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20 Jun Patch

20 Jun 2013, 19:13 PM
#1
avatar of nik0s

Posts: 12

I am wrong or are all the balance changes in the Jun 20 Patch already included in the Jun 13 Patch?
20 Jun 2013, 19:27 PM
#2
avatar of jmarks2001

Posts: 187

I just read the patch notes and though unrelated to balancing, I found this interesting:

- AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage


Does this mean that we can queue a squad on an edge of a capture circle or somewhere in cover within the radius and they won't move to the next one before they've finished capping? Currently, the only way to cue capping orders is to actually click on the capture point, and where the squad sets up by default usually isn't optimal in terms of defense or preparing to move onto the next point.
20 Jun 2013, 19:41 PM
#3
avatar of Inverse
Coder Red Badge

Posts: 1679 | Subs: 5

No, it means the game won't tell you a squad is idle when it's capturing a point.
20 Jun 2013, 20:27 PM
#4
avatar of jmarks2001

Posts: 187

jump backJump back to quoted post20 Jun 2013, 19:13 PMnik0s
I am wrong or are all the balance changes in the Jun 20 Patch already included in the Jun 13 Patch?


If you're referring to the veterancy balance changes.

Prior to the 13th, the amount of veterancy awarded to units was biased towards receiving damage, 75% to 25%. With the patch on the 13th, it leveled this out to 50/50. With today's patch, it swings the other direction with a 75/25 bias for inflicting damage.

20 Jun 2013, 20:29 PM
#5
avatar of jmarks2001

Posts: 187

jump backJump back to quoted post20 Jun 2013, 19:41 PMInverse
No, it means the game won't tell you a squad is idle when it's capturing a point.


Although, if the "state" of the unit that displays the "idle" icon is also used internally to determine if a unit is ready for its next queued order, you might see this behavior.

That is, unless you've already tried it and know that it doesn't work that way.
Only Relic postRelic 20 Jun 2013, 20:36 PM
#6
avatar of Tribalbob
Developer Relic Badge

Posts: 160 | Subs: 3

jump backJump back to quoted post20 Jun 2013, 19:41 PMInverse
No, it means the game won't tell you a squad is idle when it's capturing a point.


This is a fix to the actual AI - doesn't affect player owned units at all.

Essentially, it stops the computer from leaving the capture area before they've actually captured the location.
20 Jun 2013, 20:40 PM
#7
avatar of Qvazar

Posts: 881

Erh, I think that AI change is just that, a change in the way the AI players work.

Edit: ninjaed by Relic!
20 Jun 2013, 20:41 PM
#8
avatar of rofltehcat

Posts: 604

Wait... veterancy levels are now 25% damage reduction and 75% damage increase?
Does this mean Germans get 25% dmg reduction at vet2 and Soviets get a massive 75% damage increase? O.o
20 Jun 2013, 20:48 PM
#9
avatar of jmarks2001

Posts: 187



This is a fix to the actual AI - doesn't affect player owned units at all.

Essentially, it stops the computer from leaving the capture area before they've actually captured the location.


Oh, because the notes were broken up into two categories "AI" and "Skirmish AI", I assumed that the CPU changes were listed under Skirmish AI. On second look, it appears that "AI" is more to do with CPU's unit micro, while "Skirmish AI" is about the CPU's macro.

Well, while we're on the topic...how about treating a move inside a capture point just like a capture and waiting until the cap is complete before beginning the next order.

The only "negative" effect it would have is if someone really wants to queue multiple move commands with one of the waypoints being inside an uncapped or enemy owned point (which is probably pretty unlikely).

P.S. - I'm lazy.
20 Jun 2013, 20:48 PM
#10
avatar of SuperKeitel

Posts: 158

Wait... veterancy levels are now 25% damage reduction and 75% damage increase?
Does this mean Germans get 25% dmg reduction at vet2 and Soviets get a massive 75% damage increase? O.o


It means that the veterancy will come from 75% from the dmg dealt, and 25% from the dmg recieved : if you recieve only dmg and deal none : you'll gain veterancy slower (2x) than before, but you gain faster vetereancy by dealing dmg
20 Jun 2013, 20:50 PM
#11
avatar of jmarks2001

Posts: 187



It means that the veterancy will come from 75% from the dmg dealt, and 25% from the dmg recieved : if you recieve only dmg and deal none : you'll gain veterancy slower (2x) than before, but you gain faster vetereancy by dealing dmg


vCoH was 100/0, Applied to Received, right?
20 Jun 2013, 20:51 PM
#12
avatar of rofltehcat

Posts: 604



It means that the veterancy will come from 75% from the dmg dealt, and 25% from the dmg recieved : if you recieve only dmg and deal none : you'll gain veterancy slower (2x) than before, but you gain faster vetereancy by dealing dmg

Oh, thanks for clarifying!
So this actually slightly favors Ostheer because they tend to do more damage and can do more vs. the vast HP pools of 6men squads?
20 Jun 2013, 20:55 PM
#13
avatar of jmarks2001

Posts: 187


Oh, thanks for clarifying!
So this actually slightly favors Ostheer because they tend to do more damage and can do more vs. the vast HP pools of 6men squads?


I don't think so. I think it has to do with overall damage inflicted, not just kills. That, and it's weighted based on the type of unit you're dealing damage to.

For instance, a Conscript squad might earn the same amount of veterancy for killing a full health 4-man Grenadier squad as a Grenadier squad would for killing a full health 6-man Conscript squad. I don't know if that specific example is true, it's just meant to demonstrate how the type of unit you're dealing damage to matters.

Also, the Ostheer will have more targets to deal damage to, but the Soviets will have more units dealing damage. So it balances out in that regard.
20 Jun 2013, 20:58 PM
#14
avatar of nik0s

Posts: 12



If you're referring to the veterancy balance changes.

Prior to the 13th, the amount of veterancy awarded to units was biased towards receiving damage, 75% to 25%. With the patch on the 13th, it leveled this out to 50/50. With today's patch, it swings the other direction with a 75/25 bias for inflicting damage.



You're wrong, 50-50 was before the 13th when it changed to 75-25. Today's changelog is copy-paste

13th:
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%.

20th:
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%
20 Jun 2013, 21:03 PM
#15
avatar of jmarks2001

Posts: 187

jump backJump back to quoted post20 Jun 2013, 20:58 PMnik0s


You're wrong, 50-50 was before the 13th when it changed to 75-25. Today's changelog is copy-paste

13th:
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%.

20th:
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%


You're right...dyslexic moment. Sorry.
20 Jun 2013, 21:10 PM
#16
avatar of Lichtbringer

Posts: 476

The units (atleast inf.) give the excat amount Manpower they cost as xp. 240 MP Grenadiers give 240/4= 60 xp per man. Conscripts give 240/6= 40 per man.
20 Jun 2013, 22:48 PM
#17
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

vCoH was 100/0, Applied to Received, right?

No, vCoH veterancy was independent of damage dealt or taken. You earned it for killing units.
21 Jun 2013, 01:52 AM
#18
avatar of nuhj

Posts: 35


No, vCoH veterancy was independent of damage dealt or taken. You earned it for killing units.


this is the best way to earn veterancy in my opinion

gives you more reason to really go after that retreating squad
21 Jun 2013, 03:28 AM
#19
avatar of hubewa

Posts: 928



vCoH was 100/0, Applied to Received, right?


Yes, that's correct, but I know you get XP towards your doctrine for your units dying although half that of what the enemy gets.
21 Jun 2013, 05:02 AM
#20
avatar of Porygon

Posts: 2779

And they further nerf panzerfaust, what the fuck are they thinking?

Don't M3 and T70 trouble Ostheer enough?
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