager

    . SS Charlemagne

    b. Increased the experience points required to reach level 5 by 30%

    c. Basic engineers and sappers of all factions now get hitpoint bonus when they vet up. In this way those troops will be no so crapy and they will get a decent vet up bonus. Troops affected:

    . Germans Pioneers

    . British Sappers

    . American Engineers

    . Soviet engineers

    . SS basic Freiwillingen infanterie

    . SS Bulgarisches

    . SS Freiwillingen Grenadier Urgan

    . SS Luftwaffe pionere

    d. Added level 4 vet bonus to Wehrmacht Grenadiers and Soviet Motorized Fusiliers

    • Infantry health at vet 0:

    1. All doctrine bound units get 120 (before has values between 80 to 160)

    2. All common units get 100 (before 80)

    3. All squad leaders get 160

    4. All officers get 200 (before 240)

    5. All officer guards get 120

    6. All medics and vehicle crews get 80

    7. Snipers get 100

    8 . Unarmed troops like mechanics get 80

    • Also, we implement some changes to improve the Iron Will:
    1. Extra slot for all his core infantry
    2. Kommando Bunker allow weapon upgrades
    3. Kommando Bunker can be upgrade to medical station

    Other important point is around artillery:

    1. Reduce the criticals generated by them specially the artillery between 88 to 105mm
    2. Moved the off map artillery to the correct tier to avoid abuse on early & mid game
    3. Massive artillery like B4/Katyusha/Long tom/etc is now available in the last tier
    4. The ammo exchange is now more expensive to avoid abuse. The actual ratio is 200 amm per 200 fuel. In the past we have 200 ammo per 100 fuel.

    @ Ordo & Dead Kitty:

    Yes, we need to give normal infantry basic construction abilities like sadbags and so on. Sadly this will required sub menus. It is the list of things to do and we will move on them when we get some time for sure

    @ Tyranus:

    Thanks a lot for you good feedback, you have good points and I am working around them. One thing that I feel we need to change is the weapons of tremendus firepower. The only problem in this point is, the limitation of Coh2 tool. Personally I prefer another new unit instead a big bomber or things like that. Maybe the best thing will be to avoid those Dooms day ability for the next doctrines and try to find a better solution.

    About your idea about moving the shotguns to rangers, is mostly related to the historical facts. Basically (as I know) shotguns were not allowed in WW2 battlefield and germans executed the soldiers who carry them. But some airborne troops equip those weapons because were more easy to carry them during the jump.

    About limitations for artillery doctrine: we worked hard to balance the doctrine.

    . Jacksons limit x2

    . M10 limit x2

    . M10 indirect fire needs unit upgrade and unlock on tech tree

    . 291 Combat engineers limited x1

    Also, for the next patch we did changes to the vehicles crew. Basically we removed the decrew ability for:

    . Call in units

    . Super heavies and heavies limited by number

    . Doctrine bound units limited by number

    This will stop the abuse doing decrews. Instead of decrew, those vehicles will obtain a repair ability at vet 1.

    About King tiger vs Shermans, yes you are right maybe we need to tweak it.

     

    Again Tanks a lot for the feedbacks, regards Olhausen

    Olhausen
    Keymaster

    Thank you Issulf, we are working hard in the new hotifix to solve balance problems and to give the community good stuff.

    Changelog updated !

    in reply to: captured flamers #6326
    Olhausen
    Keymaster

    It is fixed and ready for the next patch 3.1.8 (b)

    Olhausen
    Keymaster

    All double shot are fixed, then please report any problem if you see them around maybe we could miss someone.

    in reply to: American Art Bugs #6324
    Olhausen
    Keymaster

    Yes, it is a bug. I am reworking the weapon drop system for 3.1.8 (b) then those things should not happen anymore.

    Thanks for the report, moved to fixed

    Olhausen
    Keymaster

    Fixed for the next patch ! 😉

    I removed the shared time between them.

    in reply to: OKW AI has issues with deploying halftrucks #6305
    Olhausen
    Keymaster

    Starbuck finally fix the problem, then case close

    in reply to: Luftwaffe recon plane #6304
    Olhausen
    Keymaster

    All recon planes are fixed now the case close 🙂

    in reply to: The Balance Issues Thread #6284
    Olhausen
    Keymaster

    What mortar is OP ? Maybe you are talking about: pak howitzer 75 off map artillery ?

    About the rest:

    a. I am agree with the light vehicles in early game, that why  moved all .50 cal one tier up as a first step

    Artillery changes:

    . All artillery off map in game now has the same requirements than in map

    . High artillery caliber artillery like ML-20 or Hummel now is on tier 4

    . Massive barrages units and abilities are now on tier 4

    . 88 to 105 mm artillery is now on tier 3

    f. I will check Ruddel

    g. Personally I dont think Luch needs a buff, is my personal point of view

    Olhausen
    Keymaster

    Thanks a lot for the report Qinzuouqiu, I fixed B4 for the next patch 😉

    • This reply was modified 6 years, 9 months ago by Olhausen.
    in reply to: The Balance Issues Thread #6261
    Olhausen
    Keymaster

    Some balance changes in the actual beta:

    • Old Croc: Increased price to 520MP and moved one tier up
    • Moved all .50cal one tier up
    • AEF and SVT get now .30cal by default in early game
    • Increased the 291 Combat Engineers call in price: 450–>500 MP
    • Change CP of Artillery Pak 43 unlock: 3–>2
    • Change CP of Artillery M-10 indirect fire unlock: 2–>3
    • Limit Scott x2 unit max.
    • Limit Airborne Paratroop Riflemen x3 squads.
    • Removed healing aura for Airborne beacon.
    in reply to: The Balance Issues Thread #6249
    Olhausen
    Keymaster

    Hi guys, thanks a lot for your feedbacks, lets see:

    a. I dislike the idea to remove units. I personally prefer to balance them like the Old Croc

    b. .50cal maybe we could move it one tier up and use the .30cal instead

    c. CP max to 40, I am ok with the idea and we could try to do it right now, because if we do it in a future will be a lot of reworking job.

    d. Pak 40 emplacement, we are working in a possible substitution idea for it.

    Feel free to continue posting balance problems, we are working hard again to have a good hotfix soon as possible.

    in reply to: UI suggestions #6237
    Olhausen
    Keymaster

    Generally talking these are interesting ideas. I am fully agree to implement the follow one:

    “Aspect ratio should start minimized. Additionally since it is not needed visually, making only button visible while menu is minimized will be better”

     

Viewing 15 posts - 136 through 150 (of 267 total)