5.2.8 Beta

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MarKr
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5.2.8 Beta

Post by MarKr »

Hello everyone, a new beta is here!

Noone is here to read long introductions so let's get straight to it.

There have been several posts about infantry (especially elite infantry) being in a weird position because basic infantry could often perform better and by the time the CP-locked infantry hit the field, the "baisc" infantry often had veterancy levels and so the performance difference between the basics and elites was also lower and it was harder for the elites to make themselves worth their cost. There have been several suggestions on how to fix this and im the end we decided to change the veterancy bonuses based on the "tier" of each squad. In this beta, every squad belongs into one of these three tiers: basic, semi-elite or elite. Here is the list of squads in each tier and the veterancy changes for these:

Tier A (Vet bonuses for each level lowered by 50%):
US: Engineers, Riflemen (also the 7-men call-in)
CW: Sappers
WM: Pioneers, Volksturm, Volksgrenadiers
PE: Panzergrenadiers

Tier B (vet bonuses same as before):
US: 101st, AB Engineers, Combat Engineers
CW: Rifle Section, Canadian Infantry, Assault Squad, RE Sappers
WM: Grenadiers, Grb39 squad
PE: Assault Grenadiers, Assault Pioneers, Sabotage Squad, Luft Pioneers, SS squad

Tier C (Vet bonuses for each level increased by 50%):
US: Rangers (also the Infiltration and MG squad), CQB, 82nd
CW: Commandos (Sten, Enfield, PIAT, HMG, Marines), SAS squad
WM: Stormtroopers (all types)
PE: Fallshirmjägers, Gebirgsjägers
(Squads that are not listed here have bonuses still same as before, so practically they are in the "semi-elites" group for now)

This means that basic infantry gets less bonuses from their veterancy and so if you get for example a fresh Stormtrooper squad and have to face Vet3 Riflemen, the Riflemen won't have as high advantage over the Storms as they used to have. This also means that unlocks that give "free" veterancy level are now more valuable than before and commanders can be more valuable too because with their Vet2 aura, they usually give more XP to infantry around, so they can help the infantry with getting their stronger bonuses faster.

There have been quite a lot of discussion around the Airborne doctrine and their HQ squad. We said in the discussion that we're not bringing back the old version of the squad but there are some changes coming nonetheless.
- Increased the range at which the AB command squad can gain XP from other squads' kills to 55 (from 35)
- AB command squad gains 60% of other squads' XP within command range (from 50%)
- Removed the "Medikit" ability from the HQ squad
- Removed the option from HQ squad to paradrop Medic squads
- The HQ squad automatically heals soldiers nearby as long as the medic in the squad is alive
- HQ squad provides +15% extra XP to AB infantry around at Vet0
- HQ squad provides +10% extra XP to AB infantry around at Vet2 (from +25%)
The squad is not intended to be a front line single-unit infantry stomper but rather a useful utility unit. During the 5.2.0 update the HQ squad was given larger aura radius but we forgot to also increase the range at which the HQ squad can get XP from units. So now the HQ squad can get XP from squads that farther away. We also increased the amount of XP they get by a little bit so it should be a little bit easier to reach the higher Vet levels with this squad and so access the higher-level aura bonuses for your AB infantry.
The squad medic (he must be alive!) now also heals automatically soldiers around without the need to manually activate the healing ability every time. This should remove a little bit of the micro-requirement of this squad. The squad heals automatically so the healing ability is now removed. The same way the ability to drop the medic team has been removed because the HQ squad now does the same thing as the medic squad. The medic squad can still be paradropped from the AB HQ in case you need it (e.g. to provide a mobile healing to your team mate).
Last but not least, HQ squad now has its XP boost divided into two parts so it provides more XP to surrounding squads from the start but instead of providing +25% at level 2, it provides +15% from the starts and later at level 2 adds another +10% to the approximate total +25% as before.

There are also other changes connected to teh Airborne doctrine in general:
- Changed the unlock position of 101st and 82nd so now afrer unlocking the 101st you can either unlock the 82nd or the HQ squad
- Changed the cost of Resource Paradrop ability to 75 fuel (from 200MP) and provides 150 ammunition (from 200)
- Lowered Straffe damage against targets in green and yellow cover but significantly increased suppression against targets in this cover type (applies to Luft Straffe too)
It has also been mentioned that the AB unlock tree is too restraining so now you have the option to go from 101st either to 82nd squad or the HQ squad.
We've also tried to come up with some way of utilizing the fuel reservers that the AB doctrine always had and had no use for it. There were again several suggestions but in the end we decided to go with simply changing the "Ammo drop" cost from MP to fuel. This should provide some usage for the doctrine's fuel reserves and at the same time it will leave you more MP to invest into your infantry. There is still the upgrade that lowers the ammo costs of AB infatry weapon upgrades so these changes in along with the veterancy changes should help with maintaining the AB infantry in the field for longer time.

Because the infantry is now more capable of dealing with enemy infantry and the doc will have more MP available for more squads/reinforcing the "squad-wipe power" of the Straffe plane has been lowered, or at least against infantry in cover. It should deal now less damage but provide strong suppression effect against them - but only in green and yellow cover, infantry without cover is just as vulnerable as before.

There has also been quite a few posts saying that bombs directly hitting a tank and dealing too little damage is stupid/reidiculous/uNrEaLiStIc and what not so here comes a change for the heavier bombs:
- Increased direct-hit damage of bombs (Stuka and P-47) to x2 (from x1.6)
One more thing for the US faction:
- Supply Yard no longer requires other buildings to be built
You can now build the Supply Yard whenever you want. This was also suggested here on the forum some time ago along with suggested lower cost of the building. The costs will stay the same to prevent too much snowballing in the early game.

Another relatively big change for certain doctrines is the functionality of "howitzer" tanks:
- Scott, 105 Sherman, StuH and StuPa can now attack targets directly with more accuracy but bigger spread and longer reload times (similar to 95mm Churchill)
Since the 95mm Churchill is a similar unit and can fire direcly with relatively good accuracy, these other units now behave the same way. Please test specifically the performance of these units and provide feedback about them.

Last but not least, some general fixes and improvements:
- Luftwaffe Straffe should no longer penetrate and destroy unintended tanks
- All weapon crews are now armed with rifles (Kar98 for Axis, M1 Carbine for US)
- Lowered the barrage cooldown on the 75mm howitzer halftrack to 90 seconds (from 120)
- 2-inch mortar no longer gets bonuses to its shots fired from camouflage
- "Mine throw" ability now has to be used on a specific target (so no longer on the ground)
- Fixed a bug where the emplaced 76mm AT gun couldn't use AP ability
- Fixed a bug where the T48 halftrack couldn use AP ability without getting the upgrade first
- "Mark Artillery Target" can now be used on weapon crews too
- SE Firefly will now deal proper damage to Jumbo Shermans
Just kidding, I know you're here mostly because of the Panthers! This topic has been talked about A LOT. Many of you expressed your opinions here on the forum, even more people participated in the survey that kwok created. In the end the results of the survey were pretty much 50:50 and so this one goes pretty much down to personal preferences. About half of you wants the Panthers to change and about half of you wants to keep them the way they are. It doesn't matter what we do, someone will always be pissed about this. The discussion was revolving around whether or not to lower the armor of Panthers (and so lower their durability) in exchange for lower prices. The changes are as follows:
Panther D in BK doc:
- lowered the max speed to 4.5 (from 5)
- HP of Panthers dropped to 650 (from 800)
- cost lowered to 650MP 95F (from 780MP 130F)
- fuel upkeep lowered back to 2.88 (from 4)

Panther A:
- lowered acceleration to 2 (from 2.5)
- lowered the max speed to 4 (from 4.4)
- HP lowered to 650 (from 800)
- cost lowered to 700MP 110F (from 850MP 155F)
- fuel upkeep lowered back to 2.88 (from 4)
- added the same rec.pen. modifier as other Panthers have (x0.9)

Panther G Ace:
- increased acceleration to 2.2 (from 2)
- lowered the max speed to 4 (from 4.4)
- HP lowered to 700 (from 800)
- cost lowered to 1100MP (from 1400MP)
- fuel upkeep lowered back to 2.88 (from 4)

Panther G (TS doc):
- increased acceleration to 2.2 (from 2)
- lowered the max speed to 4 (from 4.4)
- HP lowered to 650 (from 800)
- fuel upkeep lowered back to 2.88 (from 4)
Panthers were basically "better Tigers" with a bit better gun, about the same armor, but also a high speed. Their only bigger downside was their rear armor which was significantly weaker than that of Tigers. However, due to their speeds, hitting the rear armor was harder to achieve than it might seem and even if you got to take a shot at the rear armor, the tank often managed to survive the hit and retreat anyway. These changes keep the armor strength as it was, but lower the speed and acceleration a bit (they are still faster than Tigers) and also lower their HP. This way the armor protection will the same as before but if you manage to penetrate the armor, the chance of one-shotting the tank is now higher (especially for 90mm guns and 17 pounders). On the other hand the Panthers are now a lot cheaper - even more than they were before the last update and their fuel upkeeps are the same as before.

Keep in mind that this is a beta and many things here were impossible to predict the correct value and so we had to give it our best guess. Many of these things might, or most likely will, change based on the feedback we'll get from you. So please, play some matches, post your feedback (after you've played some games, please) and try not to freak out only based on some numbers listed here :).

EDIT:
I actually forgot to mention that there are also several path-finding changes for light vehicles in this update. It is rather technical so I won't be listing the actual value changes but keep an eye out on vehicle movement (the "dancing" of scout cars for example) and let us know if you feel any difference.

EDIT II:
There was a request to list here the infantry veterancy bonuses, so here are the bonuses as they have been untill this update (the current "semi-elite" tier still has this):
I got an idea where we would change the Veterancy bonuses of infantry based on their "status". Currently the vet bonuses are:
Vet1:
Accuracy x1.05
Rec.Accuracy x0.95
Rec.Suppression x0.95

Vet2:
Accuracy x1.05
Rec.Accuracy x0.95
Rec.Suppression x0.95
(Some squads get here more range on their throwables)

Vet3:
Accuracy x1.05
Rec.Accuracy x0.94
Rec.Suppression x0.94
Max Health x1.05
Sprint replaced by "Improved sprint/Fireup"

Vet4:
Accuracy x1.05
Rec.Accuracy x0.94
Rec.Suppression x0.94
Max Health x1.07
Health regeneration +0.011

Vet5:
Accuracy x1.05
Rec.Accuracy x0.94
Rec.Suppression x0.94
Max Health x1.07
Health regeneration +0.011
Changed armor type from "infantry" to "infantry_heroic" (some weapons have lower accuracy, damage or suppression against this type)
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MarKr
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Re: 5.2.8 Beta

Post by MarKr »

I also forgot to mention one more thing - the pack-up times of AT guns have been lowered too. Initially the pack-up times were introduced to prevent the reload-bypass glitch. The effective RoF was increased in the last update but the pack-up times remained the same. Thus they were longer than the new reloads. It is still necessary to prevent the reload glitch but it is not needed to have the pack-up times longer than the reload times so now AT guns pack up in the same time as it takes them to reload (so a bit faster than before).
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MarKr
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Location: Czech Republic

Re: 5.2.8 Beta

Post by MarKr »

Beta has now (03.06.2021) been updated. Because people don't play the beta enough, there isn't much feedback and so it is hard to evaluate the changes, therefore it will stay in the beta for about 24 hours and if no big problems are reported, it will go live then.
The new beta has these changes on top of the original ones:
Bug fixes:
- WM weapon crews should now properly display their rifles
- Rangers no longer lose Stun Grenade with double Stickies
- Fixed a bug where Veterancy unlock did not grant the first Veterancy level to Stormtrooper squads built from Barracks
- Effects of "Assault" abilities of StuGIII and Panther D no longer stack
- StuGs can no longer combine camo and static position buffs (range, reload, sight)
- Commandos Sniper limit returned back to 2 (was lowered to 1 because of intended "BOYS sniper" squad which has been canceled)
- Corrected too low damage of M8 Scott vs emplacements
- Fixed a bug which made it impossible for the Axis mortar halftrack to use the "GRW40" ability
- M10 will no longer auto-shoot its cannon at PE infantry
- Panther G in Tank Support doctrine will now correctly gain the 1st Veterancy level with the corresponding unlock
- Added Suppressive fire ability to Rangers built in FHQ (Rangers from Barracks have it)
- Fixed too high penetration of Beute Firefly vs Churchill Mk VII

Changes:
- Panther D max speed increased to 4.8 (from 4.5)
- Panther A max speed increased to 4.4 (from 4)
- Panther G (also Ace) max speed increased to 4.4 (from 4)
- Increased accuracy of M36 (also B1) to 1/1/0.85/0.85 (from 1/1/0.75/0.75)
- 76mm Jumbo's HVAP ability replaced by HEAT shot (same as M10 has)
- Volkssturm and Gebirgsjägers are now in the "B" tier of veterancy bonuses
- Suppression Stormtrooper squad now has 5 men (from 4)
- Suppression Stormtroopers are now unlocked separately (former Demolition Stormtrooper unlock)
- Demolition Stormtroopers are now unlocked with the Stormtrooper halftrack
- Demolition Stormtroopers can now crawl with flamethrowers
- Increased the penetration chance of Tiger I vs Mk VII to 25% at max range (from 15%)
- Increased the penetration chance of Panther guns vs Mk VII to 30% at max range (from 18%)
- Lowered the range of Tulip rockets to 75 (from 120)
- Removed sniper from the SS squad
- Lowered the cost of the SS squad to 450MP (from 550MP)
- SS squad is no longer available in Luftwaffe doctrine
- Lowered the cost of Panther D in Luftwaffe doctrine to 750MP 110F (from 880MP 130F)
- Lowered the cost of Panther G in Tank Support doctrine to 760MP 120F (from 880MP 130F)
- Changed the crit type of Daimlers so that they should no longer survive shots that should have destroyed them
- Lowered the cost of Command Panzer IV to 420MP 45F (from 550MP 70F)
- Replaced "activated camo" of Rangers and Commandos with passive camo (passive camo still has the same requirements to activate as the ability, it just doesn't require you to click the ability)
- Removed "Place Demolitions" ability from Sten Commandos
- Sten Commandos now have a Grenade throw ability by default and with assault training unlock they get access to "Assault" ability (shrug off suppression, sprint to target and throw several grenades)
- Assigned specific hotkeys to each Commandos squad in the glider
- Pathfinding changes reverted for now (we've been quite busy lately and there wasn't enough time to properly stress-test the latest tweaks)
- Mortar bunker in Scorched Earth doctrine now automatically shoots at targets within the range of 80 (target must not be in FoW; barrage can still shoot at standard range)
- Lowered the 101st cost to 320MP (from 385MP)
- Lowered the 82nd cost to 385MP (from 475MP)

Changes to infantry reinforcement costs and times:
- Lowered 101st reinforcement cost to 30MP and reinforcement time increased to 18sec. (from 35MP / 15 sec.)
- Lowered 82nd reinforcement cost to 40MP and reinforcement time increased to 18sec. (from 44MP / 15 sec.)
- Lowered Ranger reinforcement cost to 30MP and reinforcement time increased to 9sec. (from 32MP / 7.5 sec.)
- Lowered Infiltration Ranger reinforcement cost to 40MP and reinforcement time increased to 9sec. (from 45MP / 7.5 sec.)
- Increased CQB reinforcement time to 8sec. (from 6 sec.)
- Lowered Commandos (SMG and Rifle squads) reinforcement cost to 35MP (from 38MP)
- Increased SAS and Marine Commandos reinforcement time to 18sec. (from 15 sec.)
- Lowered the reinforcement time of Stormtrooper squads (Rifle and Urban) to 8 sec. (from 13 sec.)
- Lowered the reinforcement cost of Suppression and Demolition Stormtroopers to 35MP (from 42MP)
- Lowered Fallshirmjäger reinforcement cost to 40MP and reinforcement time increased to 18sec. (from 45MP / 15 sec.)
- Lowered 82nd reinforcement cost to 40MP and reinforcement time increased to 18sec. (from 45MP / 15 sec.)
- Lowered the reinforcement cost of Gebirgsjägers to 35MP and reinforcement time to 9sec. (from 45MP / 15 sec.)
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MarKr
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Re: 5.2.8 Beta

Post by MarKr »

For the final release there were these changes on top of the ones listed above:
- 101st drop cost returned to 385MP
- 82nd cost increased to 395MP (from 385MP)
- Increased max speed of Panther G in TS doc to 4.4 (from 4)
- SS squad now properly shows up in SE doc
- Resource trade abilities of WM moved to HQ
- Blitz doc can now spawn Demolition Storms from command panel
- Added a sniper to TS doctrine
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