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[일반] v1.3

뭐하징(115.88) 2016.12.17 15:02:18
조회 885 추천 5 댓글 19
														

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V1.3 UPDATE

GENERAL

Shared Veterancy

Normalized team weapon veterancy for all factions (all HTs and USF officers). Our halftrack reinforcement changes left the shared-veterancy changes in an inconsistent state. This is because all USF weapon teams were contributing shared experience for the USF officer mechanism.

To bring everything together, we decided to only allow HMGs and Mortars to provide shared veterancy, but at a rate that is lower than infantry. This is because mortars gain experience at a higher rate, and to avoid awarding HMG-overuse too much.

  • 5% mortars/indirect fire
  • 10% HMGs
  • 50% infantry
베테런시 공유량을 전 팩션에 걸쳐 표준화. 하프트랙이 베테런시 나눠받게 만들다보니 USF 장교들이 화기반한테 베테를 겁나 얻어먹네요 ㅎㅎ
그래서 싹 다 표준화 해서 바꾸겠음. 박격은 경험치 쓸어담으니 쪼끔 주고 HMG는 스팸 하기 싫게 쪼끔 줌.

5% 박격/곡사무기
10% 기관총
50% 보병

OKW

251 Flak Half-Track

To prevent the unit from coming out too early and dominating the field (e.g., a cut-off manoeuvre), players now require to first research Field Medics. This was especially problematic for Soviet Tier 1 or USF Tier 2 did not have access to proper counters. The 251 Flak HT was also overshadowing investing into a Mechanized HQ for Panzer 2 due to its earlier timing and not suffering from any of the downsides of Mech.
* Building the 251 FlakHT requires the player to first research Field Medics

251 대공핲트


이 유닛이 너무 빨리나와서 필드를 점령하지 못하도록 필드 매딕을 먼저 업글해야 하게 바뀌었습니다.

쏘오련 1티어나 USF 2티어로 카운터를 할 수가 없어서 특히 문제가 됨.

또한 251 대공핲트는 2티어의 룩스를 안쓰게 되는 이유가 된다고 봄.

*251 대공핲트는 필드 매딕을 업글해야 생산 가능


SOVIET

Guards troops

The recent changes to Guards have brought the unit back into line with other squads in the game. Except for one detail; Guards now truly require their upgrades in order to function. Thus, losing their slot items will make them a bit less desirable. Thus, we have given Guards the opportunity to rebuy lost items and equipment for a small munitions cost:

  • 30 MU per PTRS
  • 40 MU per DP-28

가드 트룹


무기 떨어뜨려 먹으면,


30 뮤니로 PTRS 한정 추가

40 뮤니로 DP-28 한정 추가

중에 쓰까서 추가할 수 있음



Penal Battalions

With this patch, we aim to refine the anti-infantry and anti-vehicle roles Penals should have as well as late game scaling.Thus, in order to give Penals the tools to become more desirable and interactive, we are giving them the Molotov Cocktail ability. The rationale is that Penals rifle are very good at engaging enemy infantry at all ranges. However, a Penal investment might not look so lucrative if all fight is happening between green cover. Thus, we deem that a Molotov Cocktail will restore Penal’s capacity as both an anti-garrison specialist unit (forcing squads off cover), and a skirmisher unit (creating impediments for incoming squads). This will also allow for better Conscript mixing and make the upgrade more viable. 
Oorah! Ability removed (vet2)
Penals can now throw Molotov Cocktails, when researched from the Soviet Headquarters. (Same as Conscripts)

Furthermore, we are enhancing Anti-Tank Penal battalions. Even though 2x PTRS would be more than enough to hold off against a vehicle threat, PTRS Penals would lose out in relevance to nearly every other squad in the game. To give PTRS Penal squads the ability to scale as a decent AT-squad, we are adding the ability for PTRS Penals to upgrade to a 3rd PTRS rifle. However, to prevent 3x PTRS Penals from hard countering light vehicles too easily, we are gating this upgrade behind Soviet Tech.

  • PTRS Penals can buy a 3rd PTRS for 30 munition
  • 3rd PTRS upgrade requires building Soviet T4

Moreover, we have found that the Sticky AT Satchel is nearly impossible to use in a realistic combat situation. To alleviate this, we have modified the AT satchel as follows:

  • Buying the 2xPTRS upgrade removes access to the Satchel ability, and gives access to the Sticky AT satchel ability
  • The Sticky AT satchel will home in on the target, if thrown
  • The enemy vehicle can avoid having the satchel thrown at it if it runs out of range (10) while the unit is winding the satchel up
  • The Sticky AT Satchel will apply a snare to all injured tanks in the vicinity, if the health is low enough (friendly or enemy)
  • Now deals engine critical damage only if the tank falls below 75% health

Finally, we are also experimenting with giving Penals their Flamer back, but with a catch; upgrading the Flamethrower will severely inhibit the squad’s long-range capability. This is so as to prevent Penals from being to able to engage enemy squads at all ranges and all cover-types. Part of the reason the previous Penal Flame thrower package was too potent was because of the durability of Penals, but this has been weakened in a previous iteration of the Preview Mod.

  • Penals can upgrade to a Flamer & PPSh package for 70 munitions
  • The package gives access to 1 flamer and 3 PPSh submachine-guns
  • PPSh sub-machine-guns have equal priority to SVT rifles, thus PPSh will not transfer over to surviving members. This is to ensure Flamer is always the last item.

형벌

2뱃 우라 사라짐
몰로토프 업글하면 던질 수 있음
스티키 새철 맞추기 힘들어하니 호밍 기능 추가해줌
PTRS와 3파파샤+ 1화방 패키지 중에 선택 가능 (70뮤니)
PTRS 업글시 4티어 지으면 3번째 PTRS를 30뮤니에 추가 장착 가능

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WEHRMACHT

222

We found the 222’s MG wasn’t quite performing for its cost. Although a small change, it will help the performance of the 222 better reflect it cost.

  • MG accuracy increased from 0.35/0.3/0.25 to 0.44/0.385/0.275
222 기관총이 밥값 못하는 거 같으니 명중업 해 드릴게요.


QUALITY OF LIFE

Retreat point de-congestion

The OKW headquarters layout makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Squads will halt their retreat within 10 yards from the OKW headquarters

We have noticed a similar situation arising in the forward OKW MedHQ. Healing performance is further degraded by the fact that activating the forward retreat point ability spawns antennas that inhibit movement. To address this:
Squads will halt their retreat within 10 yards from an OKW MedHQ base acting as retreat point
Forward retreat antennas can now be traversed by units

Finally, we have noticed similar patterns emerge with the forward retreat mechanic of the British faction. Like the OKW faction, the entities that act as forward retreat points are large immobile objects. Unlike OKW, there was only one single spot acting as a forward retreat point, creating unnecessary hotspots. To address this:
Squads will half their retreat within 10 yards from a Forward Assembly or a Vanguard Glider acting as retreat points

중간 집결지에 퇴각시에 넘 옹기종기 모여서 장애물에 걸려쌌고 매딕이 치료대상 찾기도 힘들어하니
중심에서 10야드에 도달하면 멈추게 만들었습니다.


BUG FIXES

  • Fixed a bug where USF Phosphorus barrage was targettable in base sector

  • Fixed a bug where it was possible to make OKW Medical supplies have infinite duration

  • Fixed a bug where OST medic supplies would heal in-combat squads
  • Fixed a bug where it was possible to trigger OST medical supplies before the duration had elapsed
  • Assault grenadiers can no longer interrupt their grenade toss (workaround for infinite grenades abuse)
  • Fixed an issue where Schu mines were not causing suppression

Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:

  • Airlanding officer (Light Gammon Bomb)
  • Stormtrooper (Stun grenade)
  • Obersoldaten (Bundle grenade)

USF 백린연막탄 적 베이스에 못씀
슈피 구급약 쿨다운 영원히 가던 버그 수정
동독 메딕 서플라이 전투중에 피차는 버그 수정
동독 메딕 서플라이 쿨 존나 빨리오던 버그 수정
강습척탄병은 이제 수류탄을 취소할 수 없음
S마인이 제압력이 없던 버그 수정

제압시 수류탄 사거리 -33%가 적용되지 않던 놈들 잡아냄:
에어랜딩 오피서 (라이트 가몬 밤)
스톰트루퍼 (스턴 그라네이드)
옵졸 (번들 그라네이드)

UI FIXES

  • Updated abandoned M1 81mm Portrait

  • Updated M1 81mm squad portraits for their respective factions.

  • Updated 120mm Mortar Shield Symbol to a different variant
  • Updated KV-8 call-in icon to match other call-in icons.
  • Updated M1 81mm Smoke Radius UI. UI will now get smaller at shorter distances.
  • Updated artillery officer call-in icon to match other call-in icons.
  • DShka shield icon updated to the correct version for non-EFA armies.



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