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russian armor

June 23 Hotfix

23 Jun 2016, 18:19 PM
#1
avatar of Katitof

Posts: 17889 | Subs: 8

Bug Fix

Fixed a bug that made Volksgrenadier's Panzerfaust ability disappear when they hit VET 4
Fixed a bug where VET 4 and VET 5 didn’t exist on the LEFH 18
Fixed a bug that caused unintended behaviour to units when hit by Stun grenades
Fixed a bug where the modifiers from the combined arms ability was overwriting other modifiers
Fixed a bug where the auto-fire range on the USF 81mm mortar was more than the barrage.
Fixed a bug where some veterancy bonuses on the USF 81mm mortar wasn’t applying to the barrage and smoke barrage abilities.
Fixed a bug where Sturmpioneers could get all upgrades when multiple upgrades were queued.
Fixed a bug where the USF AT Gun Vet 1 ability had a initial delay before the ability would be active; Initial delay removed.
Fixed a bug where some grenades that didn't get the 33% range reduction when the squad is suppressed.
Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons.
Removed the random abandon critical from SturmTiger that could happen during reload.
Fixed a few help text issues
Fixed a bug where Volksgrenadiers could pick up a weapon and then upgrade to get 2 more STG44s
23 Jun 2016, 18:21 PM
#2
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

nigo why have you forsaken us?

THANK YOU SO MUCH for the timely hotfix, that stuff was baaaaaaadddddd
23 Jun 2016, 18:21 PM
#3
avatar of TheSleep3r

Posts: 670

jump backJump back to quoted post23 Jun 2016, 18:21 PMVuther
nigo why have you forsaken us?

yfw katitof is nigo and just forgot to switch accounts
m00
23 Jun 2016, 18:22 PM
#4
avatar of m00
Donator 11

Posts: 154

I wonder what the vet 4 and 5 levels of the LEFH are!? I'm glad they are fixing the mortar so quick so I don't have to feel so dirty playing with them.
23 Jun 2016, 18:22 PM
#5
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1


yfw katitof is nigo and just forgot to switch accounts

:o
23 Jun 2016, 18:22 PM
#6
avatar of Katitof

Posts: 17889 | Subs: 8

Oh crap its out now :guyokay:
23 Jun 2016, 18:26 PM
#7
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post23 Jun 2016, 18:19 PMKatitof

Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons.


Wait, what... ? :O
23 Jun 2016, 18:29 PM
#8
avatar of GenObi

Posts: 556

There,now yall quit your whining
23 Jun 2016, 18:36 PM
#9
avatar of United

Posts: 253

When does this go live?
23 Jun 2016, 18:37 PM
#10
avatar of __deleted__

Posts: 236

so wait the USF mortar still gets an insane low scatter and highest rate of fire still?
23 Jun 2016, 18:38 PM
#11
avatar of Dangerous-Cloth

Posts: 2066

Update is queued for me as we speak. USF mortar scatter and ROF was intended :foreveralone:
23 Jun 2016, 18:39 PM
#12
avatar of Australian Magic

Posts: 4630 | Subs: 2



Wait, what... ? :O


+

Why remove stun from JT? :|
23 Jun 2016, 18:40 PM
#13
avatar of Adrien_Fowl

Posts: 47

so wait the USF mortar still gets an insane low scatter and highest rate of fire still?


I hope they get it fixed ASAP. In my last game a single mortar wiped four squads with three or four men. That mortar has a higher accuracy than a sniper.
23 Jun 2016, 18:40 PM
#14
avatar of MoerserKarL
Donator 22

Posts: 1108

jump backJump back to quoted post23 Jun 2016, 18:36 PMUnited
When does this go live?


its live now ;) 55 MB

23 Jun 2016, 18:42 PM
#15
avatar of Dangerous-Cloth

Posts: 2066

B4 still 30 pop cap:foreveralone:
23 Jun 2016, 19:02 PM
#16
avatar of EtherealDragon

Posts: 1890 | Subs: 1




Why remove stun from JT? :|


I think the idea is that now that is has lower rear armor you don't need to have the random stuns as a further nerf on it to balance it.
23 Jun 2016, 19:04 PM
#17
avatar of Butcher

Posts: 1217

This is an incredibly huge buff to the Jagdtiger. It actually got stunned quite often and this lead to most of - at least my - Jagdtiger deaths.

The real question however: What are those vet 4 + 5 105mm bonuses?
23 Jun 2016, 19:09 PM
#18
avatar of Australian Magic

Posts: 4630 | Subs: 2



I think the idea is that now that is has lower rear armor you don't need to have the random stuns as a further nerf on it to balance it.


Not sure... I always found stun effect as a trade for biggest range and 100% penetration.

Now it has better everything than Elephant yet costs the same :huhsign:
23 Jun 2016, 19:14 PM
#19
avatar of General Tao

Posts: 48

So the bug with the US HMG losing new penetration stats when it hits vet2 is still there, along with the B4 pop cap bug?

Gah why must they drip feed hotfixes...
23 Jun 2016, 19:18 PM
#20
avatar of Cruzz

Posts: 1221 | Subs: 41

USF mortar changes:

Range on autofire reduced to 80 (same as other non-120mm mortars). No other stat changes for the weapon, still autoloader equipped.

Scatter bonus from veterancy doubled for autofire, so now it gains *0.64 scatter for vet1 and another *0.64 at vet2 for a cool reduction of -59% on the already to start with lowest scatter of all the mortars.

Gains +33% range at vet3 for autoattack.

New OKW LEFH veterancy:
vet2:
-15% --> -5% scatter on hardpoint 2 (default barrage for vet0-vet2)
-25% --> -15% recharge time on abilities
+30% --> +15% rotation speed

vet3:
+33% --> +10% range on hardpoint 1 (unused, probably does nothing)
+33% --> +10% range on counterbarrage ability (but not on weapon, so probably won't do anything)

vet4:
-10% scatter on hardpoint 2 (probably does nothing because barrage uses hardpoint 5 from vet3 onwards)
+15% rotation speed
-15% recharge time on abilities

vet5:
+23% range on hardpoint 1 (unused, probably does nothing)
+23% range on counterbarrage ability (but not on weapon, so probably won't do anything)

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