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本帖最后由 errorboss 于 2013-8-21 13:33 编辑
CoH 2 Updates August 20th, 2013 Part 1
posted by Relic_Noun @ 07:25PM on August 20, 2013
General
EDIT:
Updates August 20th, 2013
General
• Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes
• Replays now store build version in header to allow filtering out of old replays that will cause a sync error
• Changed method of determining local player when loading a saved game
• Added ability to change Faceplate and added two new faceplates to select from
Gameplay
• Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned
• Canceling building in progress of the 152mm gun-howitzer will now refund the full cost
• Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon
• Mines can now be killed by flamethrowers
• Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability
• Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost
Balance
Vehicles
Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles.
T34
• Main gun damage from 80 to 120
• Main gun penetration from 75 to 80
• Cost from 240 MP and 95 FU to 280 MP and 85 FU
T34 Ram
• Ram min range from 10 to 17
• Ram max range from 30 to 35
• Penetration from 1000 to 160
• Damage from 100 to 160
• Deflection damage added, now does 80 damage on deflect
• Deflection now results in a crew shock critical to the receiving vehicle
• Ram engine overheat from 4 to 2.5s
o If the engine overheats, the T34 will be slowed down eventually canceling the RAM
• Ram engine overheat now a timed action, lasts 30s
• Added in tooltip for engine overheat critical
• Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same
SU-85
• Focused Sight now reduces movement speed by 50%
Unit Abilities
AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles.
AT Grenade
• Damage from 80 to 100
• Added deflection damage, now deals 80 damage on deflect
• Penetration from 1000 to 100
Oorah!
• Cost from 5 to 10 ammunition
Panzerfaust
• Damage from 80 to 100
• Added deflection damage, now deals 80 damage on deflect
• Penetration from 1000 to 140
Rifle-Grenade
• Rifle-grenade now cost 25 munitions
Sdfkz 222
• The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon
Population Cost System
Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population.
Soviets
• M3A1 population from 2 to 4
• M5 Half-track population from 3 to 5
• Katyusha population from 9 to 10
• T70 population from 5 to 6
• SU-76 population from 4 to 6
• SU-85 population from 8 to 12
• T34-76 population from 7 to 10
• T34-85 population from 9 to 12
• KV-8 population from 9 to 14
• IS-2 population from 14 to 24
• ISU-152 population from 17 to 25
Germans
• 222 Scout Car population from 2 to 4
• 251 Half-track population from 3 to 5
• Mortar Half-track population from 5 to 6
• Panzerwerfer population from 9 to 10
• Stug population from 7 to 10
• Ostwind population from 8 to 10
• Panzer IV population from 8 to 12
• Panzer IV Command Tank population from 9 to 12
• Panther population from 11 to 16
• Brummbar population from 13 to 16
• Tiger population from 13 to 24
• Elefant population from 16 to 25
Target Weak Point
Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability.
Elefant Target Weak Point
• Fire aim time from 2 to 1
• Ready aim time from 2 to 2.75
• Damage from 120 to 320
• Distance scatter max from 5 to 10
Pak 40 Target Weak Point
• Ability range from 80 to 60
• Weapon range from 80 to 60
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1.5
• Damage from 80 to 160
Pak 43 Target Weak Point
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1
• Damage from 80 to 320
Stug Target Weak Point
• Ability range from 45 to 50
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1.5
• Area effect radius from 0.5 to 1.5
• Area distance far from 0.25 to 0.75
• Area distance near from 0.125 to 0.375
• Area suppression far from 0 to 0.1
• Area suppression near from 0 to 0.2
• Damage from 80 to 160
• Weapon range from 60 to 50
• Distance scatter max from 5 to 6.5
Brummbar Target Weak Point
• Fire aim time from 2 to 1
• Post firing aim time from 4 to 0
• Ready aim time from 2 to 2.625
• Area radius from 0.5 to 5
• Area distance far from 0.25 to 2.5
• Area distance near from 0.125 to 1.25
• Area suppression fear from 0 to 0.1
• Area suppression near from 0 to 0.2
• Damage from 80 to 160
Bug Fixes
• Various campaign issues addressed
• Fixed idling animation for wrecked Panzer IV
• Fixed tracer issue with Elefant hull gun
• Addressed various audio issues
• Victory target can no longer be cast at no cost
• Rifle-grenade will now refund when cancelled
• Fixed refund not working for the German rifle grenade
• Artillery Officer Barrage now properly triggers cool down on cancelation
• Removing the single player ptrs teardown time – the time was causing the grenade ability to fail
• Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad
• Fixed satchel charge refund issue when the ability is cancelled while throwing
• Fixed stacking armour modifiers for the Tank Training Intel Bulletins
• Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed
• Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source
• Fix for getting stuck shooting at an empty building
• Fix for point blank range not counting bonus accuracy
• Fixed issues with Theater of War
• Various text changes
• Fixed Twitch crash on receiving chat
• Removed Rangers reference from Shock Troops in Post Game Stats
• Fixed some issues on Langreskaya
Last Edited On: Aug 20 2013 06:37 PM UTC (7 hrs ago)
原版英雄连 2 更新 2013 年 8 月 20 日第 1 部分
发表于由 Relic_Noun @ 关于 2013 年 8 月 20 日 7:25 下午
一般
编辑:
2013 年 8 月 20 日更新
一般
• 添加地图否决权为 Automatch — — 方主机现在可以否决达 1/3rd 适用地图 automatch 进程在开始之前。否决权计数作为投票反对一张地图和 automatcher 将只能选择之间地图与数目最少的票
• 重播现在存储生成版本标题,以便筛选出的旧将导致同步错误的重播中
• 更改方法的确定本地球员时加载保存的游戏
• 添加更改面板的能力,并添加两个新的面板,从选择
游戏玩法
• 步枪步兵 '按钮' 能力现在将被禁用,如果球队被固定的警卫队
• 取消建设进展的 152 毫米火炮现在将退还全部费用
• 除去这两个其 DP 28s 的警卫队步枪步兵现在可以回购武器
• 地雷现在可以被杀害的火焰喷射器
• 与修复能力的应征入伍者现在可以修复被遗弃的车辆,匹配的工程师修复能力的行为
• 增加团队武器的流行帽成本,所以重新载人的武器有成本较低流行帽
平衡
车辆
重点改善 T34 可行性和更好地平衡 RAM 中晚期的游戏。T34 的作用是侧卫的意味着要利用敌人的弱点与命中和运行策略。已调整 RAM 通过运动与介质和较低的反击。对较重的盔甲,RAM 现在终于有机会失败基于盔甲和渗透。这是为了考虑为重型车辆不能从 RAM 能力容易被当成是轻型和中型车辆机动的事实。
T34
• 主炮伤害从80提升到120
• 主炮破甲能力从 75提升 到 80
• 成本从 240 MP 和 95 油到 280 MP 和 85 油
T34 Ram
• Ram min 范围从 10 到 17
• Ram 最大值的范围从 30 到 35
• 穿甲力从 1000年到 160
• 从 100 到 160 的损害
• 挠度损害补充说,现在不会 80 损伤偏转吗
• 挠度现在结果至关重要的接收车辆乘员组休克
• Ram 发动机过热从 4 到 2.5s
o 如果发动机过热,T34 会减慢最终取消 RAM,
• Ram 发动机过热现在一个定时的动作,持续 30 秒
• 在引擎的工具提示中添加过热关键
• 去除排气发动机损坏,调整关键更改,以弥补这种变化和保持的东西相对较相同
苏-85
• 集中视线现在减少了 50%的移动速度
单位的能力
在手榴弹和铁拳火箭筒将看到与重目标的效率降低。此更改是为了改善中期向后期游戏坦克作战的流动通过使侵略性演习风险较低。重型坦克应该能够更好地引领结果。很少或没有影响与中等至轻型车辆。
在手榴弹
• 从 80 到 100 的损害
• 添加偏转损坏,现在 80 伤害上的偏转
• 渗透从 1000年到 100
Oorah!(苏军的乌拉冲锋)
• 成本从 5 到 10 弹药
铁拳火箭筒
• 从 80 到 100 的损害
• 添加偏转损坏,现在 80 伤害上的偏转
• 渗透从 1000年到 140
枪榴弹
• 枪榴弹现在成本 25 弹药
Sdfkz 222
• 222 侦察车现在保留其同轴毫克后升级到 20 毫米自动炮
人口系统成本
专注于更好地反映单位值通过保养成本。此前,派出一支重型车辆的军队是比菲尔丁重统筹军队由于低人口的车辆更多回报。我们现在分解燃料为车辆总体的评价。
苏联人
• M3A1 人口从 2 到 4
• M5 半履带式人口从 3 到 5
• 卡秋莎人口从 9 到 10
• T70 人口从 5 到 6
• 苏 76 人口从 4 到 6
• 苏-85 人口从 8 到 12
• T34-76 人口从 7 到 10
• T34-85 人口从 9 到 12
• KV 8 人口从 9 到 14
• IS- 2 人口从 14 到 24
• isu 152 人口从 17 到 25
德国人
• 222 侦察车人口从 2 到 4
• 251 装甲车人口从 3 到 5
• 迫击炮装甲车人口从 5 到 6
• Panzerwerfer 人口从 9 到 10
• Stug 人口从 7 到 10
• Ostwind 人口从 8 到 10
• 装甲师四人口从 8 到 12
• 装甲师 IV 命令坦克人口从 9 到 12
• 黑豹坦克人口从 11 到 16
• 灰熊突击炮 人口从 13 到 16
• 虎式坦克人口从 13 到 24
• 像式坦克(斐迪南)人口从 16 到 25
目标薄弱点
提高了可用性目标要更正的一些功能问题的薄弱点...准备目标时间表示火灾后激活能力的时间。
Elefant像式坦克(斐迪南) 目标薄弱点
• 消防的目标是从 2 到 1 次
• 准备好目的时间从 2 到 2.75
• 从 120 到 320 的损害
• 距离散点图从 5 到 10 最大
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