Blitzkrieg Mod 4.9.8 Patch

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MarKr
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Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 07 May 2017, 22:32

Hello, we bring you a new patch - 4.9.8! This patch brings changes on several penetration values of certain guns vs certain "big cats" so Tiger I should not have such a hard time penetrating Churchills from rear and 90mm guns and 17 pounders should now have way bigger chance to penetrate e.g. Jagdtiger from rear too. We removed the reward unit of M2A1 from US because it had a visual bug where loaded infantry was not visible when loaded on the Halftrack and could not fire. Also Infantry doctrine got a new function for Infiltration rangers teams and now they should be finally able to work as an infiltration unit. Airborne doctrine gets new model for their AB HQ - it is just a visual change, everything about it remains the same. Also Pershing Ace got a brand new ability which can help it repel pesky infantry around it. One of the biggest changes (which was already announced on our Facebook page) is that all CW gliders will now drop a green smoke to the landing area before they come in - this should help to prevent people from using it to kill Axis MG and Mortar team which was never its intended purpose. Also Bren carrier has now visible loaded infantry who can fire from inside again as in vCoH - also as in vCoH when you buy the Vickers upgrade the Bren is moved to the pintle in the back which icreases its combat effectiveness and so we increased the price of the upgraded a little bit. We also dropped the price of Axis HMG42 teams because many factors of infantry combat changed over years and the price of this unit remained the same and in general was not really wort its price.

Without further delay - link to the patch and full changelog is below, patch is also already available on moddb. Enjoy and share with your oppinions here and report any bugs you find.

Changelog:
General:
- Tweaked reload times on US 76mm AT gun (from 7 to 6-7 seconds) and 88mm PaK43 (from 6-10 to 7-9)
- Corrected Tiger I's and Flak36 gun rear penetration against Churchill Crocodile (now it is approximately 60% at max range; cca 80% with Wolfram; higher when get closer than "max" range)
- Corrected rear penetration chance of all 90mm guns vs Jagdtiger (now approximately 35% chance at max range; cca 60% with AP ammo; higher when get closer than "max" range)
- Corrected rear penetration chance of all 17pounder guns vs Jagdtiger (now approximately 25% chance at max range; cca 33% with AP ammo; higher when get closer than "max" range)
- Improving some icons to be visible for laptops with lower screen resolution
- Fixed missing shoe soles on some Axis infantry

US:
- Fixed "invisible jacket" on Infiltration rangers
- Fixed an issue with CQB textures
- 37mm and 57mm guns should now always one-shot Dingo and Bren carriers
- Ranger Training unlock for Infantry doctrine now applies to all units it should
- New model for AB HQ* (model by Relic; retextured by Panzerblitz1)
- Infiltration rangers got "Bazooka ambush" replaced by "Crawl" ability and received Smoke grenade ability
- Ranger .30cal team no longer has Grenade and Stickies (bug), instead they now have correctly "Suppressive fire" and "ambush"
- Added a new ability to Pershing Ace - boosts effectivity of Hull and Coaxial MGs but nerfs reload speed of main gun by 30% (lasts 20 seconds, costs 40 ammo, 2 minutes cooldown)
- M2A1 removed from US faction

CW:
- RA Victor Target should now work correctly with real and dummy howitzers
- fixed describtion of Dummy Howitzers in some languages which gave away it is a fake one
- removed "Detonate" ability from dummy howitzers (if you want to remove the emplacement from map use "Delete" key)
- when howitzers fire "Air-burst" barrages they now correctly elevate barrel
- Bren carriers now properly show loaded infantry
- Bren carriers can no longer upgrade BOYS AT rifle
- Vickers HMG upgrade for Bren Carrier now moves Bren gun to the pintle position
- Increased cost of Vickers HMG upgrade for Bren Carrier to 40 ammo (from 35)
- Vickers HMG team price dropped to 280MP 20ammo (from 300MP 25ammo)
- Added green flare to indicate landing area of all Gliders
- Gliders will arrive 5 seconds after the flare falls

WM:
- reorganized abilities in Pioneer's UI
- fixed penetration values of PaK38 vs Axis Big cats (Tigers, Panthers, JPs, KTs, JTs)
- Again fixed the invisible MG on reward KT shooting at infantry around (old files got mixed back to the last patch :( )
- HMG42 team price dropped to 320MP 25ammo (from 350MP 30 ammo)

PE:
- Increased Stuka bomb damage against bridges
- TH Tank-busters no longer lose "Fire Panzerfaust 60" ability after unlocking "Experienced crews" in command tree
- lowered damage of the 20mm AT cannon of BF109 against heavier allied tanks
- Luft emplaced 88mm flak36 now correctly fires 6 shots during VT
- HMG42 team price dropped to 320MP 25ammo (from 350MP 30 ammo)
- Increased costs of 210mm Nebelwerfer barrages from 80 ammo to 100 ammo

Link to the patch:
http://www.mediafire.com/file/ev2it87cs ... _Patch.exe

Enjoy! :)
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JimQwilleran
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Re: 4.9.8 patch

Postby JimQwilleran » 07 May 2017, 22:45

Can't wait to try out the new infiltration rangers! Thanks for your hard work :)!

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Wolf
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Wolf » 07 May 2017, 23:07

We also released our Greenlight voting with this patch:

http://steamcommunity.com/sharedfiles/f ... =907578213
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speeddemon02
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby speeddemon02 » 07 May 2017, 23:08

Thank you for the work, want to specifically thank the price drop on the Victors HMG team and surprised about the MG42 HMG team

Greenlight steam announcement is what tipped me off about the new patch

Am I to assume that the PE TH PZ IV F1 and SE PZ III N are still purchasable in infantry only mode?
Last edited by speeddemon02 on 07 May 2017, 23:11, edited 1 time in total.

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Tiger1996 » 07 May 2017, 23:10

Even though I honestly can't help it at the moment... But I believe I still must say THANKS. I was in a really bad mood moments ago, right before the change-log comes.. but then i see the change-log and simply forget about everything just happened. As it seems like the change-log hasn't missed anything significant so far, almost every single point i spoke about was actually taken into account.. starting from the price of MG42 teams; also Gliders as well as the 88s penetration values against the Croc's rear. So thanks again!
I really appreciate your work. Going to try out the new changes as soon as I can...

Also THX one more time for adding my video on the Greenlight page ^_^ Long live BK!

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Leonida [525]
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Leonida [525] » 07 May 2017, 23:47

Wow! Lets vote! :D a bk mod v 5.0.0 with the release on steam would be soo perfect :lol:

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MarKr
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 08 May 2017, 11:35

speeddemon02 wrote:Thank you for the work, want to specifically thank the price drop on the Victors HMG team and surprised about the MG42 HMG team

Greenlight steam announcement is what tipped me off about the new patch

Am I to assume that the PE TH PZ IV F1 and SE PZ III N are still purchasable in infantry only mode?

Vickers is probably the weakest of all HMG teams in the game and the price was too high, US MG teams are OK as they are so they kept their price and MG42 teams were explained in the description :)
Yes, sorry, I forgot about the infantry-only mode so the vehicles will be still there. I have it on top of my to-do list for the next patch.
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby sgtToni95 » 08 May 2017, 12:56

:shock: How can someone notice his inf is missing shoes soles while playing?!?!? :shock:

Anyways, thanks for continuing the work on this mod ;)

One question: are dingo and bren going to die in one pak shot even when overrepaired?

Not to get you bored and lazy :) i have a bug to report about mg teams, CW Vickers in particular, i noticed cromwells have some issues with pathing: when they drive next to own hmgs they ram and insta-kill them, while usually tanks and other vehicles just flank them with no problems.
This can be avoided by taking a longer way around the mg, but i wish this can change since it's quite annoying to lose mgs this way.
Happened with all versions of the cromwell tank (command, 75 mm and 95mm).

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MarKr
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 08 May 2017, 14:17

The changelog mentions one-shotting Dingo and Bren with US captured guns (because people reported that these had low damage against Bren and Dingo). 57mm should one-shot both overrepaired Bren and Dingo. 37mm should one-shot overrepaired Bren every time but has a chance not to one-shot fully overrepaired Dingo.

We will check the "Cromwell vs Vickers" issue, thanks for reporting :).
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby DolphinsAreGaySharks » 08 May 2017, 14:51

Give axis infantry a special ability called: ''drink coffee'' as long they re waiting for the glider to land and when they finish it they can retreat :lol: ..Seriously 5 seconds??

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 08 May 2017, 15:15

I cannot tell from your post...do you think those 5 seconds are too much or too little time? :D
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Tiger1996 » 08 May 2017, 15:33

sgtToni95 wrote:i have a bug to report about mg teams, CW Vickers in particular, i noticed cromwells have some issues with pathing: when they drive next to own hmgs they ram and insta-kill them, while usually tanks and other vehicles just flank them with no problems.

Friendly tanks stepping over your own MG and mortar teams; is a global issue i think.. all tanks in all factions do that... And yes, I gotta agree it's kinda annoying.

@Dolphins
Yes man! If I were to do it, I would even make it 10 seconds (exaggerating :P) But it's a vanilla CoH remnant... So now the opponent finally got some time to react.. and this also reflects the reality. Soldiers would definitely see the Glider coming much earlier before it lands above their head and suddenly crush them!

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby JimQwilleran » 08 May 2017, 16:11

Tiger1996 wrote:So now the opponent finally got some time to react.. and this also reflects the reality. Soldiers would definitely see the Glider coming much earlier before it lands above their head and suddenly crush them!


On the other hand in reality there would be no signal smoke there either, just saying.

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Panzerblitz1 » 08 May 2017, 16:23

JimQwilleran wrote:
Tiger1996 wrote:So now the opponent finally got some time to react.. and this also reflects the reality. Soldiers would definitely see the Glider coming much earlier before it lands above their head and suddenly crush them!


On the other hand in reality there would be no signal smoke there either, just saying.


Actually its not entirely true, some Gliders had to get some ground units light in order to land more precisely, this was mostly the French resistance job.
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby JimQwilleran » 08 May 2017, 16:25

Can't wait for french resistance implementation in bk :D!

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby DolphinsAreGaySharks » 08 May 2017, 16:28

Obviously too much.. Now the lost their evasion advantage which was the reason they existed. Their mp cost was already a bit high too but it was fine.
Luft are buffed(with the previous patch), usa air is the most picked doc.. and you teased raf for which reason??

Tiger you really want to talk about reality in a game? And if you wanna talk about reality then make many other unrealistic things in the game realistic for balance reasons.. nerf-make more realistic gliders then nerf-make more realistic other things!

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MarKr
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 08 May 2017, 19:33

DolphinsAreGaySharks wrote:Obviously too much.. Now the lost their evasion advantage which was the reason they existed. Their mp cost was already a bit high too but it was fine.
Luft are buffed(with the previous patch), usa air is the most picked doc.. and you teased raf for which reason??
Not sure what you mean by that...if you mean that the gliders were meant to land somewhere in stealth then what is going to change now? In previous version if you landed your glider somewhere where your opponent did not have line of sight he did not know about you - that has not changed because they will not see the green flare in their FoW either. If you used your glider somewhere in your opponent's line of sight, he saw where the glider landed and it will be the same now. The gliders are meant to work like "buildings" which provide additional units - the glider that is called in by LT or Captain is literary equivalent of forward HQ (I can remember the time when these gliders could only be called when LT or captain were in a building) of other factions. The commando and Tetrarch gliders would be equivalent unit to Stormtrooper HT or Ranger Truck.
Forward HQs of other factions need to be transformed from neutral buildings and they take 30 seconds to establish before they can produce units. Gliders don't require buildings, can be called in anywhere and only take 5 seconds to be ready to produce units - Gliders are still better than forward HQs of other factions.
Ranger truck/Storm HT take more than 5 seconds to appear on the map and they need time to get to the position where you want them - gliders again take only 5 seconds to appear anywhere. Yes, they are more expensive than their counterparts from other factions but that is because they can appear at the requested location way faster.

The only difference is that people used the gliders mainly to crush Axis HMG and Mortar teams which was NEVER their intended main purpose.
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Panzerblitz1 » 08 May 2017, 19:43

Nuf said!
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby DolphinsAreGaySharks » 08 May 2017, 21:06

I meant invasion not evasion pardon me! Most of the raf players i ve seen they used commando glinders(not lt gliders etc thats what i am talking about raf) to invade behind enemy lines to destroy emplacements and kill mg's, paks, mortars or even enemy's infantry cause we all know how strong are close combat forcing enemy's instant retreat most of the times. Now the enemy can reposition everything in these 5 seconds. The gliders arent mean to work like building, only on late game! Why you re telling me about Lt and captain gliders while i m talking about the raf commando glider? Also other barracks are harder to get destroyed. Raf gliders can enter shealth but they have very low hp and can get destroyed easily when normal barracks, costing a lot less, need a lot more or an enemy inf to neutralize it. I agree gliders are very good if you want them to act like barracks, 5 secs doesnt affect anything on this situation, but in my view and many others raf players these 5secs are harsh.
Generally all your changes on this patch are very good, only this was my issue! So good job!

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MarKr
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 08 May 2017, 21:27

I was talking about LT and Captain gliders because those are affected by the change too and were available and also used by many CW players just to kill MG/Mortar teams by crushing them.
When you say that Commando gliders are used mostly to destroy the targets you mentioned - emplacements will not move anywhere during those 5 seconds, AT guns may move away a bit but are so slow that you can catch up with them anyway. As for mortar and MG teams - those will either retreat (which means that you clear the threat from the area and have time to prepare for them before they come back) or they will pack up, move out of way and set up again which I think will give enough time for commandos to land, sprint to them and kill them. Really the only difference is that you cannot crush them easily by simply landing on them.

But I am glad that you are otherwise OK with the patch :D
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Tiger1996 » 09 May 2017, 01:15

I think it's time for some feedback ^^
- There is one small issue with the infiltration Ranger squad, the fire-up ability is not disabled when the crawl ability is activated! This means it's exploitable.. they can literally jump 5 meters forward while crawling :D Also, they can still use booby traps while crawling as well. Even the Sabotage squad from SE doc can't do that...

- The M2A1 half-track was removed because it was bugged, then at this rate... How about also removing entirely the expensive KT version on the next v5.0.0 patch? Because ya, the visual bug of the main gun when it's destroyed and repaired afterwards.. is actually still there.
There is no need really for this expensive version of the KT anymore I think, specifically that the cheaper version hidden MG glitch is now finally fixed ;)
- lowered damage of the 20mm AT cannon of BF109 against heavier allied tanks

Hmm... Well, it doesn't kill Churchills anymore.. but in my opinion I think the damage is still a little bit too high. I would suggest keeping the current damage as it is though! However, increasing the strafe run price to 150 ammo might be reasonable.

That's all, everything else seem to be working fine :)

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby JimQwilleran » 09 May 2017, 01:34

About the new infiltration rangers, I saw them retreating in "crawling state" xD. They were crawling back to base super fast.. That isn't supposed to look like that, is it?

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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 09 May 2017, 01:56

No, Rangers are not meant to sprint/fire up during crawl nor retreat in crawl position. We will fix that.
KT stays.
Thanks for reports :)
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby Panzer-Lehr-Division » 09 May 2017, 13:19

Good Patch great work i like it.but adding 100 ammo for one barrage of 210? bad, no one gonna use it anymore i bet it just no more worth it then.. you guys should have giving it more manpower price... Not ammo.
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Re: Blitzkrieg Mod 4.9.8 Patch

Postby MarKr » 09 May 2017, 14:41

The main reason for that change was that the rockets from 210mm are very strong and for 80 ammo too cost effective. Giving it MP increase would not solve this issue. For 100 ammo they can still kill like before you just cannot use them that often and so you need to think where it is better to use them.
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