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SCOGGEX
Posts: 633
Location: Brisbane, Queensland
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here.
mostly bug fixes and balance changes. nothing done about relic online connectivity issues yet. |
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| #0 08:58pm 16/11/06 |
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system
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infi
Posts: 4572
Location: Brisbane, Queensland
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this game is so mad. all i play nowdays
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| #1 10:11pm 16/11/06 |
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rubba-chikin
Posts: 5020
Location: Brisbane, Queensland
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woot been hanging for this
/downloads |
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| #2 10:51pm 16/11/06 |
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infi
Posts: 4574
Location: Brisbane, Queensland
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they have fixed the sound bug. thank god, and nerfed the calliope and ostwind while strengthening the panther. snipers no longer one shot kill other snipers. all good changes imo
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| #3 11:16pm 16/11/06 |
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Loki
Posts: 7333
Location: Brisbane, Queensland
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Awesome, thanks Scoggex.
I was trying to get it from the official site and it was going 15k/sec then 5k/sec :/ The torrent one is hooning down, hooray! Time to give map making a bash in 5 mins :) |
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| #4 11:34pm 16/11/06 |
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trog
AGN Admin
Posts: 19664
Location: Brisbane, Queensland
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boo, how bad has the calliope been nerfed? that thing is awesome
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| #5 11:06am 17/11/06 |
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infi
Posts: 4578
Location: Brisbane, Queensland
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Gameplay
- Fixed the problem where mouse-clicking on a unit onscreen under heavy loads often does not result in the unit being selected. - Improved load times by fixing pathfinding regens. - Fixed the bug where capturing an enemy weapon resulted in it having enemy unit occlusion. - Veterancy speech samples are now triggered correctly. - The vehicle repair icon now shows up offscreen. - Fix for Allied Engineers becoming trapped when building barbed wire close to sandbags or other obstacles, which prevents them from completing orders. - All sectors default to neutral on Map Montherme, previously one player would start with ownership of a sector. - Allied and Axis HQs can no longer be deleted by the player. - Players will no longer lose munitions income from creating an Axis Sniper. - Axis Blitzkrieg ability now displays appropriate icon over Axis Anti-Tank Gun. - Axis Halftracks and Allied halftracks will now carry a maximum of 3 squads total opposed to 4. - Weapon capture squads can now reinforce to full squad size. - Tuned projectile launcher location for Axis Pak 38 so it now shoots from the correct gun height. - Sniper "Make Casualty" or "Hit but not killed" criticals no longer kill their target. The result of this is that Snipers will no longer one-shot-kill other Snipers if they have full health. - Allied Engineers had a 1% chance to instantly kill a target, this was fixed and they now operate as intended. - Fix for the computer AI constantly cancelling construction and rebuilding a structure when destroying the building and staying in the area in any game. - Allied Engineer Demolitions ability will now destroy an Axis Security Post in one detonation as intended. - Axis Salvage ability is no longer giving inappropriate returns for the Axis Halftracks and Stug. - Allied Rangers were detecting camouflaged units at a very high radius, this has been reduced to the standard radius for infantry units. - Axis Flammenwerfer Halftrack will now successfully upgrade when pioneers are loaded inside. BALANCE CHANGES - Axis Ostwind has more frequent reloads, will be less effective vs units in cover or in buildings. - Axis Ostwind’s damage to player-buildings has been reduced (35-40% reduction) - Axis Panther tuning moderate speed and rotation rate increases (bringing mobility a bit closer to the Allied Sherman). - Axis Armoured Car cost increased by 10 fuel. - Axis Stug build time increased by 10 seconds. - Allied Sherman main gun effectiveness vs. units garrisoned within ambient buildings reduced. - Allied Sherman main gun Area of Effect damage slightly lowered. - Fixed the Allied Bazooka’s unnecessary accuracy penalty vs. the Axis Stug and Panzer IV. - Allied Airborne Satchel charges strengthened against buildings and bunkers. - Fortify the Perimeter Commander Tree item in the Defensive Doctrine has had a 1 Commander Point reduction. - Axis Flak 88 Commander Tree item in the Defensive Doctrine has had a 1 Commander Point increase. - For the Fatherland ability cost has been reduced by 40%. - All vehicle main guns effectiveness vs. infantry in cover reduced. - Sherman Calliope Main Turret reload time is 50% slower than the standard Sherman. - Allies Browning Automatic Rifle (BAR) is significantly less effective on the move. |
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| #6 11:11am 17/11/06 |
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trog
AGN Admin
Posts: 19665
Location: Brisbane, Queensland
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that's not too bad, I thought they'd screwed the rocket attack or something. be interesting to see how much it changes my leet tank strats thogh
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| #7 11:33am 17/11/06 |
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infi
Posts: 4579
Location: Brisbane, Queensland
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tiger > all
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| #8 11:39am 17/11/06 |
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Loki
Posts: 7334
Location: Brisbane, Queensland
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Hahah rhey f***ed it.
ANY allied vehicle can drive over axis tank traps (i.e. tank traps are useless). ALL Axis light armour is blocked by allied BARBED WIRE. (and none of that conversely). Good Going Relic. |
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| #9 12:17pm 17/11/06 |
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rubba-chikin
Posts: 5021
Location: Brisbane, Queensland
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Some major major bugs in this release that the COH community is furious over.
ANY allied vehicle can simply run over Axis tank traps, that includes the AI - its just like you never put any down. That plus ALL Axis light armour is stopped by barbed wire... http://www.youtube.com/watch?v=nk19M9bin1A ^^ lookie here ^^ This all apparently stemmed from the tank trap bug of where half built traps still blocked vehicles. Funniest thing is the 1.3 patch was delayed for so long because of "Thorough QA Testing" according to Relic. It pretty much totally f***ed online play and obvioulsy noone wants to play ranked matches cause thats a pretty big disadvantage. There are a lot of unhappy campers on the forums, and is bad bad news for Relic cause they are being called the new EA heh. This is apparently being addressed in 1.4 and they have refused to even release a interim patch to address this issue saying: The 1.4 patch will be out very soon and creating an interim patch would not speed this up. The 1.4 patch has been in production for several weeks already. Pretty f***en poor IMO when regular peeps on the forums have already found the code that needs to be modified and were talking of making a mod just to address this problem. It's pretty simple logic to me, release 1.3.1 JUST ADDRESSING THIS ISSUE... its sure as hell going to be faster and it should be done already! Looks like I'm uninstalling, reinstalling and staying with 1.2 ugh :/ EDIT: damn you loki my epic post took a while to type, I should have kept quiet on MSN :P last edited by rubba-chikin at 12:20:50 17/Nov/06 |
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| #10 12:20pm 17/11/06 |
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infi
Posts: 4582
Location: Brisbane, Queensland
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didn't realise that. that's a serious flaw.... :(
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| #11 01:00pm 17/11/06 |
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system
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