4.9.9 Patch Preview

If there is something new, it will be posted here.
User avatar
MarKr
Team Member
Posts: 1859
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

4.9.9 Patch Preview

Postby MarKr » 25 Jul 2017, 12:47

Hello all BK fans! The work on patch is still going but we have for you patch preview so that you can see what to expect. We are still discussing several things internally (including changes to Armor doc and others) so the change log is not closed yet thus expect updates.

General:
- Non-working campaigns removed from the main menu
- Revised and corrected penetration values of various AT guns vs AB Armored Jeep
- Axis 37mm and 50mm PaKs should now one-shot Dingo and Bren Carrier
- Force retreat ability should now retreat infantry in Hold Position mode
- Demolition charges now take longer to plant (19-25 seconds from 5-8)
- Demolition charges should now destroy any building next to which you plant the charge in one explosion (applies to US Engineers, AB engineers, WM Pios, Storm demo squad, CW Sappers(+RE sappers), Commandos, Sturm pios, Luft Pios)
- Allied tank guns should no longer bounce off of naked 88mm flaks
- All Axis tank hunters which used to have Ambush near bushes but "static position" in other place now have only Ambush but it has same activation conditions as tank destroyers of Allies (in other words, Axis can ambush in same way as allies can)
- Removed yellow "lines" from static howitzers (those that indicated weapon't "cone of fire")
- HMG42 should no longer penetrate Tetrarch tanks
- Fixed a bug which made many of the "Single HE shot" abilities miss much less than intended (tanks and 17 pounder)
- Fixed a bug which made many units in their "HE mode" miss way less than intended (vehicles (including Scott) and flak36 88mm)
- Improved efficiency of infantry-carried flamethrowers and Wasp vs emplacement crews
- Frag grenades should now be in general more efficient at decrewing emplacements
- Fixed a bug which caused that "Rapid shot" ability on Comets and Panthers actually made shoot faster the target of the ability instead of the tank itself
- Sandbags, barbed wires and road blocks should now be "neutral" after player finishes building them
- Unified scatter of smoke shells from all mortars to "13" (values varied from faction to to faction from 10 to 25)
- Significantly increased damage output dealt by Axis 28mm, 37mm and 50mm AT guns vs CW HQ trucks in mobile mode (when the truck is "deployed" the damage remains the same as it was before; change made to prevent crush abuse from CW players in early game)
- Fixed unintended stacking of certain buffs *update
- Roadblocks (SE and RE) have increased HP compared to normal Tank traps but now cost 50MP each *update
- Fixed wrong aim times for certain units (M16, M15A1, Moebelwagen, Ostwind) *update
- PaKs should no longer be able to abuse for rapid shooting *update


US:
- Infiltration rangers cancel their Crawl ability when they receive Retreat order
- Infiltration rangers can no longer activate "Fire up" ability when they are in Crawl mode
- Improved texture of destroyed Ambulance (thanks to Panzerblitz1)
- Fixed a bug which made soldiers inside "Fortified Observation Post" (Infantry doc) take no damage from bullet-shooting weapons
- Calliope jeep moved from Airborne doctrine to Infantry doctrine
- Unified speeds of Shermans M4, Crocodile, 76(W)and 105 to "4.1" (varied from version to version from 3.8 to 5.2)
- Unified acceleration speeds of M4, Crocodile, 76(W)and 105 to 1.9 (from 1.6)
- Lowered Calliope speed to 3.5
- Increased Sherman E8 acceleration speed to "2.2" (from 1.9)
- Armor doctrine can now use Offmap barrage from Chaffee, Stuart and Scott if they have Tank Commander inside
- Global repair ability (Armor doctrine) now lasts for 30 seconds (instead of 20) but after the usage the cooldown will take 60 seconds (from 25)
- Dropped cost of Allied war machine to 200 ammo (from 250)
- Allied war machine now only replaces Chaffee, Stuart, Scott, M10, M18, M4, M4E2 76(W), E8, Calliope
- Allied war machine now replaces all affected vehicles lost as long as the ability lasts (so not just 3 vehicles per use)
- Reorganized tech tree of Armor doctrine according to the picture below
- In armor doctrine "Heavy mines" unlock is replaced with "Ammo reserves" (automatically equips all M4s, 76(W) and E8s with both AP and HE upgrades)
- Heavy mines in armor doctrine now require M1A1 mines upgrade in order to be used
- AB Engineers are now able to place democharges anywhere
- M1 Grands of Riflemen and Rangers should fire a bit faster now at longer ranges*update
- Sticky bombs now have better chance of detracking or damaging engines on targets that don't have skirts installed *update
- Sticky boms should no longer cause "destroy secondary weapon" critical *update
- Straffing run with AP ammo upgrade should deal damage to lightly armored targets (Hummel, MarderIII - was intended several patches ago but the changes got lost) *update


CW:
- Commandos glider now on landing spawns Marine Commandos instead of Sten Commandos (Details here)
- Slightly buffed Stens used by Marine Commandos and Sten Commandos
- BOYS Commandos squad is now available without any Glider upgrade
- Fixed an issue which created a massive FPS drop when a player had selected a fake howitzer
- Capture speed of BOYS team lowered to 0.8 (from 1)
- Added smoke shells to Commandos Mortar team
- Changed armor type of Comet; frontal penetration chances should be about the same as before, rear hits should now penetrate from most weapons
- 95mm Cromwell removed from RAF doctrine
- Destroying Churchill Crocodile should now provide more XP
- BOYS Commandos can now use passive camo without stealth unlock *update
- Lowered the damage of BOYS rifle to 55 (from 60) *update
- Accuracy of BOYS rifles vs moving Halftracks and sdkfz 234 lowered by 25% *update
- Increased penetration chance of BOYS rifle vs PIV D *update
- Corrected penetration of 17 pounders vs Hetzer (was too low) *update
- Fixed bug where Comet had very low MP upkeep (about "7"; upped to "20") *update
- Fixed bug where PIAT Commandos required 8 pop instead of 4 *update
- Commandos squads can no longer activate ambush ability in a middle of a fight *update


WM:
- Stormtrooper training unlock now correctly applies to Stormtrooper squad that can come with the Offmap battlegroup
- Fixed a bug which made random units that come with the Offmap battlegroup (StuG III, StuG IV (late version), PIV H/J) unable to capture points
- Removed deflection damage from JPIV 75mm/L48
- Flak38 (20mm) naked/emplaced should no longer penetrate Cromwells
- Applied a workaround for the more expensive Kingtiger to no longer display floppy barrel (hopefully it will finally work)
- Reduced build time of Panzer IV J to 40 seconds
- Mass production now also lowers the price of Panzer IV J to 380MP 30F
- Panzer IV "D" of BK doctrine moved to Kriegsbarracks
- Lowered build time of Grenadiers to 40 seconds (from 45)
- Demolition Stormtrooper squad no longer retreats in crawl mode
- Lowered the cost of LMG42 upgrade to 85 ammo (from 100)
- Defensive training and Zeal unlocks provide weaker (approximately half) bonuses to Volksgrenadiers than to combat infantry (Grenadiers, MG/Mortar teams etc.)
- Lowered speed of Panthers A and G to 4.4 (from 4.6)
- Lowered acceleration of Panthers A and G to 2 (from 2.5)
- Panzer IV J now has correct armor type upon construction
- Fixed a bug where Tank traps under construction took no damage from small arms fire *update

PE:
- Luft Straffing run can now only damage lightly armored vehicles
- PIII in HE mode should no longer overperform vs certain armored targets
- Removed deflection damage from JPIV 75mm/L48
- Stuka patrol should now target exclusively emplacements and trenches occupied by infantry (so no longer attacks road blocks/sandbags/OPs/barbed wires etc.)
- Stuka bombs should now always destroy an emplacement with direct hit
- Nebelwerfer 150mm removed from Lufwaffe doctrine
- Destroying Jagdtiger now gives appropriate XP (used to give +1XP)
- Increased speed of Panther D to 5 (from 4.6)
- Lowered acceleration of Panther D to 1.3 (from 2.5)
- Lowered speed of Jagdpanther to 4.4 (from 4.6)
- Lowered acceleration of Jagdpanther to 2 (from 3)
- Adjusted performance of Stuka bomb vs trenches and infatry in them
- Increased efficiency of Kar98 of Assault Grenadiers (used to be at Volks level, now is at WM Grens level)
- Corrected MP upkeep of Hetzer (Normal and Flammen - was only 1MP)
- Luft pioneers should only be droppable in own territory now (no longer droppable in enemy/neutral territory on own units) *update

------------------------------------------------------------------------------------------------------------------------------------
Redesigned Armor doctrine tech tree:
Image
------------------------------------------------------------------------------------------------------------------------------------
Image
Image

User avatar
Tiger1996
Posts: 3187
Joined: 06 Dec 2014, 15:53
Location: I'm from Egypt, but I live in Qatar.
Contact:

Re: 4.9.9 Patch Preview

Postby Tiger1996 » 25 Jul 2017, 13:22

I would say that the majority of these changes have to be tried out first before judging at all, specifically the part about bugs... So I can't really tell anything for now. However, as for moving the Calliope Jeep from AB doc to inf doc for example.. as well as similar changes, honestly it sounds weird; but also interesting... Though I like how the 95mm Cromwell was removed from RAF doc, and also the removal of 150mm Nebels from Luft doc as a result. Anyways, I am still not sure really if anything else important had been missed, but it won't take too long until everybody finds out :P Or should I just say, what about the off-map arty barrage of Armor doc?

JimQwilleran
Posts: 1096
Joined: 07 Jan 2015, 15:05

Re: 4.9.9 Patch Preview

Postby JimQwilleran » 25 Jul 2017, 13:25

- Calliope jeep moved from Airborne doctrine to Infantry doctrine: Why?
- 95mm Cromwell removed from RAF doctrine: Is that test feature or for good?

User avatar
MarKr
Team Member
Posts: 1859
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: 4.9.9 Patch Preview

Postby MarKr » 25 Jul 2017, 13:40

Calli jeep - result of removing/limiting arty in general in Air doctrines since they don't need it. AB loses Calli jeep, RAF Cromwell, Luft Nebel.
95mm Cromwell for good.
Image

User avatar
Sukin-kot (SVT)
Posts: 840
Joined: 09 Dec 2014, 08:36
Location: Ekaterinburg, Russia

Re: 4.9.9 Patch Preview

Postby Sukin-kot (SVT) » 25 Jul 2017, 14:58

Removing light arty from Air docs is a very poor desicion, only will foster camping (the biggest killer of BK fun). RAF doc again can be blocked by a very simple defence (Puma + pak 38 + sniper). This changes dont improve the gameplay, also Rocket Jeep in inf doc looks plain stupid, who would use it's crappy barrage when you have normal arty there?

Besides arty changes patch looks good though.

And pls dont start with "sukin wants more arty bla bla bla", in my opinion docs shouldnt have obvious weaknesess which are extremely easy to exploit, they must have advantages in certain roles, not other way arround. If one doc can counter another with just a few units used in the same way each time that means that game design is terrible. Pls leave RAF, Luft and AB alone, imo they are the most interesting and fun docs to play, you d better put your hands on Terror, Def and TH which are badly designed and boring (US Armor as well in lesser extent, I like Hawk's changes regarding it btw)

User avatar
Warhawks97
Posts: 2509
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: 4.9.9 Patch Preview

Postby Warhawks97 » 25 Jul 2017, 17:08

Ok. I knew that jeep moves to inf doc.

But what is that doc now?
It seems like "everything we have no use for or dont want in other docs will be moved to inf doc"

What inf doc has now?

Howitzer with VT
light mobile howitzers
very mobile rocket arty
Two off map arty strikes
(Elite) infiltration inf
Heavy armored tanks (Jumbo)
Mobile armored howitzer (105 sherman)
heavy mortars and emplacments
Spam infantry (bad and medium infantry)


I dont know how to call such a doctrine to be honest. I mean i can understand your moves that you want docs more specialised. But inf doc seems to be excluded from this goal. And i agree with sukin. I think Terror and def doc are poor in their designs (thus roles).

Luft may not need the nebler any longer due to effective airstrike abilties.
Maybe we can add also something like the stuka raid to airborne doc? An ability where P-47 target emplacments and buildings with two bombs? Would be unlocked either with bomb run or raid ability.
As you need some space in the global command pannel the 101st HQ squad will maybe dropped by AB HQ building instead as global ability. Cost dropped by 100 MP in return maybe. Just a thought.

Mass production now also lowers the price of Panzer IV J to 380MP 30F


This is mad. Holly shit.

I want to remind that US 76 guns have slightly less than 50% pen chance at max range when skirts are up.
Arent you exaggerating with 30 fuel for a tank that shreds inf decently and also killing Medium armor very well?

I mean 30 fuel. How is a tank of this type so cheap? the D version costs just 30 MP less after mass prod upgrade.
Last edited by Warhawks97 on 25 Jul 2017, 17:27, edited 1 time in total.

speeddemon02
Posts: 153
Joined: 20 Jan 2015, 03:11

Re: 4.9.9 Patch Preview

Postby speeddemon02 » 25 Jul 2017, 17:13

Want to confirm that the PIII N, PIV F1, and Sturmtiger were going to be disabled in inf only games?

Liferacer
Posts: 10
Joined: 09 Apr 2017, 23:14
Location: Germany

Re: 4.9.9 Patch Preview

Postby Liferacer » 25 Jul 2017, 17:44

Warhawks97 wrote:Luft may not need the nebler any longer due to effective airstrike abilties.

What?? No way, the airstrike abilities are not effective. Please add Nebelwerfer 150mm Lufwaffe doctrine, otherwise the doctrine is useless.

User avatar
MarKr
Team Member
Posts: 1859
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: 4.9.9 Patch Preview

Postby MarKr » 25 Jul 2017, 18:03

Warhawks97 wrote:This is mad. Holly shit.

I want to remind that US 76 guns have slightly less than 50% pen chance at max range when skirts are up.
Arent you exaggerating with 30 fuel for a tank that shreds inf decently and also killing Medium armor very well?

I mean 30 fuel. How is a tank of this type so cheap? the D version costs just 30 MP less after mass prod upgrade.

At current prices what sense does it make to build in BK doc PIV J? Once you unlock the massproduction (and with it "J"), "H" costs 450MP 55F while "J" costs 410MP 45F. If you pay the extra 40MP and 10F, you get way better tank that already comes with skirts upgrade and has faster turret rotation (so requires less micro). The "J" version is cheaper now so that buying them over "H" makes some sense. Yes, with skirts 76mm guns have slightly under 50% chance to penetrate them. But they come without skirts (the bug where "J" had skirt armor type even without buying the upgrade was fixed some time ago) and the upgrade costs 50 ammo. Even if player decides to spamm them the slower turret makes them easy to flank and buying skirt upgrade for the whole spam will drain ammo fast.

speeddemon02 wrote:Want to confirm that the PIII N, PIV F1, and Sturmtiger were going to be disabled in inf only games?
Yes, we have that on the list.
Liferacer wrote:What?? No way, the airstrike abilities are not effective. Please add Nebelwerfer 150mm Lufwaffe doctrine, otherwise the doctrine is useless.
:lol: (I hope that was a troll post)
Image

User avatar
Panzer-Lehr-Division
Posts: 427
Joined: 12 Dec 2014, 14:03

Re: 4.9.9 Patch Preview

Postby Panzer-Lehr-Division » 25 Jul 2017, 19:19

You guy's should play new patch before already doing some bad reputation. Niiiceee changes dev's;)
SunZiom: but true is you`re only one man which i know who really know how play PE
CyberdyneModel101: you're unstoppable

User avatar
Tiger1996
Posts: 3187
Joined: 06 Dec 2014, 15:53
Location: I'm from Egypt, but I live in Qatar.
Contact:

Re: 4.9.9 Patch Preview

Postby Tiger1996 » 25 Jul 2017, 19:30

- Mass production now also lowers the price of Panzer IV J to 380MP 30F

This change makes little sense to be honest, the actual price of this vehicle is actually 550 MP and 70 fuel... And this is how it costs in TH doc as long as it's selected from the reward menu instead of the IVH. Blitz doc require more CPs to unlock this tank though.. which is 3 Command Points vs only 2 Command Points in TH doc. Therefore, this tank in Blitz doc is already mass produced (410 MP and 45F) even before unlocking the mass production unlock which reduces the price of IVH later, as it surely does not further reduce the price of the IVJ but only the IVH. Since that the IVJ is already mass produced by default in Blitz doc. So, by lowering the price of the IVJ further in Blitz doc... This way u have "mass produced" the tank which is already mass produced! You only needed to modify the descriptions of both the fast production unlock as well as the mass production unlock. But if you really wanted to lower the price of this tank, then u could have first increased the price of this tank in Blitz doc to 550 MP and 70 fuel, as it would be no longer mass produced by default.. becoming 410 MP and 45 fuel ONLY after the mass production unlock.

User avatar
Warhawks97
Posts: 2509
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: 4.9.9 Patch Preview

Postby Warhawks97 » 25 Jul 2017, 20:51

@Markr. Maybe i made a mistake. But corsix clearly says that J has tp skirts. I know you changed it but somehow its like it was before.

Also Tiger is right. You would have to calculate it down from 550/70 .

Not sure but doesnt Tank IV H needs 5 CP to get that cheap while J is unlocked after faster prod already for the "mass production price". So the J is cheap after 3 Cp and not 5. That i think is a huge difference.

kwok
Posts: 1063
Joined: 29 Mar 2015, 05:22

Re: 4.9.9 Patch Preview

Postby kwok » 25 Jul 2017, 21:32

hi, cool stuff. really interested to see how the demo charge change and grenade efficiency improvement will impact gameplay.

based on the changes to demo charges, can i ask for something that I think will help improve gameplay? In some cases, more than 1 demo charge is placed on buildings. This poses a problem if a demo charge is being set during an assault because you can't manually detonate a charge until all charges are set. For example, taking an AA gun the set up is 4 charges. If the squad is wiped before all 4 are set, you sometimes have 1-3 sitting there that can still blow up but not manually. Plus, the time it takes to set up 4 is longer and puts the setting squad a a higher risk.

One other request, can the demo charge be position target based and not on the building? I ask this because sometimes a unit will walk towards an unsafe side of a building and cannot be controlled. For example, setting a charge on an MG bunker sometimes the unit will literally walk around the bunker at the face of the gun and get shredded like an idiot. Additionally, sometimes being able to set a finer direction at which you want to put a demo on a strategic point is a huge tactical advantage. It can be controlled through excessive micro right now (direction you walk up to the point is where it sets) but a one click action would be nice.

User avatar
Tiger1996
Posts: 3187
Joined: 06 Dec 2014, 15:53
Location: I'm from Egypt, but I live in Qatar.
Contact:

Re: 4.9.9 Patch Preview

Postby Tiger1996 » 25 Jul 2017, 21:50

Regarding IVJ again... I would like to clarify;
I was wrong only about 1 thing, the actual price of IVJ is around 500 MP and 60 fuel and not 70 fuel. The command IVJ from SE doc is the one that costs 550 MP and 70 fuel on the other hand... But this particular IVJ in SE doc is limited to only 1 unit at a time, and is able to use victor target ability to co-ordinate arty.. so it's a special unit.

So, in order to put everything on the straight line.. let me simplify the whole thing further:-
# TH doc:
- IVJ costs around 500 MP and 60 fuel... IVH costs 550 MP and 80 fuel. (2 CPs only)
- And you choose either the IVH or the IVJ from reward menu.

# Blitz doc:
- IVH requires 2 CP to unlock.. and has same cost as in TH doc. However, after 3 more command points.. which is total 5 Command Points, the IVH price will be then reduced to 450 MP and 55 fuel after the mass production unlock.
- Also in Blitz doc, IVJ is unlocked after 3 command points in total. (2 CP for Pz IV unlock + 1 CP for improved production) and the price is ALREADY MASS PRODUCED by default. Being 410 MP and 45 Fuel... Therefore after mass production, it doesn't get cheaper.

Now, for some reason MarKr just made IVJ become cheaper also after mass production unlock!! Which is nonsense... Because this way the IVJ is mass produced TWICE. So, what is the solution? Here it is:
When the IVJ is unlocked after 3 Command Points, it should cost around 500 MP and 60 fuel.. and after the mass production, it would cost 410 MP and 45 fuel once again. Meaning that the IVJ would be no longer mass produced by default in Blitz doc... Then he could just change the descriptions of both mass production as well as improved production unlock(s) accordingly. This is how it should be!

User avatar
Kr0noZ
Global Moderator
Posts: 153
Joined: 26 Nov 2014, 06:20
Location: Germany

Re: 4.9.9 Patch Preview

Postby Kr0noZ » 25 Jul 2017, 22:55

Well, but the idea was to have the J be cheaper than the H even after both get the cost reduction;
So the 380MP 30F for the J is intended.

Otherwise, the cost difference between the cheapo Auf. H and the J is too small to make the J attractive due to it's worse performance (mainly turrent rotation being much slower). People will always just build the H if the price stays that way.

User avatar
Warhawks97
Posts: 2509
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: 4.9.9 Patch Preview

Postby Warhawks97 » 26 Jul 2017, 00:45

Maybe the J is not getting cheap enough but the H too cheap? H is from 80 fuel to 55. Thats more than 20 fuel less.

Just as comparision. The 76 sherman is reduced by 95 MP and 10 fuel if i am right. The e8 135 MP and 15 fuel.

And the Axis td do also not lose that much. The IV/70 goes from 580 to 525 or something like that and 15 fuel cheaper iirc.


I would say that the H is easily losing 10 or 15 fuel cost too much. And thats the real issue.

I mean think about it. A Tank that is penetrated that has a 50% chance to withstand the best standard US anti tank gun (skirted or not) costs basically not more than vehicles. It doesnt turn turret fast but it has one (often you turn the tank manually anyways). It has also top mount MG and a powerfull gun.

I think the H could cost 60-65 fuel after mass production still. The J MP price to 400 and all would be happy. 50 MP and 20 fuel spared.

User avatar
Tiger1996
Posts: 3187
Joined: 06 Dec 2014, 15:53
Location: I'm from Egypt, but I live in Qatar.
Contact:

Re: 4.9.9 Patch Preview

Postby Tiger1996 » 26 Jul 2017, 01:05

@Kr0noZ
I understand, but honestly the IVJ can't be cheaper than 400 MP and 40 fuel anyhow... Otherwise even the OstWind would be still more expensive after mass production this way! It just doesn't make sense.. you see, I am an absolute lover of Blitz doc. I think that everybody here knows this for a fact, so.. normally I wouldn't ever reject some buff to it. However, this change here just sounds odd. It really just doesn't work... I am being so honest here! 380 MP and 35 Fuel is way too cheap.

Basically the price of the IVJ has to be 500 MP and 60 fuel before the mass production. And after the mass production, it can get cheaper to 400 MP and 40 fuel... instead of currently 410 and 45 fuel as basic price.. and that's it.

So the final result would be like this in Blitz doc...

- Before mass production:
IVH = 550 MP / 80 F
IVJ = 500 MP / 60 F

- After mass production:
IVH = 450 MP / 55 F
IVJ = 400 MP / 40 F

Legit enough.

@Hawks
No man, no need to touch the IVH at all I think...

User avatar
MarKr
Team Member
Posts: 1859
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: 4.9.9 Patch Preview

Postby MarKr » 26 Jul 2017, 01:35

Drunk again so just in short:
@Warhawks and Skirts of "J": You're right...that is weird...we will correct it too.

@kwok: I will have a look at it and iirc it is just a matter of "true/false" switch but in general you can just plant the demo charge next to the building and as long as the building is in the AoE of the explosion, it will be destroyed. Also if you plant the charges "during an assault" the squad will be most probably wiped anyway because during those 19-25 seconds, they are vulnerable as hell. The intention here is to have an option to destroy structures quickly in one detonation after you get close so that you don't need to spend 5 minutes shooting with tank's basic ammo at it.

@Tiger and Warhawks about PIV J price: The thing here is that TH doc is meant to be using tank hunters as core units and tanks as secondary units. This does not mean that PIV J needs to cost the same in TH and BK doc. Also in TH doc you choose between H and J in reward unit menu so the situation is different from BK doc where you have both units at the same time and as I said in the fist place - why would you want to save 40MP and 10F on the J model which is more micro-heavy and less durable (because it has no stock skirts) when you can save this little sum more and get less micro-heavy unit which is more durable and the extra armor saves you 50 ammo every time you build it? So in TH doc you have either one or the other and if you want to use a medium tank (which is not your intended main unit in any phase of the game) you are stuck with what you chose before the match, in BK doc you can choose and people will always choose the H unless the J has something that makes it worth considering. We think this "something" is low price. For the lower price (which is positive side) you get lower turret speed which requires more micro (which is negative) and less armor (which is also negative side) which can be boosted by upgraded for 50 ammo (which at the same time serves to a certain point as anti-spamm mechanic). Just because it is same unit, it does not need to cost the same in different factions or docs - e.g. Stuart has price difference in US and CW. Our intention here is to make the unit worth building, and as we said in the past gameplay is always stronger argument than historical realism.
Image

kwok
Posts: 1063
Joined: 29 Mar 2015, 05:22

Re: 4.9.9 Patch Preview

Postby kwok » 26 Jul 2017, 08:49

@kwok: I will have a look at it and iirc it is just a matter of "true/false" switch but in general you can just plant the demo charge next to the building and as long as the building is in the AoE of the explosion, it will be destroyed. Also if you plant the charges "during an assault" the squad will be most probably wiped anyway because during those 19-25 seconds, they are vulnerable as hell. The intention here is to have an option to destroy structures quickly in one detonation after you get close so that you don't need to spend 5 minutes shooting with tank's basic ammo at it.


I figured a few things after I posted, for example the grenade buff is to counter the fact that demos won't be assault oriented. But, still needing to plop down 4 charges over a long interval of time (especially if the squad was hurt and only has a few squad members to put charges) for some buildings compared to others needing only 1 charge will make an unintended inconsistency? Maybe?

User avatar
MarKr
Team Member
Posts: 1859
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: 4.9.9 Patch Preview

Postby MarKr » 26 Jul 2017, 10:29

Yes, maybe. As I said - you can plant the explosives next to the building and it will go too but I will check the buildings and make them not require multiple charges.
Image

User avatar
Warhawks97
Posts: 2509
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: 4.9.9 Patch Preview

Postby Warhawks97 » 26 Jul 2017, 12:59

That new armor doc sounds and looks nice.

Not sure if it was in this forum or the old one. But we had that idea with ammo supply for armor doc already. I am glad to see it at the end after like more than three years when such an idea was brought up for the first time.

Veery cool. Also that war machinery change. That in combo with ammo upgrade. Nice. Pls make sure that the replaced units will also be equiped. Just to make sure^^

TD´s are excluded from that upgrade? Coz i would at least add the m10 as well as basic TD. Hellcat and all with 90 mm guns can be excluded. But pls add the M10 to that upgrade as well (just normal AP, not the special HEAT).


Another thing also. Can we maybe put global repair and war machine as unlock together? The sherman mass production could on where global repair is currently. And at the place of the sherman mass production we could add the Jumbo 75 mm unlock (moved from inf doc where it doesnt even need an unlock). So we would have sherman->75 Jumbo->Calli->76 Jumbo. Sherman mass prod would require 1 CP, war machine and repair 3 CP.

So it would look:
Production speed->Sherman mass prod->War machine/repair->Ammo

Alternatively: Sherman mass prod<-Increased production speed->War Machine/Repair->Ammo upgrade (That one would look great)
Last edited by Warhawks97 on 26 Jul 2017, 13:17, edited 1 time in total.

User avatar
Medic Truck
Posts: 69
Joined: 15 Jun 2017, 19:31
Location: Kathmandu, Nepal

Re: 4.9.9 Patch Preview

Postby Medic Truck » 26 Jul 2017, 13:15

@Warhawks,

Where are the changes preview for Armor doc? I can see your thread of suggestion only.

Edit: No worries. I checked the edited original post. Very nice and sensible changes.
Last edited by Medic Truck on 26 Jul 2017, 13:20, edited 1 time in total.

User avatar
Warhawks97
Posts: 2509
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: 4.9.9 Patch Preview

Postby Warhawks97 » 26 Jul 2017, 13:17

Medic Truck wrote:@Warhawks,

Where are the changes preview for Armor doc? I can see your thread of suggestion only.


scroll up. First post from markr ;)

User avatar
Tiger1996
Posts: 3187
Joined: 06 Dec 2014, 15:53
Location: I'm from Egypt, but I live in Qatar.
Contact:

Re: 4.9.9 Patch Preview

Postby Tiger1996 » 26 Jul 2017, 13:25

@MarKr
But did anyone complain about the price of IVJ being worthless? Like I said, in my opinion the IVJ can't be cheaper than OstWind.

And even this wouldn't make it any worthless:
- Before mass production:
IVH = 550 MP / 80 F
IVJ = 500 MP / 60 F

- After mass production:
IVH = 450 MP / 55 F
IVJ = 400 MP / 40 F

As it would only make more sense, and yet you save 20 fuel and 50 MP before mass production and 50 MP and 15 fuel after mass production. Currently the IVJ in Blitz doc costs 410 MP and 45 F regardless of mass production.. but no one said it's worthless.
================================
As for changing the vehicle speeds, the changes to Shermans over there are quite good.. though I am kinda afraid if u would ever manage to change any further vehicle speeds. Specifically for tanks such as the Panther, as I have actually just recently addressed this matter on a different topic as a response to Panzerblitz1's statement, if anyone is interested; you could go check what I said. So no need to repeat the same thing here...
================================
The new Armor doc seems good, though I would probably hope to see the SP removed.. and 75mm Jumbos moved from inf doc to Armor doc on the other hand. And u know what? I wouldn't really mind to see Combat Engineers moved to Armor doc as well.

But the Sherman 105 should stay for inf doc.

User avatar
Warhawks97
Posts: 2509
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: 4.9.9 Patch Preview

Postby Warhawks97 » 26 Jul 2017, 13:37

Tiger1996 wrote:@MarKr
But did anyone complain about the price of IVJ being worthless? Like I said, in my opinion the IVJ can't be cheaper than OstWind.

And even this wouldn't make it any worthless:
- Before mass production:
IVH = 550 MP / 80 F
IVJ = 500 MP / 60 F

- After mass production:
IVH = 450 MP / 55 F
IVJ = 400 MP / 40 F

As it would only make more sense, and yet you save 20 fuel and 50 MP before mass production and 50 MP and 15 fuel after mass production. Currently the IVJ in Blitz doc costs 410 MP and 45 F regardless of mass production.. but no one said it's worthless.
================================
As for changing the vehicle speeds, the changes to Shermans over there are quite good.. though I am kinda afraid if u would ever manage to change any further vehicle speeds. Specifically for tanks such as the Panther, as I have actually just recently addressed this matter on a different topic as a response to Panzerblitz1's statement, if anyone is interested; you could go check what I said. So no need to repeat the same thing here...
================================
The new Armor doc seems good, though I would probably hope to see the SP removed.. and 75mm Jumbos moved from inf doc to Armor doc on the other hand. And u know what? I wouldn't really mind to see Combat Engineers moved to Armor doc as well.

But the Sherman 105 should stay for inf doc.




About the tank IV i agree. Nobody has ever complaint about the cost. I think if you leave it as it is (Tank IV J cheap at default with 3 Cp and H cheaper later with two more CP required) all will be fine. With 5 CP you can get cheap J and storms or simply cheaper H but no storms. I think thats a huge different.


For the speeds of tanks the e8 will now be faster than a Panther. Cant say if its good or not. The Panthers had speeds of 55 kph (D) to 46 kph (G). The e8 had a speed of 47. In game Panther has 4.6 and e8 will be at 5 in future. Just to get a picture of whats happening exactly.


As for armor doc i wouldnt mind if 105 keeps with inf doc when the 75 mm Jumbo would somehow find its way to armor doc.


Return to “Announcements”

Who is online

Users browsing this forum: No registered users and 4 guests