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Patch Notes Discussion (Dec. 10th)

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13 Dec 2013, 18:56 PM
#201
avatar of undostrescuatro

Posts: 525

jump backJump back to quoted post13 Dec 2013, 17:02 PMNoun
If you read yesterday's notes you'll see we addressed the Radio Intercept issue. Is it still not working for you?


well i dont see it in the link maybe im just missing it. still i will check and provide an answer. yesterday i picked the commander at 1cp by mere instict so i can not know
3 of 3 Relic postsRelic 13 Dec 2013, 19:21 PM
#202
avatar of Noun

Posts: 454 | Subs: 9

jump backJump back to quoted post13 Dec 2013, 17:02 PMNoun
If you read yesterday's notes you'll see we addressed the Radio Intercept issue. Is it still not working for you?



Apologies, this is my mistake. We did not fix that yet, it's slated for next week.
13 Dec 2013, 19:29 PM
#203
avatar of wooof

Posts: 950 | Subs: 1

jump backJump back to quoted post13 Dec 2013, 16:54 PMNoun
Some of you may have noticed but we left some stuff out of our December 10th notes.

http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog/page2 (last post)



hey noun, i think brad has a newer list of the ninja changes than what you posted. a few of us helped him get a more complete list of changes last night. theres something like 40 abilities/call ins that had their cps changed.
13 Dec 2013, 20:17 PM
#204
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

I would also like to include that Langreskaya got its north side changed, you should ask Mat about all the changes to maps he did, there might be more.
13 Dec 2013, 20:50 PM
#205
avatar of tacticthomas

Posts: 45

Have the cp changes had any affect on when the different vehicles can be called in compared to before patch? Like the ISU that used to be at 5 cp and is now 11, would that be just the same?
13 Dec 2013, 21:05 PM
#206
avatar of undostrescuatro

Posts: 525

jump backJump back to quoted post13 Dec 2013, 19:21 PMNoun



Apologies, this is my mistake. We did not fix that yet, it's slated for next week.

k
13 Dec 2013, 21:20 PM
#207
avatar of Brick Top

Posts: 1157

Have the cp changes had any affect on when the different vehicles can be called in compared to before patch? Like the ISU that used to be at 5 cp and is now 11, would that be just the same?


Some have changed a bit, like you say, ISU is a tad later, KV8 is tad later, IS2 tad earlier (they both come at 9 now).

Probably many others too.
raw
13 Dec 2013, 22:18 PM
#208
avatar of raw

Posts: 644


Probably many others too.


Ya the game is now Panzerbatallion of LOLTANKS Complete Directors Cut Premium Edition
13 Dec 2013, 22:35 PM
#209
avatar of link0

Posts: 337

jump backJump back to quoted post13 Dec 2013, 15:41 PMNullist



As I already outlined, PPSH Cons, for 10 Muni, now operate as:
-2x the moving DPS of moving vanilla Cons.
-same DPS when moving as a stationary vanilla Con.
-60% more dmg when stationary than a stationary vanilla Con.


Are you sure you did the calculations correctly? PPSH have a max range of 30, which is lower than the rifle range. This means their dps tapers off with distance at a different rate than the rifles and should be calculated as such.
13 Dec 2013, 22:37 PM
#210
avatar of Nullist

Posts: 2425

Permanently Banned
jump backJump back to quoted post13 Dec 2013, 22:35 PMlink0


Are you sure you did the calculations correctly? PPSH have a max range of 30, which is lower than the rifle range. This means their dps tapers off with distance at a different rate than the rifles and should be calculated as such.


35 for Mosins. 30 for PPSH.
Mosins have only 5 range more.

My numbers may not be exactly accurate, but the proportions should roughly be representative of what PPSH does now, compared to vanilla.

By all means, feel free to calculate them yourself as well.
13 Dec 2013, 23:16 PM
#211
avatar of wooof

Posts: 950 | Subs: 1

i believe this is all the cp changes from the last patch if anyone is curious. if its not listed, then the cp requirement just got doubled, which has no effect.

https://docs.google.com/document/d/1Ujx8Wwixj09MXMAbmLyNDwmx18kTXiu0jrfxppBidHY/edit
13 Dec 2013, 23:34 PM
#212
avatar of Brick Top

Posts: 1157

''partisan tank hunters moved to 1 from 4''


Lol, just by having the doctrine available, you can pull a squad of shreks out of your ass, right were you need it, say youve managed to AT nade an early FHT and its limping away to safety.


''incendiary artillery moved to 6 from 8''

That comes in time now to be used with 1st tank to easily counter 1st pak, exactly like in vcoh with the american light arty barrage of infantry commander.
14 Dec 2013, 07:14 AM
#213
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

''partisan tank hunters moved to 1 from 4''


Lol, just by having the doctrine available, you can pull a squad of shreks out of your ass, right were you need it, say youve managed to AT nade an early FHT and its limping away to safety.


if the rng god loves you enough. :D
15 Dec 2013, 21:49 PM
#214
avatar of wooof

Posts: 950 | Subs: 1

just realized the notes didnt mention the changes to tank costs.

panther changed to 520 mp and 145 fuel from 600/130

brummbar mp cost reduced to 560 from 640. fuel cost is still 140

elefant changed to 720 mp and 245 fuel from 640/260

isu152 changed to 760 mp and 260 fuel from 680/290
15 Dec 2013, 22:52 PM
#215
avatar of tuvok
Benefactor 115

Posts: 786

wooof those were already (documented) in the Turning Point patch
15 Dec 2013, 22:59 PM
#216
avatar of wooof

Posts: 950 | Subs: 1

jump backJump back to quoted post15 Dec 2013, 22:52 PMtuvok
wooof those were already (documented) in the Turning Point patch


sorry youre right, they are actually from the previous patch. still dont see them mentioned in the notes from that patch though.
15 Dec 2013, 23:11 PM
#217
avatar of Brick Top

Posts: 1157

That ISU price change is interesting, previously it was pretty much a case of doing T1 + T2 and using that as only vehicle, so fuel wasn't hard to get.

Now it should be more attainable to get 1 T34 and an M5 to work with ZiS and then call an ISU, which would make it a more stable strategy.

Conserving manpower will be the issue in that case.
15 Dec 2013, 23:33 PM
#218
avatar of Greeb

Posts: 971

290 fuel for the ISU152 seems too much, it's nearly the fuel requeriments for 3 panthers.
16 Dec 2013, 03:07 AM
#219
avatar of Nullist

Posts: 2425

Permanently Banned
jump backJump back to quoted post15 Dec 2013, 23:33 PMGreeb
290 fuel for the ISU152 seems too much, it's nearly the fuel requeriments for 3 panthers.


Nice math skills.

145+145=290

145+145+145=435
16 Dec 2013, 07:55 AM
#220
avatar of Greeb

Posts: 971

jump backJump back to quoted post16 Dec 2013, 03:07 AMNullist


Nice math skills.

145+145=290

145+145+145=435


I said NEARLY, having in mind the old panther price. With 290 fuel you could have two panthers and be saving for the third.

And stop quoting me.
I said plenty of times that I don't give a shit about any of your words.
And I believed you said the same about mine, but obviously you can't even keep your word so that's why you still answer my posts.
That or you're so sad that you need to answer compulsively everything you see in this forum.

Buy yourself a life, dude. There's fun and sunshine outside.
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