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Zombie Master  |  Other  |  Games  |  Topic: Company Of Spiders « previous next »
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Author Topic: Company Of Spiders  (Read 8579 times)
Pastor
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Posts: 2190


Bewildering Transvestite Wasteland


« Reply #120 on: February 21, 2011, 06:19:13 am »

« Last Edit: August 28, 2011, 03:18:56 am by Pastor »

SlayerCake
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Posts: 1250


VerbCake


« Reply #121 on: February 21, 2011, 04:04:09 pm »

Beta patch is apparently out.

Quote
General
Fixed an issue where AT Guns reload time could be reduced by giving an AT Gun a move order directly after shooting
 
American
Fixed an issue where stickybombs could sometimes miss their target
Crocodile Range increased from 20 to 25
Crocodile Health reverted from 700 to 636
Crocodile Vet 2 penetration bonus exchanged for a 0.8 cooldown modifier
Wehrmacht HMG teardown time reduced from 2.5s to 2.1s
Riflemen experience bonus modifiers found on Stickybombs and BAR upgrades have been moved on to the Supply Yard upgrades
Strafing Run accuracy modifier vs tp_infantry_elite decreased from 1.0 to 0.75
Tank Depot manpower cost increased reverted from 300 to 350
Fixed an issue where Strafing Run effectiveness was unintentionally lowered versus vehicles
Strafing Run has been tuned to vs blobs to suppress slightly more and deal less damage to suppressed units
 
British
British 17 Pounder AT Gun hp increased from 400mp to 450mp
Bofor build time reduced from 90s to 60s
Bren Carriers may no longer use their self-repair ability while garrisoned
 
Wehrmacht
Fixed an issue where Nebelwerfers could instantly destroy garrisoned structures
Fixed an issue where Panzerfaust accuracy was unintentionally increased vs infantry
Geschutzwagen weapon damage increased from 165 to 185
Geschutzwagen's reload modifier at vet 3 increased from 0.5 to 0.75
Halftrack Flammenwerfer damage increased from 17-23 to 30-35
Halftracks, Motorcycles, and Schwimmwagens no longer gain a received accuracy bonus from veterancy
Wehrmahct HMG manpower cost reduced from 260 to 250
Wehrmacht HMG build time reduced from 40s to 35s
American HMG teardown time reduced from 2.5s to 2.1s
Krieg Barracks manpower cost reduced from 220 to 205
Pak38 manpower cost reduced from 310 to 290
Wehrmacht Schwimmwagen manpower cost reduced from 240 to 225
Wehrmacht Schwimmwagen build time reduced from 45s to 40s
Volksgrenadier manpower cost reduced from 280 to 265
Volksgrenadier reinforcement cost modifier reduced from 0.5 to 0.4
Volksgrenadier build time reduced from 30s to 26s
Skirmish Phase now provides a 25% capture speed bonus to Volksgrenadiers
Volksgrenadier long range accuracy increased from 0.35 to 0.38
Volksgrenadier mid range accuracy increased from 0.55 to 0.58
Wehrmacht Quarters manpower cost reduced from 220 to 205
 
Panzer Elite
Fixed an issue where APCR was not applying to the Panther Battle Group
Panzer-Jager Kommand manpower cost increased from 220 to 320
Panzer-Jager Kommand fuel cost increased from 30 to 50
Jager Kommand upgrade manpower cost decreased from 200 to 150
Jager Kommand upgrade fuel cost reduced from 40 to 30
Group Zeal upgrade manpower decreased cost from 240 to 200
Group Zeal upgrade fuel cost decreased from 40 to 30
Schwimmwagen's Mark Target ability cooldown increased from 25s to 45s
Schwimmwagen's Mark Target ability munitions cost increased from 0 to 15
 

<br />Mysquirrel the storm and power outage were in real life<br />
Rotinaj
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Posts: 5539


the brave


« Reply #122 on: February 21, 2011, 04:12:52 pm »

"Crocodile Vet 2 penetration bonus exchanged for a 0.8 cooldown modifier"

what
« Last Edit: February 21, 2011, 04:13:59 pm by Rotinaj »

SlayerCake
Poster

Posts: 1250


VerbCake


« Reply #123 on: February 21, 2011, 04:14:23 pm »

They always seem to be accidentally making rocket snipers.

<br />Mysquirrel the storm and power outage were in real life<br />
Citizen_001
ZM2 Developer
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Posts: 3983


Male_07


« Reply #124 on: February 21, 2011, 05:44:18 pm »

"Crocodile Vet 2 penetration bonus exchanged for a 0.8 cooldown modifier"

what
Hmm... Maybe they mean Sherman's by default got a penetration bonus with their shells when they reach Veterancy level 2, but forgot that it also applied to Crocodiles, who don't even have a main cannon so it was useless, so they made it instead reduce the time in between bursts of flame.

Possibly? I'm not sure.

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from: Dinner
The first time you see him he comes onto you so hard.
Shadow_Archmagi
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Posts: 13657

Zeppking


« Reply #125 on: February 21, 2011, 05:47:07 pm »

FIRE PENETRATION

BURN TANKS FROM THE INSIDE

http://steamcommunity.com/groups/brindlemovienight Movies! Xcoms!
Quote from: Dwarf Fortress
"You died a noble death. Also, if that baby that was always near you was yours, it died a noble death too."
SlayerCake
Poster

Posts: 1250


VerbCake


« Reply #126 on: February 21, 2011, 06:00:14 pm »

Melta gun classic

<br />Mysquirrel the storm and power outage were in real life<br />
Pastor
Build Tester
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Posts: 2190


Bewildering Transvestite Wasteland


« Reply #127 on: February 21, 2011, 06:05:37 pm »

Its just the last balancing on the beta not the fully release patch where they are going to nerf strafing run and the AT guns to hell.

SlayerCake
Poster

Posts: 1250


VerbCake


« Reply #128 on: February 21, 2011, 06:09:20 pm »

I assumed I had specified that, but yes it's a beta patch. You have to specifically activate it.

<br />Mysquirrel the storm and power outage were in real life<br />
Firespray
Build Tester
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Posts: 1478


:-(


« Reply #129 on: February 21, 2011, 10:04:48 pm »

The crocodiles can also use their main cannon and their flamethrower.  So, I am not sure if it applied to the flamethrower or the main gun itself.
SlayerCake
Poster

Posts: 1250


VerbCake


« Reply #130 on: February 21, 2011, 10:10:28 pm »

Sherman Crocodiles can't use their cannons.

EDIT: God damn grammar
« Last Edit: February 21, 2011, 11:59:53 pm by SlayerCake »

<br />Mysquirrel the storm and power outage were in real life<br />
Citizen_001
ZM2 Developer
*****
Posts: 3983


Male_07


« Reply #131 on: February 21, 2011, 11:39:40 pm »

Sherman Crocodiles can't use there cannons.
Definitely this.

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from: Dinner
The first time you see him he comes onto you so hard.
Shadow_Archmagi
Build Tester
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Posts: 13657

Zeppking


« Reply #132 on: February 21, 2011, 11:55:55 pm »

Sherman Crocodiles can't use their cannons.

http://steamcommunity.com/groups/brindlemovienight Movies! Xcoms!
Quote from: Dwarf Fortress
"You died a noble death. Also, if that baby that was always near you was yours, it died a noble death too."
Pastor
Build Tester
*
Posts: 2190


Bewildering Transvestite Wasteland


« Reply #133 on: February 22, 2011, 01:08:25 am »

The crocodiles can also use their main cannon and their flamethrower.  So, I am not sure if it applied to the flamethrower or the main gun itself.
Your thinking in Churchills not Shermans

Firespray
Build Tester
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Posts: 1478


:-(


« Reply #134 on: February 22, 2011, 02:04:42 am »

Your thinking in Churchills not Shermans
Oh right, yeah the Churchill is the one.
Pastor
Build Tester
*
Posts: 2190


Bewildering Transvestite Wasteland


« Reply #135 on: March 03, 2011, 09:33:41 pm »

shadow is banned from all games, forever

(or untill he changes pc)

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Zombie Master  |  Other  |  Games  |  Topic: Company Of Spiders « previous next »
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